Seiei-Videu: Yang Video Thread

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~15 min of Yang in the beggining and then more after 34min until the end.

Yang in the beginning was dope

Solid Yang play. I like the use of command grab cl.mk > ultra 1. It seems useful to get the timing down on that one frame link, as it’s meterless and pretty versatile.

Er yeah, don’t watch the silver yang in that last video hahaha. That’s me trying to play a non-kof xiii game after a long time. Instead, you can look at it as what -not- to do against honda. :clapdos:

When you say it like that, you make it sound like there’s some secret I’m missing other than just trying to space it out properly. ARE there any tips to this? I’ve always been pretty bad at it and I always get the far medium.

To make it simpler, I’ll list:
[LIST=1]
[]Close normals have different ranges of activation (not every close normal activates as a “close” normal at the same range). Rufus close LK has a farther activation range than Evil Ryu’s close MP.
[
]Knowing the range of activation of your close normals is therefore the first step to using one as an Anti-Air.
[]Secondly, it’s its startup. Most importantly, not the first active frame, but the first active frame where the hitbox is at its highest point (or most advantageous in terms of hurtbox retraction). Cammy’s close HP is only active upwards on the 2nd-3rd frame, for example.
[
]There are generally two situations where close normals should be used as anti-airs: versus neutral jumps where you’re close to them, and versus jump-ins where they’re close enough to be hit by it (depends on the opposing character’s jumping arc; for example, it’s a bad idea to try it versus Gen or Guy, since they jump pretty far, and by the time you’re able to activate your close normal, they’re already coming down on you with their jumping normal sticking out, thus stuffing you on startup).
[]VS Neutral jumps: don’t use it against “spike” moves (sakura’s nj.HK, for example). With that out of the way: the best situation to use a close normal as anti-air is in the corner, or in any situation after you attempt a throw and you see them neutral jumping. Every single time you throw you should pay attention to that. Every single time. Throw, and immediately focus to see if their character jumped or not. If they did a neutral jump, either do a very fast srk with decent invul (short kicks with Yun, for example), or input a close standing Anti-air like Twins’ close MK. Another situation is to input a late crouch tech on their wakeup (to avoid reversals/normals, and still be able to tech if they try a wakeup throw), and then check for a neutral jump to do the close normal.
[
]VS Jump-ins: you have to use a close normal with relatively good activation range. There are many situations where you can use this, but you have to test it on Training mode. One of those examples is against an Adon who crosses you up while very close to you. By the time he’s on the other side, he’ll be too far away to hit you with j.MK, but you’ll be able to hit him with a fast close normal (and he’ll probably be in range for it). This sort of thing requires prediction, or ridiculous reflexes. But above all, it requires practice.
[/LIST]
And that’s it.

Ojisan Boy
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It’s nice to know he still uses Yang.

Kyoku aka Best the Birds on XBL
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Hey Blackvegeta, when you post these. Can you tell us the time when the character is being used so I don’t have to skip around looking? Thanks

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Good to see Ojisan Boy, Kyoku and Nemo still representing Yang.

I really… Do not… Like the nerfs. Especially the divekick. I was a hater but I want me some pressure In my game and I want to slice through lifebars. That’s what yang is supposed to do.

I don’t think the dk is even 3s good honestly :/. Would be totally ok with it being like that.

If you space it properly, there shouldn’t be a big difference about. You’ll still have the frame advantage.

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Thanks for posting the vid! :slight_smile:

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I gotta step my game up.