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Monday
Sep262011

YANG - INTRO - SUPER STREET FIGHTER 4: ARCADE EDITION

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN
STRENGTHS GREAT RUSHDOWN, HIGH DAMAGE COMBOS, GOOD MIX-UPS, SEVERAL WAYS AROUND PROJECTILES, GOOD MOVEMENT AND BACKDASH
WEAKNESSES SLOWER COMMAND GRAB, LOWER STAMINA
STAMINA 900 - BELOW AVERAGE
STUN 1000 - AVERAGE
CROSS UP  DIAGONAL JUMP MEDIUM KICK
ANTI-AIR DRAGON KICKS, STANDING HEAVY KICK, CROUCHING HEAVY PUNCH
ARMOR BREAK PALM STRIKE
GOOD MATCH UP N/A
BAD MATCH UP N/A

GAMEPLAY STYLE:

Insert text here

COMMUNITY VIDEOS:

SSF4AE Yang Tutorial - Lightning Fast Basics Tutorial by pdaaawg:  This is a great overview tutorial which gives a quick rundown of Yang's capabilities as well as some tips and combos.



Monday
Sep262011

YANG - NORMAL MOVES (by ROM) - SUPER STREET FIGHTER 4: ARCADE EDITION

Find ROM on Twitter: @AfroRom


While Yang’s normals are fairly good, zoning is not his forte. The ranges on his normals (cancelable or otherwise) are somewhat stubby, so getting into a poking fight with certain characters can be costly. This in no way means that his normals are useless, but rather they are much more powerful up close, exactly where he (and you) want to be. However, there will be times where it’s more profitable to play a patient game, and thus knowing what your normals are capable of is a must.

My draft for this article has gotten incredibly long, so I’m going to break part 2 into two separate sections. The first will have a breakdown of his normals, and the second will have the command normals, specials, ultras and a list of combos.

 

Punches


Jabs – Both crouching and standing jabs are extremely useful. Both have 4-frame startup and link into crouching forward, which is important because that allows for the possibility of a Senktyuutai ender. The jabs are also useful in that you can easily hit confirm off 2-3 of them, allowing you to either finish the combo or try something else if the opponent is blocking. Jabs can also be rapid-fired, which jails the opponent on block, and in turn allows them to be used for option selects.


Many characters cannot duck stand jab, which allows you to get in their face and throw out jabs while you walk forward, locking them down (to a certain extent). Add the fact that stand jab has pretty good range, you’re able to get at least like 3 walk up jabs before it becomes a little dangerous to do so. Something to note is that walking up with stand jab over and over can make an opponent jumpy, and if they try to tech a possible throw, they’ll eat a counter-hit stand strong instead. Use that to your advantage and abuse the normal. As a bonus, you’re able to link Ultra 1 from a hit stand jab (s.jab is +8 on hit, Ultra 1 has 8 frame startup), though the window is tight to land it.


Strongs – Unlike 3rd Strike, Yang’s close strong in AE isn’t the preferred punishment normal. It actually does less damage than both close fierce and crouching forward, and the activation range (where close strong instead of far strong would happen) isn’t that great either, which asks the question: why would I use this normal at all? Well, close strong links into low forward (1 frame link, p-linking makes it easier), which makes it slightly more damaging than close fierce, though I don’t personally believe the damage increase is worth all that much for trying a 1 frame link (I’m a big fan of keeping things simple).


On the upside, his strongest ground B&B (c.jab -> cl.strong -> c.forward) is pretty much two counter-hit setups in one combo, meaning a mashing opponent is going to get caught by something if you lag the normals slightly (unless that something is an uppercut, which is bound to happen). Also, if you get a counter-hit cl.strong, you can link Ultra 1 (tight window, not really that great). Far strong seems a bit useless to me – while you can go straight into the punch chain, the normal itself isn’t very noteworthy. I’ve also not found a use for low strong so far other than Seiei Enbu, seeing as it can’t be canceled into anything, and doesn’t provide any significant results when it actually does connect.


Fierces – Yang’s far fierce is a decent anti-air against certain far away jump-ins, albeit a little slow for that role. On the ground far fierce is a pretty good poke, comes out somewhat fast for punishment situations, but retracts slow, making it a little risky to miss. It has a little less range than stand roundhouse, but the recovery seems to be better. Close fierce is his strongest cancelable normal, meaning this should be used in most punishment situations unless there’s need for something else. Cl. fierce activates after command grab, meaning cl.fierce xx slashes/Senkyuutai is possible.

Jump fierce is the preferred jump-in due to the angle it points at. It does the same damage as J.RH but, because of the angle, it does not miss opponents whose hitboxes are too low. Jump back fierce is also nice to use; it beats certain jump ins and also will stuff divekicks done too close to him when it activates. Neutral jump fierce is good too – it hits pretty far in front of him, making it a decent air-to-air, albeit a little slow on the start up.

 

Kicks


Shorts – Yang’s shorts are, without a doubt, some of the more ridiculous normals I have seen in Street Fighter. Low short links into itself, allowing it to be hit-confirmed as well as going under a ton of things in the game. It’s incredible. Low short goes under C.Vipers burn kicks, under her fierce Thunder Knuckle (her uppercut), Balrog’s EX dash straight [one short only], Tiger Knee, many jump-ins, and the list is still not complete. Low short allows you to just walk up and throw the move out against certain characters on their wakeup and they will simply have to take it, which is a huge deal in Street Fighter.


Stand short is just as insane. With the same startup (both have 3 frame startup), excellent range for a stand short, and the ability to cancel into slashes, Yang is able to punish things that many characters can’t. Examples include blocked Balrog jab dash punch, Fei Long Rekkas (as long as they’re close enough), Yun’s punch chain when it’s stopped at two hits (this is HUGE, normally this string is 'safe', so Yun can usually throw it out with impunity), and the list goes on. Footsie-wise, it’s great. It comes out fast, retracts fast, and can be canceled into slashes. In neutral situations, stand short is what you would want to use. In fact, in many situations you’d want to use stand short. When in doubt, stand short xx slashes.


Forwards - Low forward, while being his main punisher normal for whiffed attacks, is pretty stubby. I’ve compared it to Yang in 3s, and it is definitely not as far-reaching. Be that as it may, it’s fairly fast and has the best reach of all his cancelable normals. It even goes under certain attacks (like crouching short, but not as reliable). But as I stated, the range will do less than impress you. There have been several instances where someone whiffs a random DP relatively close by, and low forward whiffs right in front of them.  Far forward is also a good tool to stop people from jumping or dashing in, as it comes out quick and reaches far, but it’s less useful on the ground, as it does not hit crouching opponents. Close forward is his launcher.

In my opinion, not enough people talk about - or use, for that matter - close forward enough. It’s -2 on block, meaning very few things can actually punish you for using it, so you can just kind of randomly throw it out. It leads into a lot of things, especially since it is the main meterless way to land an ultra. Jumping forward is Yang’s crossup. Very reliable, certain setups allow you to make it pretty ambiguous and still have it lead into a combo. If an opponent tries dashing under you as you neutral jump, coming down with jumping forward covers both sides, leaving very little guessing for you to do. Since jumping forward can turn into a two-hit air chain (usually as you jump forward, but can also be done as you jump back I believe), you can land combos on people attempting to focus your jump in, though certain focus attacks (like Chun) oftentimes makes the second hit whiff if the first hit wasn’t done early enough (I’ve seen the attack go straight through Chun).


Roundhouses – Stand RH is Yang’s longest reaching standing normal. It comes out somewhat slow and retracts slow as well, but is still useful against characters attempting to walk in. It is also decent against far away jump-ins. It’s main use I can see is against the grapplers, seeing as they are big, slow targets. Being a slow, single hit attack, you kind of commit yourself if you try to play footsies with it against faster characters. I’d consider it kind of like of a fireball – if the opponent happens to be jumping, the result is just as bad as if you threw a fireball. Be a little careful with stand RH.


Low RH is Yang’s longest crouching normal. It comes out in 8 frames, sets up an untechable knockdown, and can be linked into from stand jab. Low RH is nice in the fact that if you can tag the opponent with it at certain distances, safe jumps and ambiguous cross ups become a possibility. A good footsie tool, it catches many people walking back and forth on the ground. It is, however, unsafe when blocked so keep in mind that certain characters can hurt you for it. Jump RH is a good air to air normal, though I haven’t seen anything about its hitbox, but it’s fairly reliable in that role. For actually jumping in, I still believe jump fierce beats it out due to the angle in which fierce is pointed at. Both jump fierce and RH do the same damage, so…

Overall, Yang is not a character with excellent poking normals. I had originally played Chun Li before, so perhaps I’m spoiled. Nonetheless, his range is slightly below average, meaning it is incredibly important to get close to your opponent and stay there, which is exactly where his strengths lie. Get in and stay there. Unless it’s Zangief, of course. In that case just run the hell away.

Monday
Sep262011

YANG - SPECIAL MOVES - SUPER STREET FIGHTER 4: ARCADE EDITION

TOROU ZAN (MANTIS SLASHES, REKKAS)

QUARTER CIRCLE FORWARD + PUNCH 

With this move Yang dashes forward and makes a slashing attack.   While attacking with this move you can keep inputting the quarter-circle forward and Punch (to cancel into itself) to keep attacking until you complete the attack series, with each regular version being repeatable up to two more times and resulting in a knockdown.

The Punch button used determines the horizontal range of the dash and attack, the damage and the recovery.  The Light Punch version has the shortest vertical attack range, does the least damage but recovers the fastest while the Heavy Punch versino has the longest vertical range, does the most damage, but recovers the slowest.  The Light Punch version is a great poke while the Heavy Punch version makes a great punish due to its damage and reach.

The EX version starts up even faster than all of the regular versions, has the range of the Medium Punch version, and can hit up to 5 times.  The last hit of the EX version also puts your opponent into a spinning juggle state, and if you have your opponent near the corner when this happens you can follow up with Ultra 2.

SENKYUUTAI (DRAGON KICKS, ROLL KICK)

FORWARD, DOWN, DOWN-FORWARD + KICK

Yang's Dragon Kicks are useful in a variety of ways.  Some versions are good anti-air, it can make a good reversal and is also a great move to punish opponent's mistakes.

The Light Kick version has Yang perform his vertical Dragon Kick attacks from his standing position.  The Light Kick version is the best version for anti-air because he does not roll forward like other versions.  It starts up pretty fast and it has a few frames of invincibility at the start, making this a good reversal.  The next few frames are invincible to projectiles so you can also dodge projectiles with this, although the Palm Strike is the superior choice for this in almost all situations.  Also be cautious of opponents using low attacks on your wakeup as this move may whiff.

The Medium and Heavy Kick versions both have Yang rolling forward before doing the vertical Dragon Kicks.  Because of this roll, Dragon Kicks can be used in some combos.  Neither have invincibility frames to attacks, so use Light version for reversal attempts.  They are invincible to projectiles once the roll is initiated, however.  The Medium version does the same damage and stun as the Light version while the Heavy version does the most damage and stun.  The Heavy version has a lot more invincibility to projectiles because of the longer roll.  Use either of these two versions to counter mid-range projectile chuckers.  The Medium and Heavy versions also result in a knockdown and with Yang landing near them, which is a great position for Yang to perform some mix-ups on the opponent's wake-up.

The EX version does more damage and stun than the normal versions, starts up faster and has some projectile invincibility at startup.  The forward roll is also faster and tracks the opponent's position.  All of these properties make the EX version extremely versitile.This is much more reliable as a punishing move due to its speed and this especially applies to its anti-fireball properties.

You can also FADC all versions of the Dragon Kick. FADC back if you have at least two stocks of meter and your opponent blocks your attack to safely retreat.

BYAKOU SUSHOUDA (PALM STRIKE)

QUARTER CIRCLE BACK + PUNCH

Palm Strike is useful in a variety of capacities.  The Light version is a good feint.  All of the other versions can cancel out projectiles.

The Light Punch version is a fake Palm Strike.  A good Yun player should be using empty Palm Strike when in a relatively safe position just to build meter, so occasionally throwing in a fake Palm Strike may bait the opponent into doing something that you can punish, or just simply keep them guessing.  Since the Medium Palm Strike can be used in combos, you can create a mix-up.  Try using a fake Palm Strike instead occasionally to see if your opponent is trying to mash out a reversal or something that you can punish with a fresh combo.

The Medium Punch version of Palm Strike comes out pretty fast and while it does not knock down, it can be used in combos.  The Heavy Punch version does more damage and stun than the Medium Punch version, and starts up a bit slower.  Also, this version results in a knockdown, actually gives you frame advantage on block and can get you a juggle on an opponent in the corner.

The EX version has similar startup as the Heavy Punch version and does the same damage and stun.  It has lower body invincibility at the start of the move so it can be used as a counter to low attacks.  It's standout feature is that it wall bounces your opponent, allowing you to follow up with one of the three versions of Dragon Kicks regardless of screen position.  Go to training mode to practice which Dragon Kicks version to use when getting a wall bounce from this move from different screen positions.  If your opponent is near the corner you can follow up with either Ultra or a Medium Palm Strike.

Like Yun, Yang is far more dangerous with meter and Palm Strike is crucial to building meter fast.  Always be using Palm Strike at every opportunity where you cannot be easily punished to build meter.  It builds even more meter if your opponent keeps chucking fireballs.

 

ZENPOU TENSHIN (FLIP GRAB OR COMMAND GRAB)

HALF CIRCLE BACK PLUS KICK

With this move Yang grabs his opponent and flips to the other side (hence the nickname of the move).  The move does no damage on its own but it does leave Yang with frame advantage, allowing him to follow up with one of his damaging combos. This move is an important part of his close range mix-up game and makes him far more dangerous up close, especially with meter (the threat of the EX version).

Yang's version starts up and recovers a bit slower than Yun's version, but if you take care in its use its still extremely useful.  All normal versions of this move are the same regardless of the button pressed.  As noted, be careful when using this move. Know it's range and know when to use it, as this move's recovery if you whiff can result in your opponent punishing you hard.

The EX version of the Flip Grab has a lot more range than the normal version and is invincible to throws.  Also, it starts up faster than the normal version which makes it useful in tick-setups.  The extra range is what makes it dangerous, however.

 

KAIHOU (TELEPORT)

QUARTER CIRCLE FORWARD PLUS KICK

With this move Yang dashes at an incredible speed, but for game purposes it's a teleport and many players refer to it as such.  It has startup and recovery frames where you can be punished, so take caution on where and when to utilize this move.  During the middle part of the teleport you are invulnerable to attacks. 

The Light Punch version travels the shortest distance and has the fastest recovery while the Heavy Punch version travels the farthest and recovers the slowest.  You can dash through a standing opponent if correctly spaced.

The EX version of this move is invincible to all attacks for its entire duration and recovers quickly, with only the Light Punch version recovering slightly quicker.  This makes the EX version difficult to react to and punish.  It can also make a great reversal as long as you are not too predictable with it as you can get thrown. 

 

 

SUPER: SEIEI ENBU

 

QUARTER CIRCLE BACK X 2 + PUNCH

Once Seiei Enbu is initiated Yang creates two copies of himself with each copy performing whatever move Yang does at a slight delay from each other.  Every attack during the Super's duration ends up being three attacks in very rapid succession, and with each attack being so close together it allows Yang to chain together combos which are normally not possible. 

The Super starts instantly, so you don't have to worry about being punished during its activation.  You can also cancel into this Super from many of Yang's normal moves and several of his Special Moves like Mantis Slash, Dragon Kicks and Palm Strike.  

During the Super's duration you will want to either crack the defenses of a defending opponent with dive kicks, overheads and crossups mixed in with normal attacks or just find a bead and butter combo to use for Super if you already have them hit.  When against a defending opponents take particular care against characters with invincible reversal moves (Ryu's Shoryuken, etc).

Stun is still applied to all attacks during the Super but you can easily rack up high numbers of hits in comobos easily which can heavily scale down both the damage and the stun of later hits.  A good way to maximize damage is to do a reset to start the combo count over again, which will also reset the damage scaling. 

 

ULTRA 1:  RAISHIN MAHHA KEN

QUARTER CIRCLE FORWARD x 2 + THREE PUNCHES

Ultra 1 is Yang's highest damage Ultra.  It can be used as an anti-air as well but you will need fast reactions to pull it off reliably. 

Here are some ways to combo into Ultra 1:

  • A Close Standing Medium Kick will juggle the opponent into the air. Jump forward and do a Light Dive Kick while the opponent is in the air. Whiff the Dive Kick and go into Ultra 1 as the opponent reaches the ground.
  • FADC out of Mantis Slashes
  • After an EX Palm Strike when opponent is near the corner

ULTRA 2:  TENSHIN SENKYUUTAI

QUARTER CIRCLE FORWARD x 2 + THREE KICKS

Yang's Ultra 2 does less damage than his Ultra 1 but it has a good trade-off.  During the rolling animation at the start of the Ultra, Yang is completely invincible to projectiles.  This obviously makes the Ultra very useful when you expect the opponents will throw a lot of projectiles.  Like Ultra 1, it too has a lot of setups.

Yang Ultra 2 Setups:

  • Target Combo 3 (Diagonal Jump Medium Kick, Down-Forward Medium Kick) into Ultra 2
  • Close Standing Medium Kick into Ultra 2 (see Close Standing Medium Kick above)
  • Dragon Kicks FADC into Ultra 2
  • EX Palm Strike into Ultra 2 as opponent bounces off of far end of screen

COMMUNITY VIDEOS:

SSF4:AE Yang U2 Exhibition by DGWeasel:  This video shows a lot of setups for Yang's Ultra 2, including some more exotic setups. 

Monday
Sep262011

YANG - COMBOS - SUPER STREET FIGHTER 4: ARCADE EDITION

Sunday
May012011

SPECIAL THANKS AND CONTRIBUTIONS - YANG

SPECIAL THANKS:

  • ROM:  Special thanks to top Yang player ROM, who took the time to write a tremendous amount of useful information about Yang's normals.

COMMUNITY CONTRIBUTIONS:

  • apolon81: Thanks for pointing out some errors and helping to clarify wording accuracy.