Just Rolling With It: Yang General Discussion Thread

Surprises me how much you can learn from taking 6 pages of Yang notes.

I end with HP rekka when I knock them to the corner den I’ll dash once and do command grab to catch them on wake up.

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There is a player named “Kyoku” pre-registered for SoCal Regionals.

Does anyone know if this is the Yang player?

No, it’s an american Bison player. He was on stream early on.

He was dominated. I even heard the hesitation from Chen’s voice saying “Kyoku” If anything With all this Yang representation over the thread we should put together a video or a transcript discussing traps/reversals/situations. I don’t have a capture card but I will share my logs against character matchups mainly shotos if anyone is willing for a video project with the effort of the SRK forums?

been doing a lot of lab time with yang, trying to get back into playing the game a lot again. couple thoughts

whats really the point of going for multiple cr.lks into slashes after jump ins or dive kicks. you could just do one into slash and get the same benifit of a low combo starter except you dont scale the combo. you can still set up a delayed second slash frame trap and youre at less risk of getting reversaled. IMO the only benifit is having the option for setting up tick throws while still looking for your hit confirm. when i consider the negatives of heavy combo scaling and reversals, that doesnt seem all that much worthwhile

im also really starting to reconsider the amount i used to go for the resets. im thinking maybe i should just save them for comebacks and for when a stronger damage combo wont quite kill. considering how much better yang is when he has an opponent in the corner, maybe i should just start going for max corner carry and/or max damage. i tend to leave a lot of damage on the table when i go for a reset and i back off thinking the reversal is coming. or when i guess wrong in general

lastly, have you guys considered how much damage yang does in the neutral game. cr.mk slashes is like 180. if you AA with close mk you get roll kicks or dash mp palm for like 180. then his 2 bar damage is good and his corner damage is also pretty high. easy combo ultras. damage aint that bad unless you compare him to the real damage characters

I agree Yang does deal pretty high damage.

BNB Damages with yang

cr lp st lp cr mk xx rekkas: 179 Damage
cr lp st mp st lk xx rekkas: 190 Damage
easy bnb works on all crouching character
cr lp st mp cr mk xx rekkas: 214 Damage
This is a one frame but its one of the easiest in the game and plinkable.

For punish he has
st hp xx mp palm fadc cr lk xx rekkas: 297 Damage
Easy 2 frame link.

st hp xx mp palm fadc st lp st hp xx rekkas: 331 Damage or end hk roll kicks for 336 damage
1 Frame

Also for his AA he can do St mk dash st mk xx hk roll kicks for 208 damage, good corner push as well, if you manage to send them into the corner you can follow up the hk roll kicks with ex roll kicks for extra damage dealing 286 damage.

For footsies instead of doing cr mk xx rekkas x2 fadc st mk to start your mixups instead do cr mk xx rekkas x2 level 2 focus attack for extra damage, see alot of players go straight into launcher when they easily can do level 2 focus attack to deal some extra damage, also you can build extra meter when landing the focus attack by going into tenshin into launcher to start your mixups.

oh shit i forgot about adding in the level 2 focus. i stopped doing it altogether once i got decent at the fadc ultra. solid tip about the tenshin too:D

[S]I am not sure if this is known (it probably is), but after landing MK roll kick, if you jump forward immediately, j.MK is a reverse crossup. Not sure about character specificity but I know for sure it works on Ryu, he has to block it like a regular jump-in even though it hits behind and lands behind.[/S]
(I’ve since retested this and couldn’t get it to work… I was running on really little sleep when I posted this earlier so I don’t think it works the way I thought it did)

Also, ending Rekkas with MP Rekka FADC forward jump lands funny, making reversals (even 3f reversals) whiff, but they will hit if they auto-correct and use non-reversal timing. Also, using MP rekka FADC empty jump forward causes you to land behind your opponent (which is what causes the reversals to whiff), whereas LP Rekka FADC empty jump forward will land you in front but be safe from reversals, even 3f because you land before the reversal window.

testing myself in ranked now. sucks eating all these losses.

just gotta take it for now i guess. just really wish people were more willing to play. i’ll lose once or twice to a guy, not even back to back, and all of a sudden he’s too good.

i understand it if a guy is sitting on a ton of points, but c’mon. were both below 3k. not like its really anything worth protecting

I don’t know if I’ve already asked this, sorry if I have, but does anyone have pictures of the hit-box nerfs on Yang’s normals?

i dont have it.

on a somewhat related note, standing roundhouse is an amazing button.

im still ass right now, but im making some real progress

Alright has anyone been in situations with Yang that once you begin building momentum your blockstrings just get beat by reversals? I don’t know where the line is drawn with true blockstrings and just momentum. An example of this would be Jumping in with a deep fierce that is blocked and doing standing jabs, or coming from standing jab into 3 crouching shorts or two. I have read up on Frame Traps and use them when I can properly, but now I am having trouble when to stop relying on normal pokes that get beat from reversals during what looks like a blockstring and what really isn’t. This is where I begin messing up and losing momentum against reversals during a string. Just when does Yangs blockstring become vulnerable against reversals? Any advice would greatly help.

Well cr. lp, cr. lp, st. lp is his only true blockstring I think. You just need to chain it. I’d recommend practicing your blockstrings in training mode put the training dummy on block all or auto guard and knock them down and start doing them meaty so the dummy blocks it.

Would C.jab,jab, short, forward be considered a true blockstring as well?

Yep and you can cancel into rekka for some chip.

Well if it’s a crouching short then yes it would. Even if you’d link it and not cancel it. Standing short is 5 frames though so it’s a two frame gap.

Alright that explains it. Was wondering about a few strings that would or would not either connect. My linking on the shorts is fine but on block I can see why a 1 frame link can get punished. Reading the frame data and on blocked moves that give + means that startup is deducted from the + frames and either in negative and can be punished. I was making some terrible guesses here and getting myself confused.

Wait a minute… is Yang’s forward dash really 18 frames? How does it feel so slow? Must be a psychological thing because the animation is so pronounced.

FADC after a rekka and get punished with c. jabs. It is very slow and I would not dash unless for a crossunder or backdash for shosho/sakura traps and or if you can’t wake up and get that 1/5th of a focus attack in there and backdash.