1)I wasn’t really pointing at the new players. More like a average player who understands how the game works.
Yang feels really awkward when you don’t know how to play him, similar to Guy and Ibuki. Characters like Cammy, Ryu and Balrog are pick up and play and require far less effort to get decent with.
The point still stands. Most people just want to win with the least amount of risk and effort. And there’s few characters that require more work than Yang.
Honestly it doesn’t bother me all that much (most of the time).
I just want to have fun matches with smart play.
Although it can be really irritating losing 50% because of one mistake and losing (seriously what’s with his low health??). Especially after I managed to hit you with 10 combo’s.
Yeah if anything, Yang should have at least 1050 Health and 1000 Stun I think. But I guess maybe I feel the way I do about Yang’s potential because I am coming from E. Ryu who is pretty much the opposite of Yang because of his High Damage but difficulty opening the opponent up. Since I’ve been taking Yang serious I have almost never had trouble opening the opponent up, but when I do I will concede that the damage is mediocre(unless your in the corner). But I still see the fact that I can open up my opponents like a pop top with Yang, whereas I struggle greatly with E. Ryu. My hits with Yang may not hurt as much, but at least they aren’t so few and far in-between.
Also if you (OSD) would post any set-ups you may have, that would be really fantastic :] and I would be willing to test/help/etc.etc.
Yeah, this is character specific. I actually made a list of who it doesn’t work on back in the repeatable damage thread. I do it online sometimes but I’m pretty confident in my ability to do 2x rekkas FADC U1 offline. I was more referring to command throw > cl.mk > dash > U1, where the command throw forces you too far away to walk forward > U1. I really want every command throw that I do late in the round to be 400 damage meterless like Makoto. This would also open up ex command throw more often without having 3 bars, though that’s a secondary goal.
I’d love to see it.
Yeah, I used to do this in AE, but the timing’s become 2 frames tighter and I’m not sure which option is the easier one now.
Out of the things you stated, the command grab makes me cry the most. I went for a setup with it yesterday, mistimed it, lost the match cause of that uber long recovery. That and it’s pretty hard to land unless the person presses nothing.
As for his dp, I don’t really have a problem with it and auto correcting. Then again, I don’t really throw out dps often, I’m too scared to receive a punish unless I have a huge life lead, unless I know it will hit because what they’re doing it obvious. Or the typical dp fadc grab.
Btw always do flashy combos online. ALWAYS! Seriously, people rage by how much they’re getting hit, even though it doesn’t do much damage, get mindfucked, lose and send you hate mail.
Oh, and is U1 the widely used ultra now? I tend to use 2 on fireball characters. I’ve caught people sometimes, and I’ve caught cross up tatsus with it. Not sure if it was a real punish or the people I was against kept mistiming it, but I hit U2 on a cross up 3/3 times on Ryu and Akuma.
I still use 2 a lot on fireball characters and characters that it shuts down options on (Dhalsim, Blanka, T.Hawk, Fuerte, etc.) I think we need to develop some tech for command grab, but sadly there’s not a lot I see even working with the low active frames of Yang’s moves and the constant (and slow) startup of the grab. I suppose we could walk forward kara throw like makoto does for certain out-of-range tick throw attempts, but that would make it even slower
As for the other thing, it’s not about being able to do something flashy, it’s about being able to hit U1 without scaling or using meter. Landing a command throw is either 200ish damage into no real setup or a combo into ultra for 2 bars that Yang can already do off of any random cr.mk xx rekka hit confirm, so it makes the risk reward pretty bad considering how hard it is to land. If we were able to consistently get U1 it’s more like 420ish damage for no meter, but that means either jab > U1, launcher > divekick > U1 or launcher > dash > U1, none of which are tremendously flashy looking, but all of which are quite difficult to pull off consistently in my experience. I suppose I could start trying cr.lp > cl.mp > cr.mk xx rekkas x 2 FADC cl. fp xx mp palm FADC s.lp > cl.fp xx rekkas or something, but I can only get that in training once in a blue moon and it’s 4 bars for relatively low damage.
I usually go for command throw > cl.mk > forward jump min height Lk dive kick > U1. I find that easier than the mk dive kick, but it’s probably just all inside my head.
But I agree, dash U1 feels ridiculously hard. I can do it with ease now after rekka’s but after the cl.mk I just keep messing up.
I think it’s because how long it takes before you can actually dash out of the cl.mk.
I usually use U1 because it can combo after cl.mk. 1 reset and they can say ALOT of life goodbye.
I only use U2 vs the characters March mentioned (besides Dhalsim). But at the same time U2 is not that much worse since it can combo off alot of things.
Mash dp > FADC U2. Ex rekka in the corner. Corner palm. His kick target combo. And it’s has some pretty trick setups after Super.
But I’ll post some of my setups / mixups that I use this weekend.
You guys should do the same, maybe you guys use some tricky setups me or the others never thought about.
Oh cool, so your ultra choices are pretty much based on the same reason I choose mine. It’s just that I’ve seen some Yangs use only U1. The damage on U1 is juicy, I figured this out the first time I tried Yang without even going into training mode lol. I did the U1 on an ex chicken wing on reaction. Lately whenever I actually get the command grab, I end up screwing the follow up afterwards. -_-
Cool I didn’t know lk.dive was easier than mk off of launcher, I’ll probably spend much of today working on the command grab combo for that, thanks for the tip! I’d be happy to post some things this weekend. Yeah I’m probably one of those people that is more prone to just pick U1 regardless of matchup, I mean U2 seems very weak non-cinematic but I have used it and I do realize the extreme combo potential but still, I prefer to be able to change the game in my favor if need be off of an ultra and U1 does that pretty well for me.
I have seen some nasty ambiguous crossups with the super as well as some really cool U2 setups but… super with Yang? Maybe I’m doing something wrong but I think I’ve had meter for super like, twice? Yang is a meter-eater, How and when does one decide to start saving the meter with him? What criteria do you use?
Super is the next thing I need to learn, although I find FADC/EX more useful for Yang. Yeah the lk makes it very easy to use. I agree with the damage for the non cinematic part, I just like the combo potential I guess. Dragon Kick -> FADC -> Ultra 2 doesn’t do much damage either, but I just do it whenever I can.
Just depends on how well the match goes. If I have the lead, meter advantage and positional advantage I will not spend 2 bars to do extra damage/start mixup. It’s better to safe it for next round. Although it also depends on the character I’m fighting. If I have to spend 2 bars to finish Seth off, I will. Not so much vs someone like Fei Long (low comeback potential).
If I have to make a comeback I will often burn meter in the corner or when someone is close to stun.
I’m still trying to maximize my meter usage.
I fucking love U2 against Sim. Basically if he does Yoga Sniper you get a free ultra and if he doesn’t you can still get him through his fireball and otherwise keep him grounded. I find most of the time that I land U1 is off of rekkas fadc, so if there’s a single button U2 prevents them from using I’ll usually eat the minor damage loss for it.
So I was in the lab trying to figure some stuff out and…
It seems he acts very differently in the corner, depending on which side of the screen you are on. If you are on the left side of the screen in the corner, do s.hp > mp.palm > super and then s.hp>lk.teleport>s.hp>lk.teleport>s.hp… He will always stay in front of the opponent. If you do it on the right side, he will pass through.
I was also experimenting with the air target combo, using Balrog/Makoto as training dummies. If you do a cross-up j.mk>df.mk on them on the left side of the screen, you end up in front of them with both of the hits connecting. I thought this could lead to some tricky set-ups (or at least some possible utility for air TC) but if you do it on the right side of the screen, the initial j.mk will hit, but the df.mk will whiff. This is ridiculous lol. How can doing the same thing have different results depending on if you are on the right or left side?
Edit: Been reading some stuff on other characters and I’m a scrub lol. This ‘one thing happens on one side something else on the other’ apparently is common. Anyways, I will continue experimenting with air TC to see if I can make it less useless.
Because it doesn’t make sense lol. How stuff like this doesn’t get patched is beyond me. It’s even worse in UMvC3 where only the Player 1 can do a certain infinite and Player 2 can’t.
That’s actually a good point, I might actually consider this now.
The reason I preffered U1 is because it can blow teleports up. If the connection is good, I can react to teleport with raw U1. If it’s less good: cl.mk > U1.
And once I get him in the corner I’m almost guaranteed to land it somehow.
Yeah, I considered that too, but I think from a game theory perspective I’d rather have an easier time getting in than an easier time shutting him down once I do get in. Up to 440 damage and a hard knockdown against yoga sniper on hit is a pretty serious deterrent and you can OS his teleports pretty easily anyway.