Just Rolling With It: Yang General Discussion Thread

But teleport loses to grabs!

i also couldnt see spending a bar to potentially avoid a reversal

you can mix them up left/right by doing either lk or mk teleport against quick rise. on some fat characters you’ll always stay same side tho

dunno how safe that is to do mk teleport, but ive been using it

basically , teleport is not safe against reversals the frame invicibility of the ex TP will avoid you getting hit
and i said it’s a 50/50 which means grab can win if you EX TP,if you do mp you will win
the goal is to make them think , if you lk or mk TP you will get a 3 frame reversal for sure…
i will try to make a video do demonstrate that,in the mean time watch 666 against the yun player
[media=youtube]Qk2AF8XBL9s[/media]
at 10:24 666 does senkyutai dash,lk tp to whiff a nishoo(dp) from the yun player
against a 3 frame u will loose…
edit13 06 2012 : i will add some setups that i use:
[LIST]
[]cl mk dash mp lk tp (mp or ex tp) =>also a counter hit setup
[
]hp mk senkyutai dash , wait a bit,lk tp (looses to grab)
[/LIST]
remember , the goal is to have a least 2 options in a situation to make your opponent think (known as okizeme)

so anybody notice how people have no clue how to fight yang

like im seeing a lot of people crouch teching with AA normals like he’s rufus.

also, im almost ready to upgrade my yang from free as fuck to just free. im a few more weeks out from fairly challenging/moderate

Yeah, and it’s a bad idea considering he has a lot of frame advantage on his normals.

On the other hand, friend of mine plays fei long and he often punishes me for doing autopilot cr.mk xx rekkas. He focus absorbs, backdashes and punishes the wiff with u1.

He punishes a cr. mk xx rekka with focus backdash? How does that happen? Shouldn’t the second rekka hit him 'cause Fei’s backdash is pretty bad.

Fei’s backdash is good imo, but then again i play cody.
It depends on range though, if you do it at the tip of cr.mk (where fei’s cr.mp wiffs) then he can punish you because he’s out of range of the slash.

Wouldn’t EX slashes be able to catch him in that case?

Most likely

so the adon match feels like ass.

is it actually? or just me being bad

feels like he has the clear cut advantage on the ground. seems like the only answer is to guess dive kick over his bigger buttons.

So…anyone come up with any new cross-up set-ups? I don’t have anything better to do right now, so I’m testing some set-ups right now.

Here are the ones I’m testing;

Command grab, clst.mp xx MK Roll Kick midscreen. The command grab is to make sure that the spacing is consistent.

Target Combo 2 in the corner (all three hits)

Target Combo 3 in the corner.

Target Combo 2 midscreen (jump-cancel the second hit. This one probably is the least useful since it’s pretty slow and isn’t done off of a knockdown.)

Anyone else have any cross-up set-ups that they’d like me to test?

does the mk roll kick hit once or twice?i think it’s character specific…

If you use the set-up I listed, you will be pushed just far enough so Yang will roll forward slightly and then kick upwards, which makes it hit twice. If you stand right next to the opponent and do clst.mp xx MK Roll Kick, I think the result is a lot different.

I updated the cross-up setup thread with a new one; command grab, clst.mp xx MK roll kick, jump mk. Turns out that set-up, though it’s mid-screen, isn’t too reliable; it whiffs completely on 66.6% of the cast, and it relies on the opponent quick-standing.

However, I have found a cross-up set-up that might be more reliable. If you FADC a 2nd rekka, then do cr.lp, st.lp, sweep, wait for a split second, and then jump mk, you will successfully hit the opponent and cross-up. So far I’ve only tested it on Ryu, and it works pretty well (unless Ryu’s in the corner). Plus it’s more reliable than the other set-ups since you’re performing a cross-up off of an untechable knockdown, so you don’t have to rely on your opponent quick-standing in order for it to work. This same set-up also works if you FADC a palm. Also, you can mix-it up the jump mk with an lk dive kick, which will hit them in their feet, giving you a combo (and if it’s blocked, I think you’re low enough that it’s safe).

I’m still trying to find a cross-up set-up off of sweep that doesn’t require meter for spacing though. I’m going to try command grab, st.lp, sweep, jump mk, but that doesn’t work on Ryu so I’m not sure if it will work on a lot other characters. Probably will work on E. Honda though.

Anyone have any other ideas for set-ups into sweep?

Try command grab st.lp x2 (or x3, fuck it) sweep and maybe launcher, dash, sweep or launcher, wiff dive kick, sweep.

Hmm…I’ll have to give those a shot. I tried command grab st.lp x2 but that didn’t work against Ryu either…though that doesn’t mean it won’t work against other characters. I’ll see about launcher set-ups as well, though I’ll try it off of a command grab or a rekka FADC, since I want to find set-ups that we can reliably go for. I don’t think random launchers are something we should be doing…

[details=Spoiler]st.LP, cst.MK xx JC ~ Dive kick is secretly awesome

You cancel around 14f of the move with the jump and it’s suddenly like +12

don’t abuse it and it’s good
[/details]

@The Breaker
You mean whiffing the dive or actually hitting with it?

hitting dive kick because you’ll be + if you tag but be stuck in recovery if you don’t

You’re not actually +12 when you hit with the Dive kick (you’re usually like +1 or 2…) but the opponent is stuck in block stun after jump cancelling long enough to avoid reaction punishing you if you’re not predictable with it. So you can technically just cst.MK xx Jump cancel backwards or forward into nothing fairly safely.

yeah, thats a pretty solid frame trap too on the jab/short in to close mk. i havent worked it in yet, but i played some mirrors with 801 strider a few weeks back and he tagged me with it a bunch