Yang Q&A: Ask simple questions here!

cl.mp, s.lk.

I like using cr.lk, cr.lk, cr.lp, cr.mk. Not a true blockstring, but nice.

im having soo much trouble approaching and staying in with yang. i really dont understand him like i thought i did. and i could really use some help. :confused:

I’ve just started playing SF really coming from from mvc3, so big difference. I’m trying to learn Yang’s combos, but I I read all of the combos and they never actually work no matter what time I use, for instance. Cr. MK will not combo into recca’s only st. LP will. Any ideas on this?

Are you familiar with the concept of canceling? You input the special move before certain special cancel-able normals are done with their active frames, and by doing so, you cancel the recovery of the move and the rest of the active frames directly into the special.

So you do c.MK xx HP Rekkas, which is a cancel. Essentially, do the motion for the Rekkas ASAP once you hit c.MK. If you let c.MK finish, it will not combo.

Thanks Robot, I finally figured it out. I thought I had to link all of the combos like cr. lp cr. lp cr. mk.

Does anyone have any tips for the cr.mp loop during the super. I can’t get this down if my life depended on it.

Try plinking it .Your inputs should look like these:
:lp::mp:
:mp:

Are the inputs together or just really fast for the first line?

http://www.youtube.com/watch?v=acuTIlxcjz0 This should help you understand plinking better.

Use cr.mp, cr.lk, dash. It’s easier, does less damage, but f+mk (overhead) links to cr.lk, which allows you to do cr.mp, cr.lk dash loops.

Hrm, I’m gonna give that a try my problem now really is doing cr. mk ->Recca’s. According to the frame data my friend added up he says it’s impossible but i’ve
done it tons of times.

I need help dealing with these spammable moves by certain characters. I think I know how to deal with some of them, but it would be nice to hear other’s opinions.

  1. Honda headbutt and butt slam.
  2. Ibuki’s db when she releases the knife afterwards.
  3. Oni’s cross up move(Can’t tell if it’s gonna cross up or not)
  4. Yun’s divekick(I’ve heard st jab beats it. Probably gotta practice on that.)
  5. Juri’s dive kick and pinwheels
  6. Chun Li spamming lightning legs
  7. Bison(everything lol)
  8. Blanka balls
  9. Rufus divekick(barely plays Rufus’s, but when I do, oh booyyy)
  10. Vega walldives
  11. T Hawk Condor Dive
    :slight_smile: That’s all

Another thing, What things should I practice in training mode besides bnbs? I wanna be able to use Yang to his fullest potential.

for butt slam if its not ex you can focus, if he lands in front release, if in back dash away. you’ll have to be more specific about headbutt.

for the kunai after the dp just block.

for oni’s slash you’ll really have to just learn to block it, or maybe you can ex teleport. idk

dive kick, just anti air it if it’s not up close but if it is hold your ground, you have better footsies anyways.

if she dive kicks anti air, pin wheel you should be able to punish.

wall dive can be focused if it isn’t ex.

you can reakka immediatly after fp and mp blanka ball.

Does Yang have any safe jump options off of an mk senkyuutai?

I always get confused when I have meter. I don’t know if I should fadc into resets, fadc into max damage, or save it for his super.

What are the best frametraps for Yang? I’m mid-low player, and I’m looking forward advanced techniques.

Cr. lp, Stand mp, cr. mk canceled into lp rekka is a decent one.

Greatly depends on the situation. It’s difficult to explain in words but I’ll throw out a few examples.

  1. lets say you have 3-4 bars, low life, and Ultra. your opponent has lots of life like 3/4 full. You need to make a comeback. Its going to take about 3 “turns” to to win and you need to be in good position so you don’t die. “turns” meaning how many comboable hits you land.
  2. First combo should be a reset. You aren’t going to kill him no matter what you do so make your combo put you in the best situation where you can land another combo.
  3. Now you go for the max damage combo into Ultra.
  4. Since you did ultra you probably aren’t in the best position to land another hit, but now you and your opponent are at about equal life and it’s an even game again. So now your next combo should be max damage, no ultra (obviously), and using whatever meter you have. If it’s the first round and you dont need to use the meter to kill, then save it.

That’s just a general idea of how I think of things. Some may argue it and that’s fine. I am personally not fond of Yangs super so I never think about it. It’ only good if you pushed your opponent into the corner so you can roll kick xx super.

  1. Headbutt, just block or if you have good reaction either c.Jab or DP it as for butt slam just focus it and dash (not ex) you can also know which way the buttslam will land by looking at his position above you, its quite easy to block.

  2. Ibuki you can use the dash move :qcf::mk: to get in, but use sparingly

  3. Oni crossup is not invincible, you can jab him out of it. if done at close up it will cross up most times, if in doubt just jab.

  4. Yun sJab, mk and fierce should beat it.

  5. Juri, Just block it and move back into space, if you have meter dp fadc it and pressure her.

  6. Chun li; just block it.

  7. Bison: No experience

  8. Blanka: you can light dash:qcf::mk: it, or you can dash and light reka

  9. Rufus dive kick, your DP should beat it clean make sure you have fadc meter, or just block and backdash

  10. Vega: just Air to Air him out of the air, if he goes for the wall dive you can focus it, if it lands behind dash out of it, if he lands in front let him eat a FA.

  11. Hawk: block and :dp: :mk: