Felt like posting some midscreen tech. Not sure if it’s been mentioned. Yang has scary dp mixups while waltzing after he connects a sweep, so any combo that leads to sweep during super is powerful, especially when you have ultra.
List of combos during super that can end in sweep - All information here assumes you are in super (starlight waltz) mode. I refer to this mode as waltzing. All info here was tested solely at midscreen.
- all these combos work on Ryu and I assume therefore most normal sized characters. Unfortunately, they don’t seem to work well on small crouching characters like Ibuki and Sakura. The shadows whiff more easily on them preventing these combos from working. Just something to keep in mind.
A hit-confirm into super then link into sweep combo
- cr mk xx medium palm, cancel the medium palm into super if you see the cr mk connect. You can then link the sweep easily after you recover from super animation startup.
Simplest high/low combos into sweep during super
from overhead
f. mk, sweep - 172 dmg (overhead into sweep)
from low
cr. lk xx single light mantis slash, sweep - 119 dmg (can be done from max cr. lk range, this is his fastest low option)
cr. mk xx single light mantis slash, sweep - 171 dmg (can whiff on characters if done from max range)
50/50 tech after landing a sweep
Works from mid to far range sweep. Timing is more difficult from a point blank sweep
- Immediately do hard rolling dp after sweep. You’ll cross them up and the shadows will attack from the other side.
- If you delay your dp every so slightly you’ll stay on the same side. You’ve got yourself a 50/50 mixup.
- You can tag on U2 if this connects. If you don’t have ultra 2 then you can tag any of his dp’s after this (the medium and hard both hit for two!)
Lastly for those who like combos that finish semi-quickly and keep the opponent standing for more resets, here’s two:
High dmg (200+) midrange mixup combos
both of these combos keep the opponent standing for another mixup attempt
-
f. mk, c. mk xx light mantis slash, c. mk xx medium palm (this combo starts from an overhead)
-
c. mk xx light mantis slash, c. mk xx medium palm (this combo starts from a low)
otori
94
Interesting, while doing the senei enbu shadow launcher tech if the opponent keeps the controller in a neutral position it completely whiffs. If he does anything though, like try to jump, press a button or even block the shadow makes contact and puts then in blockstun/juggle. It’s like the incoming character invincibility from marvel i suppose.
I kept wondering why i the shadow wasn’t trying to connect when doing this in training until i set the dummy to do it.
If you plan on building meter, using his kick target combo may be an option. It’s not as cheap as yun’s target combo xx lp shoulder, but it builds 1/5 of a bar, which is more than cr.mk xx slash.
is this what justin was talking about? you got a vid or explantion?
otori
96
Refer to the last couple posts in this page: Just Rolling With It: Yang General Discussion Thread
(this forum doesn’t give posts hiperlinks?)
otori
97
Haven’t managed to use it once in an actual match in a whole weekend of playing lol. Everyone gets stunned mid senei enbu.
overhead reset from a target combo in the corner, pretty good dmg and only loses to dp/ultras
otori
99
Yang chip.
I couldn’t get the palm loop to be a true blockstring no matter how hard I tried. Even when it combos it leaves a gap for reversals. I wonder if it’s still actually possible with the palm nerfs?
Still the best chip in the game?
Pal,Even though the palm was nerfed in AE 2012,No changes were made to total frame count during a Seiei Enbu.Even the s lk it was nerfed to 5 frame startup but in Supermode it is still 3 frame.
No doubt its the best chip in the game…
I thinl its happening bcoz of the nerf on the palm’s active frames
otori
102
I skimmed the old posts and the problem is that the actual blockstring rep is done with HP Palm (which makes sense, since the mp version is largely negative on block). I can get a few reps to be a true blockstring now.
Thanks for the correction. 
I posted this in one of the other threads, but I might as well post it here as well.
f.MP->HPRekka(1), repeat till corner…should be able to continue most corner specific stuff when you’re there
only works midscreen
bryark
105
i feel like i have a very solid grasp on playing yang at this point, so i’ve decided to try and make seiei enbu a bit more worth going for
i think the far mp buff does a lot to make it consistent and, in doing so, has made it a viable option at times though still not near as often as i’d like
thanks to the buff, you can get three jabs into a far mp xx palm xx seiei enbu and be close enough for another far mp, even at its max range
from activation, midscreen:
[list]far mp xx lk kaihou will cross up except from near max range
far mp xx hp rekka will loop to the corner
far mp xx hp rekka combos into ultra 2 if both shadows connect as well
at closer ranges you can do far mp xx hp rekka once or twice into lk mk jump cancel target combo but it’s pretty tight[/list]
in both corners far mp (like close mp) xx lk kaihou does not cross up, and leaves you close enough to do anything you want, like the stand lk xx mp palm loop though it’d be scaled at that point
also, lk mk jump cancel slight pause whiff mk dive kick leaves you in perfect position to command grab, and on some characters you can lk mk jump cancel mk divekick for a few reps
still one of the shittier supers but the buff at least gives it some options it didn’t have before
have you guys come up with anything new?
ranix
106
522 damage, if you have ultra 2 you can finish with it instead of the last dash into cr lk rekka for 570 damage.
you should do dash into cr lk at the end before the rekka as cr lk whiff on some characters
ranix
108
nobody do really care but, here are some more infight super combo with yang.
otori
109
Much impressive! Makes me jealous…
What’s the best damage that you can come up with that ends on the meaty shadow launcher?
Im so bad at loops even trying this is impossible
ranix
110
Sorry. I Could nt understand what you ask.
Best damage starting with what ? Or finishing with what? Meaty shadow launcher?
otori
111
Yeah its the setup japanese players use at the end of super.
Basicalluy you do a launcher, air target combo (so you reset them and land first) and do a launcher (whiff) so that theyre forced to block the shadow and the high low mixup.
I’ll post a vídeo 6h from now