Yang Q&A: Ask simple questions here!

I know information is pretty scattered in this dead man’s land we call Yang’s subforums, but pretty much all of your questions have been answered elsewhere.

When antiairing you should ask yourself:

  1. Am in range for cl.mk to come out, and will it come out fast enough? If yes, do it. It’s the most damaging option, specially in the corner.
  2. If not: LK DP. More damage/Meter, faster and more invincible than any normal that you could AA with besides cl.mk.
  3. Will LK DP wiff (really far jumpin)? s.hk.
    Honorable mentions to s.lp, s.mp, s.mk and neutral jump HP in the Yun and Yang matchups.

Best pokes are cr.mk with buffered LP Rekka and s.lk with buffered LP Rekka. Target chain (up until MP and them hit confirm HP) is good against focus happy opponents. HK is also a very solid option, specially in the grapplers matchup, although it’s - frames, it’s unpunishable if used properly.

Palm FADC U2 is known, people use it.

Outside of Senei Enbu loops, I think it’s useless. cr.mk has better range and is special cancellabe and the hitbox on cr.mp is trash, very downwards, making it useless even to use with crouch tech against dive kicks. If only he had Yun’s cr.mp…

Is there a normal that combos into Super that you can continue comboing from? I havent seen much of this Super and it seems like using his meter for FADC’s is 10X more viable.

low forward to mp palm and the first hit of stand hp midscreen. If you can combo it in the corner it’s pretty sick. Otherwise fadc is a lot better.

If you consider s.mp, s.hp, b+hp a normal. You can also cancel into Seiei-Enbu using palm (preferrably mp) or the first hit of a roll kick.

I’m following Alioune, and on his latest replay he did a great mixup I have never seen before. He did heavy rekkas in the corner and immediately did a forward jump into a hk dive kick at minimum height. It crossed up even though Guile was still facing forward and Alioune could still continue his combo afterwards. Is this a character specific setup or does it work universally? If it is character-specific, does anybody have a list of characters that it works on?

EDIT: Actually, I tested it myself and the characters that the crossup HK divekick did not hit on are: Ryu, Ken, Honda, Makoto, Akuma, Dan, Oni, Yun, Yang, El Fuerte, Balrog, and Rose. It does hit on T. Hawk, but I do not believe you can combo after it.

It works on everybody else, and it is extremely effective against Sakura, Bison, Cammy, Cody, Hakan, and Vega because the HK dive kick crosses up just like it does for pretty much everyone else, but if you do the MK divekick it will hit and look like it is going to cross up but you stay on the same side.

It is also important to note that you can only hit Gen with this if you do it later than against the other characters and you also must use the MK divekick to cross up because the HK one whiffs.

This is an unblockable if the opponent blocks standing .Still working on it to work vs crouching opponent.

Wow, very nice. Is it safe like that Yun crossup lk divekick is? Also, does this same setup apply after you do cl.mk->hp palm->c.lk? For example, instead of doing the fake palm to command grab or heavy palm mixup that many players do in the corner, could I just jump and hk divekick (unblockable)?

Only unblockable vs Guile after a knockdown. On other chars i had tested it crosses up or not depending on character hitbox .

Oh, ok thanks. I’m gonna make sure to use that one it should help a ton in the Guile matchup. Very practical.

I’m getting this problem too, what was the best method? Doing it quick makes me want to spam rekkas. :3

Sorry if it’s been posted but anyone knows what are the frames on yang when he does level 1 and 2 focus hit & dash on hit and block?

i think i read hes -1 on block for lvl 1 and i thnk +4 on lvl 2…this is just out of memory from someone in #capcom though

p.s. congrats on evo buddy

Tried searching this but it has not came up, has anyone performed S. :mk: and jumped with a :hk:divekick for a crossover? I was able to do this on Akuma and Hakan in training mode, the divekick crossed up instead of putting Yang before them, Have no idea how I got it to work but if anyone knows how to do this consistantly much appreciated.

Yea. I was just in training mode and i was able to do it on Evil Ryu. It happens randomly though so I don’t know what to tell you.

Damn, was going to hope it can be used in corner situations when Yang is pressured.

Does anybody have any tips on what I can do to work on my spacing? I look at my replays and my dive kicks are always at a disadvantage. My cross ups whiff sometimes. I guess my approach sucks. Lol, what can I do in training mode to help me out in that aspect. I see Nemo’s dive kicks and there always landing on the opponents feet.

Hi Lilshell, I spent a lot of time in training and against some people here is what I came up with. I don’t go divekick crazy till they are near the corner, but what I found out is if you are out of sweep distance and do a :mk: divekick you will hit their feet, if you are doing blockstrings let’s say C :lp: :lk: and divekick with :lk: you whiff but can tick throw or sweep for mix up. However if you go C :lk: :lk: :lk: and medium divekick you are hitting their feet. If they are standing up during the divekick pressure go for c :lk: or c :mk: into rekka, if they are crouching you can easily score larger damage but don’t tick throw on smaller character. Hope this helps. As for your cross over space yourself at least sweep distance jump neutral and divekick with :hk: to get behind their head/neck for a dive. It takes time but once you analyze them during a match it gets very simple! hope this helps.

Oh, against shotos try not to use :lk :lk :mk: on them, they usually break it with a SRK since the :mk: on hit stun is around 2 frame startup and since the SRK has invincibility it will punish, stick with :lk: or for frame traps you can go S. :lp: C :lk: S :mp: C :mk: :lp: rekka.

I would watch my replays over and over again and noticed I was just divekicking on autopilot without looking at them stand or crouch. I never went for tenshin or throws, but if they start to jump up you can easily bait them by standing neutral and using s. :mk: Palm, C :lk: delay palm and mix it up if they are in the corner, hope this helps Lilshell!

Ok thanks guys. Is there a difference bewtween them standing or crouching? Also, whats the frame data for the dive kick. Like there feet, leg, shoulder, etc.

The frames between standing :lp: and standing :lk: are the same as crouching. Except certain characters can’t be hit crouching with their hitbox. As for the Raigekishuu or divekick, all of them have the same frames which is 7, the higher you hit the longer it takes for you to recover on the ground, the lower the quicker you recover. It’s a great idea to hit them on the legs, or you can quickly do :lk: divekick above their head and quickly jump up and repeat if they are not quick enough or are getting confused between your divekicks.