I also find jumping forward to be a lot easier.
Just do Cl.MK ~ Dash Forward ~ U1
Is there any visual cue to know when you can dive after cl.mk i can get it 60% but I could swear sometimes it lets me dive kick really low and other times it comes out with a mk pretty high up.
Just learn the minimum dive kick height. You’ll notice in training mode, there’s blocks on the background. Use those to range your height to figure out the minimum height.
My biggest weakness with Yang is getting my offense started and working on my pressure game. Can someone help me on this or is this something I must discover on my own?
Check out some videos and study how they start attacks what moves,distance things like that if you’re on xbox follow Alioune he uploads quite a few replays and I’ve learned a lot just from watching him.
Thanks man. My last biggest flaw is that I’m incredibly consistent in my combos in training mode. But during a match, i get too nervous and mess up my inputs. For example, I was one combo away from victory. i did a dive kick to cr. lk, cr, lk, rekkas. On the last rekka, I pressed the punch button too early and I got dp’ed and lost the match. That lost really hurt me mentally. What tips do you guys have for these situations? Should I just practice my combos on a moving cpu?
That Yang wakeup glitch thing… is it game breaking enough to warrant a ban on him in tournament pay if Capcom doesn’t fix/patch it or does it just limit wakeup options on some characters (so it’s not bannable, just stupid)? Or does it affect **all **characters? I really don’t understand the specifics of the glitch. Could someone explain a bit more to me? Thanks in advance.
Good thread about it here by one of the best Yangs…
ok thank you. So… if I understand it correctly it’s nothing ban worthy… it only affects certain character specific set ups… but did I read correctly that if he lands a certain way you cannot grab him on wakeup? Is that right?
Yeah if he lands face down he has 18 frames of invincibility if you do not press any buttons on your wake up (if it’s face down only). So a lot of attacks will whiff I believe and will give you some breathing space but on that thread they go more in depth about the pros and cons.
ok, thank you so much for clearing it up for me!
N
No prob Glad I could help
So is there a reason to use, rekka fadc cl.mk jc hp over rekka fadc cl.hp xx mk senkyutai?The second one does more damage and you recover fast enough to do ambiguous j.mk/divekick.
Corner. If you are in the corner, rekka, rekka FADC cl.mk can be followed with a HP palm, LK DP, EX DP or can be followed with HP palm, s.hp (reset).
Ya in the corner cl.mk into palm into whatever is the best option but outside of corner I see everyone going for the jp.hp reset,even people who have been playing the game for a while like Nemo.
hey guys quick question. I’ve noticed that top Yang players are using Fierce, Fierce, then Jab when they are comboing Yang’s slashes. What is the reason for this? Is it sacrificing damage for recovery or does it all do equivalent damage to 3 Fierce slashes? I don’t have the game yet, so I can’t test it out myself. Thanks in advance.
Ending with LP rekka instead of HP rekka reduces your damage by less than 5 (which is >0.5% of most characters’ health), but lets you recover quicker and keeps the opponent closer to you (HP rekka, 3rd hit, fucking flings the opponent away). So, in match-ups you’d rather be close (like Dhalsim), if you decide to use rekkas to end a combo, using HP rekka, HP rekka, LP rekka is usually preferable.
That get your question?
Yeah man, thanks for the quick reply
a.) jab jab jab, cr forward xx rekka
vs
b.) jab jab jab, cr forward xx forward DK
Why pick one over the other? The positioning advantage (which I think is pretty minor) after a DK doesn’t seem worth losing the damage compared to HP rekka, since Yang’s offense doesn’t seem to be based a whole lot on vortex games. To me it seems more like footsies and counterpokes/OS rekkas play a bigger part. Full HP rekka fires them far across the screen. DK throws them away at a shorter distance. I always try to work opponents into the corner, and I just can’t see when it would ever be worth it to shorten the push-back distance AND decrease my damage.
please. someone enlighten me. I guess maybe you could DK FADC to U2? But I use U1 exclusively when I play Yang.