Can someone explain to me why certain people alter the rekka they use?
I have seen videos of solid Yang play where people use different Rekkas for different hits. I know that LP Rekka is safer and that HP Rekka obviously does the most damage, but what would be the purpose of ending with say, MP Rekka? Or alternating which strength to use?
I always thought is was do a light rekka if you aren’t sure it’s hitting since it’s safe, then if it is, go light-heavy-light so they are in range for the dash forward stand RH. And if I’m sure it’s gonna hit (something like a jump in connecting or I see that I’m hitting them with jabs), heavy-heavy-light.
So what should I be doing with Yang? I really like him but what should I be trying to land? Should I be Dive Kicking a lot, should I be using the Rolling kicks, etc. I am a beginner… kinda. I mean, I can do EX Focus Cancels and do the Ultras and whatever, it’s just combos and all of that more advanced stuff that I have a problem with.
I’m a Yun player. I’m trying to pick up Yang as well. After playing Yun it really seems that Yang pales in comparison. Maybe I’m just playing him wrong but what the fuck? I try to pressure the other guy with lp slash then try to poke with cr.lk or cr.mk or something and I’ll get outpoked a shitload of times. I usually try to divekick or something after lp rekka and it works alright I guess, but the way I’m playing him it seems like blocking beats everything I do. I don’t know how to command grab safely without getting randomly dp’d or jabbed out it of it. Also playing characters like Vega who basically outpoke you and have better range is just a nightmare. I just switch to Akuma for characters like those. God damn.
Yun’s pressure is much harder to react to/harder to deal with I think, it’s just faster overall.
Ah ok. Yeah, I play patiently with Yang. I was wondering if I’m supposed to go crazy on them like Yun. So what Ultra do you guys think is better? U1 is easier to land up close and is way more safe if they block. I usually pick U2 for the range but I’m liking U1, so I may just switch to that. What do you think?
I use it depending on the match up. One thing i like about yang is that he can combo into both ultras pretty easily. u2 to chase characters with teleports (akuma)
Yeah, that’s true. U2 does more damage (I think? Seems like it) but I always seem to miss it and you can be easily punished if you miss or if they block. U1 does less damage and is safer on block but the range isn’t too good. Hm. Guess I have to go in the Training Room!
Ultra 1 does more damage and has hit-invincibility. Ultra 2 does less damage but has fireball invincibility. Neither should be used randomly. Ultra 1 is a great anti-air though.
Anyone know what the most damaging combo into u1 is? The only way I usually combo into it is by fadc 2nd hit of rekka, but by then the scaling basically makes it tickle.
Also does anyone know if theres any practical way to combo into and use his super. The only way I have found is cr.mk into mp palm into super at which point the knockback basically doesn’t let me do anything with the super at all.
If you’re comboing from lights every ultra does bad damage. If you do it from like a whiff punish with cr. mk rekka fadc ultra then you do 440 or something. From a command throw cl. HP rekka fadc it’s a bit more and if you do cl. mk dash ultra then it’s 437. Hardly tickle damage.
After you do the palm cancel into super do cr. MP then dash forward and go from there. Works mostly only in the corner and so does his super. There’s a Seiei Enbu loop and reset thread on the Yang forum.
Wouldn’t really call it a combo, but launcer > U1 is what I used the most.
If you know your corner shenanigans you can pretty much end rounds with that. Works midscreen aswell.
Rekka fadc J.Hp reset > Launcher >U1.
Super:
Midscreen: Cl.Mp xx Mp.Palm xx Super, Slightly walkforward, Cl.hp xx lk.teleport. You can do the Cl.hp loop 7 or 8 times.
Corner: st.lp, cr.mk xx mp.palm xx super, st.lk dash. I think this should work. Then continue the combo as you please.
Another question. Does yang have any crossups or crossup setups that are easily doable. I can’t figure out how to mix up after a kd. With yun I can just lk divekick to cross up easily or do a bunch of other stuff, it seems much harder with Yang. His j.mk doesn’t cross up anymore other than the corner right? Also what mixups do you usually do after a cl.mk jump. I usually just do a j.hp and try something and hope I don’t get dp’d. I know about whiffing a lk divekick and sweep also.
Another question. Does yang have any crossups or crossup setups that are easily doable. I can’t figure out how to mix up after a kd. With yun I can just lk divekick to cross up easily or do a bunch of other stuff, it seems much harder with Yang. His j.mk doesn’t cross up anymore other than the corner right? Also what mixups do you usually do after a cl.mk jump. I usually just do a j.hp and try something and hope I don’t get dp’d. I know about whiffing a lk divekick and sweep also.
You can cross up most characters but it’s situational even then. After mk rollkicks walk back just a few frames and jump forward medium kick. It’s character specific. Some are easier than others. Also after a sweep there are set-ups as well by walking forward and going for a cross-up. Also if you do as a punish cl. HP xx HK rollkicks you can cross-up by walking forward a couple of frames and doing j. mk.
Damage on the last hit is always the same due to 2k12 nerfs. LP version doesn’t throw them as far so you have slightly better pressure afterwards. HP version is used for cornering people faster.