st.lp hits on alot of characters, I think Blanka is the only exception. You can replace it with 2x cr.lp, cr.mk xx rekka/palm.
cr.lk is best linked into another cr.lk (2frame link) and it’s plinkable. comboing into cr.lp or st.lp is possible but it’s 1 frame.
There’s not much else you can do besides grind it out in training mode. If you play enough with Yang atleast linking the cr.lk will become second nature.
st.LP will whiff on other characters too (chun, sim? iirc), inconsistent on a few.
cr.LK, cr.LP is better than linking into cr.LK (because then you can link into cr.MK, link into UTK, go into a chain, or do frame traps at +3), but as mentioned, it’s 1f.
Wow, gief fucks yang up, both twins, but yang especially. I just played a decent gief for a while, and I am a new yang, but I feel that I’ve gotten the basics with him and I just felt powerless. No mixups, no pressure, and losing 1/4 of your life on a wrong guess. Especially when gief has u2.
The only thing that I seemed to be able to do was press a lot of far fierce, and anti air with ultra 1. I think ultra 1 is great in the matchup because if you do manage to get a life lead, you can try and frustrate the gief into jumping by building meter with palms, or walking him to the corner. Also, since yang has no good normal anti air, you don’t have to guess about siberian blizzard when anti airing if you use u1.
s. lp whiffs on Blanka, Chun and Honda after a hit while they’re crouching and Dhalsim after a crouch block (but not vice-versa). I think it’s probably worthwhile to learn how to cr.lp, cl.mp, cr.mk in order to get consistent damage on them, but you’ll have to learn cr.lk combos anyway because you’ll want to be able to combo off of a crouch tech/combo using a 3f normal regardless of the low damage.
Anyone know if you can do crossup roll in the corner in siei enbu ? I either land in the front or I land behind but the roll whiffs, might be character specific ?
I think it’s possible. Maybe you use a move before the sweep that pushes you too far away. I used that setup with succes online but I fail to remember if it actually crossed up or not.
I end my super with cr.lk xx sweep. Wait just a little bit. Hk roll. From what I recall, that should crossup.
Long time Fei player here. I’ve been expanding out to different characters in the past 6 months to keep the game fresh for me. I can play to a decent level and have managed to get about 3 new characters up to a decent level fairly quickly by following a basic set of rules. No character specific tech,learn basics and footsie’s, a couple of set ups and a couple of combo’s. I usually use You tube video’s and the training room to just basically copy a style and strip it back a little (example watching bullcat video’s for Gouken, what does he use mid range, combo, footsie’s etc etc)
I’ve played Yang only for about 1 week. So here’s what I’ve got on my list following my criteria -
Punish - cl.fp xx rekka
Hit confirm standing - cr.lp, st.lp, cr.mk xx rekka
Crouching - cr.lk, cr.lk, cr.lk xx rekka (I’ve also been using the jab out of habit from Fei -cr.lk, cr.lk, cr.jab xx rekka - are the links the same?)
Mix up - mk launcher - immediate jump fierce, dash or teleport into hit confirms.
Ultra 1 - Not sure why , seems like I just like the AA property’s and damage so far are appealing
Footsie’s - st.mk mid range (sometimes as AA), st.fierce and also st.hk. Buffering rekka behind cr.mk . St.jab pressure
Wake up - Not really going for anything here other than meaty pressure, baiting and the odd command grab.
AA - lk DP
FADC - second rekka really only into hit confirm combo’s or FADC wake up.
That’s pretty much my list (I said it was basic!). Things I have not found a real use for yet are -
Any kind of DK pressure. Seems awkward and only decent in a sort of delay/footsie kind of way to catch sweeps/buttons from a longer distance etc.
Palm - No idea here, seems sort of pointless outside of building a little bit meter or extra damage with the EX into juggle combos.
Wake up - Sort of letting momentum go here due to my low damage output, risking reversals seems too risky at the moment so a lot of baiting going on.
What would you guy’s add onto this list or change? I’m not looking for “Against Blanka if you whiff …bla bla bla” or 4 meter burnin combo’s, that stuff gets integrated once I get my basics down. So I’m more looking for advice on my list, could things be changed, what am I missing on wake up, in footsie’s etc etc.
I remember you from the Fei forums, how have you been man?
Punish - cl.fp xx rekka is fine, but personally I prefer to use cl.Mk since it basically give’s you a free mixup. Crouching - cr.lk, cr.lp is a 1 frame link, while cr.lk, cr.lk is a 2 frame link. But cr.lp can link into cr.mk whilst cr.lk can not. Mix up - I always do a late jump fierce (a little bit after max height) so I can create fake cross unders. So cl.mk, late fierce, dash, crouch/stand. Crouch will leave you in front of the opponent and standing will leave you behind the opponent. Footsies - st.lk xx rekka. Not nearly as godlike as in AE, but still very good. Meter usage - EX teleport is very useful to escape wakeup pressure. But don’t be predictable since you can still get grabbed out of it.
EX rekka during blockstrings. This puts you right in your opponents face again. This is a easy way to score a (command)grab or to keep pressure. Frame Traps -cr.lp, cl.mp, cr.mk
-cr.lp, cl.mk
-cr.lp, cl.hp
-St.lp harrasment
-cancelling anything into a palm. If you use this sparingly you can catch alot of people of guard with these. Wake up -After a forward throw, dash, wait a split second, jump.mk. This hits crossup and will make DP’s whiff. I’m not sure if this was character specific, but it works on most of the cast.
Also I wanted to make a post about all the stuff/tricks/setups that I use a while back, but I didn’t have the time to post it. I’ll try and get it up this week since I have a week off. Especially with all the new blood coming in recently, there might me something useful for you guys.
I’m good mate! Just trying to keep things fresh and Yang is a very interesting character, I’m more of a “solid” player - so Yang seems like he will be a good change up for me as I’m not really a mix up player. Although I did pick Cammy, it only took me about a month to start beasting with her since she’s seems so easy to apply, almost flow chart, wins feel a little empty. Yang on the other hand seems like a real bunch of work.
This list is perfect. Just what I was looking for. I’m going to work on Yang a bit more this week so I might upload some vids.
Also to add on to what OSD has said, dp fadc is -4 on block, rekka x2 fadc on block you gain great amount of frame advantage to continue pressure on block and its a great way to land a command grab.
I like using st lp in footsies instead of st lk it has a really good hitbox, its a good normal similar to Feis cr lp xx rekkas, with st lp if they block you can throw out cr mk for a frame trap into rekkas and on hit easily hit confirm into cr mk xx rekkas.
Rekka fadc on hit x2 into st mk launcher is your main tool with Yang and its where you will get most of your damage, as OSD already stated in the mixups after launcher jump hp for a cross under mixup, a mixup i like using after rekka fadc launcher, jump cancel launcher whiff mk dive kick reset with cr lk xx lk teleport this will cause you to land behind the opponent however if you replace cr lk with cr mk xx lk teleport you will land in front of the moment, what makes this good is that the cr lk and cr mk reset into teleport looks the same so its dificult to see which side you will teleport in the middle of the match.
I suggest watching this video, most of the stuff in it still works and experiment.
[media=youtube]hxPHmYGU36M[/media]
If you face Rose with Yang do not try to cross her up because he cant even in the corner you can’t cross her up with jmk although there is specific setups to cross her up with dive kick in the corner. Shes the only character that in any situation cannot be crossed up with jmk.
I just fought with a Guile yesterday and it’s kinda hard to chase him down as the recovery for Sonic Boom is damm fast and his normal attacks hits quite hard especially the st.hp that comes out like Ralf and Clark’s HP in KOF.
His cr.mk also have a good range against my cr.mk. And I always get air thrown when I try to divekick.
i think u basically need meter to get in as jump ins and divekicks are expected by the guile player
try to build meter with palms and cancel some sonic booms with it
as soon as u have one bar ex tp the sonic boom to get pressure game or use ex senkyutai…that my way in but i’m sure the guys around have better tricks…
I try to keep walking front and use FA to absorb his sonic boom and close in the gap but there’s quite a high risk to get hit by his normals when I’m dashing front after the FA as his recovery for Sonic Boom is damm fast.
Hello Yang group =) Looking to have a chance against some derp I’ve run across at my scene so I’ve been looking into the twins~
Just a couple quick questions:
Is Yang’s Dive Kick better than Yuns?
How’s Yang’s j.MK for crossup? I remember it used to be pretty gdlk until they nerfed it~
How do you guys do against Cammy and Fei?
Edit: Also, are there any uses for the different dive kicks? (Like when would I use short/forward/roundhouse strengths).
Yun’s divekick is better den Yang’s coz Yun’s divekick has a lower height restriction and it comes down faster den Yang’s.
You need setups to be able to hit the j.mk crossup like ending a combo with Mk Senkyutai
For me, the different strength of divekick depends on the distance I need to hit my opponent. The short version travels around one square distance, the forward is 1.5 square and roundhouse is 2 square distance.
But concerning the dive kicks, what I really meant to ask was if Yang’s dive kicks were safer? I played Yun for like 5 hours and his dive kicks seemed so unsafe… (I play dive kick characters, so I know how to aim at below the knees). Also, should I use lk.Dive Kick for fake crossups? mk.Dive Kick for cross up? hk.Dive Kick for approach? >.>
lk. divekick should only be used in the corner as it creates very ambigous setups and I think unblockables aswell.
The other 2 can be used for approach and setups. But you just have to play alot to get a feel for what divekick to use during which situation.
Yang can combo his dive kicks higher than Yuns, Yuns dive kick isn’t better because of what ahchang has said, his dive kick is better because it has a better hitbox allowing it for crossup unlike Yangs where it requires specific setups for it to crossup and is character specific, the other advantage for Yuns dive kick is the trajectory.
Against Fei i pretty much have no problem dealing with him, Yangs normals can compete against him, Fei has a pretty wide hitbox allowing Yang to pretty easily cross him up and has a very easy unblockable on Fei from foward throw.