You guys think that HK can be used to extend yangs command throw? (Kind of like makoto)
Dont think so you’ll end up getting ex tenshin.
corner safe jumps i found:
cl mk , hk sekuytai(1 hit),hk senkyutai(2hits),neutral jump mk
hp rekkas * 3 ,FADC hk senkyutai neutral jump mk
what’s good with these is the timing(u don’t have to whiff some normals,pretty straightforward
more to come(working on some midscreen setups we desperately need …)
I’m new to playing Yang (been playing Guy since day 1 :P), I want to pick him up as a sub and things are rough atm.
What is Yang’s overall game plan?
At it’s most basic? Push them into the corner and keep them there. This is usually accomplished with a mix of cr.mk xx rekkas for corner carry and some divekicks to catch low pokes. Once they’re there his damage gets a healthy boost and he gets some decent cross up and unblockable setups that you can try to get a stun out of and put them back in the corner.
Can somebody explain if or if not Mantis Slash breaks armor? I was looking at my replays and saw this shattering FA’s. Although the guide said it does not. This was with a fierce Rekka and not ex. Is this a glitch?
Was it a reversal? Some moves that doesn’t break armor starts breaking if you reversal them
Doesn’t break armor but every move except projectiles gains that property done as a reversal.
Ok I understand. This was a reversal looking back at the replay I didn’t pay attention at the mechanic. This is something I never knew before in AE. A reversal that does not have armor breaking properties will act as a reversal. Thanks c0re and otori!
grrrrr…
i really like this character. when i win with gen, im thinking of yang. if only you could directly translate all your ability from one character to the next…
I’d be playing a different character every week depending on major results
Oh and i’d counterpick everyone everytime and between matches to mindfuck them. Maybe in the future
Thinking of translating Acqua’s Yang basics guide, anyone interested?
http://blog.livedoor.jp/acqua41/archives/51705627.html
Yes! If most of it is still relevant in 2012 of course~ After 3 years of Bison, I find Yang quite refreshing
Looks like it would be very helpful. My japanese is okish as well, but I dont know anything about the japanese names for street fighter stuff so Im totally lost in that article sadly. Been searching for street fighter related japanese community sites with no luck as well.
I’d be interested, Acqua is one of the best Yang’s. Gotta learn from the best.
well it is known that yang’s damage and combos are more effective in the corner but …
i just trained myself to use mp palm a lot in midscreen combos and turns out , i found a good setup i’m actually working on,here’s the deal :
mp palm FADC cr lk x hk senkyutai —> lk teleport .
from here , i have 2 options:
- go for a meaty command grab (beats most of the time crouch tech and 80% of the time throws,can jump i think)
2.opponent gets angry and try to mash dp 2 options (delayed tenshin 63214 , wait a bit , mk) OR my option of choice : go for another lk teleport wich makes dp’s whiff 3 frames and above (and destroy him with a max damage combo)
i think it’s a legit 50/50 and u can even add mp palm(on hit) FADC tenshin reset (someone in the forum mentioned it)
just tell me what u think …
i also found that u can do 2*cr lk ex tenshin if u do 632146 kk (u can buffer the hcb motion after the 2nd lk)
Does anyone have a link to a guide on Yang’s normals? Picked him up recently after maining Makoto and his lack of a solid anti-air is ruining me. I hear cr.HP is good, but I can never get it to work.
Also what’s the crack with his cr.mp? Does it cancel into anything or is it just a toe-jab?
Edit: Never mind, I read a post above this one that has some decent tips. Cheers
90% of the time I just AA with his dp, but launcher is really good if you can space it and time it correctly (takes getting used to but it will combo into ultra or roll kicks or stuff), and far mk is ok too depending on the range.
Does Yang have a cross-up? J.mk feels like it should cross up but it never works.
And also, dash-crossing/reset shenanigans: Anybody got any tips?
jump mk is character specific, and timing specific. theres a thread in the non stickies that has some set ups
as far as the reset, you can pick the side after the launcher into late jump fierce
dash and hold crouch to stay same side. dash and stand to cross up