Yang Everything

Oops, :P, but thanks for informing what buttons I should use.
…and yeah his SA III needs it’s own thread.

Use the search function and search back to the beginning and their are several Seiei Enbu topics

Ok, I’ll try one more to start this discussion and then I’ll stop. I did a little more testing after my first two posts. I was right, even if you c.MK xx SE, the person has more then enough time to just jump away before you can do anything, even far s.MK. However, I think I might have found a way to guarantee SE pressure from a midscreen knockdown. I tried doing his s.MP, s.HP, back+HP xx SE, and then immediately doing a MK teleport. I tested this on Ryu with quickrise on (I don’t know exact wakeup frames, but I’m assuming Ryu gets up about average speed). If you do the MK teleport pretty soon after you can move, you can recover from the teleport in order to land a c.MK either meaty, or VERY close to meaty, even if he quickrises. To see this, I just set the computer to always jump, then I performed this, he was hit before he was able to jump after quickrising. So either the c.MK hits truly meaty, or it hits him slightly after he gets up, but still during the pre-jump frames, before he left the ground. Even if it’s hitting him during the pre-jump, it’s still within a few frames of his wakeup, which means it’s fast enough to stuff almost any normal. Reversals, I would guess some, but probably not DP style. Like Uriens headbutt, probably yes. I’ll test stuff like this later.

The only thing that really sucks about this is that you have to use the ground chain to begin with. It’s a little slow, and theres normally no real reason to use it when you could just c.MK xx slashes instead. But I don’t see why this doesn’t have potential. Anyone see anything I missed? Any reason this isn’t viable?

Sup all, I too am a huge fan of Yang, and I was just gonna say in response to BlackStars14’s question about SA II most powerfull combos, here are the top 3 that I know…

All damage totals are from the X box version and where done on Ryu, A full life bar seems to be around 160 points for all characters… (they just take damage differntly)

  1. Palm Strike-SA II (53)

  2. Late Dive kick chain- Close MK-SAI (54)

  3. Late jumping HK-Close MP-HP/EX Rollkick-SA II (57/59)

Some comparsion Totals in SA’s

Ryu SA I (same bar length and number)

  1. Close HP-EX Hurricane Kick- SA I (50)

  2. Close HP-LP Uppercut-SA I (63)

Chung Li SA II (again same bar length and number)

  1. Jumping HP- Back HP-SA II with follow ups (67)

Though Yang is out paced with Chung’s SA some what as you can see he is pretty even with Ryu’s SA, though I am defentally no Yang Expert I still think SA II does its damage for what its supposed to do… and that is combo off most of Yangs Attacks…

And as his for his MP-HP-Back HP Target Chain -SA II its 47 while as Ruys Low MK-SA I its 49 not a huge diffrence in damage I would say, and both combos can be used often and are pretty safe and easy to hit conferim…

Now Please do understand I am NOT saying that you should be using SA II like nuts, just that it dosen’t suck as much as people think it does, its purpose is to add an extra “Ump” to the end of exsting combos. Also even with out a combo , it does as much as a Ryu’s SA I… (42)

Also as a little side note, I wonder how many people know that you can combo Yangs SA I after a close HP Rollkick… sure the damage sucks (53) as compared to doing it either stright out or from a MK (62) but its still another combo in SA I combos…

Edit: Also note that the nice combo of Close MP-far LK-EX slashes does 39… =D.

:tup: Good stuff

Gotta question for SEnbu users out there. How good is knockdown,activate SA3, UOH as a meaty. I was thinking of using this for instances when doing a SA3 combo that didn’t involve a crossover

I tend to switch up between SA’s depending on what character I am playing aganst, so maybe I can help you out… (again, I am not the expert on anyone thing) but I would have to simply say it all depends on what character your aganst, for shotos I tend to try and not to do this cuz of wake up uppercuts, even though you will hit them out of it, its still a waste of super art meter in the end, but this can be highly effective Vs, Hugo considering most people try and Pile drive you upon wake up when you stick close to them…

So as a general rull of them, I try not to do it on characters with high proitety wake up moves and to try and do it on characters that don’t.

I would have to say that his UOH is much better than his foward MK in SA III due to the fact it dosen’t push you as far out.

In the end however I would have to say that your best bet is to just mix it up, so that way the person your playing agasnt won’t know what to expect when they are in that postion…

Hope that helps somewhat…

Every Yang player should know his cancels to EX Slashes, everyone of them. LK xx EX slashes, LP(up to 3) xx EX Slashes, and all the rest.

Talk about the best b&b in the game.

LK and LP can be parried and blocked high and low, they are good but not the best.

I’d say his best EX Mantis combos are these hit confirms:
close strong, link short x EX Mantis-the strong punch must be parried high
cr.short*2 x EX Mantis-hit confirmable low block/parry
UOH, short x EX Mantis-sick damage off overhead
sick mixup game with just these 3.

meh, close MP link LK isn’t as great as you say, but it’s a good idea to learn it besides, and LK and LPx3 can be parried, but not anymore than anything else in the game, I don’t understand your point at all.

If they parry the LK, then more than likely you get in a few blocked ex slashes (if your doing them right) and enough time to recover if you stop (and know when to)

Wake up LPx3 is more than hit confirmable. I don’t really see your point. Sorry.

My point is that with mixups it’s better to use attacks that can’t be blocked and parried both high and low. Like on wakeup for example most players tend to parry low, block low, or tech throw. Yang’s close strong and close forward are better to use than some other attacks since they can only be parried high, as opposed to LP and LK which can be blocked and parried high or low. You get a better chance of them eating a combo with the standing strong see what I’m saying? Also with the cr.shorts which should be used instead of st.LP and st.LK most of the time since it obviously can only be blocked and parried low instead of blocked or parried low and high with the combos you mentioned.

I agree, but knowing the lp and lk cancels can come in handy. I understand though, and agree.

yea combo off LP and LK is fast, it’s def a good combo in close range and good for punishments.

Low jabs also gives the option select throw tech :karate:

Ok so I was reading the gen. 3s board and had a question about this sj cancel throw shit. How exactly does this work and benefit Yang. I don’t understand it is it your knocked down with the opponent next to you doing a guessing game of low,high,UOH,block, parry ,whatever and when you wake up you sj cancel then command throw. Is that how it goes? They also said something about on wakeup, command throw then tiger knee it to ub…I dunno. If someone knows, help a brotha out

It’s worthless

Double post, my browser sucks

Sorry if this has been asked before but what does SA2 combo/cancel off of?

Mainly, his MP, HP, <- HP chain.

SA2 combos are almost always useless, as the damage they do is just horrible, in most cases, it’s better to do EX Slashes.

I usually use cr short. I always miss the ex off.(I think its because I mash to fast)