Yeah he’s +4 on second HP fadc. +1 if you FADC last hit.
IIRC you’re 0 with mp rekka and negativa with lp.
Yeah he’s +4 on second HP fadc. +1 if you FADC last hit.
IIRC you’re 0 with mp rekka and negativa with lp.
Can someone describe to me some of Yang’s OS’s and how to perform them? I’m a scrub ._.
Two questions,1st goest yang have a kara command grab and if he does how do you do it. Secondly how do you kara rekka?
Doing the standard shit here, so nothing fancy.
j.hp OS MK roll kick
j.hp OS U2
Jump in, put in whatever input (DP, U2) before you hit the ground. If the j.hp hits, your OS will not come out. If the j.hp is blocked, your OS will not come out. If your j.hp misses (they FA, backdash, jump back, teleport) the OS comes out and you catch them with your roll kick or U2. You can do this with a few other options (i.e, sweep, U1, dash) if backdashes are shorter. Akuma’s TP beats this, btw.
cr.lk, cr.lk OS cr.hk
Block string with cr.lk, cr.lk. You can press cr.lk+cr.hk after the first cr.lk to OS. If the cr.lk hits or is blocked, no OS shows up. If the cr.lk would whiff (i.e, backdashing), cr.hk comes out.
cr.lp OS dash, command throw
Yang’s command throw is scary, and if you set up enough pressure, you can force some opponents to backdash out of your pressure. Hit cr.lp and immediately dash in the middle of your cr.lp animation, then input command grab. If the cr.lp hits or is blocked, you’ll do a tick throw. If you whiff the cr.lp, Yang will dash and then command grab.
Quick note: the prior two OSes are good on a safe jump. You can safe jump, delay your OS, and use the initial cr.lk (subsitute cr.lp for cr.lk in the 3rd OS) as a command grab. This would look like you’re safe jumping, pausing, then doing the OS. This would catch wake-up reversals and wake-up throws. If you do this option, we actually get a cool new option. We get this option because we’re no longer hitting our normals relatively meaty, so neutral jumping is an option. cr.lp, OS dash, command throw will also catch neutral jumps. The input for this would be cr.lp, dash, QCB lk. This catches all the options prior mentioned. How this now does, though, is lets Yang catch neutral jumps. If the opponent neutral jumps, the dash comes out. The game reads your dash as F+QCF, which is a DP short-cut, so Yang will LK DP to catch the neutral jump. Abel does it better, but we do have it on Yang.
cr.lp crouch tech
Against characters like Rufus and Yun, characters (see: shotos) can crouch tech+cr.mp. Yang’s cr.mp is ass against dive kicks. What we can do, though, is anti-air the dive kick with cr.lp while still staying relatively safe against the dive kick/throw mix-up. You do this by plinking cr.lp and cr.lk, but using cr.lp as the priority. Input should look like cr.lp – cr.lp + cr.lk. If you do this right, a cr.lp should come out. But, it’ll also crouch tech.
chain cancel OS
Yang’s target combo (s.mp, s.hp, b+hp) isn’t too horrible. If you hit s.mp and mash s.hp immediately afterwards, you can get a pretty decent OS If the s.mp hits or is blocked, your s.hp will come out (which you can hit confirm into b+hp). If it whiffs, only the s.mp will come out. This OS, however, is basically going to be overtaken by this next one in USF4:
normal OS special
I don’t have a better way to name this. If you throw out a normal and immediately input a special, you get an OS. For example, if I throw out a s.lk and immediately lp rekka, Yang will throw out a s.lk. If the s.lk hits or is blocked, the LP rekka will come out. If the s.lk whiffs, the rekka will not come out. This is extremely useful in footsies, as Yang can catch a stray poke and convert a hit into damage and a knockdown. Good normals for this would be s.lk and cr.mk. In USF4, s.mp is also special cancellable, so it’s a strong option. Typically, you’ll OS into LP rekka (as it’s safe on block). You can elect to try OS HP palm (MP is -7 on block lol). It has a long start-up, but that’s just good for frame-traps.
AA DP shortcut
Not an OS, but Yang players don’t seem to use this as they come off characters that aren’t shotos. D+DF+D+DF (wiggle your stick from down to down forward) is a short-cut for DP. When anti-airing, it’s better to use this short-cut as it leaves Yang crouching the entire time.
There are, of course, match-up specific OSes. These are pretty general.
Man thanks for this!
I dont get why I can DP just after a mp palm FADC. I thought yang was +4 after the FADC?
I dont get why I can DP just after a mp palm FADC. I thought yang was +4 after the FADC?
I’m guessing you’re saying why can’t you; Yang’s LK DP is 5f startup.
It’s a glitch or universal feature on how fadc works. IIRC you can cancel your dash into a special earlier or there’s a limitation where you can’t perform an attack for X frames, but that doesn’t apply to special moves. I’m not sure if it’s Yang specific, but I’d guess not.
For a better and more thorough explanation you should ask @eternal and @shodan
For real? That’s pretty cool.
I think only certain characters can cancel their forward dash and backdashes into specials. There’s information about it in the wiki.
I can’t link it for some reason, but go to the shoryuken wiki, SF4 Universal Abilities page, the very bottom of the page under frame data it shows which characters have this in their dashes.
Is there any real use for diagonal jump mp? Theres a few setups where I can use it for an instant overhead/fuzzy guard type thing, but in general play it seems identical to FP so why would I use mp instead of hp?
MP is one of his fastest starting air normals, so it could be good for twitch reactions with somebody jumping against your jump I suppose.
I think only certain characters can cancel their forward dash and backdashes into specials. There’s information about it in the wiki.
Truth, yun can also do this. I’m not entirely sure who else though
The backdash cancel was removed in 2012. I suppose we all remember Kazunoko countering an os ultra to his backdash with that glitch.
Besides ultra how can I 100% punish gief lariat?
Depends when they use lariat, are they using it at distance to attempt to build meter or are you stood right next to them when they do it?
For the former, I have beaten it with far st.hp
For the latter, I just use cr.lk into rekkas for corner carry.
Not ideal I know, its what I have learned from playing the match up quite a lot. Its also helpful to get a feel as to when the lariat stops being invincible/in recovery. If I hit far st.hp too early, sometimes it trades in giefs favour.
Besides ultra how can I 100% punish gief lariat?
standing Round house for most ranges. if youre sure about it being PPP lariat you can do mk rollkick from a distance
I’m playing this Yang fellow.
Between where lk dk hits and the outside of st.hk I don’t love my ground aa options. Is this normal?
And are there any setups to make reversals whiff after cs.mk resets? Just doing left/right/nd throw atm.
And are there any setups to make reversals whiff after cs.mk resets? Just doing left/right/nd throw atm.
It might depend on the reversal, but for most uppercut trajectories, try forward dash, back dash, neutral jump. The forward dash and back dash is the bait. Neutral jump gives you the ability to dive kick in and start more pressure.