Since my last thread was deleted [grumble grumble] here’s another one. I’ve contemplated on making a thread like this before, because let’s face it - mechanics wise, Yang is very simple. This is nice because it allows you to concentrate on other things, like hitting your opponent. Till he dies. This is just a simplistic overview, going in-depth with matchups is just annoying when making a post.
Read: Matchups are best learned with experience and some -advice-. Asking someone how to beat a certain char with Yang is pointless. If you ask me, I’ll just respond with ‘Hit the other guy until he dies’.
These are all basics. Learn even this tiny amount of info and suddenly you’re able to kill a bunch of people you normally wouldn’t. Ah, the wonders of Yang.
Also note I’m doing this pretty much from the top of my head, and I’m not really organizing it. I’m just listing the basics of what you should know.
Combos:
Low forward -> slashes
- basic combo, Yangs b&b. Easy to do, decent damage [for Yang], and punishes whiffs fine
- jab slashes x3 is weaker than fierce slashes x3. However, a fierce slash is pretty unsafe. I compromise and have the first slash as jab, then finish the last two as fierce to get like 2-3 points of damage. Whatever gets the most.
- Jab slash is safe on block against nearly everything. Don’t believe people that say it’s ‘completely’ safe, because it’s not. Hugo will rape your idiot self if you try doing deep slashes on him.
close stand strong -> slashes
- stronger than low forward by a little
- Link a short after the strong as a hit confirm to EX slashes
- less range obviously, so not really useful as a whiff punisher
EX slashes [in general]:
- Good stun, decent damage
- Not safe against a couple of things, namely Ken’s sa3. Whatever anyone tells you, even the first EX slash is unsafe against Kens sa3. He sees the flash of yellow, he can super you as soon as you pause. You see Kens get hit with EX slashes in between pauses because they aren’t doing their super motions fast enough. If it’s fast enough, you get supered. Simple.
- If you go past a certain number of slashes, you can be punished by some normals.
- Combos off of a bunch of bullshit; s.jab, s.short, c.short, blah blah. Can be confirmed as well
- A great punisher, think of EX slashes as an extension of your pokes. You can punish c.rh from shotos easily, and punish their low forward whiffs as well, in addition to punishing the shit out of other characters
- Unlike the normal slashes, Hugo can’t 360 you [to my knowledge at least], because you get pushed away with each slash
- Strongest!!! [
] Jump in combo with yang involving EX is taunt -> jump rh -> close strong -> EX slashes. If your opp is dizzy and you don’t have enough meter for a taunt -> palm -> super [taunt -> palm -> super = I’m assuming your opp is almost dead, other wise if you just dizzied him with neutral throws and he still has a ton of life, use the jump in]
- It’s nice and all to sometimes catch someone flinching in between delayed EX slashes. However, if you get too predictable or if you opp wants to, a delayed slash can get parried and possibly get you killed. Sometimes you want to delay a few slashes, sometimes you want to stop after the first block slash.
- By the way, normal move + EX slash = 6 hits. If you’re getting less, you’re not doing it correctly. No, I’m not going to explain how to do it correctly. IT’S REALLY SIMPLE.
Close fierce -> slashes
- weaker than stand strong
- only advantage close fierce has is that it activates from further away than close strong. What am I talking about?
- Both s.strong and s.fierce have two versions, close and far. Far versions can’t combo into slashes. Close strong has less of a range than close fierce. Example: Let’s say close strong activates when you’re at like… uh, 3 pixels or something distance. Anything further than that, you get far strong. Close fierce will activate… 5 pixels away from your opponent, meaning if you use close fierce, you don’t have to be near point blank to be confident you’re going to combo into slashes. - Otherwise use close strong
READ THIS: You will get red parried. Deal with it. If you spam low forward slashes or s.strong slashes or what the fuck ever, you’re going to get red parried. To red parry a slash is easy, AND it’s not exactly dangerous to your opp because let’s face it, Yang does really shitty damage in most situations.
Mix things up with short x2 -> slashes. No, this does not combo. However, it’s a lot riskier to try to forward parry after shorts than it is to forward parry after a low forward. Besides, a lot, A LOT of people get hit by this non-combo anyways [short x1 -> slash] because the gap that prevents it from comboing is tiny. If jab slash were 1 frame faster, then by all accounts it would be JUST AS FAST AS EX. So there you go.
Some more stuff about launch -> whatever:
If you get a launch, you have a few options
jump rh for a reset setup
Close forward [mk to some of you bastards] -> forward senkyutai [the rolling kick]
- Decent damage, excellent stun
- If your opponent does something really, really unsafe on block, then do this. It’s not as fast as s.strong so less things are punishable on block with this, but the damage is comparable and the stun is better [unless you have meter for an EX]
- Juggle with a jab if you want, but positioning games are a lot better if you don’t
- does a lot more stun than simple jump rh
[corner] step forward, relaunch then jump rh [I try to do jump straight up neutral fp, like 1 point more damage though, aha]
[corner] fierce slash x3
[corner] fierce slash, then quickly jab slash, then s.fierce. The reason you do fierce -> jab slash relatively quickly is because in order for the s.fierce to come out, you have to recover from the 2nd slash first, so you have to pop them up from the 1st slash with the 2nd slash before they get too low, and recover fast enough. Of course timing is slightly different for each character
Note: launch -> fierce slash -> jab slash -> s.fierce does more stun than launch -> fierce slash x3, but does less damage. If you’re getting close to stunning someone, s.fierce ender is a better option. Otherwise for a bit more damage do fierce slash x3. The end result of both enders have their uses [s.fierce puts them on their feet, but imo it’s more annoying to try and mix them up afterwards because you recover relatively at the same time, while fierce x3 knocks down and basically gives you a corner knockdown, so I like fierce x3 better [[but do the s.fierce one anyways -.-]] ]
Command throw:
- It’s a command throw.
- Low forward -> slashes afterwards on most characters
- If you have meter to spare, use EX instead of normal slashes, a tiny bit more damage and, more importantly, more stun
- Only fat characters like Q, chun, mak, etc etc you can:
= Launch into rh
= Launch into forward senkyutai
= walk forward and s.strong -> short -> ex slashes - Don’t be scared to do it, for the love of god. Yes, sometimes you need to condition your opponent to not expect it, but sometimes you just NEED TO THROW IT OUT.
Supers:
SA1: Safe on block, good damage. Bar is fucking long, and there’s only one of them. I’ll pass.
SA2: Goes under fireballs, kind of shitty damage, some invincibility on it. This is the best all-purpose SA you have, because there are two bars, meaning you can throw out EX constantly.
SA3: Shitty damage unless you constantly reset, shortest bar in the game, pressure super. This super is not genei jin. Dream on. The damage is poor if you do those long 30 hit combos, but at least they’re easy to do, and hey, it’s free damage anyways. You can also decide to constantly reset your opp and get high damage that way. It’s up to you. Personally, I think this super is sorta specialized, and useful only against certain characters.
Note on SA3: Hugo CAN and WILL 360/720/1440/2880 you if he knows how this super works. This super is NOT safe, no matter what you think.
Throws:
Forward throw: A decent throw. Your opp recovers at relatively the same time you do in comparison to the two other throws, so…
Neutral throw: Hits up to 6 times, and does the most stun out of his 3 throws. If your opp doesn’t mash enough, or at all, once this throw gets past the fourth hit, it actually becomes his most DAMAGING throw. And let’s face it, some people are lazy and don’t mash anyways, so going for this one is usually a good idea. It also sets up excellent positioning afterwards
Back throw: Monkey flip, most damaging
Note: If you parry out of Uriens unblockable or just throw him when his aegis is cornering you, remember to use either back or forward throw accordingly, to get yourself OUT of the aegis. Don’t be stupid and use a throw that makes you stay IN the aegis
Misc:
Punch chain into super is just… gay. I do it from time to time, but that’s if I need to kill someone, or just have two full meters and want to waste one. It does more damage than straight out super, yeah, but it does less damage and stun than what you might land using the meter for EX slashes instead. Don’t do this often, if at all.
Palm -> super is the strongest thing you can do. However, the only time you’ll realistically land it is when the other guy is dizzy. In that case, taunt first, then do it.
Taunting: If you land a super [wakeup super, palm super, whatever], think about taunting. It gives you a damage boost for your next attack [duh]. HOWEVER, you might want to play wakeup games on people after a super hits, and taunting prevents you from doing anything too tricky, because of the time it eats up.
The most damaging combo you can do after they’re stunned is taunt, j.HK (very high and deep), close MP x HK senkyutai, super. But it’s pretty hard to land correctly so nobody does it. - Gaijinblaze
Note: If you taunt, and then hit a normal and your opponent blocks it, YOUR TAUNT IS WASTED. The damage increase is used up on hit or block, it doesn’t matter. Whiffing is fine, but once you come into contact with the other guy using an attack, that’s it.
Kick chain: Ehh, I don’t really like using this. It’s fast, safe, but doesn’t lead into anything. I suppose you can use this if you’re scared and want to buy yourself some thinking time.
low fierce is actually useful in certain situations. Properly spaced, it prevents dudley from jumping in with an attack, he’ll just get hit back. If you fuck up, it’s your ass though. It’s also an extremely long poke, so if you’re out of low forward range, you can try throwing it out to annoying your opp if you hit.
learn the spacing for uoh -> s.short -> EX AND learn to use your command throw. Otherwise people will just hold down + back and block everything you do and you’ll get nowhere.
Most range and damage jump normal is RH. However, jump fierce beats out a lot more shit than rh [like maks jumping normals], and jump back fierce is decent as an anti-air.
Yeah alright. So go out and terrify your local arcade with this.