You have to start the dash pretty early too for it to fake cross (as far as I can tell). Try doing the j.hp and dashing immediately as you land.
It could also be the timing of your j.Hp
Ahhhh I got my problem, was trying to j.hp way too fast instead of on the way down. Thanks for the help!
What’s Yang’s BnB combo?
[LEFT]The first one you learn should probably be cr.lp, s. lp, cr. mk xx rekkas (x 3).[/LEFT]
[LEFT] [/LEFT]
[LEFT]It’s really easy and does fairly average damage as far as Yang’s combos go (i.e. terrible). After that learn a punish, FADC ultra and frame trap and you’re in business. They’re all available in the sticky.[/LEFT]
what are some yang safe jumps ?
Forward throw in the corner. Whiff cr.mp, Jump-in HP. Works against Sagat, Fei Long etc (not sure how many frames of inv those have but you get the point)
Cl.Mk > Neutral jump > Lk.Divekick > Sweep. Wait a slight second Jump-in.
You really have to find the timing for yourself because I couldnt find any whiffs that would make it a perfect safejump. I don’t find this reliable but maybe you can find some use for it.
Whiff cr. mp, jump hp is a 5f safe jump. You can also get a 4f safe jump by doing forward throw midscreen, walk forward 2 steps and jump mk.
Any tips on how to consistently connect mk launcher dash towards U1? Is it simply a matter of getting accustomed to the timing in training mode?
Just practice it. You could try cl.mk > jump cancel instant dive kick > ultra 1. Some people find it easier. I find dash U1 easier.
Thanks, I guess I’ll be leaning more on the dive kick method since that is way easier for me at the moment. At least until I get the timing down for the dash combo.
When i use Yang, i usually go for Pressure and also play patient cause of the fact the way Yang plays right now.When i play with Rose&Guy, I have confidence in myself to even beat high BP players or High Tier Player, but with Yang is different.But for Yang, i mostly use cl.mp, cr.mk lp rekkas, for pressure if they block or cr.lk rekka.
I mostly use low divekick to bait out a move so i can dash cl.hp hard rolling kick.
Also, when i have them on Dizzy, i use Focus attack,dash, jump and when they are almost about to land on the ground,lk divekick and i dash under them to confuse their game and use st.lp cr.mk rekkas or cr.lk rekkas.
Im hoping to keep Yang and working with him in the future to let people know that he is a still a decent character, you just need time and patient to keep up with the pace.
I think I’m still lost in Yang’s gameplan after reading about 10 pages lol. Is his mixup just more slash-poking and counter-poking with c.mk and heavy slashes now? I can’t seem to figure out how to implement a mixup to make my opponent block high.
1-What do you guys do after DP fadc on wakeup.
2-Is meter mostly spent after hitconfirming 2 rekkas into mklauncher->mixup?
3-Does anyone even use his super?
1 - Other guy dp fadcs or you? If it hits, I do hk roll, if it’s blocked I do (os tech) cr.lk xx lp rekka, though I’m pretty sure you have frame disadvantge. I might also throw or very, very rarely go for a command grab.
2 - I go for damage on characters with good reversals (mostly shotos). I use meter against fireballs (ex roll), juggling in the corner with ex roll because I think the damage is really good (like you anti-air with launcher, mk roll, ex roll), I use ex rekka for chip kill or closing in against characters who have better pokes (claw, balrog).
3 - I only use it for style points against much worse players. I hardly ever get a full bar because i’m pretty agressive burning meter with yang.
I know this is a pretty nooby question, but how do you deal with steep jump ins from up close like juri, ken j.lk, deejay? They just keep spamming some light attack once or twice and then jump again so it crosses up, but it’s too steep to mash out a dp (it whiffs). Do i focus backdash? I just don’t have an answer to those jumpins and feel I just block them like 5 times until they eventually get me
This isn’t really related to yang but more like a general question. Most dps characters can autocorret their dp so you can still antiair with them against crossups if you time it late enough, but unfortunately for yang his dp is really bad for autocorrecting, so that’s not an option.
So for Yang I’d recommend jump back fierce if they’re really predictable with it and focus forward dash in a worst case scenario. The best case however is that you keep yourself mobile and take a few steps back so that launcher anti-air them…hovering around the range that you can aa with launcher is amazing because of the reward you get from landing it, though it doesn’t work against every character (it’s nearly impossible against deejay’s knee and juri’s down kick).
I’ve seen daigo cr.mk to lower his hurtbox and then tripguard the opponent, that might be worth a shot (use cr.lk) if you’re having trouble with this tactic.
1 - If it hits, I go for another roll kick or U2. If it’s blocked usually cr. lk or throw.
2 - Yeah, that’s how I spend most of my meter. Hit confirm > rekka’s > fadc > cl. mk all day. I’ll usually go for a jump heavy punch reset or I’ll whiff dive kick and do another launcher into heavy roll kick.
3 - I always use it if it’s stocked and my opponent is in the corner. I practice it enough in training mode that I can usually get through a full loop without missing a link (provided the connection isn’t terrible) and even if the opponent is blocking you can mix in an overhead or two for some hits. It’s definitely one of the coolest ways to finish someone off. You shouldn’t ever try and save your meter for super though, Yang is best utilized when he’s using meter for other things.
Just a thought, if you’re going to use his super, I’d recommend you always use a reset into ultra in the middle (against non mashable reversals like dps). If i remember correctly, the full cr.lk, cr.mp did ~300 damage, which is a little below average damage for a super, and it’s been nerfed in raw damage and super duration, so i wonder how much it actually does now.
Does anyone else have a problem against chun, vega, and adon?