not sure if this has been answered yet but. Im trying to do the 2 rekkas focus cancel in to cl.mk but im not able to get the combo. is there a certain way this needs to be done?
If you can’t hit the cl.mk, same issue. Beyond just plinking it, there’s really not much more I can suggest.
haven’t played ae yet but I’ve used yang a lot before in 3s. Any practical links i need to know besides the lpxn >> mk ? (that would be using mk~lk to plink it right? not a huge sf4 player).
also the seiei enbu nemo loop would be…
cmp clk dash up repeat? or am i wrong?
do the old 3s loops with his sa3 still work in this?
note: I do not own the game but I have a feeling I will pick up yang quickly.
Nemo loop is cr.lk, c.mp, dash [x N]. You can just do c.mp, dash [x N] on all characters and do c.mp, c.mp, dash [x N] on larger characters. Not that all of these are corner combos, and that overhead, c.lk is a link in Seiei-Enbu.
Important links are in the combo thread. But, some that I find important:
cr.lk, cr.lk, cr.lk
cr.lk, s.lp, cr.mk
cr.lp, cl.mp, cr.mk
cl.mp, cr.mk
You can plink cr.mk with mk~lk or mk~lp; whatever feels most comfortable. The s.lp, cr.mk link is easy, though.
I’m no 3S player (hate the parry system), so I wouldn’t know Yang’s old Seiei Enbu loops.
The DP is situational and works well against characters w/ poor wake up options. The DP sets up a 50/50 that’s really hard to react to (albeit impossible if done right) between cross up j.mk or a meaty [lk] dive kick if the opponent techs (j.mk stuffs many wake up dps and is hard to auto-correct against). If the opponent doesn’t tech, you’re left right next to them for oki pressure. The best time to use Rekkas is if you’re opponent is close to or backed against the corner (end w/ lp slash since it doesn’t send the character to far from from Yang by sacrificing only 5 or so damage). Ending with mk DP is a good way to regain momentum/make a comeback by setting up a oki mix up (and in some match ups, getting in for free). Its also a good idea IMO to end cr.mk combos with mk dp when your back is to the corner rather than blowing them away w/ rekkas. But the former is the main use for cr.mk xx mk dp combos.
Also, don’t limit yourself w/ U1 since U2 is much more flexible and desirable in certain match ups.
hate the parry system O_O…
anyway one would be something like lp slash hp slash with an lk in there.
another one is lp slash h slash command kicks x n
clk x 3 is a link?
is this vsav all of a sudden?
Seriously a lot of these games seem like a vsav engine test.
Someone has to dislike the system.
Yes, c.lk, c.lk, c.lk works pretty consistently. For damage scaling purposes, however, it’s best just to do cr.lk, cr.lk xx rekkas.
In AE, you can simply do HP mantis slash over and over (the first hit). You can do cl.hp xx lk command dash, and so on and so forth. There’s a thread specifically for Seiei-Enbu, but I feel that Yang uses his FADCes and EXes more than enough to suggest Seiei-Enbu takes a back seat. In 3S, I know Yang focused a lot on EX slashes (I think SA2 was chosen a lot just so you could do more EX slashes). It’s similar in AE; you’re just using EXes and FADCs a lot.
From what I remember, 3x low short xx slashes > 2x low short xx slashes.
Hey, new player here but not to fighters; just a few quick questions.
Yang’s teleports, I tried checking frame data and the like, but is there a general rule for the use/properties of each? For example, I know EX is safer, but is it safe in recovery etc. Which tele’s can be punished in what way and when is a generic time to use them? Example: Does light tele work as a crossup in some situations?
Also I’m new to linking, plinking, and FADCing. While it does not feel hard for me, I’m wondering if there are specific times to use each and how viable they are. Currently learning combos and should I plink when doing cr.lk cr.lk xx Rekkas?
I’ve read around so I’m not asking blindly per se; just looking for extra enlightenment. Would I be correct in assuming FADCing is good for cancelling an otherwise unsafe move to go for mixup or ultra hitconfirm?
Sorry if my wording confused anyone.
After ending your rekka chain with a HP rekka, you can safely MK dash in. EX Dash is the only dash I’d use as an escape option; it is the only teleport that is hit immune (first 15 frames). All dashes can be thrown out of (think about it like Abel’s roll).
If you want to plink, there’s no reason not to. Plinking can’t hurt. The only links I plink are my mp links (cl.mp, cr.mk or seiei enbu cr.mp dash loop).
There’s little reason to be missing hit confirms with Yang; his hit confirms are that good and viable. But, yes; that’s what you’d be using FADCs for.
Ok, I’ve got a couple of questions. First, what frame traps are there that beat crouch techers?
And a more general question, what kind of frame advantage do counter-hits put you at? Like I know that cl.mp into c.mk is a 1 frame link, but one of my friends was telling me to fish for counter-hits with the cl.mp and it will be easy to combo into the c.mk. How exactly does that work?
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Best one by far is cr.lk, s.mp, cr.mk xx rekkas. Also, neutral jump LK dive kick works wonders (although some characters can crouch tech with a normal that has better hitbox and stuff you dive kick).
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IIRC, you get +1 frame advantage on light attacks and +3 on medium and heavy attacks, along with a 25% damage/stun increase.
quick question. How come ppl love to see Yun and Yang get raped. and y are they hating so much about them. Its just not right. i mean we dont say anything about Sagat and how he is top tier fighter but now they want to hate on the twins because they might change EVO and they going to be seeing alot of Yun/Yang players.
I am having trouble with cr.lp, st.lp, cr.mk xx rekkas. I get teleport the majority of the time is there a trick to it or I just have to practice more?
You’re getting a negative edge on the kick button. Slow down the qcf motion or try to release the button faster.
I used to get the same thing but now im starting to get the hang of it.Im starting to do rekkas instead of the teleport.facing against CPU on hardest is pretty fun
What is Yang’s best/most damaging punish? With and/or without meter.
cl.hp xx hp rekka, hp rekka, lp rekka or cl.mp, cr.mk xx hp hp lp rekka (1f link).
With meter, just FADC the second HP rekka into a cl.hp xx hp hp lp rekka, or go for ultra shenanigans.
Thanks for the response. I should have asked both, but I didn’t think about it till now. His best AAs? I assume one is his lk Dragon Kick, but what about his normals?
I
actually like to use cl.HP to HK dp. it sets up a cross up