Yang Everything

fools should just play sa2 and sa3 anyhow =P

sa3 is pretty good, u can pressure ur opponent real good, plus the combo in one of the other yangthreads is pretty good :slight_smile: it does alotta chip damage too

true but its to readable and i wish you can tie it in a combo like yuns sa3!!!

just to end the arguing if it does continue ill agree with everybody else that yangs teleport is only good for after a knockdown or super jump dive kick… every time i use teleport on a elite 3s player i get owned. Only use it if they do like some stupid crap like a dp.fierce, and your far away

:stuck_out_tongue: i agree sir, its most usefullness comes after the mp,fp,b+fp string. dont forget random teleports,d+mk…etc

also against akuma when he does air firebals. and urien when he does that flying knee drop

Just figured I’d give the Yang section a little action.

Couple useful things that nobody seems to use:

Taunt : His taunt kicks ass. It makes his next hit/combo stronger, and works suprisingly good as an AA. Of course, Strong or Forward would be better because of damage. Still cool to piss somebody off though. I can get it off after a throw most of the time. And of course, a throw is easy to pull off with yang. Mantis x 2, fake palm, Senkyutai>reset>teleport all work good for getting throws.

EX-Senkyutai: I use this move almost as much as the Ex-Mantis(I play SAII). After his command grab I’ll just bust it out, then a Strong reset>Short teleport>(usually a throw into a taunt, but whatever is necessary at the time). Also, Air chain>Strong>Ex-Senkyutai>Strong reset>???. It’s pretty damn strong ESPECIALLY if you taunted before it.

As for his Strong>Short chain. I wanted to master this one because it’s just cool. While practicing I tried Strong>Jab>Short, or Strong>Strong>Short. Of course, the second hit never works, but it gives the perfect timing to ensure that the Short kick connects.

Any advice for getting the Ex-Mantis in after Short kick? Guess I just need more practice.

too much teleports will make u too predictable… the recovery is too long, and the window of invincibilty is too small.

then again… teleport setups are usually for rushdown yang… im a turtle… and a beginner.

I usually only use teleports after a throw or anything that knocks the opponent away from me.

Gotta keep the rushdown goin.

i’m seriously afraid of using him , he dies easily …:confuse:

survival tips ??

Survival tips:

POKE! Poke poke poke for the love of god poke!

Here’s one:
For a meaty I use Jab x 3. If it connects I’ll hit 'em with a EX Mantis. If it doesn’t, I’ll continue the block string with Strong>Fierce, Forward, or even c. Forward(Which can be comboes into Mantis/Ex Mantis :D) . Whatever you feel is necessary.

c.Strong, Forward, and Fierce are pretty good pokes.

Here’s a random tactic I’ve been using:
When you know their gonna jump, jump up and bust a j. Forward>Dive kick. The dive kick shouldn’t hit, but it should place you right in front of your opponent so you can do his flip grab into whatever.

thanks, that was useful

after poking i usually add rolling.kick(forward) and hit , because they want to jump or poke back

Hmm, that senkyutai (roll kick) thing is interesting, I’ll test that out a little.

You should read what I posted about the senkyutai.

yang with sa3 , he’s the king of po…poke !!

i’m still rather traumatize to use yang to fight against local chunners and shotos

There’s a really good Yang SAIII vid at Teamcontrol.net.

It’s Arlieth Tralare vs. Double Reppuken.

I wanna start playing SAIII but I just can’t muster up the skill to pull off all the combos. Besides, Ex-Mantis is just too fun. :smiley:

EDIT- WOOPS!! The vid is of Closet Remy and Arlieth Tralare. My bad.:stuck_out_tongue:

Unfortunately, that match didn’t look as good as I thought it would when I was playing it. The cabinets were (and still are) kinda messed up, you see, and we both made some execution mistakes. You can see it when I miss the strong, fierce, back+fierce twice, when I do low forward withOUT slashes (then do them after the low forward to mentally compensate, heh), and when arlieth fails to link into super and other such things.

At the time I played the match, I was too nervous to attempt the dive kick crossup. It’s potential to deal much more damage, but all your opponent has to do to escape the virtual unblockability is quick rise. The only guaranteed way to give you enough time is to to the mp, hp, yada chain and cancel it into super. They can escape here by NOT quick rising. So basically that’s why you saw me doing a lot of universal overhead starters.

Thankfully, it’s really easy to do seiei enbu combos on makoto because her hitboxes are so wide. When she’s crouching, you can’t use the lk mk hk chain because she’s very short, and the mk will miss.

The important things to remember are that the meter fills up as quickly as genei jin. Unfortunately, you can’t build a ton of meter after it finishes like yun. To combine the best of damage, stun, and meter gain, either finish with a neutral throw or command throw (this must be timed so that you execute the grab at the same time as, or the instant after, your meter finishes. If they’re only getting hit by normal slashes, they’ll have more time to react to you walking up and attempting to throw). However, if you’re feeling like they’re mashing on a super motion as soon as you stop hitting them, just finish inside the combo:

–low forward, slashes (on crouching characters) after meter runs out during previous slash
–sweep (because you don’t get pushed back much, and they get up quickly so it may be confusing)
–normal slashes, after meter runs out during lk mk hk chain
–low forward, mk senkyutai (on crouching characters) after meter runs out during the low forward. Allows for resets and you’re next to them.
–strong, fierce, back+fierce (my favorite). Character-specific, works on dudley, makoto, necro, shotos (crouching), hugo, alex, Q. Haven’t done full testing

Word of advice for those yun matches: It’s too difficult to do the semi-unblockable crossup divekick combo against him, so just go for a full combo instead.

I was wondering why you guys weren’t connecting easy stuff.

But yeah, that was a great vid! Easily my favorite on that website. (I don’t like top-tier) Any other Yang match vids out there?

:confused:
Damn this place is dead.

Alright, I finally started practicing SAIII. Here is what I got:

Corner: Activate SAIII>UOH>Jab Mantis x 2>c.Strong>Strong Mantis x 2>Short>Forward>Roundhouse>Fierce Mantis x 3.

The Fierce Mantis is taking some practice but I’ve gotten it to work plenty of times before.

I could really use some help with SAIII here though. I know I could search for it (and I have) but I figured people are always coming up with new stuff so I should ask right now.

Can somebody post good set ups to activate SAIII? I could also use some Combo advice.

Thanks. (hopefully)

was that suppose to link or just a block string

Naw, it links.

But, I did it on Ken, in the corner, on a DC.

It’s difficult to connect the lk, mk, hk on a standing shoto because of their hitboxes: usually the following fierce slash won’t connect. After the slashes leading into the chain, you have to take a small step forward. It’s almost no movement at all, but it needs to be done.

On crouching shotos, it works without having to do anything special, because their hitboxes are conveniently wide and hitstun is longer.

Slash, slash, chain and fierce slash will work way easier on the following characters crouching:

shotos
necro
dudley
urien

the same combo will not work on smaller characters crouching because the mk in the chain will miss. examples are

Yun/yang
chun li
elena
oro
makoto (but when she’s standing, it works on her easily)

except for makoto, the characters listed above are also kind of difficult to connect on when they’re standing. Hugo, alex, Q, remy are easy to connect on regardless.

When you encounter these situations, it’s better to do c.strong instead of the chain, or c.short. C.forward is too difficult to link on standing characters after slashes.

If there are some inaccuracies above, bear with me: My DC is on the fritz.

setups: neutral throw anywhere (if midscreen, use dive kick to cross up and create pseudo-unblockables). Toward throw works in the corner if you plan on crossing up (must jump forward before dive kicking if they quick rise). You can sweep in the corner if you don’t plan on landing the crossup immediately after busting the super, you can bust it after slashes in the corner, or after you somehow connect a senkyutai (rolling kick) in the corner (this can be done if you hit them with close s.mk).

Against ken, definitely consider baiting wakup ex dps/super, because they will outprioritize seiei enbu and have a high chance of not getting hit by any shadows. Against characters that don’t have a good wakup to counter, like SA2 makoto, you can begin any way you wish. The general protocol is to attempt to place your shadows low or high while the character yang goes opposite. You can also start with meaty slashes if you think they’ll try to jump and escape, or if you’re not confident in their ability to wakeup counter. It may be more damaging or help build more meter to back off on the combo and attempt a throw of some sort, but it’s always safer to finish the full combo with a knock down.