Just Rolling With It: Yang General Discussion Thread

hanayama uses yang now too

watching zangi-tan vs ikari oyaji got me thinking, can you do ex mantis X 4 and then command grab? in topanga the yang only did 1 ex mantis then grab
this could be interesting

I made an excel file translation for yangs frame data based on the yun frame data translation spread sheat from abelity.

If I am allowed to upload it here i will do it :slight_smile:

please do. i could really use that frame data now.

Yang Frame Data - Translated

Here you go guys.

Hope you find it useful and like it =)
Yang Frame Data
Mirror: Yang Frame Data

I’m looking forward to playing Yang,I randomly picked him on 3S a few weeks ago and I can’t get enough of him. Its kinda retarded they changed the input for his rolling kick.

It’s not retarded. It makes perfect sense. Your DP-equivalent is now a DP motion. If anything, 3S was retarded for having Senkyutai as QCF+K.

The link says that it is unavailable. Is anyone else having this problem?

Well its working for me =/

link doesn’t work, says unavailable for me too

also @ blood crave:

I’ve read somewhere the idea of mixing someone up on the 4th hit of ex mantis and mixing it with stop throw or delay into 5th.
I can tell you with certainty after lots of playtime that going to the 4th and 5th hit of ex mantis are unsafe.

Mostly I wanted to chip someone out with it so I’ve done this my fair share of committing to full rekka set.
Well the computer and human opponents have punished me alot.

I’ve eaten throws, 360s, reversals normal and ultra as well as armor canceled ultra between either between 3-4th hit or 4th-5th hit
What burns in my memory the most is eating Guy’s ex runxxU2 and Blanka’s U2 as well as a scrub mashing throw for some reason.

The most effective mix up I use now is just one hit of ex mantis.
Which you might have seen on Topanga stream at least a few of the JPN players are doing too.
I’m pretty sure you are positive or neutral after one blocked hit and if the opponent sees you flash it they will expect you to do full rekka for chip.

So it’s pretty hard to react to, I’ve done ex slash to c.lp/lk pressure easily.
I’ve also done ex mantis , c.lp, ex mantis to whatever. Catches back dash alot which is especially good for ppl who don’t want to be chipped out at the end.

Needs more testing once console dlc comes out because I’ve spent too much at the arcades learning yang.
So that frame data would be nice to have as well.

I did a mirror on uploaded.to.

Should work for everybody now.

thx for the data aora, works now

after looking at it, some of it is surprising some of it is expected.

if you don’t mind, would you post the source link of the raw?
I would be interested in reading any special notes they have because they are omitted in this version.

Thanks alot for uploading it aora.

Didn’t know where to put this since there isn’t a Yang moveset/frame data thread. Based on the frame data calculations, hp mantis slash x2, FADC is +5 on block, +9 on hit (lul)

Using my terrible Japanese, here are some translated notes from the AE mook:
lk teleport - invincible frames 11-15, (and something else about frames 11-15, maybe related to the ability to pass through opponent)
mk teleport - invincible frames 13-19, (and something else about frames 13-19)
hk teleport - invincible frames 14-23, (and something else about frames 14-23)
ex teleport - strike and projectile invincible frames 1-13 (i.e. yang is still throwable), invincible 14-22, (and something else about frames 14-22)

lp palm - lower body strike and projectile invincible frames 1-24. (lolwut)
ex palm - lower body strike and projectile invincible frames 1-20, armor breaking, acts as projectile
all palms float on hit (besides lp obviously)

lk upkicks- invincible frames 1-5, projectile invincible 6-10, airborne on first active frame, knockdown on hit, juggles
mk/hk/ex upkicks - projectile invincible until recovery, airborne on first active frame, knockdown on hit, juggles, (something probably related to the startup tracking)

ex command grab - throw invincible frames 1-8 (lolwut), forces stand on hit

super combo - invincible frames 1-2. (a whole bunch of notes relating to how the super works)
u1 - invincible frames 1-9, hard knockdown, full animation
u2 - projectile invincible on startup, knockdown on air hit, juggles, 1st hit on ground goes to full animation

hope that helps.

Awesome. Thanks for the information.

Thanks for taking the time to look up this stuff.

I’m reading that as it takes 11 frames for teleport to become immune. That means no j.mp OS teleport on Bison, unless you wanna waste that meter. =p I think it’s worth acknowledging the option’s there and have characters like Bison respect it, but I don’t think it’ll be used much.

24 invincibility frames what.
Do the invincibility frames wear off before the feint animation is complete? Does mp palm and hp palm have the same invincibility? If they do, I want to try psychic ex palming scrub Ryu’s low forwards into ultra. xD

Probably has the pursuit property. Is DP a 4-frame or 5-frame reversal? I’m sure it’s not a 3-frame reversal.

Exploitable in the Abel, Zangief, etc match-ups?

Explains why U1 has been used as an AA with relative ease, at least.

Thanks for getting it, bro.

Heh, I’m a Bison main. You could still do OS lk upkicks, but Bison will be able to escape with teleport. Also I don’t know how EX devils reverse would play out in that situation.

No, lp palm is listed as 24 frames, so technically you could keep looping the move and Yang’s legs will never be hittable. Just keep in mind that it’s lower body invincibility. It’s probably only works on Juri’s lk fireballs or K Tiger shot.

mp and hp palm don’t have any invincibility listed with them.

lk roll is 5 frame startup. I didn’t list that information because someone already posted it.

edit: oh and Yang’s overhead - feet invincibility frames 10-19, airborne 8-23

I raged a little bit. I have so many personal problems with Bison. @_@

As Yang? I’m actually considering picking up Yang.

Nah. As Abel (SSFIV main).