Yang Everything

Well, this thread is already a wealth of information, but writing it down again all in one place never hurts :stuck_out_tongue: Whenever I play seriously, I play with SA2, but SA3 is also a decent choice if you are good with it. Yang’s best bread and butter would be low forward/standing strong into EX Mantis slashes. If you don’t have the meter, just do regular slashes. If you have an option on whether to do the low forward or standing strong, do the strong, because sometimes off the low forward the EX slahes will miss a hit. It’s weird, but if you’re too far away to hit with the strong then just do the low forward. That’s almost all you need to know about Yang, sadly. The rest of his game revolves are mixing up the high and low enough to land… more mantis slashes. I usually do 1 of 5 things when my opponent is waking up, command throw(the low forward and slashes after it), a low forward(follow with mantis slashes if it hits), his towards + forward over head, 3 crouching jabs (can combo into EX mantis slashes, or SA2), or just a close standing forward if I think they are going to parry low. If I land the laucher forward, you can time the super right to get full hits, and it’s not very hard. Another thing I find amusing to do on wakeup is low forward, palm strike. Don’t do it too much, because they will probably just start parrying it or something. That’s pretty much my whole Yang game in a nutshell. He’s a pretty simple character, but I wish I played him more like the japs do. When my website comes back up I’m going to put some awesome japanese yang footage up. When I do I’ll be sure to post it here.

I am a CvS2 and MvC2 player first off…but in Atlanta, there are some 3S players and this is almost like 3S and Tekken country down here. So I saw a japaneese video and saw yang and that resembles the rushdown in CvS2 that i give to people so I like him. I already know all of the stuff in the above quote, but yang is much deeper. If you wanna win, you have to land the low forward to the combo, the thing is, what is next? I know you can cross up with his dive kicks, you can land on the opposite side with the dive kicks and go low, you can teleport behind and go low, and teleport in front and command grab. those are the things i do to keep the pressure on and so I can build enough meter to release those damn shadows, hehe.

The question I have is a question about the safety of doing all of that. Am I just playing low level competition and landing it, or are those the follow ups, and random jabbing can’t knock him out of those mind games. I am just wondering if anybody knows which one of those options is safe, and which ones aren’t?

His teleport is so terrible, neither of those option is safe, because I get thrown out of the recovery every time(or tech if they time it too late). It’s one of those, “good for a suprise every few matches” move I guess. The only two times where I might use it are when I chain somebody and they fly to the other side of the screen. However I usually just superjump up and then dive kick down, same effect. The other time I’ll use it is when I’m getting corner fucked. Note that they have to back away for this to work, because it has no invincibility untill after he’s completely invincable. You’ll get the the chance though, they usually like to back up and then hit you back into the corner when you try to jump out, or you can just teleport under them when they jump at you. I didn’t think cross-up dive kicks needed to be mentioned, since they are a big part of Yun’s game they would obviuosly be a part of Yang’s. Things I do after a crossup dive kick: strong, mantis slashes(see it all comes down to ways to land the mantis slashes), or the chain into super if I have the bar. I think low short into EX would be nice, but I wouldn’t try a low forward. Most people’s isntinct is to throw you after a cross-up dive kick, and you need a move fast enough to stuff it, such as strong or low short. Low strong is a hillarious tick into his command throw, note that you need to walk forward a very small distance, since the strong puts you just out of range. Once again it all comes down to the mantis slashes. You basically have 2 options when they are waking up. Low forward, mantis, or command throw, low forward, mantis. They can either block low, or jump/block high. You have a 50/50 shot here at landing a mantis slash combo(if somebody keep’s DP’ing you, learn to bait it out, make them afraid to use it).

One way to make your opponent fear of the teleport:

-Stick close to a fallen opponent
-lk teleport for the old style throw
-mk teleport to a ex 236p, most people get used to the formal teleport will be hit by this as they’ll smash on the throw buttons seeing you do the teleport

hi ! i am newbin for yang . i am sorry to interrupt this topic

i would like to know how to setup yang’ sa3

and what combos can i do for yang’s sa3

coz i cannot connect the combos when the sa3 activite

plz help

anyone can give me different combos for yang’s sa3

thanx

hi. like, whats the best way for yang to counter people who like to do a lot of quick rising? after slashes, and well since thats about the only knockdown combo i do, people like to quick rise and often the LK teleport puts you at basically no advantage and sj dive kicks they can parry. help?

After a 236p combo knockdown…
Note : All my friends do quick recovery all the time
I usually do one of these:

  1. Double lk teleport for a throw (may need some timing to different characters as they don’t get up at the same time)

  2. lk teleport>vertical hyper jump>dive kick (hit or miss)

  3. Forward dash (To fool the opponent that you’re not gonna reach him on time) followed by a lk teleport

  4. lk teleport > jump towards > lk dive kick (miss, for baiting an AA, after you land you can make an ex236p for surprise attack as well)

Actually there’re more tricks with yang’s move but it depends on the situation so much that it’s kind of impossible to list them all.

Yang is a good character at making mind games, he’s not top-tier just because most of his tricks are risky if your mnd is being read.

And finally, the 236p combo should not be your only knockdown move as your tricks will not be a surprise to your opponent after thousand times of the same knockdown distance.

his teleports are good on offense…

i think after you knock them down, and they arent in the corner, you can do lk teleport (might be mk teleport) into roundhouse teleport… you’ll be behind them, out of throw range and i usally jus throw some slashes. seems to hit a lot.

oh, but do that after you have done the conditioning of lk teleport x2 into throw. they will go for the throw then get sliced.

i found doing his normal dash and back dash into different teleports is good too for setting up ranges and shit…

people say his teleports are useless but i think we might be using them the wrong way. combine his teleports w/ his dive kicks on his offense game and he becomes hard to keep track of.

cool thanks i will try to incorporate that into my play. but does anyone have any tips against akuma and makoto? makoto i can usually handle just doing mantis slashes when i think she’ll dash in and mashing on jab and shit but if they can parry well im screwed. about akuma, how do you stop him from jumping a lot? dive kicks and air fireballs are what i’m having trouble with, even if i parry i can’t do much with that, and yang’s anti-air is ass. tips?

also, is yang’s kara roundhouse or short? ive heard both

w/ makoto, try to dive kick short into command grab. a good makoto will parry a dive kick coming right at her, jab, dash under and you’re in for who knows what kind of pain, so you need ot mix it up.

i think a lot of it is dive kick control and keeping her on the ground. and yeah, his jabs are real good.

i -think- jabs will knock her out of her tick throws, and if she tries to go meaty, just parry it. otherwise look for the throw.

thing is, if you jab enough and keep fucking up her kusa, they will go for the tick throws, so get ready to parry.

…but THEN look for the axe kick and ex axe kick.

who knows, maybe this is just what evolves after 60+ rounds of yang vs makoto, and completley usless for a real fight. :lol:

It’s roundhouse. Yang is one of the worst characters in the game for kara throwing though, so I don’t even think it’s worth it. His command grab has more range than his kara throw.

Several questions:

What about akuma? i remeber getting humiliated by an akuma who would teleport back every time i tried to get close to him.

2nd question: what is a scrub? and am i a scrub???

you should be able to at least telport after him? akumas teleport is mad slow.

or dive kicks… dive kicks are probably even better for chasing him down.

The s. forward, SAI is indeed his most powerful combo using SAI IIRC. I thought I had the shit on my website http://worstlookingsiteever.tripod.com but I think I forgot to upload the data.

Anyway, ppl were talking about anti-airs. The anti-air with the highest success rate is his SA2 since it has invincibility and it hits fully. As for confusion anti-airs where u just dont wanna be parried…i recommend doing close s. strong xx slashes. That shit is not easy to see coming. Another safe anti-air is close s. forward, then superjump cancel if parried and do whatever. Then there’s the simple evasion tactics all players should know such as just walking under and repositioning ur self, throwing when they come down, or backing away to continue ur attack, or back away and walk forward/dash forward throw. I dont recommend dashing back, and doing the throw because the twins’ back dash sux monkey balls. As for Streak saying the teleports suck…he’s clueless about that im sorry. Teleports are EXTREMELY annoying runaway tactic. Also, teleports have great confusion tactics such as doing them against quick rollers, or after a reset. Anyway, all moves have uses.

As for combos, i just wanna point out dont bother doing s. fierce xx rekkas after a parry because that combo does less damage then s. strong. It’s because close s. fierce is 2 hits, and to cancel u need to cancel after the 1st hit, so it does less damage then close s. strong and c. forward. And btw, FYI s. strong is stronger than c. forward. So basically, whenever u can do s. strong into rekkas cause it does most damage.

As for the guy who said EX Mantis slashes after UOH i dont think that ideas too hot. They dont have much priority,…they’re just quick. It seems like a good idea cause its quick and safe…but counter supers and some normals alike will beat it. The best thing about this strategy is that unlike UOH, super, UOH > ex mantis is safe if blocked. If you really want a safe guessing game/confusion tactic, use SAI, and go crazy with the baitouts since it has like positive recovery.

Also, just as a reminder, Yang’s karathrow is s. rh to do his knee bash. But u dont always wanna do the bash since a lot of tiems (from my experience) i wanna get certain characters off of me) so i do the back throw.

Oh yeah and now its time for Yang’s runaway tactic. U know how i said his back dash sux?? Well it does 99% of the time except when u runaway. Yang and Yun have one of the most annoying runaway backdashes… That shit goes back too far. And what happens when u try to jump after them? They can just rh teleport under u to other side. Yeah this shit is annoying. Watch out for moves liek Dudley’s machine gun blow. Good thing about runaway is that u can bait retaliation with moves such as Dudley’s MGB and so parry it to look good then do s.strong, s. fierce, b+fierce xx SA2…i luv that combo … looks nice.

If anyone else got some questions, just ask here. Its nice to talk about SF…haven’t done it in a while.

What do you guys do when the round first starts…

against a character with a DP…
For some reason everyone i play either uses Ken, Akuma, or Ryu…

I usually if i’m feeling stupid start out with a roll kick and for some reason that actually works sometimes. Other times i just stand there or taunt.

Man that’s a retarded question. It’s about as high-quality as asking “what do you do when the timer reaches 86 seconds?”.

first thing i do with yang when the round starts is hold the forward direction and let the opponent either hit me or back off.

then i look at him and say “scared yet? i’m kaaaraaaaaazzzeeeeee”

Teleport isn’t useless at all. It’s basically Yang’s dash, since his dash sucks. The most obvious use for it is to get close after knocking down. You can also use it to escape crossups and corner traps (no dice on Aegis, though) and to bait stuff out. People usually wait to see where you go after the teleport, so use that to your advantage.

Another thing - while Raishin Mahhaken is my super of choice, you can actually parry that on reaction - after the super flash. So it’s not really safe.

heh yea i used SA2 for a while but mp,hp,b+hp chain xx SA2 isnt much damage… while i see every japanese use it… but they use meter mostly for EX and all… meh SA1 rules

and mk, dive kick chain owns u

I’d like to point out that Strong, Fierce, b+Fierce xx sa2 actually does more damage than the sa2 itself. So it’s not really a waste of a meter. Basically, if you are hit by Yang’s strong when he has a meter, you’re supered.