Yang Q&A: Ask simple questions here!

back with a few more questions.

whats the frame data on command grab to hp? 3 frames? any tricks to hitting that HP? i miss to damn often.
whats the difference between command grabs? anything besides range?
after a dive kick people do lp’s instead of lk’s because lp is faster?
where can i find some safe jumps or setups or w/e?

Command grab is +7; close hp is a 6 frame startup, so you have 2 frames to time it. It’s much easier if you plink it with mp, especially because if you mess up the timing on the plink, the mp will connect and cancel into rekkas or rollkicks with no extra effort.

EX command grab starts 2 frames faster and has slightly more range than the standard one. It’s not especially useful at present, but the added range gives you a bit more leeway with the type of blockstrings you can do before trying it.

Cr. lk actually starts 1f faster than lp does, but cr.lp, s.lp, cr.mk xx rekkas does more damage than cr. lk x3 xx rekkas and can combo into mk rollkicks for positioning if desired. It also grants a great deal more blockstun (cr. lk is only +1, where cr. lp and s. lp are +3 and +4 respectively) so it generally lets you set up frame traps and tick throws more easily as well. Some players still prefer cr. lk for the speed and reliability though; the standard lp combo doesn’t work on chun, blanka or honda.

There are a few videos of safe jumps from ae on youtube that should still work.

Dustlooper also posted a bit of info in his character overview:

Safe Jumps
Forward Throw ~ Take Two steps~ Jump Forward MK (4-Frame)
Forward Throw~ CR.MP~ Jump Forward FP (5-Frame)
Cross UPForward Throw~ Dash Forward~ Wait like 1/4 of a Second~ Jump Forward MK (Makes all DPs whiff even if done on reversal or late. Doesn’t work on Chun-Li, Guy, Makoto, Deejay, C.Viper, Blanka, Vega, and Akuma)
Sweep from sweep distance ~ Take half a step back~ Jump Forward MP (4-Frame)
Cross UpCl.MK ~ Forward Dash~ Sweep~ Whiff St.LP~ Jump Forward MK (Makes all DPs whiff/Stuff even if done on reversal or late. Doesn’t work on Chun-Li, Makoto, Deejay, Blanka, ZangiefMust do Lariat Asap)

Useful Character Specific Set-Ups
Non-full animation U2 in the corner, let the opponent land. Then do a mp rekka, lp rekka. Immediately jump afterwards and do a j+mk (will look like it cross-ups). Can follow up with a OS LK roll kick to catch jumpers (neutral, forward, or back). Unblockable set-up for Ibuki, Guile, Akuma, and Cody. Also good against Chun, Dhalsim, and Hakan (fake cross-up).

In the corner, forward throw, dash, immediately jump into j.mk. Can follow up with a OS LK roll kick to catch jumpers (neutral, forward, or back). Unblockable set-up for Ibuki, Guile, Akuma, and Cody. Also good against Chun, Dhalsim, and Hakan (fake cross-up).

This is also based on AE, but it should still mostly work. Happy divekicking.

lol wow, we gots some awesome people in the yang section.

thanx for your time.

He pretty much covered everything lol. But just to add on why people do cr.lp after a dive kick instead of cr.lk: cr.lk, cr.lk is not a true blockstring, so if people are mashing you’ll get tagged, whereas cr.lp, cr.lp (because they’re chainable) is, keeping you safe while hit confirmming.

i noticed wong using crouching medium kick instead of standing heavy punch after a command grab.

hell i even saw him miss it 2 times in a row, does he us c.mk because its faster or is there other reasons?

also why do yangs do a s.lk at the end of 3 c.lk’s? why bother with the extra HC? isn’t it a 1 frame link?

Both are the same difficulty, since they start in 6 frames (2 frame links). The easier way out is s.lp (4 frame link iirc), cr.mk and the optimal combo is s.mp (3 frame link from the command grab), cr.mk (1 frame link from the s.mp) xx something, but this combo is character specific after a command grab.

s.lk has more reach, so it was preferred to start your bnb from it, since another cr.lk would likely miss. It was a 1 frame link and now that they added 2 extra frames of startup to it, it’s no longer possible.

Ok so can someone link me to the new yang super combo after the 2012 patch?

Also what are the best combos off of command grab?

They’re all the same still. Only shorter and does less damage.

cl.hp xx rekkas or mk roll is universal.
s.lp, cr.hk for the untechable knockdown.
cl.mp, cr.mk xx rekkas does most damage, but is character specific.

After a cl.mk launch with a j.hp reset, how do you make your dash not cross under?

dash, then hold down

Always thought it was a matter of timing.

This is godlike.I wanna play old AE Yang now…this makes it a true 50/50 lol. I’m such a fraudulent Yang, all this time I could only fool bad opponents and against good ones I’d at most attempt a command throw. Seriously this is godlike.

really? ill be trying it soon then.

i always thot u just timed it as well.

who wins the guile vs yang match up?
I no you can punish Guile’s Sonic booms with ex roll but it require different spacing depending on the versions making it risky
Yang cant divekick because Guile famous AA…

Who wins Bison vs Yang match up?
I can’t punish Psycho Crusher, scissor kicks. Am I supposed to be command grabbing this guy? That seems risky. Halp plz. How to win vs Bipson.

For Guile, what I find useful so far is inching forward, and only jumping and dive kick-ing when you see Guile lose his downback charge (e.g. throwing a sonic boom, walking forward or backwards). Mix up with jumping foward/neutral jumps, and delay dive kicks to beat his normals. That way, you get to put your dive kicks to good use.

Also, because I really want to find out what others have discovered for Yang’s cross up set ups. Here are mine for Ryu (which probably is old for some of you). I only experimented with him so far lol.

Against Ryu
Forward throw > dash > tap down > forward jump mk will cross up
Ending combo with mk rollkicks > tap back > forward jump mk will cross up
The thing is, if you tap longer than a … tap … it hits the front instead, so it’s like some ghetto mix up
Works on Ken, Akuma too

hmm… thank you ill try it right now…=)

what I do is go in and out of M.Bison’s Far St.Hk/Mk range mixing it up with yang’s cr.Hk or dive kick that way it become a 50/50 if M bison chooses the wrong poke you get in.so basically try whiff punish Bison’s far st. heavy kick ,and predict his far st.mk so you can divekick on him…

Punishes
you can punish bison ex psycho crusher (sweeping distance) with mantis slash,ultra #1 n#2
if Bison try to build meter with devil reverse a well time (h,ex) Roll will catch him
head stomp just walk back …

Im planning to pick up Yang but I was wondering how is he after the 2012 balance patch?