Yang Everything

My EX Mantis Slashes don’t want to come out anymore besides in practice mode, I always try to slow down, I always drum the buttons when I try them, but for some reason they never get all the hits.

Let’s bring this thread back up with some vs. discussion.

What can I zone Alex out with? I know that st. fierce will hit him out of elbow slash clean if spaced right. Maybe st. mk could be used as well?

Also, I do divekicks sparingly because of parry, st. mp xx ex kneedrop. If he’s doing this I do the obvious thing and either whiff dive in front of him and bait it, or jump in with the air chain.

The only time I really stay close or remotely close to him is if I hit him with a normal xx ex senkyutai, cr. jab reset. It can lead to a crossup two hit air chain in to another combo or something, but even that I use sparingly.

Anyway, that’s some of the stuff I do I guess. What is the key to the matchup? To zone him out until he messes up and I get knockdown, then start the slash games, or to just keep him out for the whole round and use slash combos to push him away from me, thus keeping making him have to come to me?

the way i do ex slashes is qcf ppp, let three hits hit, then qcf ppp and qcf ppp relatively slowly. and i always get full hits.

coos, zone alex with STRAIGHT UP JUMP RH.

twins straight up j.rh is one of the best air moves in the game.

also…s.mk

and to be honest i wouldnt even bother playing a true “keep away game” with alex, yang’s distance options suck and aren’t damaging.

this may be on some page, but i don’t want to look…

what are good options after a close mk? i know you can do qcf mk and (in the corner) mantis slashes, but what else? also i saw Roshihikari do mantis slash twice into standing fp. how does that work? i can’t get it to connect.

super jump cancel rh into mixup.

After a juggle; HP Slash - LP Slash - Far Standing HP. The standing HP will require some practice, it’s a tight juggle.

Well usually, you end it with either qcf mk (which works anywhere), or sj. hk. If you’re using SA3, just end with qcf mk, and then activate if you have full meter.

If you’re in the corner you can do a lot of stuff off of it. If you’re using SA3 and it’s full, just do hp slashes, then activate. If you wanna have fun and have an SA2 stock handy, on some characters you can do one lp slash, then SA2. Damage is crappy though, so just save it for a crowd pleaser when you stun someone at the end of a round. As a matter of fact, even though it’s a bit tricky to pull off you can do close st. mk, walk up close st. mk, sj straight up hk in the corner.

But normally, just end it with sj. hk, or qcf mk unless you’re in the corner.

If you get a launch, you have a few options

jump rh for a reset setup

forward rolling kick for damage and stun [just a little more damage than jump rh iirc, and a ton more stun]

[corner] step forward, relaunch then jump rh [I try to do jump straight up neutral fp, like 1 point more damage though, aha]

fierce slash x3

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 -.-]] ]

rambleramble

wow, that was a lot of detail. thanks for the input. in training mode, i can do the two slashes into s. fp against ken pretty consistently now. hopefully i’ll be able to know when to use which one during a real battle and get the timing down for each character.

So doing the two slashes to HP, do you have to wait for the first one to recover before doing the LP one? Or is it first HP slash then second LP slash-recover-HP?

fierce slash -> jab slash -> wait for recovery, s.fierce

do unblockables work on the computer in training mode? while practicing against the computer in arcade mode, i don’t know if it’s the computer not blocking correctly or me doing the unblockable since sometimes it’ll block all the hits.

Yang has no unblockables.

Never has, never will.

Seiei crossup divekicks are not unblockable.

standing close.mk -> sj.RH land command grab…who does this actually work on, seems like I land way too far away.

The earlier you do the j.HK, the closer you land next to them. But taking a canned setup like that and hoping it’ll work on everyone right out of the box is pretty weak. If you land too far away, walk up before grabbing. If one can’t react and improvise on the fly like that, Yang’s not worth playing.

I’m not hoping it will work on everyone, I wanted to know what chars is this setup feasible for, once you land beside them you have many options command grab is a good one as well.

Well, as you know it works on everyone. The good thing about it though is, as Gajin said, you can vary when and where you land when you hit the hk.

So in essence, it is good against everyone, if you vary your timing on when you hit them with the sj. hk everytime.

Is it gamebreaking? No, but it’s a little thing that can help sometimes.

Works best on anyone without a dragon punch type move

deadeye - i noticed in the youtube videos against urien you often do jumping back fierce punch (i think). can you give some insight? is this only good against uriens? how safe is this move?

i’m starting to ask a lot of questions on this thread… :wgrin:

Most of my videos on youtube are kinda old now, I jump a lot less than I did. But to answer your questions, jump back fierce beats out a plain wakeup throw for free, but the problem is if it whiffs [because he’s crouch blocking] or is blocked, if the Urien retains a charge he can tackle you freely. I’m not sure if he can dash up launch you, but I know the tackle is an option [if he’s looking for it]. Also, it can be parried, and THAT can be your ass [dash up launch].

Edit: Just asked emphy, if urien TAKES the hit, he can ex tackle you. “he can choose for it to float to the other side, or just straight up hit him grounded”

Jump back fierce can be used on all the tall characters and iirc guys like the shotos as well. However, guys like Hugo/Q/Urien can punish jump back fierce if they’re looking for it, so if you constantly do it, it’ll be a terrible trade for you.

Edit #2: If done perfectly while they’re waking up from a knockdown, jump back fierce hits the standing frame of the wake up and becomes an instant overhead.

So to answer your question, it’s not really safe at all. But then again you’re not going to get punished for it all the time, so the choice is yours to make on whether to do it or not.