Street Fighter 3: 3rd Strike/Yang/Strategy

From SuperCombo Wiki

Strategies

Overview

Basics

Notable normals:

  • st.lk - yang's furthest range light attack, being 4f it makes for the ideal light normal for punishing
  • cr.lk - fast light, great after faking out divekicks or just in general when wanting to catch walk-backs
  • cl.mp - fast, converts meterlessly, great advantage on hit ans block. Use whenever you are close enough.
  • cr.mk - your main poke, whiff punisher and important neutral tool. longest range out of all normals that can convert meterlessly, and is quite a fast low for a medium button.
  • st.mk - ok anti air, has good range and it pretty fast. if its far enough, it can be hard for most characters to punish on a parry, making it a decent poke/anti air, but balanced by not being convertable making its reward low.
  • cl.mk - super jump cancelable, so you can juggle into j.hk and get a mixup as you land a bit earlier
  • st.hp - long range, very high damage/stun for a normal, making it a decent poke and anti air. It's quite slow, extends your hurtbox quite a bit and doesn't convert, tho, so don't use it as much as cr.mk/st.mk
  • cr.hk - can be used as a situational poke, as it can be spaced to be safe. don't get to predictable, since if its parried you'll probably lose 30% and get knocked down
  • st.hk - bad button, but your best kara throw normal

Super Art Selection

Super Art choices tend to be match-up specific in terms of optimal play, varying between SA2 for its abundancy of meter and sa3 for its aggro-abilities. Here you'll find a list of the recommended supers in each matchup. note that there are instances of SAIII only players doing with, but it considered less optimal to use it unless more than a few characters.

Alex- SAIII
Chun Li- SAII
Dudley- SAII
Elena- SAII
Gouki/Akuma- SAII
Hugo- SAIII
Ibuki- SAII
Ken- SAII
Makoto- SAIII
Necro- SAIII
Oro- SAII
Q- SAIII
Remy- SAII
Ryu- SAII
Sean- SAII
Twelve- SAII
Urien- SAIII
Yang- SAII
Yun- SAII

Note- Super Arts are honestly personal preference and can be switched interchangeably between the two. Just depends on the player:

SAII- Meter, Stun,for medium and small characters SAIII- unblockables, Damage,for large characters

Kara-Techniques

Zoning

Mixups

Additional Notes

See this video made by DJ-B13.All Yang's setups are there.

SF3 3rd Strike Tricks of the Trade: Yang

  • 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

  • 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: http://web.archive.org/web/20040415192834/www.karathrow.com/yang.html

This is the site to look at for Character frame data. Study the numbers very very much. It helps win matches in the long run

~ 3s masta

3S Navigation

General
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Glossary
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FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill