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« YANG - NORMAL MOVES (by ROM) - SUPER STREET FIGHTER 4: ARCADE EDITION | Main | YANG - COMBOS - SUPER STREET FIGHTER 4: ARCADE EDITION »
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. 

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