Hm. I haven’t noticed any difference, but you may be right.
OSD can you give me any examples of what kinda stuff to do with yang’s super? Seems like a lot of fun even if it isn’t always optimal.
Oh and I can get it to work with only 1 forward after the second rekka but i have to really delay the rekka so i don’t hit focus to long after it to use it as a forward input. Which is awkward but I could probably get used to it. Another thing I’ve found but can’t get to work with any consistency is hitting focus then forward and then a quick quarter circle ending in forward would give me a dash sometimes. So I could go focus, forward, 1 qcf to dash then 1 more qcf punches which gives ultra pretty much the fastest ultra you can get.
Totally forgot about another option. Instead of dashing out of the rekka, hold the focus attack untill it’s lvl 2 and let it go. This will cause a crumple state and a easy Ultra.
Super
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(Mid-screen) Command throw, cl.Mp > Mp palm > super, take a step forward, Cl.Hp > Lk.Teleport (6x), Sweep. Wait half a second, Hk.Roll kick, U2. Yang will roll over the opponents body and one of his 2 ghosts will hit as your opponent is getting up. This is risky since you can simply mash out of this.
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(Corner) Cl.mp > Mp palm > super, Cl.Mp dash cr.Mk > Mp palm dash cr.lk dash Cl.mp dash cr.mp dash cr.lk > Sweep. Wait half a second, Hk roll kick, U2.
If you don’t want to reset just continue this loop: Cl.Mp dash cr.Mk > Mp palm dash cr.lk dash
You can probably find ways to hit that reset with the Cr.mp dash loop. I never use that one since the corner loop I use does slightly more damage and looks 10x as stylish. Also for some reason both these combo’s don’t work on Guy
Thanks for the thorough posts, gave me a few things to think about in changing my game.
New to yang.
What’s yang max damage combos (no meter)? Crlk crlk crlp crmk rekka seems universal so I’m using it as bnb. Also lp into clmp crmk rekka (but I have to be close).
What’s yang max damage super loop? Corner and mid screen?
On block I do true block string loop x2 dashes, then I go for crlk crmp loop into sweep. What kind of mixup should I be doing end of super?
first question pretty much answered that yourself.
Not sure what the max damage is for the corner, but his max damage loop in the corner is cr mk xx mp palm xx super cr mp dash cr mp till super runs out, dont remember the numbers think about 480+? its all one frame each cr mp.
The more practical loop cr lk cr mp 410?
midscreen max super loop is around 360?
Instead of sweep you can end the loop with cl st mk and go for air reset or go for palm and the reset.
Super isn’t really worth unless you know your going to win the round otherwise best to save meter for rekka fadc etc.
Out of the top of my head, best meterless punish is cl.mp, cr.mk xx hp rekkas for 268 dmg (value is probably from before 2k12).
I don’t recommend cr.lk, cr.lk, cr.lp, cr.mk. cr.lk to cr.lp is a one frame unplinkable link. Stuff like cr.lk x3 xx rekkas is more reliable from a low and cr.lp, s.lp, cr.mk xx rekkas is as easy as it gets.
Thanks guys.
Just wanted to chime in about how awesome command throw is (I’m late to the party, I know)
At first I thought it sucked but I just had this convo with a friend
Me: Damn, you block all my counter hit setups, and tech when I try to to throw.
Friend: Yeah, it’s easy when you get used to it
Me: Maybe I should start doing the command throw more
Friend: Yeah, that’s a good idea, makes it a better 50/50, I either have to jump or block (with no dp)
Couple of points… if your frame traps are getting blocked, but your throws get teched, you need to do your frame traps later. You can still get huge damage, if you just put more time in between your attacks.
I don’t think the command grab is all that effective, without being able to HIT with your counter hit set-ups first. It’s too slow. If you don’t get your opponent to stop hitting buttons altogether in those spots, I feel like the command grab is a big risk.
Cheers dude, appreciate the feedback
Regarding doing the frame traps later, I wanted to ask, does it mean
- doing a delayed frame trap based on frame data (e.g., switching from clp > st mp to clk < st mp or st fp), or
- actually delaying my frame trap by timing?
Or both? Cheers!
It’s mostly a manual timing thing. The goal is to make your opponent try to tech a throw during the active frames of your attack. It seems as if your opponent is simply hitting tech in a rhythm with your attacks (a common practice against an unknown opponent) so you just have to walk a bit in between your attacks. Walk jab is fairly strong with Yang anyway, so assuming they’re not playing a character that can sufficiently lower their hitbox on a crouch tech to force a whiff, you should be able to open them up with that. Otherwise just wait a few frames on the cl.mp.
Since SFxT came out, I’ve dropped Akuma since I get the two confused between the games. So I decided to pick up Yang, because he has the coolest hair ever.
I’ve been reading the thread, Yang’s pressure and CH game is really nice, but good god I have issues against Honda/Blanka. It’s hard to pressure a character who does more damage with one bar than you do with a jump in.
Basically my main thing is to force my opponent into the corner, and from there switch up between doing jab rekkas from max range (I do 2 rekkas, delay the second one and it’s hard for them to punish) and dive kick/command throw pressure.
But my question is what do you guys do when you’re in Sei Enbu? My most common pattern on block is:
st. HP xx med palm xx sei enbu, stand light kick medium kick xx JC Air target combo, cr. short, overhead, rekka xx rekka xx rekka xx rekka ad infinium.
I can’t consistently do the cr. strong loop in sei enbu on p1 side.
But Yang has CH set ups for days.
Stand strong --> low forward
Jab --> stand fierce
low short --> low forward
jab --> stand forward
instead of the cr.mp loop you add a cr.lk in front of the cr.mp. Alot easier.
I personally use a different supercombo that does slightly more damage, but is alot more stylish.
cl,Mp xx Mp Palm xx seie enbu, cl.Mp dash cr.Mk xx mp Palm dash cr.Lk dash cl.mp dash cr.mk xx mp Palm etc etc.
You can add a fun reset in there aswell.
cl,Mp xx Mp Palm xx seie enbu, cl.Mp dash cr.Mk xx mp Palm dash cr.Lk dash cl.mp *dash cr.Mp dash cr.Lk, Sweep. *Wait a little bit. Hk. Roll kick xx U2
One of your ghosts will hit the downed opponent and send them flying. It’s risky though, I’ve had numerous people mash out of it.
I just do mp palm seie enbu cr.mk xx mp palm dash st.lk xx mp palm dash st.lk xx mp palm xN.Does more damage than Nemo loop and isnt that hard with practice.if there was a way of doing some kind of overhead palm loop you could probably get 600 damage easy.
What are yangs block strings, cr lk x 3 on block can get mashed out and cr lp is 4 frames.
But you can chain cr.LPs to make a truw blockstring
How bad is Yang on his divekicks? I swear I’m doing them on my opponents toes, but before I can get a jab/short out, I’m getting thrown/dp’d. I watch Kyoku and he seems to get away with murder compared to me. Maybe I should just bait that shit out, but I feel like when I play Yun, I can do whatever I want.
S/N: I didn’t know Yang could use stand forward as a CH set up. Learning how to set people up with that into tricky corner set ups is so godrike!
There’s a chart in the last couple of pages in the general discussion thread. Generally if you hit their feet you’re +6 or +5 on block, so you should probably work on timing your inputs so you aren’t dropping any frames after you recover.
So, my standard hit confirm is cr.lp, 2xlp, cr.mk into rekkas or mp.palm depending on if I need to be safe or not. I often find that the two standing jabs whiff on a lot of characters like Blanka. Is there a better way to safely hit confirm these bozos?
Also, I find combo-ing after cr.lk to be a nightmare despite it being the best bet after a reset. any tips for timing?