Just Rolling With It: Yang General Discussion Thread

Jump cancelling into normals is a given, I’m more looking for juggles.

But HP Palm? really?? that is SICK. I wonder if EX palm can connect as well?

I’ll do some more testing today on all that. I’m gonna go early so I don’t have to wait in a long ass line lol. EX Palm would be ridiculous. Not sure what else you can juggle after cl. mk, but we’ll see. I’ll report back.

Oh btw, in the corner you can do cl.mk>HP Palm>EX Roll Kicks for some great damage. I’ll test other stuff in the corner as well and report back.

Btw, I think did post about this earlier in the week lol.

Well, I’m assuming you could potentially juggle anything.

I’m planning on seeing if sweep is fast enough to do cl.mk launch > whiff dive kick > sweep.

I still really like cl.mk launch > whiff dive kick > st.mp xx lk command dash. Great mixup.

Basically I just have to test more followups after the whiffed dive kick. You have a lot of time so most stuff should land. I also want to see what happens if you follow up with slashes or EX slashes and how well you can juggle from that.

if you launch is it possible to go for resets instead of just u1 setup or one extra hit?

I remember seeing in the Trailer 2 for arcade Yang in Seiei Enbu, Doing Lk>MK, JC, Divekick, I wonder if you could do that over and over for a midscreen combo and how much damage it would do.

Here are the resets I’ve found so far, I’m sure there are some more efficient ones, but for now these cover almost all of the options at least.

After launch > whiffed dive kick:

st.mp xx lk command dash makes you end up behind them as they land.

st.mp > forward jump > jumping mk crosses them up as they land.

st.mp > late forward dash makes you end up in front of them I’m pretty sure.

st.mp > late jump > dive kick hits them in the front as they land.

SO does anyone know if the twins SJ works like Vipers or Ibukis? Anyone try Target combo like Strong,Fierce,Back fierce SJC Ultra? Sorry Im not to familiar with the aspects of the twins SJC.

As far as I know they don’t have a SJC, only a jump cacelable close MK. I haven’t played AE yet so Don’t quote me on it.

First of all, they don’t have a super jump. Down, Up gives you a regular jump. close MK is cancelled with a regular jump. And no, it cannot be cancelled into anything, as this is a regular jump, not a super jump.

Played some AE today. Mainly used Yun, but I got a few games in with Yang as well. Some notes:

-Makoto feels difficult atm. Her mobility makes it hard to pin her down with Yang and her st.mp/cr.mp beat dive kicks CLEAN. It’s real frustrating. I really need to hit the lab when the game hits consoles (assuming it does).

-cl.mp doesn’t link onto itself (only on counter hit). =(

  • One of Yangs shortcomings is his lack of range/reach. I wish his cr.mk had a bit more range and/or far st.mp can be canceled. sigh

-Ending punish combos with EX slashes > lk roll kick in corner is pretty strong. Good choice if you have meter to spare.

-I was wrong; the height restriction on the twins’ divekicks is the same. However, Yun’s descends much faster. Makes it a much more viable/better pressure tool. Easier to cross up as well… really good.

-Yun is easy mode compared to Yang. Today was my first day really playing the character, and I got his BnB/punish combos instantly. Very basic character with good damage output.

even though she can anti-air your DKs, the idea is to not get to close to her with them - that’s just begging to be anti-aired. divekicks have always required a good sense of reading, since they trade a lot for extensive mobility.

all the range restrictions apply to Yun as well. That’s what well placed divekicks/feints and patience are for. You don’t always have to be aggressive, you can make the opponent come to you as well, unless they’re Dhalsim or Guile. Makoto isn’t Dictator, she can’t just magically fly wherever she wants :wink: She has a fast dash and that’s about it.

Yun’s links are the same timing as Yang’s as far as I can tell; experiment with c.lk c.lp s.lp s/cl.mp target combo and check if you can feel any difference between the two. I’ll agree that he certainly is easier to pickup, I even noticed that myself, but I believe that’s because I was just using the same timing that I use for Yang’s links and it works.

Oh, also: I U1’ed a yun player out of his palm today :slight_smile: U1 might not have significant range, but you can react to that shit from about just over half screen due to the palm’s massive fucking hit box during the active frames.

Learned two things today:

For a very vertical jump in, st.mk launcher has a really good anti air hitbox, I was really surprised. Also you can definitely dash up and do anything.

Yang has a really hard time crossing up with his dive kick. I had a guile in the corner, did a lk dive kick against the wall, but it went right through him and whiffed completely.

yangs divekick does seem pretty wonky trying to crossup with - however, his crossup j.forward is pretty buff, I think that kind of makes up for it.

On some characters you can abuse walk up s.jab, like how the old boxer used to in the earlier iterations. With jab slash being safe, you don’t even need to really hit confirm anything, can just walk up and go for it.

Makoto’s s.strong is pretty buff, it stops divekicks very easily, but I haven’t tried out jumping in with regular normals. Yang’s ground game is strong enough that he should walk around and fight makoto on foot, again using that s.jab to be annoying.

This is why you cross up with HK divekick. Works magically, has a big hitbox and can actually hit VERY late if you time it right.

More findings:

-Yang can punish Yun’s TC mp>hp>back hp with Ultra 1 on block.
-Guy’s elbow drop stuffs anti-air Ultra 2 since there’s no invincibility,but not regular or EX Rolling Kicks.

Also, maybe it’s just because of lack of mathup experience, but Ive been losing to a lot of Rogs. I foresee it being winnable, but so far it’s been pretty tough trying to beat a decent Rog.

thinking a head of time probably but i think yang might be able to option select backwards teleports with ex roll kick RH and forward, and maybe punish back dashes with ex slashes as start up looks pretty fast

Yesterday I hit a a Ryu with MP Palm the moment he went into a Focus Attack. The Palm broke his armor; However, it did not knock him down. Does MP Palm normally not Knock down?

Also for the Rog matchup I would imagine well timed palms, or EX roll kicks to be your best friend against sliding punches (especially if Rog uses an EX slide).

Like FROG said, I would imagine EX slashes to punish backdashes, and whiffed or blocked st. fierce, cr. roundhouse, or maybe even cr. forward if the distance is right.

Rog can punish whiffed palms on reaction unfortunately.

Also MP palm doesn’t knock down.

But it sure is pretty freaking fast.

Which dive kick do you whiff after the launcher? MK dive kick? Or does it not matter?

Also, in regards to cl.mp xx lk command dash; do you recover fast enough to meaty the opponent (i.e. recover faster than your opponent)? Or [for example] will a cr.lp happy Rog be able to hit you before you hit him? If you do recover faster, then that does sound like a good option to use.

I don’t use my launcher as much as I should but when I do end up landing it off a command throw, I generally go for SJC jf.hk reset and try to mix them up as they land with either cross up j.mk/dive kick, dash in meaty cr.lk/cr.lp, dash in command throw, etc.

My approach towards Mak was probably not the right one. I tried to play it more aggressively but got blown up for it. It’s probably my lack of MU knowledge more than anything. AE Makoto does demand respect entirely unlike her Super counterpart. That’s for sure.