I like those cr. short resets. On stun, I go for air target combo, stand jab, stand forward, jump light kick, walk under, walk back under, stand jab, stand fierce xx rekka/upkick. It works anywhere and It’s difficult to know which side I’m on. Plus it kills back charges. Still have to watch out for dp/down charge.
Forward throw - walk forward a bit (like one step) - jump fierce - 4 frame safe jump
forward throw - cr. strong - jump fierce - 5 frame safe jump
I wish I had a legit capture card so I could upload my matches for you guys. I love being critiqued, plus maybe I could show you guys some of my stuff that you may or may not know.
Quick question, how do you get in against players with really solid fireball game?
At some point FADC and Palm to negate projectiles doesn’t cut it because you inevitably take damage (even if it’s minimal) while they do not. Assuming you have no meter to FADC a roll kick, how do you approach?
Also, against fireballs thrown from far away, how quickly do you have to Ultra 2 in order to catch the recovery and punish? I have been trying to do it online (haven’t played any in-person matches with my Yang yet as I don’t feel it’s ready), but I’ve missed virtually every Ultra 2 fireball punish from 3/4 screen, even though I knew the fireball was coming and buffered the input.
You just have to focus and use dive kicks to get close enough in mid range that they have to use normals to start zoning from there you can start using neutral jumps to bait normals or fireballs and whiff punish with dive kicks. Overall i never really use ultra 2 in this version, ultra 1 is better.
The fireball challenge! You can learn a lot of paitence against shotos who chuck plasma and use standing short or c. Jab or c. fierce and avoid your divekick pressure. There is one mistake against Characters such as Ryu, don’t let him control the arena by controlling the screen with plasma. You want to stay within his c. forward range but out of it so Yangs crouching forward can punish on reaction and lead into Rekkas. This is important staying within this zone, not only would it leave you open against a oppoenent who wants to dash away but it gives you option selects to sweep them if they do. At this range don’t make complicated mistakes by wasting your super meter on a blocked c. short, light rekka, rekka. You don’t wanna build block string pressure against a opponent who has no stun from zoning you out, you want to get in and mixup their game by utilizing your counter pokes and setting up safe jumps. One mistake I constantly did while in this situation was let them control the space without minimizing their control area. Know your divekick range the difference between short, forward, and roundhouse is easy and with the right spacing you will be at massive frame advantages for ambiguous mixups. Such as EX Mantis Slash for command grabs but don’t get hasty with this, they will either neutral jump and avoid the command grab or simply walk back. I gave up Ultra 2 primarily for controlling the arena with the opponent, not that Ultra 2 is useless I just completely dropped it for Rashin. If they are far away and continue chucking more asteroids and comets that the milky way can hold focus attack and work your way in close. Avoid jumping in from afar and expecting that a divekick is a invincible asteroid about to cause havoc on a seasoned shoto player.
I would much rather me beat them without the mix ups. Playing solid is much more important to me, but I have a mental block when trying to catch onto habits unless I can play my opponent multiple times. That and if I get frustrated, I generally don’t want to play and will just throw a match in order to stop playing. That Cammy player would be a prime example. Look at round one to round two. I got irritated chasing him in round two and didn’t punish some of his stupid stuff. Thus I lose. Round three, I get my shit together and win it.
Agreed mentality when playing Yang. Also, when I spoke to Acqua last he said something around similar lines; play Yang like Fei, slow game, don’t jump a lot.
Mix ups are fun and all, but they aren’t guaranteed IMO. Though in your case, your opponent already seemed to be in the mentallity that they won something - so when the mix up hit them, they were either being too patient and hoped you would stop or got caught in a trap while trying to quickly mash something out.
Admittedly though, I need more mix-ups myself, and a few grabs like you told me to. I don’t like being grabbed so I generally don’t think to grab the other person lol. I’d use lk dash > Command grab, c.mk xx palm on occasion for an easy and surprise super confirm - but that’s it.
Whoa it can’t be worse than getting past plasma with gief, so in a word i want to say: patience.
Imo neutral jumping and reacting with divekicks works wonders and also low divekicking over fireballs to deny pushblock while you work them to the corner. Don’t advice neutral jumping vs gouken and specially sagat though (t.hk, high tigers, kara dp, etc).
Also one bar completely shifts the momentum. It’s really easy to react with ex rollkicks and you get the soft knockdown afterwards. Personally vs fireball characters my meter is used for punishing fireballs, though it depends on how stubborn the opponent is in throwing them.