Introdution
Specific Character Information
- Stamina: 1020
- Stun Bar Length (pixels): 64 (Normal)
- Stun Bar Recovery (frames it takes to recover 1 pixel): 24th frame
- Taunt: Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.
- Best Kara-Throws: (Roundhouse) HK / (Short) LK
Standard Throw Range (pixels): 18
- Kara-Throw Range (pixels): 31 / 28
Character Colors
Moves List
Basic Moves
Move | Convention |
Forward | F |
Back | B |
Crouch | C / D |
Up | U |
Jump | J |
Jump Forward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Forward | D-UF |
Super Jump Backwards | D-UB |
Dash Forward | FF |
Dash Backwards | BB |
Quarter Circle Forward | QCF |
Quarter Circle Backwards | QCB |
Half Circle Backwards | HCB |
Forward, Down, Down-Forward | F, D, DF / DP |
Back, Down, Down-Backwards | B, D, DB / RDP |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking low |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Universal Overhead | UOH |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Close Strong | (Close to opponent) MP |
Close Fierce | (Close to opponent) HP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Close Forward | (Close to opponent) MK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Neutral Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Forward | (Air) MK |
Jumping Roundhouse | (Air) HK |
Overhead | MP+MK |
Taunt | HP+HK |
Throws
Move Name | Motion |
Knee Bash | LP+LK |
Foot Propel | F+LP+LK or B+LP+LK |
Command Normals
Move Name | Motion |
Senpuu Kyaku | F+MK |
Raigeki Shuu | (Neutral Jump) F+DF K or (Jump torward) F+DF K |
Senpuu Kyaku | F+MK |
Koushu | (Close to opponent) HP |
Crouching Jab | D+LP |
Crouching Strong | D+MP |
Crouching Fierce | D+HP |
Crouching Short | D+LK |
Crouching Forward | D+MK |
Crouching Roundhouse | D+HK |
Target Combos
- LK -> MK -> HK
- MP -> HP -> B HP
- jump toward, MK -> DF MK
Taunt
- HP+HK
Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.If done near opponent, Yang will hit him if he is taller than Yang.
Special Moves
Move Name | Motion |
Tourou Zan | qcf + P (repeat qcf + P to do it up to 3 times) |
EX Tourou Zan | qcf + PP (repeat qcf + P to do it up to 5 times) |
Senkyuutai | qcf + K |
Zenpou Tenshin | hcb + K (close to opponent) |
Kaihou | f,d,df + K |
Byakko Soushouda | qcb + P (PP for fake version) |
Super Arts
Num. | Super Art Name | Motion | Super Bars | EX Moves |
I | Raishin-Mahhaken | QCF QCF+P | 1 stock | 3 EX moves |
II | Tenshin-Senkyutai | QCF QCF+K | 2 stocks | 5 EX moves |
III | Seiei-Enbu | QCF QCF+P | 1 stocks | 1 EX move |
Combos and Links
Links
Basic C. MK xx QCF P x 3: This is your basic yang combo and your primary punisher when you dont have meter. Use this combo Often.
C. MK xx QCF any 2 punch buttons x 5: this is your primary punisher when you do have meter. This will more than likely be the combo you use the most. So use this combo wisely
MP HP B+HP xx SA2: This combo is mainly used as a punisher. It does horrible damage but it does score a knockdown... use at your own will.
c.LK x2 xx QCF any 2 punch buttons x 5: Nice way to hit confirm his ex tourouzans. Great for mix up game and for punishment. You can also just use one c lk on wake up to keep your opponents off of you. Use this often but watch out for meaties, if used on wake up.
C mk xx SA1: Nice punishement combo and also can be used at will. SA1 lleaves you at 1 frame advantage and leaves them in a massive blockstun. You also get a free mix up after wards due to the ammount of stun thats on the move after block. if you play SA1 make sure to use this combo.
~3s masta
Advanced
Expert
Setups
See this video made by DJ-B13.All Yang's setups are there.
Notes and Comments
Why you should play Yang
In order to play Yang you have to play very patiently. Look for your openings and punish very well. Yang may seem like a simple character. But he is not simple by any means. He is extremely reactionary. You have to be able to punish whiffs as you see them or you wont be able to play Yang effectively. Yang has really simple combos but has a really hard style to get a grasp to. Knowing combos is only half the battle. But thats where I will start first.
~3s masta
How to play Yang effectively
If you choose to play yang you must learn several things.
1. Yangs mix up game 2. Reaction(this is very important) 3. Spacing 4. Playing it safe.
These are the keys to playing Yang and playing Yang well. Learning combos and learning strats are all apart of learning your character and your characters weaknesses and strengths. Frame data also helps alot with learning your character because you can learn what is safe and what isnt. Read up on how to read frame data in order to further study Yang or any other character that you wish to play and master.
~ 3s masta
Yang frame data
http://web.archive.org/web/20040415192834/www.karathrow.com/yang.html
This is the site to look at for Character frame data. Study the numbers very very much. It helps win matches in the long run
~ 3s masta