hp, hk, sweep, rekkas, cr.mk, standing lk.
I never found a use for cr.mp.
hp, hk, sweep, rekkas, cr.mk, standing lk.
I never found a use for cr.mp.
Throw people a lot and then do the gootecks shuffle and then press it. BAM! Insta magic
If you’re gonna do the shimmy you can just do cr.lk xx rekkas or cr.mk xx rekkas instead of just 70 damage of cr.mp.
It has less recovery than cr.mk so it’s harder to whiff punish, so you could theoretically use it as a feint or bait. Dunno it’s just a button that i’ve never incorporated aside of full screen whiffing as if building meter in 3s lol
Its got defensive uses for characters that shimmy against you. Use it as a crouch tech against Ken, bison, Rog and Vega
offensively you can use it as a delayed meaty OS tech. timed to be safe from reversal uppercuts and it will counterhit some crouch tech timings, and will then link into cr.lk rekkas
its kinda hard to explain, but ive seen daigo, bonchan, and kazunoko use delayed cr.mp OS tech against characters with faster reversals. its a bit better for their characters because it naturally links into other things, but effectively yang can use it the same way.
you block if they reversal, get a counterhit against delayed crouch tech timing, and tech if they wake up throw. the downside is you sacrifice momentum if they wake up mash jab or wake up mash crouch tech. i’ll link a video if i can find where one of them is using it a lot
I just use cr.lk on delayed techs. It links without a counterhit and you can cancel for a true blockstring. Plus since it’s faster getting a counterhit of your own instead of being counterhit is more likely. On the few occasions that i delay tech and need further reach (i think they’ll backdash) i just os tech sweep.
Shotos and others use cr.mp because it’s just as fast as cr.lk and it has a much better hitbox. Neither is the case for yang’s cr.mp unfortunately.
More damage tho. But yeah cr.lk is fine. Just pointing out additional uses
Is there any trick to cl.mk walk forward ultra 1?
I tend to use this after a rekka FADC because you need to be really close in order to do this. Another way to do this is in the corner. I am pretty new to Yang so you should maybe wait for a better Yang to answer.
You can try Qcf -> walk front abit and qcp 3P. But you can only walk a very short distance. The safer way is to do a front dash or a whiff MK Divekick, but it’ss be abit more difficult to pull off
when i do walk ultra i buffer during the close mk recovery, then you just have to know when it recovers so you can hold forward for like a step or so then hit 3p
What are some good block strings for Yang? Are there any that people can’t mash DP through?
Any combination of chained lights. I use cr.lp, s.lp, cr.lk xx rekka a lot and cr.lp, cr.lp, cr.lp, s.lk
True, but when I attempt to hit someone’s cr. tech with low forward I almost never get it unless it’s a 4 framer. But I can always hit the strong. May just be in my head though.
If you guys had to catagorize the important things in Yangs matchups, how would you do it?
My current setup is:
Info
Safe Jump
Counter Poking
Options Select
Unblockable
Punishes
What would you add or take off(aside from unblockables)?
Some have said pressure is a good catagory
Pressure could be cool, i always wonder against who i can c.mk xx rekka then do it again to potentially whiff punish.
If you can add the range you feel good depending the opponent and who can be anti air consistently (seems that dictator just dont give a fuck) i think you have a pretty complete match up details.
So, I’ve been playing Yun for a while, but I always kinda wanted to play Yang as well or even instead. And then after seeing the change list for Ultra, I’m even more excited to pick him up. However, after a few matches I found it quite obvious I have to play him differently, almost defensively as of right now. Any good tips that haven’t been said yet for Yang? And is Seiei Enbu even worth using? I find fadc’ing up kicks to be more useful.
Yang is meter dependent for damage/mix-ups midscreen and in the corner so I wouldn’t save Seiei Enbu. If you’ve got them in the corner and happen to have super than sure go for it but otherwise his meter is primarily used for FADCing.
I’d like to go on record saying i believe yang has one of the best supers in the game. I don’t use it all the time, but when I do, I take 50% life.
clst.HP > lk.teleport loop midscreen. Even if you try it in training and it doesn’t work on some characters, try using mk teleport instead of lk. the timing is different but you can still get it to work. end one of the reps with cr.hk. Ambiguous mk/hk.dp into u2. Don’t tell me having u2 means your losing. I get alot of mileage playing defensively at first building meter and absorbing hits for ultra with yang.
in the corner with super you can go for the cr.mk>lk.teleport loop. there are others but if you are playing online this one is really consistent
fadc’ing his roll kick to “get in” only works to an extent, but I’m pretty sure Yang is minus on block, so anyone who knows this can get a free jab or throw. It should be considered a bad habit to do this unless you’re fighting a fireball character and/or have the meter to back it up + U2. Otherwise some match ups you shouldn’t ever do it as there are better ways to use meter and play vs that match up (like more zoning style vs grapplers).
MK or lk(1x or 2x) to rekka x2 FADC to either ultra should be a staple in your game. In fact, knowing all the different ways to land his ultras are just as important. Such as, getting the right angle to land close s.MK as an anti air then connecting to either ultra.
Getting your evasion down is probably just as important as getting all your combos, because Yang’s wake-up game is similar to Abel’s, and you don’t want to be in a “have to block” situation. Like if you see the other player going for a cross-up and it’s not a safe jump, maybe dash or teleport forward rather than try to auto correct with DP. And if you “know” a person is going to chip you out with an uppercut but they didn’t do a block string into it, use EX teleport and punish that shit with U2.
Yang’s DP is actually kind of terrible. Never use anything aside from LK vs a jump in or as a reversal in footsies since it’s the only DP with any full invincibility. But even then, it has poor horizontal range that you can get baited easily after the other player does 3 blocked jabs or something.
I could elaborate so much more on him since I’ve been playing him for over a year, but I will wrap this up by saying that his Super is good, but tricky to use because it’s more rhythmic than Yun’s. You can confirm into it if the other player is cornered and you do something like c.MK xx MP palm, or throw bait to palm. I also like to activate it right as the other player is getting up (Juri style) then I whiff a quick normal such as c.MP (my favorite) or jab, or light kick, because you can put them in block stun with one of the shadow hits, get frame advantage for a follow up, and bait out DPs, all while being able to block it. Sometimes my corner set up will be: Player techs their fall, I activate Super, whiff MP, shadow connects, then I neutral jump to dive kick (not so safe), then do the first 2 hits of his kick target combo (LK>MK) jump cancel repeat dive kick, then either overhead, or go low, or repeat the first 2 hits of his kick TC (because this can combo into and out of dive kick) etc. til the meter runs out.
I hope this gave you some better understanding of how to use Yang. I’m sure you’ll get it down, it mostly takes practice and getting familiar with how he’s different. He’s definitely more defensive and less “dive kicky” than Yun, but he can really put the hurt on when he gets his openings.
Oh and check out my channel linked in my signature if you want to see some of my Yang in action. I probably have more footage of him than any other character I’ve posted. he’s just so fun to experiment with, and still a very solid character (at least in my eyes).
When you do rekka > FADC > cl.mk > whiff divekick > cl.mk > upkicks what version divekick do you use? I get varied results with nj.hk divekick and fwd jump.lk divekick, is there a certain version I should be using?