Street Fighter 3: 3rd Strike/Yang/2021

From SuperCombo Wiki

Introduction

Yang is the younger twin brother of Yun. Yang is an introverted inline skater from Hong Kong. He's skilled in Chinese Kung Fu like his brother. Yang is eager to prove himself, moreso over his brother than anyone else, and can be condescending and sharp mouthed towards his opponents. He first appears in Street Fighter III: New Generation as a palette swap of Yun, before gaining a unique moveset in SF III: 2nd Impact.

Yang has the signature Twins command grab and divekicks, while also having fast walk speed. His pressure is more straightforward than Yun's, using his Rekkas to consolidate his game plan. It can be tough to find an opening out of Yang's pressure as only the final hit of his rekkas are punishable on block. His corner carry is extremely potent, and with his command dash he can create oki situations even if he knocks his opponent far away. He lacks the capability of meterlessly converting off lights, unlike his older brother. Though he has some strong options up close, from a distance he has to commit/gamble more due to slower and punishable ranged options or getting little reward from being unable to convert.

Super Arts

SA1: Raishin Mahhaken

7f startup, fully invincible, single long bar super. It has the same range of Yang's st.hp, deals 465 points of damage (more than 40%), and is +1 on block(!). While that sounds nice for a low-damage character like Yang, it's a single bar, meaning you have to avoid using EX slashes if you want the super. It's also slow enough that you can easily parry it after Yang activates, making that +1 on block a moot point. The least commonly used.

SA2: Tenshin Senkyuutai

1f startup, invincible, 2 medium bar super. It deals 315 (around 25%) damage, and has Yang rolling the ground, only starting the attack once an opponent is within nearly point blank range. The super itself is pretty decent - easily combos, can be used as a reversal, allows for an optional free side switch, automatic oki, etc. The real gold of this super is the tons of meter you get, giving you more EX slashes to store in the back pocket. Generally the super of choice.

SA3: Sei-ei Enbu

Install super with a very short bar - the shortest bar in the game, in fact. The super's effects are more comparable to Rose's Soul Illusion than Custom Combos - all of Yang's moves are copied by two shadows that follow him around. Unfortunately, this super isn't very good for the most part - the main reason is that it only stores 1 EX slash. Additionally, the damage from Seiei Enbu combos scale fast, it doesn't give his normals super priority, and doesn't have much utility in neutral. So what does Yang get in return? It does give him some nice corner pressure off of repeated high/low mixups that he can convert off of easily, similar to Urien's Aegis Reflector. It also has unblockable setups. If the setup is done properly, a crossup divekick shadow (which hits high) and Yang's cr.MP or cr.LK (which hits low) hit very close together, making the string unblockable by merit of having to block both high and low at the same time. This is only effective against certain tall/wide characters like Hugo and Alex as other characters can potentially parry once and block to safety. This super radically alters Yang's game plan for better and worse, and its complexity and setups make it the preferred super to choose only in a couple of matchups and only once you have a good handle on his setups.

Strengths Weaknesses
  • Great mobility with his super jump, fast walk speed, variable divekicks, and a command dash
  • Great pressure with quick light and medium buttons, fast walk speed, and safe rekka mixups
  • Good mixup game with his kara-throw, command grab, and his 2 overheads
  • Great corner carry with rekkas
  • Low health, meaning you can afford less mistakes than other characters
  • Relatively short normals, with his longer ones being slow, punishable, or nonconvertible
  • No good conversion from light attacks without meter (EX rekkas or supers)
Yang
#3S_YA
3S yang Art.png
Vitals
Life Points 1020
Stun Points 64
Super Art Stock/Size
SA1 1/120
SA2 2/104
SA3 1/64
Ground Movement
Forward Dash duration/distance 23 (27)
(133px)
Back Dash duration/distance 29 (31)
(174px)
Jumping
Back Jump duration 39(4+33+2)
Neutral Jump duration 39(4+33+2)
Forward Jump duration 39(4+33+2)
Back Super Jump duration 49(6+41+2)
Neutral Super Jump duration 44(6+36+2)
Forward Super Jump duration 44(6+36+2)
Wake up
Wake up duration 57
Quick rise duration 41
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(yanglp).gif
Startup Active Recovery Hit Cr. Hit
3 2 6 4 4
Damage Stun Guard Parry Block
3 3 - A 4
  • Cancel options: self sp su
FATonline.png
5MP (cl)
Close MP
Mp.png (cl)
(yangclosemp).gif
Startup Active Recovery Hit Cr. Hit
4 3 7 7 8
Damage Stun Guard Parry Block
9 5 - H 6
  • Cancel options: tc sp su
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5MP (far)
Far MP
Mp.png (far)
(yangmp).gif
Startup Active Recovery Hit Cr. Hit
5 4 12 -1 0
Damage Stun Guard Parry Block
8 5 - H -2
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP (cl)
Close HP
Hp.png (cl)
(yangclosehp).gif
Startup Active Recovery Hit Cr. Hit
5 6 13 -1 0
Damage Stun Guard Parry Block
16 13 - H -2
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
5HP (far)
Far HP
Hp.png (far)
(yanghp).gif
Startup Active Recovery Hit Cr. Hit
9 6 21 -3 -1
Damage Stun Guard Parry Block
21 15 - H -5
  • 4 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK
Stand LK
Lk.png
(yanglk).gif
Startup Active Recovery Hit Cr. Hit
3 3 6 2 2
Damage Stun Guard Parry Block
5 3 - A 2
  • Cancel options: tc sp su
  • 10 kara range
FATonline.png
5MK (cl)
Close MK
Mk.png (cl)
(yangclosemk).gif
Startup Active Recovery Hit Cr. Hit
7 5 15 D D
Damage Stun Guard Parry Block
14 9 - H -2
  • Cancel options: sj
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5MK (far)
Far MK
Mk.png (far)
(yangmk).gif
Startup Active Recovery Hit Cr. Hit
9 3 15 -3 -2
Damage Stun Guard Parry Block
14 9 - H -4
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HK
Stand HK
Hk.png
(yanghk).gif
Startup Active Recovery Hit Cr. Hit
14 3 22 -6 -4
Damage Stun Guard Parry Block
17 11 - H -8
  • 13 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Command Normals

6MK
Senpuukyaku
F.png+Mk.png
(yangfmk).gif
Startup Active Recovery Hit Cr. Hit
19 6 8 0 1
Damage Stun Guard Parry Block
14 11 - H -1
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
6HP (close)
Koushu
F.png+Hp.png (close)
(yanghp).gif
Startup Active Recovery Hit Cr. Hit
9 6 21 -3 -1
Damage Stun Guard Parry Block
21 15 - H -5
  • 4 kara range
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Identical to far 5HP.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(yangclp).gif
Startup Active Recovery Hit Cr. Hit
3 2 6 4 4
Damage Stun Guard Parry Block
3 3 - A 4
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(yangcmp).gif
Startup Active Recovery Hit Cr. Hit
5 2 11 3 4
Damage Stun Guard Parry Block
12 5 - L 2
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(yangchp).gif
Startup Active Recovery Hit Cr. Hit
8 10 12 1 2
Damage Stun Guard Parry Block
17 7 - A 0
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
(yangclk).gif
Startup Active Recovery Hit Cr. Hit
4 1 8 2 2
Damage Stun Guard Parry Block
5 3 - L 2
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
(yangcmk).gif
Startup Active Recovery Hit Cr. Hit
7 2 13 0 1
Damage Stun Guard Parry Block
8 3 - L -1
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
(yangchk).gif
Startup Active Recovery Hit Cr. Hit
10 3 20 D D
Damage Stun Guard Parry Block
16 3 - L -7
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(yangjlp).gif
Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Guard Parry Block
7 7 - H -
FATonline.png
8MP
Jump MP (Neutral)
U.png+Mp.png
Startup Active Recovery Hit Cr. Hit
3 7 - - -
Damage Stun Guard Parry Block
14 11 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MP
Jump MP
Uf.png+Mp.png
(yangjmp).gif
Startup Active Recovery Hit Cr. Hit
3 6 - - -
Damage Stun Guard Parry Block
14 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HP
Jump HP (Neutral)
U.png+Hp.png
(yangnjhp).gif
Startup Active Recovery Hit Cr. Hit
8 5 - - -
Damage Stun Guard Parry Block
21 15 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HP
Jump HP
Uf.png+Hp.png
(yangjhp).gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Guard Parry Block
17 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.LK
Jump LK
U.png/Uf.png+Lk.png
(yangjlk).gif
Startup Active Recovery Hit Cr. Hit
4 12 - - -
Damage Stun Guard Parry Block
7 5 - H -
FATonline.png
8MK
Jump MK (Neutral)
U.png+Mk.png
(yangnjmk).gif
Startup Active Recovery Hit Cr. Hit
6 7 27 -2 -
Damage Stun Guard Parry Block
12 9 - H -2
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MK
Jump MK
Uf.png+Mk.png
(yangjmk).gif
Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Guard Parry Block
12 9 - H -
  • Cancel options: tc
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HK
Jump HK
U.png/Uf.png+Hk.png
(yangjhk).gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Guard Parry Block
19 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.3K
Raigeki Shuu
Df.png+K.png (air)
(yangjdk).gif
Lk.png/Mk.png/Hk.png
(angles vary by strength)
LK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard Parry Block
12 7 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Steep angle (low distance)
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard Parry Block
12 7 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Medium angle (medium distance)
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
8 - - - -
Damage Stun Guard Parry Block
12 7 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Shallow angle (long distance)
FATonline.png




Target Combos




Throws

LPLK
Hizageri
Lp.png+Lk.png
(yanghg).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
27 17 - - -
  • 18 throw range
FATonline.png
4LPLK
Monkey Flip
B.png+Lp.png+Lk.png
(yangmf).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 8 - - -
  • 18 throw range
FATonline.png
6LPLK
Youhon Shiun
F.png+Lp.png+Lk.png
(yangyst).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 10 - - -
  • 18 throw range
FATonline.png




Universal Overhead

MPMK
Toukuu Koushu
Mp.png+Mk.png
(yangoh).gif
Startup Active Recovery Hit Cr. Hit
15 10 5 - -
Damage Stun Guard Parry Block
7 3 - H -
FATonline.png




Taunt

HPHK
Kami Kakiage
Hp.png+Hk.png
(yangt).gif
Startup Active Recovery Hit Cr. Hit
21 10 27 -15 -
Damage Stun Guard Parry Block
1 - - A -16
  • 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.
  • Self meter gain: Whiff: 4, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png




Special Moves

236P
Tourou Zan
Qcf.png+P.png
(yangtrz).gif
Lp.png/Mp.png/Hp.png
(yangmsex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
8 5 22 1/-2/D 3/0/D
Damage Stun Guard Parry Block
5 5 - H -1/-4/-7
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
8 5 26 -3/-6/D -1/-4/D
Damage Stun Guard Parry Block
6 5 - H -5/-8/-11
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
8 5 30 -7/-10/D -5/-8/D
Damage Stun Guard Parry Block
7 5 - H -9/-12/-15
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
7 2 26 -2/-4/-6/-9/D 0/-2/-4/-7/D
Damage Stun Guard Parry Block
7 9 - H -4/-6/-8/-11/-9
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236K
Senkyuutai
Qcf.png+K.png
(yangskt).gif
Lk.png/Mk.png/Hk.png
(yangrkkex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
8 8 34 D D
Damage Stun Guard Parry Block
22 11 - A -35
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
16 8 28 D D
Damage Stun Guard Parry Block
24 19 - A -29
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
29 8 25 D D
Damage Stun Guard Parry Block
25 15 - A -26
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
29 8 25 D D
Damage Stun Guard Parry Block
33 16 - A -26
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214P
Byakko Soushouda
Qcb.png+P.png
(yangbsd).gif
Startup Active Recovery Hit Cr. Hit
21 13 10 D D
Damage Stun Guard Parry Block
26 21 - H -3
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
214PP
Byakko Soushouda (Fake)
Qcb.png+P.pngP.png
(yangfakepalm).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
623K
Kaihou
Dp.png+K.png
(yangkbu).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
11 5 13 - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
13 8 14 - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
15 12 16 - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
63214K
Zenpou Tenshin
Hcb.png+K.png
(yangazte).gif
Startup Active Recovery Hit Cr. Hit
7 2 26 15 -
Damage Stun Guard Parry Block
- - - - -
  • 12 throw range
FATonline.png




Super Arts

236236P (SA1)
Raishin Mahhaken
Qcf.pngQcf.png+P.png (SA1)
(yangsa1).gif
Startup Active Recovery Hit Cr. Hit
7 4 36 D D
Damage Stun Guard Parry Block
74 - - H 1
FATonline.png
236236K (SA2)
Tenshin Senkyuutai
Qcf.pngQcf.png+K.png (SA2)
(yangsa2).gif
Startup Active Recovery Hit Cr. Hit
1 59 57 D D
Damage Stun Guard Parry Block
53 12 - A -69
FATonline.png
236236P (SA3)
Sei-ei Enbu
Qcf.pngQcf.png+P.png (SA3)
(yangsa3).gif
Startup Active Recovery Hit Cr. Hit
16 - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill