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Yang Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:12 p.m. PDT


Yang Ultra Street Fighter 4 Character Guide


Character Overview
Yang is an offense-based character that survives heavily on pokes and dive kicks to punish the opponent's moves. He also has a safe approach with his Mantis Slashes and good mixups with his overhead and command grab. Yang also has two great Ultra Combos and has flexible combo potential with the ability to FADC his Slashes. Combine this with great movement options and Yang's offense is something to be feared.

Yang's weakness is that he doesn't do a whole lot of damage at once. He often has to sacrifice great amounts of meter in order to begin his pressure or to increase his damage output. Yang also has to rely on resets and meter in order to trick the opponent much more than other characters.

Strengths
+ The ability to punish whiffed moves from a lot of ranges.
+ Has no problem comboing into Ultra 1 or 2.
+ Very fast walk speed and a long-range backdash.
+ Command grab to open up defensive opponents.
+ Great crossup and overhead game.
+ Can perform invincible reversals without meter.
+ Handles projectiles easily with Palm and Dragon Kicks.

Weaknesses
- Below average stamina and stun ranking.
- Dive kick has a height restriction.
- Forward dash is really bad.
- Only reversal is slow enough to safe jump easily.
- Focus Attack lacks range.
- Command grab is slow.

Special Moves
(3x) or (5x)
Tourou Zan (Mantis Slashes)
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.

or
Kaihou (Teleport)
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.

or
Byakko Soushouda (Palm Strike)
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.

or
Senkyuutai (Dragon Kicks, Roll Kick)
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.

or
Zenpou Tenshin (Flip Grab)
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

Super — Seiei Enbu (Starlight Waltz)
Damage
Super
N/A


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.


Ultra 1 — Raishin Mahhaken
Damage
Ultra 1
480

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.


Ultra 2 — Tenshin Senkyuutai
Damage
Ultra 2
440

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
       
Target Combo 1
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.
       
Target Combo 2
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.
   
Target Combo 3 (Air Only)
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.

Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Hard Mantis Slash
4 Hits
210 Damage
Most straightforward meterless punish combo from point blank range.


Cancel into Hard Mantis Slash
6 Hits
189 Damage
If you poke at your opponent with Yang's crouching or standing jabs, then this link combo will work.


Hard Mantis Slashes
6 Hits
185 Damage
If you are attempting to tech a throw from a crouching position, your crouching Light Kick should link to this combo.


Zenpou Tenshin
Medium Dragon Kicks
3 Hits
195 Damage
Basic Zenpou Tenshin combo.


Zenpou Tenshin
Forward Jump Light Raigeki Shuu, juggle Ultra 1
19 Hits
438 Damage
Big damage and a meterless way to combo into Ultra 1. The Raigeki Shuu MUST whiff.


juggle to Ultra 2
6 Hits
302 Damage
This combo does not initiate the full Ultra cinematic, but it does good damage nonetheless.


Light Dragon Kicks Focus Attack Dash Cancel Dash Forwards, juggle Ultra 2
6 Hits
322 Damage
Yang's FADC combo doesn't do much damage, but it's a nice damage addition the to the FADC ability of the Dragon Kicks.


Hard Mantis Slash x2 Focus Attack Dash Cancel Dash Forward
21 Hits
439 Damage
Yang's bread and butter Ultra combo. Big damage and an easy hit confirm. This also works for Ultra 2.


Jump

Target Combo 3
Medium Dragon Kicks
7 Hits
259 Damage
This also doubles as a dive kick combo.


Jump

juggle Medium Palm, juggle Medium Dragon Kicks
5 Hits
334 Damage
Corner-only combo. This does really big damage and builds a lot of meter.
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.

Senpuukyaku (Overhead)
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.

Jumping Medium Kick
Yang can cross up the opponent easily with this jumping normal. You can also use Target Combo 3 to increase the leeway for comboability.
or or
Raigeki Shuu (Dive Kick) [Air Only]
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.
Yang General Strategy
Yang is a very good all-purpose character, meaning that he has a solid answer to almost every situation. Offensively and defensively the most important way to play Yang is to remain aware of all of your options.

Yang can be played two ways with the first being high-pressure rushdown and the second being a mid-range poke and punish style. Against characters with poor defense especially on wakeup you'll want to play the first style, but characters with strong ground defense that can counter your dive kick easily will force you to play the second way.

If you are at full screen and are having trouble approaching the opponent, just begin building meter with Palm Strikes. This will force the opponent to come to you and to time their approach. When you see the opponent try to work their way through your Palm Strike pattern, mix it up with fake Palm Strikes and devise a counter.

Other Resources and Credit
You can find more information about playing Yang on the Central Character Discussion Thread on the EventHubs.com forums.
Contributions to this guide by Nyoronoru and RPGFighter.


Comments

Rafael2487 said on April 17, 2011 at 2:03 p.m.

Shout outs to Nyoronoru and RPGFighter for this Guide.

#1
THE_GODDAMN_MASTER said on April 17, 2011 at 2:44 p.m.

The description makes him sound almost the polar opposite of the god-king Yun.

#2
brasssmunkye said on April 17, 2011 at 2:47 p.m.

agreed with number 1...
just read every word in the guide lol

#3
SnakeX said on April 17, 2011 at 3:12 p.m.

Well written guide, good job guys!

#4
Virtua_Kazama said on April 17, 2011 at 4:26 p.m.

I am definitely gonna have fun with Yang once AE comes out! It looks like he is the same as he was in 3rd Strike (Low health and all).

#5
lordgootecks said on April 17, 2011 at 4:42 p.m.

I can feel slightly less cheesy than using yun. yay

#6
FrozenLeafz said on April 17, 2011 at 6:32 p.m.

Nicely written.

#7
Novacane said on April 17, 2011 at 7:48 p.m.

Whoa they changed his teleport command?

or is that a typo?

#8
Masose said on April 18, 2011 at 12:11 a.m.

Question: I could've sworn that it was said you couldn't cross up with Yang's Dive Kick. So those this mean you can?

#9
his1nightmare said on April 18, 2011 at 10:32 a.m.

Referring to Touzou Zan as Rekka series seems insulting to me.

#10
his1nightmare said on April 18, 2011 at 10:32 a.m.

Tourou*fffff

#11
THE_GODDAMN_MASTER said on May 4, 2011 at 3:43 p.m.

@10: Uh, how? They're virtually identical in terms of visuals and execution.

#12
YangLee said on May 5, 2011 at 12:17 p.m.

I approve of this page ;)

#13
SomeDude said on June 1, 2011 at 4:53 p.m.

Yang looks really interesting..might drop Fei (my main) for him.

You guys think it's a smooth transition from Fei to Yang?

#14
yunandyang said on June 1, 2011 at 6:18 p.m.

@14: fei has the least bad matchups...i think it is akuma boxer and twins....but yang is more offense

#15
Raven said on June 1, 2011 at 8:31 p.m.

Yang is considered S tier, but it depends on your execution and meter management skills. Yang's ultra and command grab give him a ton of possibilities. If you got good execution and can save up for his super, you'll give people a hard time.

If you like to poke and punish whiffed moves, I think Fei Long is stronger.

#16
SomeDude said on June 2, 2011 at 3:50 a.m.

Thanks for the replies ^_^
Guess I'm better off sticking with Fei,but doesn't hurt to experiment with Yang tho.

#17
Novacane said on June 3, 2011 at 3:11 a.m.

I still cant believe Yang is considered S Tier?

In 3rd strike he was low-mid tier....And there was only a couple really good yang players in 3rd strike...Roshihikari and KO comes to mind.

Yang is a punish character also but u punish them by baiting mostly(But i dont know how yang works in SSFIV). To me i think Yang is a more in your face advanced version of Fei [:

When i play as Fei i try to rush down as much as possible, but at the same time having to bait and mix up with his tenshin while rushing my opponent down.

Yang and Fei both are in your face characters with good pokes and both have options to get around fireballs, but Fei has a bit more defensive options(Flame kick and higher health) while Yang has more Offensive options (Dive kick, roll dragon kick to go through fireballs, Palm thrust to eat fireballs and build meter, and resets).

#18
cloudstrife360 said on June 19, 2011 at 12:47 p.m.

Catalyst, In the unique normals section under close standing MK, it says that the only way to combo into this normal is from a jumping attack or from Yang's command grab. This isn't true- I've tested this only on Ryu, but Yang can link into close MK from standing LP. This is extremely important as not only can it lead to better mixups, but it give the option to combo into Yang's Ultras that works out of the corner and doesn't require any meter to do. Just thought I'd let you know :)

#19
SteveTheTurtle said on June 20, 2011 at 4:06 p.m.

OK, I did it. I didn't want to. I really wanted to stick with Dudley or Cody. I couldn't help myself. I find myself using Yang now.

I prostrate myself at the altar of Tier Hack knowledge. Where do I start practicing? Do I master the Dive Kicks and learn every nuance of spacing and poking? Do I become one with the Rushdown and wrap my enemies in a storm of fear, shame and frustration? Are those one and the same? Can you do one without the other? Why the sky blue? What is the meaning of life? While you're at it, you got next weeks Lottery numbers?

#20
laurieyuken said on June 25, 2011 at 4 a.m.

#20 @cloudstrife360

You're absolutely right - I noticed that myself. Standing jab is +8 on hit and his mk launcher has a 7-frame startup, so it's entirely possible; a 2-frame link.

#21
Mrb20028 said on June 10, 2013 at 10:46 a.m.

I wouldn't say that TC2 is not useful. I think it's good for pushing grapplers back a little further, if you're execution isn't the best with him from the start.

#22
loopedchip said on September 17, 2013 at 1:51 p.m.

Yang was A+ tier in 3rd strike FailFish.

#23
MakotoJoker said on September 20, 2013 at 10:45 p.m.

love the flicks

#24
FighterX4 said on October 26, 2013 at noon

Feeling somewhat better better about yang in USF4

#25
RedRyu said on October 26, 2013 at 5:59 p.m.

DA HYPE MASTA

#26
BunKazuma said on April 10, 2014 at 3:30 a.m.

His real issue is that scaling starts after the 3rd hit, and having rekkas as a combo ender ruins damage. 4th hit does 80% then 5th does 60%, after that its 10% each till the hits afterwards hardly do anything. Sure it's easy to combo into ultras but both are a lot of hits and would scale horribly after only a few hits. I like using him but bad hp, below avg stun and bad scaling makes yang pretty crappy. Yeah he's getting his crossup back which will help tons but I don't know if it's enough to save him...also hes already super fast so dunno why in ultra theyre making him faster.

#27


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