http://photobucket.com/albums/a347/givequicheachance/yang-stance.gif
Moves List
Normal Moves
Throws
Hiza Geri | LP + LK |
Youhon Shiun | F + LP + LK |
Monkey Flip | B + LP + LK |
Special Normals
Senpuu Kyaku | F + MK |
Raigeki Shuu | In air, DF + K |
Target Combos
- LK -> MK -> HK
- MP -> HP -> B + HP
- In air, MK -> DF + MK
Special Moves
Tourou Zan | D, DF, F + P * | (EX) |
* Up to 3 times, 5 times for EX | ||
Senkyuutai | D, DF, F + K | (EX) |
Kaihou | F, D, DF + K | |
Byakko Soushouda | D, DB, B + P * | |
* hold 2 punch buttons to fake move | ||
Zenpou Tenshin | F, DF, D, DB, B + K |
Super Arts
I | Raishin-Mahhaken | D, DF, F, D, DF, F + P | 1 stock |
II | Tenshin-Senkyutai | D, DF, F, D, DF, F + K | 2 stocks |
III | Seiei-Enbu | D, DF, F, D, DF, F + P | 1 stock |
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
Combos
C. MK xx QCF FP 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.
Ill add more combos later
~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
Move Name
Start-Up
Hit
Recovery
Blocked Advantage
Hit Advantage
Crouching Hit Advantage
Damage
Parry
Stun
Chains into itself
Special Cancel
Super Cancel
Jab
4
1
6
+4
+4
+4
20
H+L
3
O
O
O
Strong
5
2
7
+6
+7
+8
55
H
5
X
O
O
Fierce
7
2*2
13
+2
+1
0
40+60
H
7+7
X
O+X
O+X
Far Strong
6
3
12
-2
-1
0
50
H
5
X
X
X
Far Fierce
10
5
21
-5
-3
-1
120
H
15
X
X
X
Crouching Jab
4
1
6
+4
+4
+4
20
H+L
3
O
O
O
Crouching Strong
6
1
11
+2
+3
+4
70
L
5
X
X
X
Crouching Fierce
9
6*2
12
0
+1
+2
50+60
H+L
3+5
X
X
X
Neutral Jumping Strong
4
6
-
-
-
-
80
H
11
X
X
X
Neutral Jumping Fierce
9
4
-
-
-
-
120
H
15
X
X
X
Jumping Jab
3
-
-
-
-
-
40
H
7
X
X
X
Jumping Strong
4
5
-
-
-
-
80
H
9
X
X
X
Jumping Fierce
6
3
-
-
-
-
100
H
13
X
X
X
Short
4
2
6
+2
+2
+2
30
H+L
3
X
O
O
Forward
8
2
15
-2
Down
Down
80
H
9
X
X
X
Far Forward
10
2
15
-4
-3
-2
80
H
9
X
X
X
Roundhouse
15
2
22
-8
-6
-4
100
H
11
X
X
X
Crouching Short
5
1
8
+2
+2
+2
30
L
3
X
O
O
Crouching Forward
8
1
13
-1
0
+1
50
L
3
X
O
O
Crouching Roundhouse
11
2
20
-7
Down
Down
90
L
3
X
X
X
Neutral Forward
7
6
-
-
-
-
70
H
9
X
X
X
Jumping Short
5
11
-
-
-
-
40
H
5
X
X
X
Jumping Forward
7
6
-
-
-
-
70
H
9
X
X
X
Jumping Roundhouse
6
4
-
-
-
-
110
H
13
X
X
X
Towards + Forward
20
5
8
-1
-
-
80
H
11
X
X
X
Dive Kicks
7*9*7
-
-
-
-
-
70
H
7
X
X
X
Neutral Throw
3
1
21
-
-
-
40x6
-
5x6
X
X
X
Back Throw
3
1
21
-
-
-
120
-
11
X
X
X
Towards Throw
3
1
21
-
-
-
120
-
11
X
X
X
Universal Overhead
16 ~ 25
9
5
-5 ~ +7
0 ~ +8
+1 ~ +9
40
H
3
X
X
X
Taunt
22
9
27
-
-
-
5
H+L
0
X
X
X
Specials
Move Name
Motion
Start-Up
Hit
Recovery
Blocked Advantage
Damage
Parry
Stun
Super Cancel
Tourou Zan (Jab)
QCF + Jab
9
4
22
-1
30
H
5
X
-
-
-
4*3
25*29
-
35+90
H
5+7
X
Tourou Zan (Strong)
QCF + Strong
9
4
26
-5
35
H
5
X
-
-
-
4*4
29*32
-
40+95
H
5+7
X
Tourou Zan (Fierce)
QCF + Fierce
9
4
30
-9
40
H
5
X
-
-
-
4*5
33*35
-
45+100
H
5+7
X
Tourou Zan (EX)
QCF + 2 Punches
8
1
27
-4
40
H
9
X
-
-
-
1*1*1*3
28*30*33*25
-
50x4
H
5x4
X
Senkyuutai (Short)
QCF + Short
9
3*3
34
-25
80+50
H+L
7+5
X
Senkyuutai (Forward)
QCF + Forward
5
3*3
28
-19
80+60
H+L
9+11
X
Senkyuutai (RH)
QCF + RH
4
3*3
25
-16
80+70
H+L
11+5
X
Senkyuutai (EX)
QCF + 2 Kicks
4
1*1*3
25
-16
90+20+90
H+L
11+5+3
X
Byakko Soushouda
QCB + Punch
22
12
10
-3
150
H
21
O
Kaihou (Short)
DPM + Short
-
28
-
-
-
-
-
X
Kaihou (Forward)
DPM + Forward
-
33
-
-
-
-
-
X
Kaihou (RH)
DPM + RH
-
42
-
-
-
-
-
X
Zenpou Tenshin
HCB + Kick
8
1
26
-
0
-
-
X