Meh, I couldn’t get the idea that I have to wait until he lands out of my head and, in doing so, I am missing the timing >.> Will practice more and incorporate a little bit of plinking as you suggested… Thanks
The timing to combo after the command throw is weird but not that difficult to get used to once you spend a good amount of time practicing it.
I suggest that you start practicing the easier links after the command throw first like st.LP and cl. MP just to get used to the timing before you start going for the more difficult cl.HP 2 frame link and cl.MK 1 frame link.
Don’t know if this has been mentioned before but I was watching the nemo kumite and after he did cl.mk jc hp he would land and do ST.hk asap in the corner and it would look as if he were on the other side but would remain in front. You can also delay it a bit and it would show you on the other side still. Just wanted to share that little trick.
Who’s the mod who keeps editting my topic title
Spoiler
At least type it correctly as a title.
has anyone found a use for the short, forward, roundhouse chain? Id like to believe theres a reason for it.
The only use in 3s was one of the seiei-enbu loops.
In this game, can’t even use it for that
I’m in the same situation as zero, :(. I want to be good with Yang, it’s just there are so many bad tendencies. Coming from a Rufus main, I subconsciously try to do instant dive kicks, which propel me to jump forward. Dive kicks are always messing me up.
I’m just so garbage at maintaining a good ground game. I can do the cr. jab, st. jab, cr. mk HP rekka. But it’s like I never get the opportunity to do it. I’m trying to get the dive kick mentality and not to abuse it so much. I feel EXTRA free when I’m playing him, but he’s just so fun
The biggest help to any Yang player is to watch Nemo’s kumite. It’s literally a gold mine of matches. He shows his sense of spacing, how important the corner is (!!!), and the ways he gets in without much risk. Pay attention to each dive kick and how he changes all his mixups. It’s simply disgusting how efficient and how well calculated everything is.
Then it’s a matter of slowly putting it into your game. Keep your head cool and remind yourself of the things you’re trying to accomplish in each match.
How does yang close distance from those who run away from him? for an example, yun has his lunge punch.
You walk. You dash. You teleport. You dive short.
Even Rollkicks.
I missed you guys. :<
They still haven’t fixed this thread’s name?
idk how safe that will be. it might work now on people who aren’t familiar with yang, but on people who know him will just tag him out of it.
I can’t count the amount of matches I lost simply because I can’t resist using rollkick for that last bit of chip.
ex rollkick does decent chip damage though iirc
Im not sure if anyone has said anything about this but. cr short, st jab, close standing fierce xx mantis. or xx palm xx enbu. or fake palm to tenshin. all amazing options. Nasty frame trap but also combos so it works both ways.
cr.lp, cl.mp, cr.mk is also a good frame-trap that combos (all 1f links, though).
Ill try that out. Right now im stickting to cr lp, st lp, cr mk xx mantis. cr lk x3 xx mantis. TO THE LAB!
*Update. After that last post I tried everything under the sun to improve my Yang. (training mode trying to muscle-memory combos and mixups, ultra setups, countless matches online, countless matches offline, more training mode, etc.) About a week ago I pretty much gave up and went back to Rog. About three days ago I had a moment of clarity while playing a different game and actually realized what I had been doing wrong with Yang. Fired up my PS3, and went undefeated in ranked for a few hours (cept for 2 matches where the opponent rage quit). I texted my friends that I usually play against, (who have been blowing up my Yang since I started playing with him), and beat the Yun player 25-3, and my against my other two friends a combined 20+ wins to 1 or 2 losses.
Thanks to everyone that gave me advice. It didn’t help at all. Your advice is implemented into my game now. But back then even tho I read the words, I did not understand what they meant.
Bottom line: I was playing Yang the same way I was playing Rog. I was setting the pace of the match at the same pace I found success with when playing Boxer. I was playing footsies with the same mindset I had with Boxer, almost completely dependent on cr roundhouse and trying to fight at that distance. With Yang, the range I’m looking for now is Yang’s st strong. And instead of pressing the pace with forward movement and sweeps using far cr roundhouse, my main priority is to gain the life lead, sit on it, and punish baited mistakes. Nj short dive is great for getting people to random reversal. Far cr forward buffering rekka is good counterpoke. And far st strong to st fierce is also good random safe poke to keep the distance you want.
Can’t play crazy and impatient with this character. I had to reevaluate my gameplay and pretty much relearn the game (or at least that’s what it felt like). And after hating on this character for not getting me W’s as often as I would like, I am at a point where when I lose I can honestly attribute it to either lag, a string of bad reads, or simply being outplayed by a better player. No more dumb free losses by jumping in and waving the “I’m free” flag in their faces with stupid fishing expeditions.
Be patient. Understand you’re not playing Yun. And you’ll improve too.
Remember that s.mp, s.hp or s.mp, s.hp, b.hp are unsafe on block. I’m more interested in the cr.mk range than the s.mp range; cr.mk xx lp rekka is free, safe pressure that I didn’t earn. So, might as well take that over a target combo that does less damage, builds less meter, can be blocked standing, and is unsafe on block. The only reason I poke with the target combo is to cancel into Seiei Enbu, but your milage may vary.
Also get used to corner pressure; it’s not the same as Balrog. Get a shoto in the corner and stand just outside their cr.hk range. This is enough room for you to punish a fireball (mk roll kick) or anti-air a jump-in attempt (lk roll kick). Same motions; just pretend you’re Mago.