There are alot of things to consider when you have meter, but let me just drop a few tips.
If your opponent has more health than you; go for resets
if your opponent is low on health; go for fadc combo for max damage if you are sure to kill them
if you and your opponent are on equal health use it to turn the tide in your favor via fadc cancel of your dp if necessary
if in the corner you can combo ex slashes into U2.
As a new yang player I use my meter for fadc into max damage, I dont know resets yet but if I do I will mix it in my game
So I’ve been using lp>hp>lp rekkas and hp>hp>lp rekkas depending upon the situation in order to not push my opponent back as far and I was wondering what the point is. I understand the general theory that Yang wants to be close to his opponent in the majority of matchups, but do we have any real setups after a 3rd lp rekka that actually make it worthwhile? I find myself having to work just as hard to get in anyway (which isn’t very in most matchups… <3 options) and it seems like corner carry is almost as important to Yang as keeping proximity. Naturally if we got the same kind of distance or setups as rollkicks I wouldn’t question the importance of it, but I really can’t figure out what the benefit is. Enlighten me, Yang professionals.
Basically, Im trying to combo off my dive kick, i land it but i always get punished by my opponents low kick. always. can anyone tell me good options after I land a dive kick?
Also, any combos that are executable and true combos? try and keep it simple because like i said im new
And, yangs command grab, should i utilize it in game? is it useful?
Hi all. I am an Abel player since July when I started SF4 AE. I have been thinking about picking up a 2nd character and about 3 weeks ago set my sights on Yang. I decided that rather than spend time learning the character pre-2012 since he was undergoing significant changes, I would wait until 2012 to get cracking. So, now that it is upon me, I am curious as to what changes have led to any significant playstyle difference or bnb combo usage? Are the guides in the other pinned threads outdated now because of these changes, or are they still a good place to start from?
S. lk is much less useful than most of the guides would help you believe. Instead of having an amazing crossup, he has an extremely difficult to use crossup that can basically only work after a setup unless it’s against a wide-hurtbox character. You can no longer get in by doing rollkicks fadc forward against anybody that knows what they’re doing. The listed damage is generally incorrect due to the damage nerfs to cr. lk and rekkas. A few of the less frequently used combos involving U2 no longer work due to the startup change. Cr. lk no longer goes under a bunch of stuff that it used to, though I have yet to test it. EX command grab is no longer a viable wakeup option against bad grappler players.
That’s about it, I think. The divekick nerf hurts his game, but the divekick itself is still used in roughly the same situations and he’s never been that heavily divekick based to begin with. For the most part his combos work the same - he still gets a buttload of damage off a random cr. mk into U1 and his corner pressure is still really good if not quite what it was before. Don’t be surprised if you have to work much harder than you do with Abel to beat mediocre players, though: he’s really squishy and doesn’t do that much damage.
Whenever I try y resets with yang, most of the time it’s not successful. I either get dp’ed or I get counter hit by a jab. How can I condition my opponent to stop pressing buttons?
Well you shouldn’t be getting hit by jabs at all. Hit the training room and get your timing a bit tighter if that’s the problem. As for dps, all you can really do is block and punish unless you have something character specific that avoids it.
Also, Crimson tries a nifty ex palm reset here (around 25 mins):
[media=youtube]NCQ23OGlWfU[/media]
I’m kind of excited about it and he says it beats most dps, but I haven’t actually messed around with it much yet personally.
Just started to use yang and ive been trying learn some simples bnb’s.
for a meaty i do c.lk s.lp c.lp c.mk mantis or mk dp.
is this the easiest best one to learn? i know a lot of them, but this one seems to be the best because it looks perty and it attacks low first.
for a dive kick combo i do s.lp s.lp s.lp c.mk mantas or dp.
thats fine right? nothing i should switch up?
why do good yangs switch up there combo’s? why bother finish with dp instead of mantis? just to switch it up? use a different safe jump or set up or something?
what should i learn about yang? safe jumps? normals? what should i focus on?
sorry bout all the questions fella’s but i love this character and i want to get him down as much as possible.
Combos you should learn are: cr.lk x3 xx Rekkas; cr.lp, s.lp, cr.mk, rekkas; Rekkas FADC Ultra.
Also important: comboing after command grab, Rekka FADC cl.mk jump cancel into shenanigans, corner stuff, punish/focus combos. All of these are pretty easy.
Not as important but you’ll eventually want to work on it: cr.lp, cr.mk xx rekkas; senei enbu loops;
You want to avoid the cr.lk, s/cr.lp link because it’s a one frame link that you can’t plink. lk into lk is two frames and you can plink, making it more reliable.
Finishing with rekka over DP was really important in AE because of insta crossup you got, so I’d always go for it, plus you get to maintain pressure as the opponent is closer to you. Now, in 2k12, since the crossup requires such specific setups I’d probably go with rekkas instead, although, and I can’t check right now, with the nerfs to the damage of the last hit in the rekka chain, ending with rollkicks might be more damaging now, though it wasn’t before.
I think you should learn how to properly utilize dive kicks and work on a very solid offense, mixing up blockstrings, frame trapping, baiting, etc. This is really generic advice, but I can’t think of any other way to put it, really. You’ve got to start picking up data from your opponent and utilizing it to your advantage…does he crouch tech? Does he delay it? Does he go for meaty pressure on your wakeup (meaning and agressing player, who is more like to throw reversals)? Does he mash jabs, etc.
really cr.lk to st.lp or cr.lp is 1 frame? it seems like its wayyy to easy to hit compared to cr.lk cr.lk cr.lk, are you sure that hasn’t changed?
speaking of changes, what happen to this guy? has his nerfs really been that bad? what are some of the notable ones, I feel like the dive kicks are slowed.
edit: wow found the nerfs… what the fuck… is he low tier now? them some horrid nerfs.
Yeah it’s still a 1 frame link. It’s easy because since it’s linking lights the timing is quite intuitive, like fei’s cr.lp, cr.lk xx rekkas which you see players doing all the time. I personally think there are two types of 1-frame links lol…the easy ones and the “wtf this shit is impossible” ones, because timing is so weird.
According to the top japanese players and general consensus in the tier thread, people think he’s mid tier now. Nemo got bodied in that 2k12 tournament =(, don’t think he won a match.
why is Yang’s Dragon Kick’s hurt box so small, even on the EX? I had more than one occasion when I did DK whilst the other person jumped back and still it did not connect. It then left me at a disadvantage on the ground.
lol that is so true, this is actually the first easy 1 frame link ive come across though ive mained at least 10 different charecters by now, last one being hakan… and i can tell you that mp to lp is a WTF 1 frame link.