While the rekkas do more damage they also push the oponent really far away. Against characters that you want to keep close like dhalsim/guile/ or sagat this positioning is good as you don’t have to work the get close again. Yang is not a vortex character but he does have really good mix ups and sometimes it is better to end in dk as it also give you better mixups. I am pretty sure that it would be better to do rekkas if you just wanna do U2 as you will get full animation instead of the partial animation provided by dk fadc to U2.
Both enders are really good and you need to make decisions as to when it is the best time to use each one.
Makoto matchup is so bullshit lol. It’s always a who gets the first knockdown thing…Any advice against that tomboy ? Lol (hope I didn’t offend anyone )
This. Instead of MK DP, pick HP rekka HP rekka LP rekka. You lose 5dmg, and the positioning is about a box shorter than ending w/ HP rekka.
And dive kicks make safe jumping w/ the twins easier, since you can change trajectory or land sooner to bait stuff out.
Dunno, saw Japanese players & JWong using MK DP every now and then, but I couldn’t figure out a good reason to pick one over the other. Still don’t.
Even w/ Sim, do you really gain that much from finishing w/ MK DP as opposed to rekka(HP, HP, LP)? The amount of meter that palm builds makes Sims reluctant to stay full screen from my experience. Getting in isn’t much of a problem w/ zoners because most of the time people freak out and close the gap themselves when they see you safely building 1/8th of a bar w/ every palm you throw out.
Also: Rekkas give you FADC after 1st or 2nd hit that leads to several good mixup opportunities. MK DP gives you FADC to another DP, maybe U2, but wouldn’t be worth it since you don’t get full animation. Let’s say MK DP FADC U2 would’ve given you the win, if that was the case, rekka FADC U1 would’ve too. Heck, rekka FADC HP ex rekka might even do the trick.
If you do MK DP, you can jump immediately afterwards. If the opponent quick rises, you get a free crossup. If they don’t, you can neutral jump and dive kick (lk in front, hk in back, mk hits on more characters). If the opponent quick rises, you can also do a mk dive kick at minimum height to tag their front side.
And, HP rekka, HP rekka, LP rekka loses less than 5 damage because of damage scaling; it isn’t even that small. x3;
The thing with sim is your can mk dp, immediate jump-in, cross up j.mk OS hk roll kick. Beats teleport and backdash and jumping bullshit.
Doesn’t actually matter which side you touch them, Yang’s dives are immune to 3F reversals on block even if they touch above the waist. You can kick a shoto in the head and there is nothing they can do about it.
If you do use a mk dp in a combo you will never fadc it as you would do a ton more damage just doing rekkas FADC into U2 than the dp into it. The positioning that you have after a dp is really good. If you end a combo with hp rekka your opponent will be about 3 squares away from you where as if you end with a lp rekka they will be about 2 1/4 squares away from you. If you end it in a dp you will be less than a box away and if you were to walk up 1 step you would hit them with your crouch mk.
The dp ender is good for when you don’t have or don’t want to use the meter to fadc and would still like to be in really good position for mixups. The damage difference is not all that huge as it only causes you to do about 7 to 15 less damage depending on the combo you use.
Just a quick clarification on buffering the QCF. it doesn’t come out if you just use QCFx2 as the dash right? You have to do something like forward then QCFx2? I’ve been struggling with this a little bit but I think more of it is not canceling the rekka quick enough. Trying to get it down to muscle memory to hit the focus as soon as I hit the rekka. I’m trying to get in the habit of buffering the first forward of the dash into the button press of focus as well.
I have recently picked up Yang as a pocket character for Evo in lieu of Rose after getting hit with the nerf bat (a lot of her match-ups have gone bad to worse). But I’m having very little success, my footsie game is getting better but I’m having a very difficult time capitalizing on knock downs and escaping wake-up scenarios with ease.
Many times if I get a successful knock down it should potentially be in my favour to create some kind of mix-up but more often then not I get DP’d after using dive kicks or deep cross-ups and if I bait the DP and the opponent wakes up with nothing but a jab I often fear the DP and am unsure of what meaty or deep cross-up to use and I loose my opportunity for a pressure advantage.
On the flipside when I get knocked down and wake-up with anything other then a block I get stuffed. Yang’s LK DP seemingly has slow start-up, doesn’t auto correct and gets stuffed. His teleport is quite good but I have a hard time not getting hit with a meaty attack.
Is there any advice on can give?
Is there a Yang primer available for best meterless punishes? Most efficient combos? Best mix-up tools? There is just so much information already I don’t know where to start.
Check the combo thread, mate. There’s a lot of stuff there; it’s a good starting point. I got bored and put it over on EventHubs, too, if you prefer that format.
Yang doesn’t get as much benefit off a sweep as a character like Ryu does (who gets a free safe jump). Off a mk roll kick, you can jump immediately after to get a free cross-up or a mk dive kick to hit the front.
On wake-up, what’s wrong with just blocking? His DP is 5f (Sagat-sque) and has decent invinc on it (5f, strike and projectile; airbourne afterwards) and can be FADC’d on the first hit (only). EX teleport is immune to hit and projectile starting from the first frame; invic last 15. However, it’s not throw immune.
Thanks for the quick response! This information is great. Is there any particular delay you suggest if the oppenent does/does not ground technical? Any good pokes to bait a DP with that is safe?
After an mk roll kick, I’m usually doing a j.mk immediately afterwards. If they don’t quickrise, you’re point blank. I’m pretty sure you have time to do a meaty palm afterwards. An LP palm is a fake and would bait a reversal; a lot of characters (viper, rose, etc) can’t do shit against a meaty palm.
DP’s can be baited relatively easy by safe jumps and LP palms. Some individuals can be baited just by walking up, backing up a bit and holding down back. But, good players will just block on their wake-up if they don’t have two bars to FADC off of, and they’ll be able to identify safe jump set-ups. Sometimes you can try neutral jumping and whiffing a lk dive kick right outside of their DP range; I’ve had limited success with that.
Thanks mate! BTW your write - up on event hubs was helpful as well. Although the twins bare a striking resemblance to thier 3rd strike counter parts they seem to play much different. Your advice helps a lot, lets see if I can do anything with it!
what are the different strength command throw properties? at first i thought the heavier versions gave more time to combo out of but that’s not the case. are any throw/hit immune?