Just Rolling With It: Yang General Discussion Thread

you could also wait for yang to turn around and use just about any standing button except hk. tricky to time and wont work as well while blocking but possible.

you could also try to duck under the jump with cr.mk.

lastly you can try an auto correct dp. there are different methods but the basic concept is to delay the button press until after yang turns around

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<div class=“QuoteAuthor”><a href="/profile/61736/Jason%20Hu">Jason Hu</a> said:</div>
<div class=“QuoteText”>How does yang deal with with jumps that are unsafe but are crossups? On standard shotos for example, they have c.hp that anti-airs directly above them. It seems that when i’m playing yang, I have a hard time with people that just directly jumps over me. How do you guys handle this? When far.mk and lk.dp will whiff? Do you dash forward? command dash? I tried cl.mk but it seems unreliable and gets stuffed quite often. Thanks for the help</div>
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<br>I usually focus, but you have a limited window here and the timing of using focus while getting up will take some practice. I think the window is 1/4 of a second if you time it correctly. You can backdash away from the opponent instead of being auto corrected and dashing into them.

<blockquote class=“UserQuote”>
<div class=“QuoteAuthor”><a href="/profile/61736/Jason%20Hu">Jason Hu</a> wrote: <a href="/discussion/comment/7991817#Comment_7991817" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>How does yang deal with with jumps that are unsafe but are crossups? On standard shotos for example, they have c.hp that anti-airs directly above them. It seems that when i’m playing yang, I have a hard time with people that just directly jumps over me. How do you guys handle this? When far.mk and lk.dp will whiff? Do you dash forward? command dash? I tried cl.mk but it seems unreliable and gets stuffed quite often. Thanks for the help</div>
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If you have to block it, then just block. But if you are standing up and capable of moving, walk away from them and jab/strong them out of the air. Stand medium kick is good, but only works with good spacing. The most common mistake I see myself and the other Yang players making is trying to use medium kick instead of DP when the spacing is iffy. Granted the risk/reward factor favors the stand forward, it’s also harder to use.

So, since I’ve been playing SFxT so much I decided to hop on this game yesterday. My footsies are so much better, seriously, I’m punishing things I never thought I could react to. But that’s probably just my bias talking. Anyway, my tech game has substantially gone down. But I did remember one trick I had. If you ever go for a throw and the person jumps, my old habit was to buffer a dp everytime I did a throw and if they jumped, they ate it. I don’t know why, but I just realized that you can use stand forward and if you have U1, you can get a huge punish for them jumping.

there are oither OSes like that you can employ. if you threaten with focus and dash out of it into a block string you could use cr.jab, stand short+mk. hit confirm + launcher if they jumped in reaction to the focus

i was trying to get an OS from a repressure dive kick but the extra recovery frames makes it hard to time. like when they block a rekka and you go to get back in with a low dive kick a lot of players try to neutral jump. itd be nice to get the launcher or dp there too

A couple things I’ve noticed.  Ending jab combos with DP seems worth it most of the time.   I usually go for a j.mk cross-up right after, with a small step forward it will cross-up most characters and you can do the same combo into DP - sort of sets up a mini-vortex. I rarely see Yang’s do this for some reason.  <div><br></div><div>Also, Sakura…why does the second rekka whiff after the first connects at certain ranges?  It’s cost me a few matches since she can punish pretty hard.    <br><div><br></div><div><br></div></div>

its her crouching hitstun reeling animation. hqppene vs crouching cody too.

I have a question. I’m screwing around with the SE loop of hp > lk. teleport and repeat. Anyone know if it’s possible to reliably get it off a command grab? Like command grab > st.mp > palm into super. It seems to work relatively easily on fei long, I hold forward for half a second and then start it after super activates. But for some reason doing it on Ryu, he drops out of the loop or something after the second teleport. Like all hits don’t connect on him and it gives him time to block. Anyway probably not the most reliable way to get into super, not sure which is the best way to start super from mid screen.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/63284/HeavensCloud">HeavensCloud</a> said:</div>
<div class=“QuoteText”>A couple things I’ve noticed.  Ending jab combos with DP seems worth it most of the time.   I usually go for a j.mk cross-up right after, with a small step forward it will cross-up most characters and you can do the same combo into DP - sort of sets up a mini-vortex. I rarely see Yang’s do this for some reason.  <div><br></div><div>Also, Sakura…why does the second rekka whiff after the first connects at certain ranges?  It’s cost me a few matches since she can punish pretty hard.    </div><div><br></div></div>
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Try not to use Rekka after you use LP x3 to Cr.Mk as it pushes Sakura too far away. Switch to DP instead

You can still hit her, you have to do the cancel during a certain point at those ranges (faster/slower) because the reel is weird (this always happens with every character I play against Sakura)

Yang’s dive kick makes me really sad inside. Doing crossups and stuff with Yun, then going for it with Yang, and then remembering it doesn’t work and getting hit for free. :frowning:

its still pretty good if you use it to compliment your ground game. but i know what you mean. its worst among “dive kick” characters.

speaking of ground games i just started using yangs rekkas more like fei, as a way to get in on the ground and start my pressure, and i think it makes a huge difference against players and characters who stay out of your cr.mk range and just wait to AA you

they arent feis level, but they still have only 8 frame start up (unreactable), have more range than any of your normals, are pretty safe on block, easily hit confirmable (easier than fei), and they give that corner push.

very underrated under used tool IMO

I’ve never seen Yang players use the rekka like Fei does just to poke from outside footsie range and I’ve always wondered why not since lp. slash is safe and covers a decent distance.

hp slash one is safe too from max distance against most characters

yang’s slashes do not go very far on the first slash and the recovery is worse than fei’s rekka too (hp has 30f…not gonna risk that with a move that’s -6 on block and free whiff punish if they walk back.)

generally i wouldn’t use hp as a poke unless your opponent is cornered and you’re fighting to keep him there, but lp is nice when your opponent isn’t being aggressive

yeah you have to be sure about your spacing. but the -6 isnt bad at the spot you end up. i regularly poke with fei mp and hp rekkas and those are -6 and -8.

if you can recognize the spot where st.rh connects then you can use it.

you can also follow thru with lp rekka 2 or delay into hp rekka fadc.

Yeah LP Rekka after a max-range HP Rekka is pretty much unpunishable by most characters. Not a lot normals or specials that have enough reach and are fast enough to punish it. I think I’ve also seen a few Japanese Yang’s use this.

Just learning Yang now…
And I was wondering what’s his easier super combo set-up. I’m just interested in landing it rather than max damage, reset, etc.
I don’t like sitting with a full bar of super and not knowing what to do with it lol

use it for cr.MK xx MP palm xx FADC into 2f ezmode combo or 1f hardmode combo

but if you have to, the easier ones i usually use in the corner are cr.mp loops…which is also the only one i bothered to still remember from AE…oops

Yeah, it pretty much can’t be used the same. Getting mixed up between who I’m playing again and then eating a dp fadc ultra is not nice haha. I find Yang so damn fun, maybe cause 0 people use him where I am, but the work is so much more than Bison who I currently hate atm. :frowning: He’s just stale to play, not enough Bullshizz or fun mixups. Was he even that much of a problem in AE?