Yang Q&A: Ask simple questions here!

Yun’s crosses up **much **easier, as well as it descends to the ground noticeably faster. When the 2f of recovery was added to the twins divekick, Yun had 2f added to hitstun and blockstun to compensate whereas Yang did not.

that’s why in my whistlist i stated those motha fuckin 2 frames!!!give it back capcom!!!..please…

I was wondering what set-ups are there after U1? I got a couple of character specific cross-ups but I’m looking for something more solid. Safe-jumps and safe teleports and meaty set-ups.

The only setup I ever use after U1 is dash, dash, command grab. Not sure if it’s safe, but it gets the job done. But it only works once.
Never really experimented with more.

I can’t do it! Yang is just too fucking hard.

Never Give Up ! Go to lab play a lot and lose a lot ! and later WIN A LOT \o/

I gave up playing him as well. It’s the most fun character in the game, but it’s too hard to play…
Specially after you mained Dhalsim since vannila, wich requires almost no execution at all…

Don’t you dare let yourself think it’s too hard to do.

Less than a year ago the only way I could play this game and be competitive was to play Rose, because I didn’t really need much else combo-wise other than cr. mp xx drill

Now I can pull off any yang combo at the drop of a hat

It takes practice, and it takes time, and it takes effort, but you can do it!

And when you do, it feels soooooooo good

[LIST]
[]dash dash lk tp to bait reversal,ultras (mix with your setup and stand mk)
[
]dash jump mk crosses or front depending on timing
[*]hold forward , when you see yang moving jump hp (safe jump 4 frames i think)
[/LIST]

How do you option select with medium kick dp? I can’t figure it out. I remember reading it somewhere on here, someone had a video, but I can’t get it to work. :C

On a regular jump in I do :f: :mk: :d: :df: :mk: or :lk:+:mk: depending on what I’m trying to beat with the OS.

On a crossup jump it’s more like :f: :mk: :hcb: :mk: or :lk:+:mk:. It only OSes a few things effectively though in either case due to the lack of invincibility.

Hey guys, I’ve been playing a bit of Yang recently, and because he’s a fun character I thought I’d try to learn more about him. I’ve been a Chun main since Vanilla so it’s refreshing to have some of the tools that Yang has. Plus, I feel like Yang and Chun cover each other’s bad matchups decently well, so I’m considering picking up Yang seriously as an alt.

I do have a couple of quick questions:
Rekka x2 FADC U1 - I have a lot of trouble with this combo. I know there’s only a couple of frames to hit the Ultra, is there a particular timing that makes it easier? I always wonder if I’m cancelling the second Rekka too late. At this moment I can hit this combo about 30% of the time in Training Mode.

I’ve been using st.MK as an anti-air normal. None of the other normals seemed to be efficient anti-airs (except maybe cr.HP in ambiguous crossup situations). Is that about right, or is there a better anti-air normal?

What’s Yang’s best meterless punish? I’ve just been using cl.st.HP xx HP Rekka x3, but I’m sure there must be something better.

Typical frametraps? I have been using (stuff) xx LP Rekka > st.LK xx LP Rekka > cr.MK xx LP Rekka and just complete the Rekkas if I hit confirm.

Last thing, what are some good setups for his command grab?

Thanks in advance for your help guys!

Post #916 on the previous page of this topic is where the discussion of this begins.

This is correct. Yang lacks good AA normals in general. This coupled with the hitbox of lk.rollkick is the reason he is afraid of neutral jumps. If you learn the timing for it, you can AA with cl.mk(launcher) and follow up with something like sweep or rollkick.

Yang’s meterless punish ability is better in the corner. You can do things like cr.lp, s.lp, cl.mk, hp.palm, mk.rollkick. There are other new juggles available to him as well, Yang is truly a swag master in the corner. If you don’t have the corner luxury however, if you end your punish with an mk.rollkick or a sweep you can go for an ambiguous crossup set-up with j.mk after the knockdown.

cr.lp, cl.mp, cr.mk, lp.rekka. I also use one occasionally that I don’t see too often and I’m not sure if it’s a legit frametrap, but it works about 80% of the time for me; cr.hp, cr.hk.

U1, dash forward twice, command grab
launcher, shenanigans*
*Air target combo, command grab/ j.hp, ambiguous set-up(walk under/same side), command grab
Koufdell posted some set-ups below/

mk launcher mk dive kick whiff st.lp > dash > tenshin
mk rollkick > dash > wait a little > tenshin or hk rollkick > lk tp > (tenshin / lk tp)

Hi, and welcome to the Yang forums! Interestingly I’ve been trying to pick up Chun recently as a counter-pick to grapplers but mostly because those lighting legs combos look too cool.

Yeah the earlier you cancel the Rekka the easier it is to combo after it. Try to dash cancel as soon as possible so you barely can see Yang flash yellow and learn the timing when to do the ultra after a dash. It’ll come with practice. There’s a couple of easier alternatives like Cl. Mk, dash U1 and also Cl. Mk, input ultra motion, walk forward and ultra.

Also remember to input the ultra during the dash and it’s easier then. I’d say just simply practicing regular FADC combos will help you as well so you’ll learn the timing.

Yes the best anti-air normal is st. MK. Also cl. MK works with the right timing and has a huge pay-off. Especially if it trades since it leaves your opponent floating.
Cr. HP isn’t that good at anti-airing since it has a slow start-up and the second hit is the one that works better as an anti-air. Outside of that U1 and LK DP are your best anti-airs.

If you’re doing rekkas as a punish you should be doing the light punch rekka last. It’ll leave the opponent at rekka distance after a dash. The best punish is probably something like cl. MK dash/jump cancel divekick cl. MK to MK DP since it has amazing corner push, does 200 damage and builds meter nicely. There’s a million other good punishes that have their own advantages, like just doing cl. MK jump cancel j. HP since it gives you the launcher mix-up and cl. HP to MK or HK DP since you’ll be able to do a cross-up by timing it properly.

In the corner your meterless punish should be cl. MK, MP Palm, MK DP or cl. MK, HP Palm far HP. Good stun and damage. Then there’s the option of resetting your opponent with a cr. lk after the palm which’ll give you good mix-ups.

For frame-traps doing cr. LK x 2 walk forward a little and do another cr. LK is good. Also cr. LK x 2 followed by cr. MK is good.

Then there’s cr. LP to st. MP which has a two frame gap. Leads to cr. MK or if your reactions are up for it Ultra 1. Also cr. MK after st. MP and st. LP is a two frame frame-trap as well.

In the corner you can also do cr. LP to cl. MK which leads to an ultra or a palm combo. It’s a four frame gap so be careful with it.

Command throw I mostly use after a cl. MK reset. Also after one ex Rekka it’s easy to land it and from a Rekka FADC as well if you’ve gotten your opponent scared of pressing buttons. Also HP Palm, cr. LK reset to meaty command throw works for me in the corner.

Edit: Lol got ninja’d twice.

Thanks for your replies guys… I am going to be putting in some serious time in the lab with Yang, I really like the way the character feels.

Couple more questions that I thought of while I am at work -
Good kara throw? st.MP and st.HK both seem to move Yang forward a bit. Is there another kara throw or are those the only ones? I figure st.MP is probably better to use because in case you do the kara throw wrong and just get st.MP, I’d rather get st.MP than st.HK which is crazy negative on block.

Also, I’m sure you guys are familiar with some of the videos, especially of Alioune, doing a ground crossup using j.LP off cl.st.MK launcher. The setup looks something like cl.st.MK JC j.LP, then st.HK upon landing, which causes you to appear to be on one side but actually show up on the other. Here’s a reference point around the 2:48 mark.
[media=youtube]ncQTdkgQBKA[/media]

As the type of person who loves gimmicky setups, I would love to know if this is character specific or if it works on all characters… and if it does, how hard is it to learn to set up?

I’m not sure… it’s something that could’ve been patched out because it looks like it might’ve but I’m sure it only worked on a couple of characters. Juri and Abel it definitely worked on but I can’t remember if there were more characters that it worked on.

Edit: Still works on Abel. Got it working after half a minute in training mode. Definitely nothing too hard to pull off or to set up.

Edit 2: After testing there seems to be a “lite-version” of this that works on all characters but on some characters this more effed up version also works.

Also there seems to be no kara-throw worth using. I haven’t heard about one and haven’t found one.

About that alioune set up i use a similar where in the corner:
st mk > air target combo > st hk.
This will move yangs hitbox behind your opponent for couple of seconds till it finishes recovering, use this to bait dps, only reversals that will punish would be chuns ex spinning bird kick, oni srk, rufus ex messiah. You can be thrown out of this though.

Also to what everyone said:

When anti airing:
st mk > dash > st mk > hk dp 208 damage this is a great corner push if you manage to send them to the corner you can do another ex dp for extra damage after hk dp

Tenshin:
main set ups your mostly gonna use for tenshin is rekka x2 fadc > tenshin
this is due to frame advantage you get and on hit it setups a meaty tenshin.
mix this up with frame traps affter rekka fadc x2 (e.g rekka x2 fadc > st lp > st mp.

frame traps
cr lp / cr lk > st mp (counter hit) from here you can go into ultra which is 2 frame or cr mk xx rekkas.
cr lp > foward lp > cl st mk keep hold of foward lp so it sets you up close enough so you get close st mk and not far and to prevent your self from getting overhead from this if you manage to counterhit with his launcher you can go into whatever reset / mixup.

In the corner you can do
cr lp > st hp (counter hit) xx hp palm into lk dp.

foward throw in corner
This is the main set up i use
F+Throw > LK Teleport > aim LK Dive Kick as Cross Up in corner.
this is char specefic, on some characters this is fake cross up, some are real and then some characters its an unblockable. This is a great setup because it will bait reversals.
Doesnt work on:
(Rog, Chun, Deejay, Dudley, Juri, Grapplers, Fuerte, Blanka, Gouken, Rose)

Punishes
st hp xx mp palm > fadc > cr lk xx rekkas 2 frame
st hp xx mp palm > fadc > st lp > st hp xx rekkas 1 frame link to link st lp after the fadc from mp palm.

Bnb.
cr lp st lp cr mk xx rekkas: 179 Damage
cr lp st mp st lk xx rekkas: 190 Damage
easy bnb works on all crouching character
cr lp st mp cr mk xx rekkas: 214 Damage

Also i always recommend this video to every new yang player most of the stuff in the video still works, you should experiment with this stuff.
[media=youtube]hxPHmYGU36M[/media]

edit: also in footsies if you land cr mk xx rekkas fadc > cl st mk you should instead do cr mk xx rekkas x2 FA LV2 > cl st mk for more damage instead and still get the same mixups.

hello friends. can anyone educate me on yang safe jumps? the only ones i know of are throw>whiff cr mp> jump fierce and the set up off ultra 2. if there is any more, please feel free to share :slight_smile:

That safe jump you listed is character specfic doesnt work on some characters like Cammy.

4 frame safe jump works on everyone.
Foward throw > walk foward a little > jhp