Since this thread will probably help idiots like me, maybe add his specials with a brief discreption in the first post? Even if it’s just a copy / paste from 3s. Same thing for Yun.
3S explanations, but a little bit of SSF4 inputs.
SPECIALS
:qcf::p: x3
Yang’s Rekkas. :lp: is safe on block (first hit), :hp: is safe on block (up to second hit). Not as good as Fei’s, but certainly good. The :lp: version can easily be used as a poke, as could the :hp: version. EX Rekka is fast as hell and covers a shitfuck load of distance. FADCing the 2nd hit of HP rekka leaves Yang at +6 (block) or +10 (hit).
:dp::k:
Yang’s ‘Teleport.’ Like Ibuki, he can be hit out before he turn invisible. Useful in oki (i.e, after a knockdown), but that’s about it.
:qcf::k:
Yang’s Dragon Kick/Roll Kick.:lk: version goes straight up. :mk:, :hk:, and EX versions roll before kicking. Can be used as an anti-air, but a somewhat-awkward angle. Can roll through projectiles. Launches, FADC-able (I’m pretty sure, at least).
:hcb::k:
Yang’s command throw. Grands the opponent and flips over him, similar to Fei Long’s. You can combo after the command throw. Good for mix-ups, tick throws, and other stuff.
:qcb::p: or :qcb::p::p:
Yang’s palm. Beats fireballs clean. Using 2 punches is a feint. Good meter gain after beating fireballs with palm.
COMMAND NORMALS AND TCS
:r::mk:
Yang’s overhead. It’s an overhead. Similar to Juri’s in animation.
:df::k:
Yang’s divekick. It’s a divekick
:mp::hp::l::hp:
Yang’s TC. Knockdown. Quick. Decent damage.
:lk::mk::hk:
Another of Yang’s TCs. Not as useful. Has to be done pretty quickly.
j.:mk:, :df::k:
Yang’s aerial TC. Does a quick kick and a divekick. Can provide for a mix-up.
NOTABLE NORMALS
cl.:mp:
Good priority. Special-cancelable.
cl.:mk:
Launches. Good priority, yet again. Was jump cancelable in 3S, so I assume it will be in AE.
c.:lk:
Decent poke. Special cancelable into rekkas.
c.:lp:
Good, quick poke. Sets up a lot of combos for Yang.
c.:mk:
Like Ryu’s, but a bit shorter. Cancelable into rekkas. Good, quick–think Ryu’s c.mk for the most part, but just a bit different (someone will flame me for this comment).
c.:hk:
Not the best range for a sweep, but relatively quick and provides a knockdown. Yang loves his knockdowns.
COMBO SAMPLES
- Crouching LK x 3 -> Mantis Slashes HP
- Crouching LP -> Standing LP -> Crouching MK x Senkyuutai
3a. Crouching MK x Mantis Slash HP (first two hits) ~ EX Focus Cancel Dash -> Tenshin Senkyuutai
3b. Crouching MK x Mantis Slash HP (first two hits) ~ EX Focus Cancel Dash -> Close Standing MK -> Dash -> Raishin Mahha Ken
4a. Zenpou Tenshin -> Close Standing MP x Senkyuutai HK OR Close Standing MK -> jump cancel Dive Kick MK (whiff) -> Tenshin Senkyuutai/Raishin Mahha Ken
4b. Zenpou Tenshin -> Close Standing MK -> jump cancel Dive Kick MK (whiff) -> Tenshin Senkyuutai/Raishin Mahha Ken
? Notes: Combo 1 is your basic combo starting from a low attack. Remember, like combos similar to it, the second and third Crouching LK is a link so you need to be careful. Combo 2 allows you to go for a knockdown with Senkyuutai. The link from Stand LP to Crouching MK isn?t that hard so this combo is pretty easy. You?ll have time to work with this one. Combo 3 is special because the reelback from Mantis Slash HP is pretty long, which you can use to your advantage. However Mantis Slash HP snaps out quite fast so although you don?t have a lot of time, you can still do a EX Focus Cancel into dash for a good combo. Combo 4 is your standard combo from the throw exchange. If you don?t have enough meter for an ultra combo, go for the first variation, otherwise go for the second, more damaging one.
HEY, LOOK. MAGO.
http://www.versuscity.net/2010/12/01/the-2d-gods-present-the-twins/#more-1684
Okay. I’m done.
just a quick note, yang had no dedicated anti-airs in 3s. c.fierce is very specific, and short rolling kick was as well.
the most he had was a trip guard low forward xx slash, since his low forward dropped his hitbox down.
I asked ricky about yang, both him and justin said that yang’s ex slashes are kind of garbage. they’re fast, but don’t go far enough. they said that it was best to save the meter for ex teleport.
He had parry. You mean they needed AAs in 3S? =p
But, you’re right. I also liked far standing forward for an AA.
If you’ve any questions, Cuz, throw 'em out.
He had parry. You mean they needed AAs in 3S? =p
But, you’re right. I also liked far standing forward for an AA.
If you’ve any questions, Cuz, throw 'em out.
I never played 3s so I wouldn’t even know where to begin
GGPO would be a reasonable place.
Well, in AE LP Palm is the feint version because there’s an EX version of the move, right?
I’m guessing it’s the same for Yang?
I assume so. But palms weren’t ever the big part of Yang’s gameplay.
Yang’s a very simple character. You sort of are given the tools and go. I’ll throw this quote out, because I like it.
Yangshit
Spoiler
That pretty much sums up Yang.
So some of his special move inputs have been changed since 3S? I mean, DP + K was his teleport, HCB + K was his command grab… Have those changed or are they typos?
Typos.
Can anyone explain to me the difference between Yun and Yang’s supers?
Yun: Moves can cancel into eachother, infinite juggle properties on all moves, alternate properties on special moves.
Yang: Gets two afterimages.
I think that’s it.
But both are given a truckload of Frame advantage after moves
So Yang’s super, it’s like soul illusion?
Pretty much a mix of that and Vism,
Yun’s would be more of A-Groove from CVS2 except… better.
Yang gets it because his aftermiages hits after he does. Yun… doesn’t?
It’s hard to know the specifics until we get the console version.
All that’s worth knowing is it allows combos otherwise impossible. It’s also worth noting how damage scaling does–or doesn’t–effect the supers.