Well damn, dead forum is dead.
no surprise. especially after his recent influx of nerfs. i would be surprised if anyone is still repping him. i know i dropped him a month ago for ken after seeing his nerfs. and i’m sure, most have done the same.
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Yeah, I won’t consider dropping him until after I actually get hands on but that’s just me. HFX, have any japanese players dropped him already? Anyone you know of?
Yang is still solid to me. I’m still gonna light it up on noobs online
Hey everyone. A week ago I was invited to the Southtown invitational AE 2012 tournament and got a lot of games in with Yang. If anyone has any questions about 2012 Yang before the update comes out, feel free to ask. I’ll check back and answer what I can.
- The biggest difference so far is the dive kick. There’s a very noticeable waiting period after you dive kick with Yang that will make follow ups really awkward, even on hit. This is something everyone will have to get used to
- The second biggest difference is no comboing cr. LK to st. LK. Really awkward.
- Palm doesn’t build much meter at all on whiff but is still very useful.
- The kick target combo (LK, MK, HK) actually may be useful. The distance that it knocks down the opponent on hit is easily covered by two dashes and lets you go for counter hits or maybe even a command grab. It’s also -2 on block so only punishable by certain supers
- The damage reduction on the third hit of slash is very noticeable
- His more important advanced ambiguous cross ups are still intact. This includes the jumping fierce mix up after launcher, his corner mix ups (yes, st. RH cross up still works in corner and mid screen)
The main thing I took away from the experience is Yang still feels surprisingly viable in 2012. Also, he’s much more satisfying to win with, something that has been bothering me in regular AE. I think he’ll be better than Yun in this version due to the fact that he can play both a slow game and a fast game if needed. If you like Yang, stick with him.
Yang is still good. The only noticeable change is the delay from the dive kick. You have to acually make sure to use safe dive kicks or you will definitely get blown up for that. Besides that he feels the same with slight damage nerfs.
Well Yang did lose a lot of crazy good tools in the transition. I don’t think he needs all of them but what I’m going to miss the 4 frame Ultra 2. Beefy combos into U2 [like st. HP xx MP Palm FADC U2, or other corner combos] could do some great damage [around 500 points off a command grab with meter]. So many great safe jump and mix up options after both a cinematic and non cinematic U2. Now that the damage is nerfed and the older optimal combos aren’t possible, I think I’m going to have to go back to using a lot of U1. It isn’t a bad ultra at all, but the options afterwards aren’t that great.
You can still combo into Ultra 2, it’s just a little bit slower now so the link is tighter. There was a slight damage nerf, but it didn’t do much damage in regular AE anyways.
EDIT: Dive kick whiff combos are still useable in the corner, just harder to hit now.
Probably the worst change for me is the his jump MIK is practically impossible to cross-up with now,
It may be character specific now. I’m training with Hakan and I can cross him up fine.
Yang’s forward dash was definitely affected in 2012. It feels slower and as though extra frames were added to its recovery. Ambiguous crossunders after launcher with jab and short are much easier to see now.
Target Combo with kicks into ultra 2 is a tight link (not all that practical) but can work in the corner.
I’m still testing out other non-documented changes.
yang j.MK still works on a big part of the cast when used as a setup (sometimes just as easy without). from my testing, it still works on chars like honda, makoto, dudley, seth, akuma, and others with the usual “bnb ending in mk roll kick” or using a “forward throw dash j.MK” setup
backdash looks like it got nerfed in terms of how far back it goes. does anyone feel like dive kick has a slightly lower height restriction?
Yep, backdash was nerfed slightly. I couldn’t quite get the dive kick to come out any lower. It felt the same to me.
Something about Yang’s walk speed felt “different”. I was usually able to cr.lk, cr.lp, tick throw, but it felt slower now.
Like others were saying above so as not to elaborate on too much of what was mentioned in the change log, you have to play a lot more solid and staying on the ground is huge now. I very quickly adapted to not using Roundhouse rollkick, FADC forward, cr.lk in order to get in on my opponent. That gets blown up really fast.
Huge point The dive kick’s added hurtbox is noticeably huge now. Prior to the patch, on another player’s wake up, I would roundhouse dive kick just over their head so that you couldn’t tell if I was doing an unsafe dive kick at the head of your character or whiffing. The intent was to whiff and then whiff punish what my opinion threw out with low forward. I didn’t see any other Yang players using that [gimmick], but regardless, that does not fly anymore because of how large the hurtbox is.
I don’t feel like whiffing dive kicks (in order to bait out normals or uppercuts) is at all a useful strategy anymore thanks to the hurtbox and the +2 frames added to the landing recovery.
I commend anyone who sticks with this character competitively. He’s a fun character to play for sure, but his mixups are very easy to see now and he generally got nerfed with no real compensation added.
If you really think he hasn’t changed much, you didn’t know him that well in AE.
Dive Kick nerf is very noticeable. Stand Short nerf hurts a lot. Cross-up nerf is huge, though in just a few minutes of testing, it seems like there will be set-ups for it. I don’t think I’d feel comfortable OS’ing off the cross up, like I was in AE, but w/e. Gonna play around with Yang this weekend to see what’s up
I don’t know if I’ll keep using him just for the changes in Dive Kick alone. I don’t know if the hitbox changed but tons of setups I had before whiff now. Also, the follow up to a well placed DK feels like a link now. It used to be a simple rule: place the DK right, the rest follows. Now it’s a struggle for all sorts of things that were at the core of the character.
I had a long post but I’ll just summarize it I guess -
Yang went from being an incredible character, to a good character. I don’t see what the issue is here. He had some really annoying BS that got taken away from him, and now he’s just toned down. His core gameplay is still the same [unlike yun, who’s divekick and punch chain loss dramatically changed how he’s played], which involved his slash fadc mixups and launch fierce -> mixups. Better divekick placement and better attention to the ground game is needed now… unless you wanted to just bully most other players with no effort, I’d think most of these changes are correct.
dk change sucks and ex command grab range is gonna take some getting used to…overall hes certainly not what he used to be but i think hell still be ok…already found setups for cross j.mk that work on everyone
Omg never use Hakan as a training dummy ever. He has the biggest horizontal hurtbox in the roster. A good number of the cast can actually cross him up with a jumping roundhouse. Anyway, Yang’s j.mk crossup is now terrible but still possible on all characters.
I still feel like yang is really solid. I still don’t agree with some of the nerfs but it’s not as bad as I was expecting it to be.
I’ve already found numerous ways of using the j.mk crossup. Same goes for setups.
But his divekicks feels really weird now. I lost count of how many times I’ve been blown up by focus attacks.
Also, I think they removed the Rekka > FADC shortcut.
In AE I used to go apeshit with him and just spam divekick untill I could follow it up. Now i feel like you have to be alot more careful in your approach and play more footsies. St.lk is still really useful. And instead of going for tricky crossups and mixups in the corner, just try and keep your opponent in the corner at all times.
Yang is nowhere near as godlike as he was, but he still is very good.