Let's try this again - "The Blackbook" In-Depth Character Specifics

Still working on this. Android app making very good progress. Still hoping for character matchup info. If not, im just going to axe it from the app and put what we have.

I played 2 Chun li players today so i have some tips (maybe some of them are invalid at a higher level), and it seems that rekka FADC when she has her super baits her to do hit a lot.

Focus attack seems a good way to counter her s.hp and her c.hk, and overall her hazanshu. When she will use her s.mp who cant be focused, you can either beat this poke with s.lp or try to predict her and neutral jump divekick.
You can meaty her with c.lp without risk as her reversal is slow. Overhead seems to work great against her, dont forget that you can combo after if it hits counter hit.

@"Don illMatiX"‌ Can you make updates for your app? Cause i think we need at least advices in neutral game, which pokes are great, useful setups (any cross up for exemple), what we should care about against our opponent and how to counter it, and so on. But i know it’s a really difficult task, so i beg every Yang player to make a match up card for a character you think you know what to do, even if it is just 2 lines, like me. Like this, we’d be able to share our ways to fight similar character, correct some mistakes we make and take the best of our feedbacks.

After a cl.mp xx lp palm, what is the frame advantage? Same question for c.mk xx lp dash?

Thats exactly what i want, and yes i can update as frequently as id like on the google play store. This is important as i plan to support the app even after ultra comes out. Il either update it or do another depending on what people want.

This is just matchup unfamiliarity and hardly actual knowledge to rely on. Yang is + frames after rekka fadc.

cl.mp has 19 frames of hitstun and 17 frames of blockstun. So cl.mp xx lp palm is -7 on hit and -9 on block.

cr.mk has 16 frames of hitstun and 14 frames of blockstun. So cr.mk xx lk teleport is -11 on hit and -13 on block.

id recommend copying that first part so you can paste it whenever you want to…youre gonna need it

I’ll try posting little bits of information that I can remember whenever I have time.
Yang’s forward dash has a special property where you can cancel out of the last frame into a special, this is relevant for HP Slash 2 > FADC > command grab because barring specials this leaves only a 1 frame window to poke him out of it if they choose to stay grounded. Somebody correct me if I’m wrong on this, I swear I’ve looked into this but eh, time can make a fool of me!

VS Adon/Balrog
Far MK is good for tagging Adon after Far HK, it tags his upper body before he pulls backwards.
Far HK is good for the same thing though tighter and is also good against Balrog’s Far HP/Crouching HK.
HP Mantis Slash can also whiff punish all of the above if they’re throwing out these pokes half assed, FADC into Ultra is the real reason to try whiff punishing with this.

Vs Ibuki:
EX Kazegiri from close range is always a guaranteed punish, simply dash forward to dodge the kunai, and Close MK will juggle her whether she did the kunai or not.
When the move hits weird(at tip without all hits) your close MK will have a weird hitbox interaction and miss her.

VS Sagat:
HK Rollkicks > Neutral Jump HP is a corner safejump(Yang’s neutral jump is a few frames faster than a diagonal jump I think)

Highest Damage punish without Ultra for any blocked DP is Focus Attack Level 2 > EX Palm > Dash Forward > Close MK > HK Rollkicks, though it’s a little tight to land the level 2 focus, does nearly 320 damage.
Should be easier in Ultra assuming the block frame data is what’s changing to make the FADCs -5.

Ultra 1 is my personal choice because I like the damage punish in case he wants to do a guess DP or make a bad jump into Close MK.
Far MK can work to pre-emptively stuff a tiger knee/Far HK, but it’s definitely not something you can throw out too often as they have buttons to challenge it easily.
Crouching MK/HK can sometimes low profile an EX knee, or make the move knock you down with very little damage(significantly less than any following mix-up)

Vs Bison:
Forward Throw > Walk forward HK Teleport to cross up his charge

I’ll go to the lab and get to work and post missing info on characters to try and help out

Also PLEASE GOD call it the ‘Mantis Mantra’

Edit: If you end your slashes with lp then immediately dash forward hp slash it can hit meaty

Incredibly easy way to combo into Ultra 1 that I think is underused. close s.mk buffer Ultra 1 while still in kick animation confirm step forward into Ultra.

It’s A LOT easier to do than s.mk dash U1 or jump canceling smk into light divekick into U1

except it doesnt work on everyone so why not learn the ways to make it land everytime?

It also does less damage than fadc ultra no?

I’ve always been under this impression.

Yep. I never see yang’s implementing ex palm enough.

If you have the meter it can be good to either be doing this for damage or else the corner carry combo.

Is there some special trick with EX Palm, dash, cl.MK, HK Rollkick? I tried it on several characters in the arcade today and it was not working at all. I kept getting far MK : S

Vs. Oni:

You will have to play around his s.LK
Neutral jumping/ focusing at mid range are really useful, to punish Oni’s f.HP. Once you can scare oni not to press f.HP enough, sweep becomes incredibly useful. You can then play a guessing game with neutral jumping [threatening] the dive kick and just press him in the corner. I go with Ultra 2 in this match-up for 2 reasons:

  1. Yang’s ultra 1 has less invincibility than Oni’s EX DP so if it comes to that you still lose.
  2. If Oni tries to bait with air dashes, when you see him do it, ultra 2 will always catch him for full damage.

Be very careful of your risk/reward on defense. If you make a wrong call on a dp and don’t FADC, Oni takes half of your health bar and enough stun to dizzy you with another touch.

Vs. E.Ryu:

c.MK xx Fireball will be your bane. Try to play footsies and press him to the corner, when he tries to come forward and c.MK, neutral jump dive kick to get in. I personally prefer a hit and run style in this match-up because E.Ryu hits hard and has mix-ups that hit harder. Be wary of teleports on wake-up, and punish with s.HK or sweep.

Unrelated Sidenote:

If done slightly early, Yang’s j.HK will whiff on a standing opponent. I realized this playing the CPU at the arcade, and later in a match, I tried the early j.HK, it whiffed my opponent and I command grabbed him. Worked pretty well. Might require you to condition opponent first.

Hope these are helpful.

The EX Palm Cl. MK combo is character specific, I only know that it works on Sagat.
If it works on some other characters that’s good, but somebody will have to fill us in.

Speaking of EX palm , does EX palm, EX palm, HK.DP work on anyone else other than guy? I’ve tried it on a few other with no luck.

ex palm, ex palm, hk.dp works midscreen vs:

cody
dudley (i think you need to use mk.dp instead, 6 less dmg)
elf
guy
makoto
thawk
sagat

*these are also probably the same characters that ex palm, f.dash cl.mk works on as well since these are the characters that bounce closer to you. but i did not test this to make sure.

Updating soon. Almost done with the android app!! Been working hard on it so i hope its to your liking.

Looking forward to it man

Against Dudley:
If he pressures you with blockstrings into cmd dash (even the ex one) you can go for cr.lk xx rekka because he is slightly negative on block you need to react to the cmd dash though.

If he is playing footsies use your sweep often because dudley has not so good crouching buttons and is therefore standing most of the time. Try to make him run into your sweep.

On his meterless wakeup go for meaties a lot because his non ex dps have no invul and get stuffed all the time.

If he misses his combo into ex machine gun ender and you block it ALWAYS go for reversal U1 as it is -5. if you dont have ultra ready. I suggest cl.mp , cr.mk into ender.

Some Dudleys tend to jump in with HK (the laying jump in) and press the button early in order to make it a universal jump in. If they do so react to it with your cl.mk into u1 you should practice this in pmode.

If he has you in block stun dont press buttons but backdash more instead. He has no easy option selects against it so he pretty much has to guess your backdashes.

Against T.Hawk:
st.hK is your friend in this matchup. Always try to stay in the st.hk range it will prevent him from pressing anything and he cannot jump.

You cannot go for mixups against him, if you score a knockdown reposition you instead.

A blocked condor dive can onky be punished with ex Rollkicks.

Same applies to the ex follow up down dive.

Do neurral jump Hp into U1 if you predict he is going to cmd throw.

If he has no ex bar dont be scared to meaty him since his normal cmd throw has 2 frames startup and no invul.

A reliable meaty is your cl.mk because it has 4 active frames and can be times easily. I use this meaty against him all the time and beat his non ex SPDs clean.

^^Thanks!

Ok so im pretty close to being done with the app. Missing a few features, but the main issue(navigation drawer) is taken care of. Next issue is creating a clicklistener that will expand a second navigation drawer for the characters, but since that section doesnt have much, il do a small beta test without it. I need a small handful of people with different android phones to tell me how the program scales. I created this app using my Nexus 7 which is a much bigger screen. Then il add one more section with credits, listing everyone who’s contributed.

http://i43.photobucket.com/albums/e373/gordominicano/th_Screenshot_2014-04-22-10-15-58.png