Special Moves
Damage
Light
115
Medium
130
Hard
143
EX
164
Properties
Yang throws out his hand for a quick slice, and during this time you can keep inputting quarter circles and punches in order to complete the Rekka series. All regular versions can be repeated up to two more times for a knockdown. This is Yang's best combo ender from outside of point blank range.
The Light Mantis Slash is great to use as a poke. Because of its range, it's extremely hard to punish. The Hard Mantis Slashes reach very far and are great as a punisher. Don't try to pressure a blocking opponent with anything more than a single Light Mantis Slash, because any more than one Slash can be punished. The same rule applies to the Medium and Hard Mantis Slashes.
EX Version: This starts up a lot faster than the regular Mantis Slashes and has the range of the Medium version. The initial two strikes of this move are very safe on block provided that they are spaced correctly (outside of throw range).
Because this EX move initiates a spinning knockdown and recovers so quickly after the last hit, you can perform followups in the corner with your Ultra 2 and other moves.
Properties
Yang's teleport move has zero invincibility to attacks and throws for a large portion of the slow startup, and it has enough recovery to be punished easily. Don't try to use it as an approach move if the opponent is standing.
The Light version travels the least amount of distance and has the quickest recovery. Use this to catch up to an opponent if you have enough time after a knockdown such as your forward throw or to quickly corpse hop a knocked down opponent.
EX Version: EX Kaihou is completely invincible to attacks for its entire duration and recovers extremely quickly, making it difficult to punish unless the opponent sees it coming. This is good for a reversal, especially if you are about to get hit with an early crossup. Unfortunately it loses to option-select throws easily, so be sure to vary up your reversals.
Damage
Light
0
Medium
120
Hard
150
EX
150
Properties
Yang's palm attack is fantastic for catching pokes at mid range since the attack is disjointed from Yang's body. Each version of the palm has its own use.
The Light version is a fake palm strike. Use this to bait counter-attacks and then punish with your Dragon Kicks or Ultra. You can also use the fake Palm to trick the opponent into blocking so that you can grab them with Zenpou Tenshin.
The Medium version doesn't knock down, and it's unsafe if blocked at short range. It starts up the fastest out of the Palms that can strike, making it a valuable meter building tool or a quick mid range projectile destroyer. It's easy to combo into this version and sets up some FADC combos for you.
The Hard version starts up the slowest, but it knocks down. It also leaves you at frame advantage on block and allows followup juggles in the corner. Use the Hard version to attack opponents that are standing up from a knockdown. This will stuff reversals if you perform it from the right ranges, though you'll want to be careful against certain characters who have lots of invincibility on their reversals.
Because this move is actually considered a projectile by the game engine, you can use it to cancel out fireballs. This really gives you an edge in full-screen meter building battles. You also get a meter boost for canceling out projectiles so the advantage is even more profound.
EX Version: This version starts up just as fast as the Hard version and it wallbounces the opponent. You can follow up the wallbounce anywhere on screen with the correct version of the Dragon Kicks and you can land both of your Ultras from this move if you are close to the corner!
This move also has complete lower body invincibility for the entire startup of the move, making it useful as a counter. It's still a bit slow, but if you're getting harassed by low pokes on the ground then give this a move a try.
Damage
Light
120
Medium
125
Hard
130
EX
135
Properties
This move doubles as Yang's reversal and punisher and has great versatility in both categories. The Light version has Yang perform his Dragon Kicks in the place where he stands, and this is his best meterless reversal/anti-air move due to its invincibility and quick startup. You can FADC all versions of the Dragon Kicks to make them safe.
Be wary of attacks that hit low on your wakeup, as it's quite possible for the Light Dragon Kicks to whiff. Also the Medium and Hard Roll Kicks don't have any invulnerability to attacks or throws on wakeup (they are only invincible to projectiles after the roll has started).
Medium Dragon Kicks is an alternate combo ender for Yang. With it, he gets a bit more time to attack the opponent after a knockdown since he lands right next to them.
The Hard version causes Yang to roll set distances across the ground. While Yang is rolling, he can duck under projectiles very easily. This is a great answer to projectiles at mid range and offers a soft knockdown for you to chase down zoning characters. This also acts as a punishing solution for moves that have long recovery outside of the reach of your Slashes.
EX Version: The EX Roll Kick is a packaged version of all the best qualities of the normal versions. It has loads of startup invincibility for reversal purposes. It also rolls across the ground extremely quickly and auto-tracks towards to the opponent's position.
This is much more reliable as a punishing move due to its speed and this especially applies to its anti-fireball properties.
Properties
Yang's command grab has good range, having a bit more reach than a regular throw. It has pretty slow startup though, meaning that you will have to condition the opponent not to backdash or reversal you out of the grab. Zenpou Tenshin starts up in 10 frames, which is twice as slow as Abel's Tornado Throw and five times slower than Zangief's SPD.
After you land this grab you have enough frame advantage to land either your Standing Hard Punch, Standing Medium Kick or your Crouching Medium Kick which in turn leads to big combos. If you have stunned your opponent in the first round and they have only a little bit of life left, use this command grab to gain meter before finishing them off.
Zenpou Tenshin is not invincible in any way, and the whiff recovery is massive. Don't rely too heavily on this move otherwise you will get torn apart. All normal versions have the same reach regardless of the button pressed.
EX Version: Yang's EX Zenpou Tenshin has a LOT more range than the regular version. It also starts up slightly faster, making it more viable in tick setups.
Considering that this command grab sets up an easy Ultra combo for Yang through a Standing Medium Kick combo, spending EX to increase the range and startup speed is definitely worth the price.
Super and Ultra Moves
Yang poses and powers up, and during this time he summons two more copies of himself to strike the opponent. Whatever action Yang performs, his copies will perform the same action at a delayed time. The activation of this Super has instant recovery so it cannot be punished. At the same time you don't want your opponent to be able to escape when you start it, so cancel into it from something like a Roll Kick or a Palm.
When you activate Seiei Enbu is important. If you want to start a combo into Seiei Enbu from a punish, use the Medium Palm Strike. It will keep the opponent grounded and allow you to dash in with a combo. If you want to activate it for corner pressure, the same setup will still work.
During the time Seiei Enbu is activated, attack your opponent with dive kicks, crossups, overheads, Slashes and whatever else you can throw at them. This is especially effective against characters with poor reversals. If you keep up your offense consistently it can be hard for almost any character to escape.
Most of the time while you are rushing down your moves will combo into each other with the help of your copies, so you can keep combos going for a long time. Stun is still applied to all your attacks, but it is heavily scaled. Try to reset the combo counter on purpose to get larger damage output.
Generally the only time you should use this is if you are in a matchup where EX is not required for victory. If you're proficient enough with building meter using Yang's Palm Strike then you shouldn't be too reserved about using Seiei Enbu since most combos involving it do massive damage.
Properties
Yang throws out his hand and if he hits with the tip he initiates a slice and dice cinematic for big damage. This is Yang's higher-damage comboable Ultra, and there are many setups for it. Check out the Combos section below for all the details.
Raishin Mahhaken can be used as an anti-air if you activate it when the opponent is at the peak of their jump. You must have reasonably quick reactions for this to work.
This Ultra has very little utility outside of combos due to its incredibly short range. If you want an Ultra that is more effective in punishing the opponent, pick Ultra 2.
Properties
Yang crouches down and initiates a Roll Kick. During the rolling startup of Tenshin Senkyuutai Yang is completely invulnerable to projectiles. After it makes contact, Yang juggles the opponent in the air for big damage.
This is the best Ultra to pick to heavily punish projectile throwers or certain special moves that would normally give Yang problems. It's also not too difficult to combo into from either a Slashes FADC combo or a standing Medium Kick, though it is possible in some combos that you won't get the full animation of the Ultra.
All of the setups to land Ultra 1 also work with Ultra 2, but since Ultra 2 is less damaging it's up to you which kind of Ultra you prefer.
Target Combos
This target combo acts as a great poke for Yang. The first two stages are safe on block and the standing Medium Punch has great range. If you complete the series, the opponent is knocked down. You can't cancel this target combo with special moves, but you can cancel it into Seiei Enbu.
No use for this target combo. If you have enough time to land a standing Light Kick, you can just cancel it into Slashes for better damage.
A really great air target combo that is meant to be used to interrupt anti-air Focus Attacks. Since your jumping Medium Kick as also doubles as a crossup attack, this target combo is useful no matter which side you land on.
This only works with a forward jumping Medium Kick. Also, you can only cancel it into the Medium Dive Kick. Despite these restrictions, it's still very useful.
Notable Normal Moves and Unique Attacks
Standing Light Kick
Standing Light Kick comes out in three frames (considered the fastest possible speed for any normal move in SSF4) and has incredible range for a light normal. If you are unsure whether or not you can punish a move's recovery, try this move. It's also special cancelable.
Close Standing Medium Kick (Launcher)
This is Yang's only real anti-air normal. It also launches the opponent and can be canceled with a jump in any direction.
If you cancel this attack with a jump you can hit the opponent with a jumping Hard Kick to reset them in the air. This gives you a chance for a big mixup with your command grab or crouching Light Kick since you land before the opponent does.
The only way to combo into this move is from a jumping attack or Zenpou Tenshin. It also leads to both of your Ultras, so it is a very important move.
Yang takes a small hop kick that can avoid low attacks briefly and must be blocked high. Great to use during Seiei Enbu and is also strong as a standalone attack.
Yang can cross up the opponent easily with this jumping normal. You can also use Target Combo 3 to increase the leeway for comboability.
Yang's most important move because of its ability to change his aerial trajectory quickly. You can use this move to dodge fireballs and to punish whiffed pokes on the ground. There is a height restriction on it, so you can't be too careless when you use it. It also can be blocked low, despite it being an aerial attack.
The Light version of the Dive Kick drops you down at the sharpest angle, which is meant to bait anti-air attacks such as dragon punches. The Medium Dive Kick is the direct approach option. Try to hit opponents in the ankles with it to attain maximum frame advantage. The Hard Dive Kick has the shallowest angle and doesn't have much use unless you are trying to reach the opponent quickly.
While this is considered the most dominating aerial move Yang has, it's best to be careful when using it. It has no invincibility and the only advantage it has is the speed and angle of approach.