Street Fighter 3: 3rd Strike/Yang/Combos

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Combos

Target Combos
Combo Damage Stun Notes
5MP > HP > 4HP 22 15 A solid three hit TC for punishing after a parry or continuing a combo after a jump normal or divekick. Very useful as a super confirm route, the 4HP can be super cancelled which combos cleanly into SAII.
j.MK > j.3MK 13 11 A unique air TC into a divekick. This has a variety of uses, from starting stun combos, to baiting anti-air parry with a two hit jump, to getting plus frames on opponents blocking jump ins from high up. It is also a double overhead, making it difficult to block at times, though it can't be done very deep so the block timing for this is still fairly consistent.
5LK > MK > HK 19 14 Yang does a fast triple kick. Not very useful, as it doesn't knock down or do much damage, and pushes Yang quite far away.

Combo List

Yang's combo theory is extremely simple. A majority of your combos will be simply a cancellable button into Mantis Slash, usually either 2MK or cl.MP. All of the meterless versions of Mantis Slash are too slow to combo from Yang's light normals, so if you want to confirm a light or mash out into a combo, you'll have to use EX instead. EX Mantis Slash is in general your preferred combo tool and main way to spend meter.

Meterless Combos
Combo Damage Stun Notes
2MK/cl.MP > 236HP~236HP~236HP 29 16/18 Your standard punish combo into rekkas. You can also special cancel the first hit of cl.HP, but this often loses damage. You'll use cl.MP as a starter after divekicks, as it's 4 frame startup allowing it to combo easily from decently spaced divekicks. 2MK will be used instead for poking or whiff punishing into rekka.
cl.MK > sjc j.HK 26 21 A strong reset route from Yang's cl.MK. You'll use cl.MK a lot in pressure as a meaty, since it can be super jump cancelled on hit or block, so this reset route doubles as a strong pressure option as well.
cl.MK, 236MK, 5LP 31 28 A more damaging route from cl.MK, and some of your highest possible meterless damage. The jab link at the end will reset, so if you would rather take the knockdown, you only lose 2 damage and 2 stun for doing so.
63214K, 2MK > 236HP~236HP~236HP 26 15 Standard command grab combo. Yang utilizes his command grab often to open up opponents who are too willing to block or parry out of rekka mix.


Super Art 1

  • crouching MK xx Raishin Mahhaken
  • crouching LP x2 xx Raishin Mahhaken

Super Art 2

  • close MK -> Tenshin Senkyutai
  • Byakko Soushouda xx Tenshin Senkyutai
  • Target Combo 3 xx Tenshin Senkyutai
  • crouching LP x2 xx Tenshin Senkyutai

Super Art 3

[ ] means repeat until time runs out.

Combos Into

-j.HK/j.MKxdiveKick, close MK sjc. SAIII, MK senkyutai

-in corner j.HK/j.MKxdiveKick, close MK sjc. SAIII, HP Mantis Slash

Already Activated

  • point blank UOH, [LP slash1]
  • far UOH, LK, [HP Slash1, LP Slash2, LK]
  • in corner [HP Slash1, LP Slash2, kick chain]
  • [hp.slash,lp.slash,low.lk] ,c.MK,3 Slashes

Resets

  • knockdown, [crossup divekick, cr.MP, cr.HK]
  • knockdown, [crossup divekick, cr.MP, cr.MK, Slashes]

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