Yang is only weak against three characters Honda, Gief (both 3-7’s IMO) and Hawk. I would go as far to say that Gief and Honda require counter-picks. Other than those three he stands a fighting chance against most of the cast.
Cool, yea it’s true I haven’t fought too many of those guys. I’ll look out for it and keep you guys posted. I had a question about Starlight Waltz (I think that’s the english name of his super, I like using english names). Does it immediately cancel recovery frames? So that basically if I do cr. mk xx starlight waltz and they block the mk, I’ll be at frame advantage b/c the recovery frames were cancelled?
This is my first video critique, hopefully it helps.
Seems like a nice Yang to me. I’ll make any nitpicky improvements I can see (not to be a jerk but just in case you missed them)
1st Round: Anti-airs (but you already said that). Only other suggestion would have been to throw Chun forward instead of back since it would have put Chun closer to corner. But I understand if you were holding back in that situation to play it safe in case her jumping attack hit.
2nd Round: Not sure if I agree with command dash. Even if your attack connected after it Chun still would most likely be out of the corner which is not what you want. Everything else seemed great.
3rd Round: Not sure the strategy behind initiating an ex mantis slash from your blockstring, but maybe that’s some advanced tech I’m not aware of. In any case the entire string was blocked so you lost a meter. If it had hit I don’t think ex mantis slash provides that much more damage than regular mantis slash. The damage you took seemed to be caused from an aggressive nature that the Chun must have picked up on causing her to properly read you (You were constantly dashing forward and trying to jump in and Chun noticed this and got a slew of damaging pokes on you). Be mindful that your opponent’s best chance of beating you is when they know what you’re gonna do, and vice versa as well :P. As far as the comeback goes, it was done excellently in my eyes. Took the right risks in the right places, great mixups, and perfect damage maximization. The ending was risky since you didn’t have enough meter to fadc if it was blocked, but if you’re feeling yourself than go for it lol.
General observations: You seem to be a higher level Yang. By that I mean you have good skill with respect to reactions, execution, frame-traps, and using most of Yang’s toolset. The tools I didn’t see used as much were his command throw and his palm. I’m not saying you should have used them, for all I know you might be better off not using them for this type of fight (For type of fight I take into account yours and the opponent’s character and playstyles). I only say this to let you know in case you weren’t aware of it.
Okay, thx. I’ve never used far mk for anything before on any character, but it makes sense that it’s an anti-air. I’ll try it out. I come from playing Chun who has a good st fp as anti-air. Because of that I tend to like using Yang’s fp to anti-air from distances outside of his dp (either too close or too far). His close fp seems like an excellent anti-air but loses to crazy priority jumpins like fei’s f. jump mp. I’m still experimenting with his far hp but so far it has definitely worked in a few situations. I use his st. hk similar to the way I used Chun’s st. hk. It’s good for stopping ppl from jumping (typically on wakeup when they think I’m too far away and it’s safe for them to jump).
I’d just recommend going straight for lk DP and far MK. Everything else will lead to trades at best unless the opponent is really messing up his jump-ins. I’d say far MK is on par with anything Chun-li has as an anti-air, though of course it doesn’t work at all angles, but when the opponent is too close lk senkyuutai is good.
If the opponent is definitely in the proper range then I’ll always go for dp. I’ll make sure to try out far mk (as well as other normals) against Zangief when anti-airing. Haven’t really seen that many Zangiefs online recently, I might just go to the training room to experiment. In other news, I’ve been getting completely raped by an A rank T Hawk. Fun fun.
Standing MK is actually quite a good anti-air but try to move to a range that the tip of the kick hits the opponent and after that you can dash in and try some mixups like throw, command grab.
Usually I use standing MK to stop my opponents from neutral jumping as I find most people like to neutral jump against Yun and Yang to punish their whiff divekick.
Lately I have been alot in the lab with Yang, he’s imo really fun to play and I actually spent some time to get somewhat decent with him. My problem is though that I don’t really know how to play Yang. I kinda know what Options I have once I knocked my opponent down, I also know his frametraps and all that stuff but I don’t really feel like I can control the pace nor space with him really well.
For example against a Ryu with decent footsies fireball game. How do I actually get that knockdown ? With Yun I just use different divekicks to get past the fireballs until I am in a range where I can be annoying or whiffpunish pokes with divekicks or cr.MK. With Cammy it’s always been easy and with Juri I have my fireballs and fullscreen dive.
Now with Yang, I know he has that Divekick but I personally don’t use it alot outside of cornersetups. His MK and HK roll are ok but slow so I don’t really want to rely on them. Actually I know that I just have to play around my opponents neutralgame with all the tools he has but it’s just hard lol. Any general strategys there ?
Also I’ve been wondering what options do I have from the LP Slash ender ?
Are there any corner 50/50 mixups or unblockables of a forwardthrow ?
After LP slash ender in the corner, what legit options do I have if they don’t quickrise ? (LP Slash, LK divekick (no quickrise)) ?
The LP Slash ender pushes him not that far away which you can forward dash once and use standing HK and able to hit him if he quick rises and wanna jump away or something
Normally after a forward throw in the corner I’ll try to dash once and do a crossup or do the command teleport which will make you stop behind your opponent which you can do a command grab or u can confuse him by doing another teleport again.
MK Roll doesn’t even go through fireballs. HK roll is good if you have a read on the opponent and it can be FADC’d to safety. If you want an anti-fireball tool use EX Roll. Probably in the top 3 anti-fireball EX moves in the game. 130 damage, 4-frame start-up and gives you a knockdown that you can follow up with an ambiguous j. MK.
You can pass fireballs as easy with Yang as you can with Yun if you’re talking about triangle jumping. It’s slightly slower but safe most of the time. If you’re playing footsies with Yang you really need to start using your divekick. His footsies are mostly based on the threat of cr. MK and divekick. Divekick beats Ryu’s low pokes and cr. mk beats st. LK which Ryu uses to counter the divekick. Standing LK is also good for catching Ryu’s cr. MK on it’s start-up but since it isn’t 3-frame start-up anymore it’s harder to do.
Mid-screen after LP Slash ender you can do HP Slash into LP Slash. It’s safe against most characters and you can continue the slashes if you see the opponent backdashing. If it hits they’re pretty much in the corner then. St. HK is also good since it has good active frames and a hitbox that catches a neutral jump if they’re trying to do it at wake-up and if the opponent doesn’t quick-rise then you can do a meaty divekick. Sweep is also something you can do meaty.
In the corner if the opponent doesn’t quick-rise then you can do a LK Teleport out of the corner. You’re going to be safe and you can also do a meaty command throw after it. I can’t remember if it was after a MK Roll or a LP Slash ender though. Could be after both.
Edit: Oh Yeah, I forgot you need to dash after the LP Slash ender.
Very nice info Julpero. What do u guys think of Yangs f jump mk as a crossup. I find it very difficult to land. But i guess hed be OP otherwise maybe. Also, do you guys always end your punish with mantis slashes midscreen? I generally have been ending with his hard dp for teh dmg.
It isn’t exactly consistent so in the neutral game it’s hard to use. I mostly use it after a HK Roll knockdown since I can make the cross-up ambiguous by changing how much I walk forward. There has been posts for set-ups though which I’d recommend trying to find.
As a punish I mostly do cr. MK slashes unless I happen to be close and too far from the corner and then I do cl. HP xx HK Roll or then cl. MK jump cancel HP reset or cl. MK dash cl. MK, HK Roll. Most of the time I’d recommend pushing the opponent closer to the corner, but when the corner is too far it’s better to go for an ambiguous set-up.
You can try doing the crossup after a mk rollkick or after a forward throw. Forward Throw --> Forward Dash --> Pause a Split Second --> Jump Mk. Requires abit of practice though.
I normally try to end my combo with LP Mantis slash so that the opponent doesn’t fly too far away which I’m able to dash forward once and catch him with either a standing HK or HP Mantis slash. Due to the distance the HP Mantis slash is safe on block.
Interesting stuff. Ive still got a lot to learn. The main stuff im trying to learn right now is all of his starlight waltz combos from both midscreen and corner. My main goal is to open the opponent up once and connect my highest dmg combo or loops if they exist (I’m unaware of them as of now). If I have more time I’ll go for another opening. I find Yang’s super to be one of the funnest and most challenging in the game.
Is FADC during super possible without training mode’s infinite meter? I haven’t seen anyone use this. Also you should do cr. MP after the overhead and dash forward. It gives enough frame advantage and doesn’t scale as much. Also hits low and combos after cr. LK. It’s usually the combo-starter after a MP Palm cancelled into super.
I am continually updating this as we speak. I will set my training mode to non-infinite meter and see if I still have unlimited meter while waltzing.
Update You are right Julpero. All my combos listed are completely useless outside of infinite training mode. That entire section shall now be deleted. Lol, never thought they would only allow you fadc and ex’s during super so long as you have meter set to infinite. I just figured the super was always like that. Silly Capcom and their tricks.
I will go back to practicing no fadc super combos and try incorporating what you told me about cr mp.