Yang Everything

cl.forward, super jump cancel into sei-enbu,
then do your magic…:smiley:

I don’t get it.

Anyway, just figured I’d post up a little thing I found out that I have never seen before.

cl.Strong>Strong>Fierce.

Pointless? Yes. Cool? Not really.

it seem that yang is the worse when he came to defence as he get’s pressured

yang has poor wake ups…thou he recovers really quick on a fall.
he also takes too much damage…that’s what i hate about him…
but over-all, hes’ fun to play w/.:smiley:

Yang is very fun to play with. Him and Oro are the only things keeping me with 3s (but that’s all it takes, I love this game).

I was practicing and some wierdo stuff happened. I figured every little bit of damage helps with Yang, so I started thinking about how I can add on any damage whatsoever. Guard Damage. So I tried this combo(note, this is on a DC):

Ex Senkyutai>Jab>Palm Thrust.

I was expecting the palm thrust to be blocked and have another 2 damage in there. But for some reason it hit my opponent, only the damage was still 2 as if it were blocked. Perhaps the palm thrust hit them before they landed? I dunno.

it’s a malfunction in the auto-block feature

Yang is the truth! :smiley:

I was using Super art 3 while trying to rush down against a knocked-down Akuma. Before I get to him with my dive kick, after he wakes up, he does a teleport. Afterwards, it nullifies my shadows, but the super bar timer is still going down. I’m guessing the shadows from Akuma’s teleport shortchange mine, or something weird like that.

Please tell me this is a hard thing to replicate. It’s happened to me twice in the arcade. -_-

Sadly, it is very easy to replicate. I discovered this a while ago also, and if akuma does a teleport any time during seiei enbu, your shadows will disappear as soon as he recovers from it. Unlike genei jin, where you don’t need shadows, yang becomes a puss. So the safest thing to do is to just pick a different super versus akuma. It’s sad, but unless they’re not good at executing teleports, you’ll be in for lots of wasted bar.

:confused:
Damn, that’s sad. Poor Yang.

I’ve pretty much conditioned myself to replace normal throws with the command grab, but I was wondering if I could get a little help here.

So far, I can set up the grab with Palm Fake, Mantis x 2> walk up and grab, and Short dive kick. Any other set-ups worth mentioning out there?

u just have to use sa3 meter for ex slashes only thats all…

Yeah, but why bother when that meter’s small as heck? Just switch it to sa2 for that.

Or, hope that the person doesn’t know about the glitch. :stuck_out_tongue:

I guess he was joking, but it brings to mind an interesting strategy point.

When the opponent is at 20% life or less, you should not try to knock them down and bust the super… instead, you should just burn the meter for an ex slash combo when you find the opportunity, and if it doesn’t kill them it will put them in a very difficult position. The good players remain unpredictable right up until they’re hanging by a thread, and you don’t want to take chances when they could do a wakeup super or call your bait and throw you or make you waste your meter, chipping them and causing less damage. With seiei enbu, you take a chance every time you knock them down, so be as safe as possible.

shit not to go out on a limb u take a chance everytime u activate the damn super shesh iv seen people lose the whole meter timer without even taking 25% off

I don’t play SA3 seriously, but it occurs to me that with a meter that short, just activate it as soon as you get it, and try to pressure. The super is so crappy for damage, if you can catch them and just do repeated jab slashes, the chip damage is almost as good as hitting with the slashes. Just kidding, but still it’s not a bad idea. You can try to mix in UOH’s or c. short’s in the middle of blocked slashes to break their guard. If you are on the opposite side of the screen just super jump at them and be ready with Yang’s air chain, the forward will beat almost anything (or trade since you techincally have 3 jumping forwards going for you). It’s sort of a fun alternative way to play Yang, a normally boring character. I just love my EX slashes too much not to play SA2.

A lot fo the time you can use Dive kicks combined with lows if you got fast enough fingers. The dive kick hits high for the first hit, but the shadows hit LOW after wards if you go for low attacks. So the blocking has to change. And yes you can do constant chip aways with cLP and then do a combo to get closer and continue you way with cLP, when they get dissy buidl your meter and proceed again to doing it.

That’s the whole idea behind his unblockable (semi-unblockable?). I really like SAIII but I can’t give up those damn EX-Slashes of SAII. I LOVE EM!!!

On that note… Just figured I’d post a little tactic I just discovered (which is probably sad).

A good meaty with Yang is his c.Short. Of course you can link this into itself and into Ex-Mantis. But, if it’s blocked, you can slow down each slash of the EX-Mantis quite a bit. This might tease your enemy into attacked or just trying something, them BAM! EX-Mantis in the balls!

Seems to be coming in handy quite a bit. Gotta watch out for parries though. If you expect one I suppose you could just quit the mantis and walk up with a command throw into…

EX-MANTIS!! :lol:

Boss does this to great effect, works really well. Watch out though, if you get up to the 4th slash, it’s not safe, you might be on the receiving end of a shippu. :frowning:

I’ll take note of that, thanks. I’m gonna test out if the first 3 can push them back enough to make the fourth safe somehow.

Also, when is karathrow coming back?

teleport crossups are so lame… =(

No way! Teleport cross-ups are the hotness. (Hope you’re not being sarcastic cuz I’m gonna post some strats for any passerbyes).

At the very least they are good to keep your opponent on their toes, and not thinking about what they should (As long as you play it safe). EX/Forward/Roundhouse Senkyutai>Jab>Short Teleport>High Low game or throw is always good. Anything that knocks your opponent back> appropriate teleport allows for a good game of pop-up, and just keeping your opponent scared.

I think the best teleport mixup game is with SAIII though. Couple Jabs into teleport then UOH or c. Short can usually score a hit wich can be cancelled into mantis’ or what have you. There are better uses for the SAIII but, like Streak said:

Anyway, back to my point. Teleport mixups are good! :stuck_out_tongue: :smiley: