If someone can put you in a spot where far MK is actually losing (instead of say, whiffing/getting stuffed by late/early dive kick-like moves) it is kinda hard to deal with. I try to meet them air to air with j.HP if I can.
im saying…close st.mk covers his foot and back to almost behind his head if timed right…dp covers in front of that and far st.mk covers a bit further then that. Its a timing thing.
…and I’m saying you can’t use a close activation normal if he isn’t close. cst.MK is good for people who try to jump on top of you. Most of the time you can’t use cst.MK against an attack that clips fst.MK from farther out. Because that attack will hit you before Yang is even allowed to use close normals.
I do use j.hk and such. Swhy I specified grounded. Does far mk and cs mk usually win? I get stuffed a lot. Or terrible trades. Been meaning to look at the boxes.
fst.MK is usually good at it’s effective range. Some characters have options against it though which is when things get hairy.
cst.MK is great (also his most damaging AA option aside from straight U1) but it’s got the close only thing. So if you misjudge the distance you get fucked cuz you get fst.MK.
In an ideal world, fst.MK would cover the ranges up until cst.MK works…but…yeah.
Have a Sakura j.hp you at the range inbetween where you could cl.mk and where you can s.hk. Your options are pretty bad. Granted, there’s nothing wrong with blocking.
I main Claw so I know the virtues of good blocking (and good jump ins), but nobody wants to be -a buttload on block with Sak in their face if they can get damage and an air reset instead.
my advise with yang is to go in training mode, put guard to random and do cr mk or st lk or cr lk into lp rekka. if guard stop, if not guard hp reka fadc st mk, dash st mk hk rolling or ultra 2 or st mk dash u1.
train doing this till you fully master it.
concerning kara throw question st HK is really really good, you can do cr lk cr lk kara throw with f.hk karathrow in a nice way.
you can do a kara special command grab doing d.df.f.df.d.db.b lp.plinked with any kick or 3 kick for ex version with yun.I tested it with yang, seems like it s also working but not so good.
need to work on finding one, but after watching a nemo video I have the feeling he is using a kara command grab. You can use the leniency of the game to do half circle back walk forwar then press kick to get more range on the command grab, BUt I have the feeling that he is not using this motion as it s a little bit slower.
What resets should I be learning? I know with c.mk you jump forward and do j.hp but I’m not exactly sure when I should do the j.hp so it looks like I’m going under the opponent but I’m not. And what else can I do to mix up my reset game?
Get used to cl.mk resets and rekka resets into command grab.
From cl.mk, you can dash and throw out a normal. If you reset with cr.mk xx lk teleport, you’ll end up in front. If you reset with any other normal (cl.mp, cl.hp) xx lk teleport, you’ll be behind. If you reset with cl.hp xx ex palm, you’ll do a meaty palm that beats DPs (except Ken with some specific timing).
For rekka resets, ex rekka x3, ex grab will grab on hit or block. Also, mp rekka x2 FADC normal command grab will grab on hit or block.
New to Yang here (in SF4 at least). He seems like he has a lot of variations on his basic combos. In particular the ones starting from light attacks. My question is, since I want to learn and practice him, are there any particularly ideal moves or sequences I’d want to go for over others?
For example starting with a cLP over a cLK, whether or not to include an sLP as I see done sometimes. If I want to go from an sLP down to cMK or cLK to get into Rekkas? Or thanks to the now cancelable sMP, if we now want to link into that instead of the cLK/MK? Etc etc
Basically I want to start practicing his basic BNBs and links and all, and Ive got a basic idea of some combos he CAN do, but not really which ones I should be angling toward specifically. I should mention I mean, like, after a landed jumpin/crossup/divekick, etc. Obviously on a cMK poke or something, I’ll do cMK xx rekka. hehe
Oh, and in what situation might we prefer to combo into a Roll Kick as oposed to rekka? Just as a way to change things up and make it hard for them to adjust? Or is there a specific tactical reason to either go for it or not?
OK, getting into rant mode, I’ll shut it down. lol But I think I can make Yang into a straight main in this game, so i wanna get to the practicin’ right away. Thanks in advance for any replies!
cr.lk X3 into rekkas is probably most important because its your easiest link out of a dive kick and its more likely to be a true block string between the dive kick and the first cr.lk. start with a plinked low short and it will offer some throw protection in case you hit too high and the opponent trys to stand throw
cr.lp, st.lp, cr.mk roll kick is second most important because it gives you your best Oki. less damaging than ending in slashes, but higher damage potential from the resulting mix up. use this out of regular jump ins or deeper dive kicks. the jab is a harder link off of a higher dive kick, but its a true string on the first 2 jabs off most normal jumps. stand jab to cr.mk is a 3 frame link as well
cr.lp X2, cr.mk slashes would be next IMO because stand jab whiffs on block after the first blocked jab on some characters. so this is your crouching character combo. end in slashes because crlp to crmk is a 1 frame link. apply it in the same situations you would the other jab combo but they are crouching
cr.lp st.lp/cr.lp, st.mp rekka is for characters like sakura, akuma, oni where they oddly fall out of slash combos. the stand mp moves you forward more
the basic rule is end in rekkas if want corner push. roll kicks for oki.
if you fadc rekkas youre and you dont go for a reset, youre better off with ending with something into roll kick because rekkas will scale more
That was PERFECT, thanks! Precisely what I was lookin for. I guess one other question would then be, on a successful command grab, what’s typically the best followup(s)?
Edit: another question based on your post, cLK x 3 xx slashes, how many frames link is that? Am I correct that for it to work you have to link the 2nd to the 3rd(as opposed to chain) for the slashes to come out?