Yang Q&A: Ask simple questions here!

He’s not -2 on block hes on + frames after blocked rekka fadc, dont remember the exact amount.

I think you’re + frames only after the first HP Rekka. I could’ve just been sloppy with the FADC when I tried but Chun and Ryu could punish with super.

He’s +5 on block, tested with Fierce Rekka(2) > FADC > Close Strong, true blockstring with no space to mash reversal in between.
Also the difference in frame data would tell you as well considering there’s only a difference of 4 in between block and hit and the FADC doesn’t change that.
If tested in training mode you probably didn’t record the dummy blocking for long enough since the super freeze does not slow the timer.

Damn you were right. Man I should really learn how to use training mode properly some day.

Hi guys, I’m an Ibuki player and i decided to Play Yang Seriously as a secondary character ;D

But, when practicing some BnB from Zenpou Tenshin, I ran into a strange behavior of his command grab (or at least it seemed awkward to me) so I’m here to ask for knowledge. I didn’t know where to ask so I just posted here, I hope it’s the right place and if I’m wrong please redirect me to the right place or if I should make a thread for it.

After a Tenshin, some times the opponent is pushed away from Yang instead of being pulled towards him, the 2nd portion of the opponent’s animation (when his head is pulled back, it is the same as a regular jumipn attack hitstun animation) seems to be “Flipped” or “Mirrored”. The regular animation, as far as I know, should leave the opponent as if he was hit by a cross-up with the opponent’s back towards Yang right? But I’m getting it as if he was hit by a jumping attack from far away onto a limb (like a hit on a missed st.HP AA), and thus, making him too far away to be hit by a Close version of a Normal and the opponent is facing Yang.
Example:
Tenshin > MP > QCF HP should result in Tenshin > cls.MP xx Tourou Zan
But with that behavior (lets call it a “glitch” for now, that’s how it seems to me) it results in this:
Tenshin > far.MP xx far.HP (the tow first hits of his Target Combo)

I tested it for now only against Ryu (Basic traning dummy) and it happened only with the normal versions, I couldn’t reproduce it with EX, but it happens quite often so I wonder if it’s a normal behavior.
I’m playing on PC version. I actually asked some friends if they can reproduce the glitch.

I made a short video of it but because I have an old PC I can barely run the game at a consistent 60 FPS, so during the recording there was a FPS drop down an the quality is not that good. I recorded it using Razer Game Booster record function. Here it is:

youtube.com/watch?v=JLOM3POiHBU

Sorry again about the quality and because it’s my 1st time playing Yang, my combo timing is off.

The first time when I got this glitch was when trying Tenshin > cls.MP witch should normally work, but I got a far.MP instead.
I first thought it was me dropping the combo, but I managed to hit that far.MP xx far.HP TC (example above) and it was then when I noticed the flipped animation.
I took a look at the input data and noticed that I inputted HK twice (Ibuki’s Tsumuji habit), so I tried to reproduce it using the same input and… Bingo !!!
I managed to get it like 3 times out of 10.

I first thought it was when pressing a button right when the opponent’s animation shifts from Tenshin’s unique animation (1st portion of the animation, when opponent is kinda kneeling and Yang is moving above him) into the general jumpin attack hitstun animation (2nd portion of the animation). This matches Yang at like 40° from the ground in the opposite side (he already covered 140° from the start point).

But then my theory proved to be somewhat wrong (at least the timing) since I got it again without pressing a button after the Tenshin input. This time I released the HK button later than usual so I think it’s also triggered by button release (Negative Edge) but the timing was not the same as I thought before.

I think the game considers the 2nd input as an attack and the 2nd portion of the animation is adjusted to match the new position of the characters (the characters switching sides, a cross-up like).

I hope someone can help me (is that a normal behavior? Is it known to do that?) or take time to confirm if it is an actual glitch and if it’s present in other platforms (Xbox360, PS3), and if it really proves to be a glitch, we have to make Capcom aware of it before the next update is released.

That is very strange. I have never seen that happen before(admittedly I don’t use tenshin very often because it resets the work I have done to get them in the corner and more often I’d rather just regular throw and risk the tech.) I’ll do some testing in the training room and see if I can recreate the glitch on the 360 and I’ll report back later.

Thanks, I hope it comes out with more results and confirmations. I also tested it against several other characters and got it against Yun, at least for now.

Ok so I was unable to recreate the glitch on any character in the 360 version. I tried negative edging at most every frame in the animation and various input related things to try and get the glitch to happen. It might be a PC only glitch, some issue in porting the game might have messed with the enemy hit boxes based on tenshin. You might want to take this to someone more experienced in glitches than me. Shoot someone like error1 a message about it he works mostly(if not entirely) on the PC and does a lot of Tool Assisted combos and glitch testing, he’d probably be more able to find information on this than I was. Good luck finding this out, it’s pretty vexing.

Does it happens randomly or after some certain setups ?

Ok, thanks. At least we know it doesn’t happen in console version (or at least 360). Just a question though, can you indicate me where to contact error1? I know him only from youtube and he might miss a message on youtube since he has a large amount of messages (I think so, because of his activity). Thanks.

No, this doesn’t happen on specific setups, I was only training on tenshin combos, without setups and I think the video shows it. I don’t think it’s random though because I can reproduce it 3 or 4 times out of 10 using the method explained above (2nd input or negative edge).

One thing I didn’t noticed before is that it didn’t happen in an actual fight, but I don’t use it much in battles since I don’t know yet how to set it up. Up to now, it only happened in training room, but quite often.

it seems like it might be a smooth frame rate issue, it can randomly cause the game to lose frames and cause weird things to happen.


See if you get the glitch after changing your framerate to fixed

Indeed! I tested with many characters all day using Fixed and Variable FPS modes and did not manage to reproduce the glitch, so this is definitely a Smooth FPS mode issue, since I can reproduce it as soon as I turn FPS to Smooth.
Thanks error1, that was of great help.
But since it’s a PC issue dealing with frame rate, shouldn’t it be reported to Capcom?

@Karasu 64
Capcom knows about it, when the game first came out smooth was the default fps option, but they changed it in the first patch, and changed it so it wouldn’t use smooth in online play unless both players used smooth.

Ah, OK! everything is alright then. Thanks for your help.

Probably a stupid question, but I’m beginning wity Yang.

Are mantis much better than target combo 2 ? Of course I can’t FADC in TC2, but I on’t have the skills to do it :slight_smile:
What combo do end with MP Palm ?

Mantis slashes do more damage but of course they are harder execution-wise. They also leave your opponent at a good distance for pressure afterwards but the difference isn’t that huge. Of course you’ll have to learn how to do Mantis slashes eventually since they are an essential part of the character and crouching medium kick buffered into slashes is Yang’s most important tool in footsies.

MP palm is mostly used when going for the super but it’s also a combo ender you can use instead of slashes. Again the damage is less but it’s an easier motion to do it. Of course there’s always rollkicks that you can use instead of slashes. It’s the second best option because it leads to a knock-down but the cross-up set-ups after it aren’t too reliable.

You can surprise your opponents by FADC the MP Palm den do a command grab after that which leads to more combo damage. But if I remember correctly it’s not safe on block.

Hey guys i am looking to main Yang as my secondary to Sakura i have been trying him for a couple days now and i have a few questions to ask to help me understand this character better and improve faster i know he is not the greatest character in this version but he is really fun and i like his style.

#1 Which divekick whiff is the best one to use after an st.mk launcher for most situations like resets/mixups & going into ultra?

#2 How do i go about doing divekicks like do i wanna do them alot up close and at medium range with proper spacing of course or should i be using them sparingly and really thinking about when i should pull one out?

#3 I am having hella trouble linking the tight HP Rekka x2 FADC Ultra link on P1 side i can do it fine on P2 side but because i have to do it soo fast after dash when on P1 side i just can not get a fluid motion resulting in a EX Rekka coming out and when i do get Ultra out on the rare occasion it’s blocked.

#4 What are some good frametraps and blockstrings to get me started?

#5 What are some of the good Mixups/Resets & Safejumps i should be picking up straight away?

#6 What is his go to Ultra for most of his Matchups?

That is about all the questions i have for now sorry if i asked too many questions thanks guys.

#1 I personally use forward jump > Forward Divekick in my combos, I think if you do it off a command grab Close Forward > jump I think that Roundhouse Divekick may be required to connect ultra after because you’re otherwise too far away. You’ll have to run it through training mode a little.

#2 Use Yang’s amazing walk speed and decent Cr. Forward to get in and out when possible, and then the divekick is there to supplement that.

#3 You can abuse shortcuts and hold forward from the second slash so that you’re holding forward when the focus attack starts, and then do your first quarter circle forward and this will give you the dash because of some weird system they have in place. It’s made me a lot more consistent on my uncomfortable side(P2 side with PS3 pad).

#4 There are so many good variations between his pokes, I’ll just point out his pokes individually.
Standing jab is amazing, on hit it’s +8 so it’s extremely easy to hit confirm into Crouching Forward(3F link) xx special, on block it’s +4 allowing him to pull off some silly SFxT jab pressure.
Close Strong is the counter hit/frame trap normal with a 1F follow up to crouching forward, which is also his highest damaging punish combo mid-screen as well(his launcher divekick combos do a lot better corner push though)
Crouching Short to itself is not a true blockstring so it catches people crouch teching a lot, it’s also a 2F link to itself and you can hit confirm into slashes.
There’s enough timing differences between these 3 moves and making sure they want to throw tech by throwing them some that these will catch your average player, I’m actually surprised by the amount of times I catch people with Crouching Forward xx Slashes after Close Strong when they blocked the first.

#5 Mix-ups are going for his command grab after a standing jab or a jump in attack, it’s really a move you have to read well with and can’t throw it out on any blockstring because it has 10F start-up.
A popular reset is to launcher jump forward and then hit them in the air with a normal on the way down, dash forward when you land and then you can choose which side you’ll attack from by standing or crouching, it can result in some funky looking cross-ups where Yang seemingly slips under at the last moment.
His safejumps are where he lacks, after a forward throw you dash forward, pause for an almost unnoticable amount of time, and then jump forward and cross-up with Forward, it makes DPs whiff but on a lot of characters it just whiffs entirely.
Against Sagat you can forward throw, dash forward, and immediately jump forward Fierce and it’s a safe jump, you can even jump back Strong for a fuzzy guard overhead I think.

#6 I choose U1 for most match-ups, +40 damage when compared to the other and that’s not even mentioning that when you catch bad jumps with launcher following up with U2 doesn’t even go into animation. I do choose U2 for matches like Akuma/Sagat where it makes them second guess an aspect of their game, don’t even try against Guile though, just pick U1.

Thanks a lot for the reply KINGBROZEN really appreciate it. :slight_smile: