[INSERT PICTURE] - Gonna create something cool looking on photoshop.
The Blackbook - Yang
Info
Slash FADC frame advantage:
Strength# ~ blockstun/hitstun
LP1 ~ +0/+3
LP2 ~ -1/+3
LP3 ~ -1
MP1 ~ +1/+4
MP2 ~ +0/+4
MP3 ~ +1
HP1 ~ +4/+7
HP2 ~ +5/+9
HP3 ~ +1
Dive Kick Frame advantage
http://i43.photobucket.com/albums/e373/gordominicano/th_Yi8c0XG.jpg
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Safe Jump - basics.
-forward throw, whiff cr.mp, jump is a 5 frame safe jump(VS Sagat and Cammy you whiff s.mk instead.)
-In the corner, cl.mk, dash, cl.mk, dash, hk rollkicks neutral jump is a 4-frame safe jump if the opponent quick rises with regular timing. If he doesn’t quick rise, whiff cl.mp, neutral j.mk is another safe jump. The dashes are important to get the right height on hk rollkicks and recovery.
-After U2 full animation, lk teleport j.hp is a 5-frame safe jump.
**-----------------------------------------------------------------------------------------**Teleport Setups
- Slashes > FADC > st.Hp > Lk. teleport > st.MP > cr.MK > Slashes
After the FADC you cancel the first hit of the st.Hp into the teleport and it puts Yang behind the opponent.
- After your standard rekka rekka FADC launcher, dash forward cl.mp xx lk teleport for a quick little mixup
3)Blockstring into cr. mk xx lk dash for same side, mk dash for other side, hk dash for a dumb little bait/sweep setup
cl. mp xx lk dash in general is a nice little thing to have at your disposal
- Ithe corner rekka rekka launcher cr. lk xx lk dash
5)mk DP > dash > tp (bait)| tenshin(meaty) | wait > cl mk(counter)
6)hk DP >lk tp>lk tp | tenshin
7)U1 > 2 * dash > lk tp | tenshin
i strated to use it and it’s pretty effective (maybe not online ) the tenshin is meaty so crouch tech is beaten , if they start backdashing , mk will launch them basically it’s a risky mixup( grab beats tp) but the price is worth it if u can score big damage
8) forward throw > dash >lk tp >lk tp
9) mk dp > dash > pause >lk tp makes 3 frames reversals whiff even delayed ones
10)corner: rekka rekka fadc cl.mk palm cr.lk xx lk dash
front:
Ryu, Ken, Ibuki, Dudley, Seth, Akuma, Dan, Oni, Guy, Cody, Deejay, M.Bison (Dictator), C.Viper, Evil Ryu, Balrog, T.Hawk
behind:
E.Honda, Makoto, Gouken, Gen, Sakura, Yang, Hakan, Cammy, Sagat, Abel, Dhalsim, Chun-Li, Juri, Yun, Guile, Blanka, Zangief, Rufus, El Fuerte, Vega (Claw), Fei Long, Adon, Rose
11)bnb xx lp rekkas midscreen dash forward then mk teleport and it should avoid mashed dps and some ultras.
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Frame Traps/Counter Hit
-st.lp, st.mp [1f]: Catches crouch techs. Beats most things that aren’t reversal HP DPs.
-cr.lp, st.mp [2f]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP.
-st.lp, st.hp [2f]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. Cancel into HP palm; on CH st.hp, HP palm combos and causes float in corner (lets you combo non-animation U2, lk dp, ex dp, or cr.lk)
-st.lp, cr.mk [2f]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. Cancel into LP rekka or palm for free pressure/chip/meter; palm maintains standing (and palm loops if you’re Sako) and rekkas give real estate.
-st.lp, cl.mk [3f]: 3f normals, throw, and all DPs can beat. Sort of gimmicky, as it’s not too tight, but cl.mk offers a lot of reward. If you can’t react to hitting the launch with a JC divekick, you can always just cl.mk, mk dp.
-st.mp, f.mp [2]: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. In USF4, f.mp can be special canceled, which makes this stronger. You could also go into st.mp, st.hp, b+hp target combo, which cancels into Seiei-Enbu.
-st.mp, cr.mk: Catches crouch techs. Trades with most DPs, loses to reversal HP DP. Cancel into LP rekka or palm for free pressure/chip/meter; palm maintains standing (and palm loops if you’re Sako) and rekkas give real estate.
*Bolded important ones.
In a lot of these, st.mp is used. On CH, st.mp links into f.hp, cr.hk, and U1 (along with a few other options). Most of these frame traps can be used together (i.e, st.lp, st.mp, cr.mk xx hp rekka, hp rekka FADC st.lp, st.hp xx hp palm).
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Instant Overheads
-Blocked j.fp/j.mp -> nj.mp
-> nj.mk
-> j.fp
-After U1, empty forward jump is perfect timing for meaties (even command grab). Double dash jump back mp is an instant overhead vs the taller characters.
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Corner enders
-cl.mk, cl.mk, lk dp, lk dp [182/330]: Most meter gain. Best stun without a reset.
-cl.mk, mp palm, mk dp [201/305]: Highest damage ender.
-cl.mk, mp palm, cr.lk [196/345]: Resets.
*Note: damage and stun is based off of s.lp, cl.mk, [stuff], as you’ll often FADC, s.lp, cl.mk to hit these enders.
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Seiei-Enbu loops
*Note: All Seiei-Enbu loops can begin from st.mp, st.hp, b+hp xx super or [normal] xx mp palm xx super. You can cancel a few other things (i.e: mk or hk dp’s first hit, rekkas, etc) but they don’t tend to be as useful. The reason they’re not as useful is because mp palm forces stand, and super canceling on some (i.e, rekkas) is rough for little payout.
-cl.hp xx lk teleport [xN]: Most midscreen damage.
-cl.hp xx hp rekka, pause, hp rekka, pause, hp rekka…: Corner carry. Weak damage that’s meant to carry to the corner to set up for one of the corner loops.
-mp palm, dash, st.lk xx mp palm, dash [xN]: Most damaging corner loop. This also works ON BLOCK. ~600 damage on hit.
-mp palm, dash. cr.mp, dash, cr.mp [xN]: Easier corner loop, less damage. Can do double cr.mp, dash on larger characters. Can do cr.mp, cr.lk, dash to ease execution even further.
-st.lk, st.mk (target combo), JC, HK dive kick, cl.mk JC HK dive kick, cl.mk JC HK dive kick, cr.mp, dash, cr.lk, cr.hk: Older combo, but strong for midscreen. Only mentioning it because of the cr.mp, dash, cr.lk, cr.hk ender. Seiei-Enbu, particularly midscreen, does ass damage because of scaling. So, you really want to look for a reset towards the end so you can land ultra. The cr.mp, dash, X can be a reset if you elect to do something besides cr.lk, cr.hk at this point. During Seiei-Enbu, f+mk (overhead) links into cr.lk, so you’re looking to reset, link into cr.lk, cr.lp, ultra. For U2, you can simply f+mk, U2. If they block the f+mk, you can cr.mk xx mp palm, U2 for full U2 animation.