Yang Q&A: Ask simple questions here!

Actually it’s LK Divekick that you should be using if you want to do an ultra after the launcher. It moves you forward enough and has the least frame count because it doesn’t travel as far. Still pretty tight to do though since it has the added recovery.

Also the best reset he has after launcher is a late jump HP, dash under and then if you time it correctly you can either crouch to get back in the front or stand to stay in the back. This gives the reset more ambiguousness. After this you can go for a command throw which is easy since you can just input basically a DP motion forward during the dash and you’ll end up with a command throw thanks to crossing under. If you time the motions correctly you can actually get another cross-under and throw them from the front.

This is where the command throw is strongest since crossing under messes up your opponents inputs if he’s trying to dp and it’s also a 50/50 in the sense that if your opponent is trying to jump you’ll just get a combo since you’re hitting them meaty with your normal or then you do a meaty command throw which’ll catch them if they’re trying to block or throw or press normals.

In the corner the resets you should be going for usually are after cl. MK or HP Palm. For max damage: cl. MK, HP Palm and far HP after the palm. You can also go for cr. LK or far. MP after it and since there’s less recovery with these moves there’s more room for mix-ups. After a HP Palm, far HP you can do an EX command throw by inputting the motion for it and then pressing forward. It pretty much can’t be reacted to it and leads to big damage especially since the combo that it follows did 314 damage already.

Would you guys say Yang has high execution requirements? I enjoy playing this game but I don’t have the time to hit the training room and practice links for hours. I pretty much survive off fundamentals and good reads.

You can survive reasonably well without practicing too much, but I find the hard stuff for Yang is related to his dash/divekick ultra combos, without learning how to do it in a variety of situations you cut off one of Yang’s angles for silly SF4 comebacks, I’ve been saved numerous times by command grab > close forward > dash > ultra 1(400ish damage at max ultra) many times but it’s required practice.
He has some hard seiei enbu combos I’ve started practicing as well, but I’ve gotten by without any at all up until this point.
Things like Yang’s standard hit confirms or buffering slashes into his crouching forward are really easy because when he walks forward he doesn’t have to worry about a punch button shoryuken like Ryu does, the only thing you have to worry about is negative edge.

Also, you’re right Julpero, I was thinking of different combos where you have to get closer with roundhouse divekick, not the ultra 1 combo since he points his finger so far.

Hm, thanks. I’ve gotten used to using HCF motions as Ryu in order to avoid SRK’s coming out. And yeah, as Yang I always hold down cr. mk to avoid NE. Its slightly annoying but no longer an issue. But yeah, thanks. I’ve been using E. Ryu and Dee-Jay but feel like I need a pure rush-down character to really succeed in this game.

Hey, Veserius was talking about Yang being able to do kara EX Slashes to punish Honda’s headbutt. Anybody want to enlighten me about how you do it?

Im still new to yang but from what i just quickly tested you actually go a little bit further if you plink lp+mp i think it’s because his st.mp normal moves him forward hope that helps.

Edit: After Yangs DP FADC is the only thing he can follow up after that just another DP? I have been trying to get Ultra 1, Sweep, Palms and all that but with no success.

You can also follow up with a no animation ultra 2.
FADC after rollkicks is -4 anyhow, it’s something a lot of other characters with DP can fall back on, but consider it a bad and unrewarding habit as a Yang player.
Definitely want to check out these kara-slashes, that would be so nice in the Honda match-up!

Ok so i always wanna backdash then unless im feeling lucky or the opponent doesnt have a 3f normal/reversal?

Tested all headbutts btw on Honda and was able to punish them all with kara ex rekka.

Also sometimes i am not getting rekka come out after cr.lp, st.lp, cr.mk xx rekka am i cancelling to fast or something? and sometimes his teleport will come out on the rare occasion any tips for this.

It would appear that you cancel one slash into another on the first frame to me, but I’ll have to see if I can catch the first frame of the move it’s cancelling from on a recording and match it up to verify.

Anyway, 165 damage midscreen punish for 1 bar is better than no possible mid-screen punish, you even get a little bonus damage if you push them to corner and hit them with far fierce or short/ex-rollkicks.

I finally realized why it felt so inconsistent punishing Honda’s headbutts. It’s because I never realized I was accidentally doing the kara slashes. Once I did them normally it was way more strict. If you do the kara slashes as a punish you can actually crouch block the headbutt and still get a punish.

I also noticed that a reversal HP Slash actually punishes headbutts as well if you do it as a reversal. You can only connect the first hit though but it leaves you at only -3 and it’s 40 damage.

I’ll have to test how these kara slashes work in footsies. It could be a brilliant whiff-punish if it increases its range enough. Also could work on a max-range sweep by Akuma which is quite hard to punish if it’s perfectly spaced.

Ran it through the lab, second hit(sweep punish) always seem to whiff against Akuma, though on the plus side even the most perfectly spaced sweep appears to get hit by the first hit, at least in the corner(testing mid-screen and it appears the same, but I’m not perfect and I may error on this). Against Honda you can punish every single one of his headbutts crouching, including EX but that one appears to be frame perfect timing unlike the other ones which are 2/6/9 frame punishes purely by frame data, not by testing(though I can say the strong/fierce do feel pretty easy and jab headbutt doesn’t need reversal while still being tight).
And it definitely is cancelling one slash to another, the animation looks like 2 frames of Yang pulling his arm back for a slash when he does the kara.
It appears there’s a maximum gain of 2 mini training room tiles, with fierce slash being kara-ed going the furthest by just a tiny tiny bit, still important to note.

Does Kara EX Slashes work against blanka balls?

No but EX Rollkicks works on every version from my understanding.

You would be correct, but to go even further Forward Rollkicks punish all Horiballs, it’s the regular Upballs that need ex to punish them. Probably why the Eventhubs match-up chart shows Yang vs Blanka as 6-4(average players rely on horiball too much because it works online and/or in some match-ups), match is probably one of those 5-5 ones, doesn’t feel like Yang has much to overwhelm Blanka and vice versa… ah, I went on a tangent.

Oh yeah, I forgot about that. I usually just do EX because it’s so easy to do and guaranteed. Also, lol, those eventhubs match-ups for Blanka are probably all based on how easy it is to punish Blanka balls. I agree on it being in the 5-5 range.

I find lame blankas (the correct-way-to-fight-blankas) very hard as yang, he always had good buttons against divekicks and aproaching is very hard. I actually don’t pick yang vs blankas.

I have a very simple question… How much frame advantage yang have after a mp palm fadc?

It seems to be +4 since i can’t link close mp that have a 5 frame startup… But i can link his lk dp that also have 5 frame startup!!!

Is it possible that his forward dash is special cancelable?

Yes it is +4 but somehow the dash is special cancelable like his backdash used to be. It explains how it was so easy to do MP palm fadc Ultra 2 back in AE even though that was a 1-frame link as well.

I see… Thanx

Another question if you can help me is …i don’t know if this happen’s to yang only but i think it did happen to another char i play…

is when i record something in training mode it only happen’s on hit but not on block… I was just recording slashes fadc into a cr.lk but when in playpack the cr.lk only comes out in hit but no on block?!!

The amount of hit-stun and block-stun is probably different so the input comes out at the wrong time.