i can testify that hhhhhhh…
I get the thought behind it, but you’re still giving up corner pressure. Personally I’d rather eat a dp than lose my position advantage. I would only go for the crossup if he’s close to stun.
Also I’m not sure about this, but can’t you replace the j.mk crossup with a forward jump lk divekick? I think it’s safe vs dps and if they don’t dp it still leaves you with the positional advantage as you often land in front of them (it crosses up on a few characters).
Yeah your losing the corner pressure however whats stopping them from mashing you need to make them fear the consequences of mashing so that their forced to block and then start your mixup game, otherwise your probably could eat srk fadc ultra or w.e and get half of your health gone and lose pressure, i like doing neautral jump mk after they seen the cross up mk in that situation since they expect you to try baiting a dp with the same mixup, im pretty sure lk dive kick loses to dp in that situation, anyways if you have meter you can get that corner pressure again if you go for the crossup mk in the corner.
Well if they have ultra, you have a point. Otherwise I think it’s not worth it. Simply blocking after cr.lk xx lk.teleport shenanigans works well enough. If they mash, they get a huge corner combo + huge stun AND get reset into the same situation.
As for the lk dive kick vs dp.That’s my bad I had the wrong reset in mind (cl.mk, HP palm, cr.lk, lk divekick).
After some testing it I can confirm it is safe vs DP. Once you get used to the timing all dp’s whiff.
On block it places you in front of the opponent, you can just combo into st.lp, cl.mk setting up the same situation again. Nobody blocks this correctly.
I’d say try this reset and setup. The reset does about 50 more damage and 40 more stun and it has more mixup options afterwards.
I think crossup mk works if you use that reset as well (they might be able to walk out afterwards)
I like the mix-up but does it work on all characters? The cr.lk whiffed on some characters (Guile, Yun, etc) when I tested it but maybe my timing was just off.
No, you are correct. I always use Oni as my training mode dummy, and I should have tested it on more characters. My bad.
But if you use mp.Palm instead of the hp.Palm you can walk forward a little bit and then do the teleport.
Problem is, there are a few characters where the cr.lk xx teleport DOES crossunder (Blanka, Sakura, probably more). I thought I mentioned this but reading my post back I guess I forgot.
I’ve also found the same reset but with Yang’s target combo (st.mp, st.hp, Back Hp).
Only works on the bigger characters (I assume) since it only worked on Oni so far. I haven’t tested it properly because I’m to busy with school.
This is the same situation as the other reset, but this one doesn’t need 2 bars to get started. Great way to save meter to go into super for huge damage,
For the corner launcher palm cr lk xx teleport reset its best to take a step back instead of foward that way there’s no chance you will accidentally input his dp.
Nope. That will also cause the cr.lk to whiff. The step forward is necessary to reset most characters, because their hurtbox is to small to hit otherwise.
That’s the reason why you use mp.palm instead of hp.palm vs most of the cast. It’s gives you more time to get your stick back to neutral before cr.lk xx teleport.
Im pretty sure it works on all characters taking a step back instead of foward.
I’m in the process of learning command grab > cl.mk > dash U1. Yeah, it’s a one frame link but plinkable - making it essentially a 2 frame link off a command grab which is not that bad. It amounts to about 440 dmg meterless.
just picked up yang today. wondering if someone could give me his best practical combos for these situations:
hit confirm: right now im using: blah > st. lp x2 > cr.mk xx H slashes)
best 1 meter combo
best fadc damage combo
best corner combo no meter
and best corner combo for 1 bar
Id really appreciate any input yall have. I would look at the OP, but I know that Yang got a shit ton of changes, so im not sure how viable the OP is at this point. Anyways, thanks yall.
You should pretty much always cr.lp > s.lp rather than s.lp > s.lp after a jump-in or divekick because many characters have a reel animation that causes the first s.lp to whiff. Chun, Blanka and E. Honda will always cause the second s.lp to whiff on hit and Dhalsim will always cause it to whiff on block, so be aware of that. In those situations it’s better to go with cr.lk x3 xx rekkas or cr.lp > cl.mp > cr.mk xx rekkas, though the latter is a one frame link.
Yang doesn’t get a lot from spending meter in single increments. Unless you have a crumple or stun in the corner you should probably not bother with EX specials in combo situations. EX palm > mp palm > s.hp is pretty good damage in those situations. EX Palm > U1 is very damaging if you haven’t scaled your combo too badly, though it requires a dash outside of the corner and fairly specific spacing in the corner. I can’t recommend EX slashes or EX rollkick in combos in most situations.
The best FADC combo for damage is cl.hp xx mp palm FADC s.lp > cl.hp xx hk rollkicks midscreen.
In the corner, it’s cl.hp xx mp palm FADC s.lp > cl.mk > mp palm > mk rollkicks.
These aren’t often used because the FADC to s.lp is a 1 frame link that is unplinkable without a rewired stick in most cases (for lp-select plinking)
A more standard FADC combo would look like cl.mp > cr.mk xx rekka x2 FADC…
Followed by: > cl.hp xx hk rollkicks for max damage
> cl.hp xx rekkas for corner push
> cl.mk > mp palm > mk rollkicks for max corner damage
> cl.mk > jf.hp for a midscreen reset
Yang doesn’t typically get much in the way of meterless extra damage in the corner, but note that cl.mk is only -2 on block and has a fairly high hitbox, so you can try to use it from time to time to catch them pressing buttons or back jumping. In this case you can follow it up with mp palm into whatever or just ultra 1 or 2 (though U2 is always non-cinematic on a juggle) for big damage. Happy divekicking.
wow…thank you for such a detailed and quick response. I appreciate it a ton. One more quick question, how many frames do I have after H slash x 2 fadc > cl.mk ? and you said that cl.mp > cr.mk is a 1f link, right ?
thank you again <3
I think it’s +10, so 4? I don’t remember reading anything about it since AE first dropped, but it feels like about a 4 framer. It might be 3, but either way it’s not something I find myself dropping often.
cl.mp > cr.mk is indeed 1 frame, but it’s plinkable and well worth learning. If you fuck up the cr.mk plink sometimes you can get them with the plinked cr.lk too depending on the width of their hitbox, so that’s kind of a bonus.
I realized I can buffer the second rekka xx fadc during the first rekka and it makes the link a shit ton easier. And that cl.mp > cr.mk feels like a 2 framer at LEAST…either that or its the easiest one framer in the game lol shit is mad easy if you plink it. anyways, thank you again, I appreciate the help buddy
I agree, it seems really intuitive, though it is actually 1 frame.
Always happy to help. The more players we can keep around, the more likely it is that we’ll finally see some new tech around here.
think you might be able to take a look at my post in the Q&A thread ? lol =D
Did that a few hours ago.
So I heard Nemo did a really kick ass combo. I expected there to be a video here.
what is Yangs ideal no meter punish ? is it one of these two:
Cl.st.HP xx HK Kicks
or
cl.st.mp ~ cr.mk xx rekkas / rolls.
??