Street Fighter 3: 2nd Impact/Yang: Difference between revisions

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(→‎Super Moves: added SA1)
(→‎Moves List: added normals)
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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
'''Standing Normals'''
stLP - Fast jab tied for his fastest move. Goes into his stand punch TC for max damage but can go into any of his TCs for slightly easier confirmability.
stLK - Fast and relatively long-reaching move. However, it doesn't confirm as well as his other lights, with its TC not leading to a knockdown and not working at further ranges where you'd want to use it. Generally you'll want to buffer it into EX Mantis Slashes.
clMP - Fast and incredibly plus normal. Useful for max damage combos thanks to it linking into many normals. Gives easy tick throws and staggers.
stMP - Fairly fast normal but lacking in range compared to other characters. Still needs to be used since it's less committal than some of his other pokes. Should always go into the TC on hit or block for safety.
stMK - The twins' launching kick. Leads into a good meterless damage on hit. Also a consistent anti-air but as always parries must be accounted for.
clHP - Two hitting punch. First hit is cancelable. Not very useful since it does less damage in combos than clMP and while lacking its frame advantage.
stHP - Relatively long range poke. Has good frame advantage for its range, and generally won't be punished even by supers. However, it's on the slower end for his moves.
stHK - Somewhat long startup but long range kick that knocks down. His longest range normal so you might use it occasionally but it's punishable by supers and isn't too hard to react to and parry.
'''Crouching Normals'''
crLP - Tied for his fastest jab, can TC into crMP for great frame advantage and hit confirms.
crLK - Fast low, your main combo starter and great pressure tool. Has decent range and TCs into crMK for some of the easiest high damage confirms in the game.
crMP - Quite possibly Yang's best normal. While its only a tiny bit bigger than crLP, it's great for building meter on whiff and is incredibly plus. This allows it to link into other normals for easy and high damage confirms along with continuing pressure on block. Leads to some of the most free super confirms in the game.
crMK - Great poke with long reach that goes into rekka on hit or block. Can TC into cr.HK but this doesn't combo and is unsafe.
crHP - Bizarre double swipe. Can anti-air but stMK is always better. Slightly plus so it can link into super but there's too much pushback to continue much pressure.
crHK - Mediocre sweep. It's not particularly fast but it is still longer than most of his normals. Also just looks funny.
'''Command Normals'''
f+MK - Senpuu Kyaku: Quick overhead with less frame advantage than UOH. Can combo into super if meatied or spaced to hit later. Be careful as if it hits too early against standing opponents it can be punished by supers. Can be comboed off while SA3 is active.
clf+HP - Koushu: Far HP but close. No real reason to use this.
df+K (in air) - Raigeki Shuu: The twins divekick. Incredibly powerful tool for neutral and mixups. The distance traveled changes with the different buttons, with heavier buttons traveling further. Can only be done off a neutral or forward jump and only after reaching the apex of the jump. 
UOH - Average UOH, can be used for mixups and when meatied well enough it can lead to a full combo although this is fairly reachable.
'''Throws'''
f/b+MP/HP - Monkey Flip: Launches the opponent far away. The oki isn't especially good but super jump divekick can close the distance quickly enough. Generally the worse throw but has a significantly better OS with clMP.
f/b+MK/HK - Hiza Geri: Better throw, does mildly less damage but the oki is significantly better. However, the OS options are a lot worse so it may be less preferred in the corner.
==Special Moves==
==Special Moves==
==Super Moves==
==Super Moves==

Revision as of 14:39, 4 April 2022

Introduction

In most cases, your best super pick is SA1. Gives a lot of meter, and the super itself does fantastic damage.

SA2 is mostly outclassed by SA1, but has uses against Ryu, as you can escape/punish some denjin setups with it.

SA3 for the most part isn't worth it unless you can pull off the infinite meter glitch.

Moves List

Normal Moves

Standing Normals

stLP - Fast jab tied for his fastest move. Goes into his stand punch TC for max damage but can go into any of his TCs for slightly easier confirmability.

stLK - Fast and relatively long-reaching move. However, it doesn't confirm as well as his other lights, with its TC not leading to a knockdown and not working at further ranges where you'd want to use it. Generally you'll want to buffer it into EX Mantis Slashes.

clMP - Fast and incredibly plus normal. Useful for max damage combos thanks to it linking into many normals. Gives easy tick throws and staggers.

stMP - Fairly fast normal but lacking in range compared to other characters. Still needs to be used since it's less committal than some of his other pokes. Should always go into the TC on hit or block for safety.

stMK - The twins' launching kick. Leads into a good meterless damage on hit. Also a consistent anti-air but as always parries must be accounted for.

clHP - Two hitting punch. First hit is cancelable. Not very useful since it does less damage in combos than clMP and while lacking its frame advantage.

stHP - Relatively long range poke. Has good frame advantage for its range, and generally won't be punished even by supers. However, it's on the slower end for his moves.

stHK - Somewhat long startup but long range kick that knocks down. His longest range normal so you might use it occasionally but it's punishable by supers and isn't too hard to react to and parry.


Crouching Normals

crLP - Tied for his fastest jab, can TC into crMP for great frame advantage and hit confirms.

crLK - Fast low, your main combo starter and great pressure tool. Has decent range and TCs into crMK for some of the easiest high damage confirms in the game.

crMP - Quite possibly Yang's best normal. While its only a tiny bit bigger than crLP, it's great for building meter on whiff and is incredibly plus. This allows it to link into other normals for easy and high damage confirms along with continuing pressure on block. Leads to some of the most free super confirms in the game.

crMK - Great poke with long reach that goes into rekka on hit or block. Can TC into cr.HK but this doesn't combo and is unsafe.

crHP - Bizarre double swipe. Can anti-air but stMK is always better. Slightly plus so it can link into super but there's too much pushback to continue much pressure.

crHK - Mediocre sweep. It's not particularly fast but it is still longer than most of his normals. Also just looks funny.


Command Normals

f+MK - Senpuu Kyaku: Quick overhead with less frame advantage than UOH. Can combo into super if meatied or spaced to hit later. Be careful as if it hits too early against standing opponents it can be punished by supers. Can be comboed off while SA3 is active.

clf+HP - Koushu: Far HP but close. No real reason to use this.

df+K (in air) - Raigeki Shuu: The twins divekick. Incredibly powerful tool for neutral and mixups. The distance traveled changes with the different buttons, with heavier buttons traveling further. Can only be done off a neutral or forward jump and only after reaching the apex of the jump.

UOH - Average UOH, can be used for mixups and when meatied well enough it can lead to a full combo although this is fairly reachable.

Throws

f/b+MP/HP - Monkey Flip: Launches the opponent far away. The oki isn't especially good but super jump divekick can close the distance quickly enough. Generally the worse throw but has a significantly better OS with clMP.

f/b+MK/HK - Hiza Geri: Better throw, does mildly less damage but the oki is significantly better. However, the OS options are a lot worse so it may be less preferred in the corner.

Special Moves

Super Moves

SA1 (Raishin Mahha Ken): QCFx2 + Punch

Unlike in 3rd Strike, this super is pretty good. It has a long bar with 2 stocks, which is great for EX Mantis Slashes. Thanks to Yang's light to medium TCs, it has relatively easy confirms which do a ton of damage. However, it is a bit lacking in some utility that SA2 has. It's range isn't great, so you won't be able to use it as a punish in many situations. On top of that, on anti-air or from some confirms like stand MK and Byakko Soushouda, it won't fully connect and miss out on a lot of damage. Still, if you prefer more explosive damage and having more EX moves to throw out, SA1 is a good choice.

The Basics

Advanced Strategy

Match-Ups