Yang Q&A: Ask simple questions here!

I’m not that great of a player so i wont go into much, but a few things I noticed as an (intermediate?) player is this. Though if someone wants to correct me go for it since i’m not even that great of a player. So yea, take this with a grain of salt

  1. you wake up roll kick way too much and your opponent punished occordingly

  2. Yangs rekkas after the first hit aren’t safe (-5 on the second hit even if you use LP). The Deejay player didn’t look like he knew that but he did punish you once for the full rekka you did once in a block string. Cr.mk xx LP slash is safe (-2) with a few exceptions.

  3. You should probably incorporate more of Yangs buttons. Pretty much all of them are good and a lot of his normals are also positive on block which is good

  4. imo that first ex. teleport was unnecessary, you had the life lead already. Your opponent saw it and you had to play on the defense for that. Let him come to you and play the mid range game

Thank you! I know I should be using his other buttons more. I will make a more concious effort!

im no pro with yang but a few things i noticed,

  1. There is no invincibility in ex roll kick so u can totally stop using it as a wake up option
  2. U dont seem to be comfortable in yang’s pressure zone. Youre playing way to far out thus ure options are limited to forward jump dive kick or roll kick guesses. Try playing 5 games and just stay in the neutral jump dive hick on the knee range. Yank neutral jump hk is pretty good and delayed divekick is difficult to respond to. This is the max distance back u want to be.
  3. Practice option select cr lk xx lp rekka or cr mk ex rekka at the tip. U need to be comfortable in this zone also. Here u can abuse yang’s walk speed/
  4. Tp is easy to see and react to if the opponent is just standing there. ure completely open for punish at the end. NEVER use tp as an initiation tool unless ure opponent is grounded and ure using it as a mix up or you are evading a super fireball. Not even for regular fireballs or ex.
  5. learn setups off throws, lp rekka, dp and ultra. Its nice to use all your moves but if u dont know their purpose then u will be using them in the wrong situations. go in the workshop and practice some setups and ull understand more fully how to use his tp.
  6. Like Cows say meeeow said above ure wake up is quite predictable with those wake up dp. mix in some back dashes, block, fadc back dash and in desperate situations ex tp. all of these are safer options than dp.

the easiest way to close out a game is walk up lk>hp rekka>delayed hp rekka>fadc>st lp>st hp>hp palm. Ure defficitely going to catch ure opponent mashing normals or throws in there and if not then it takes off tonnes of block and leaves u at +2.
Another key thing ure not doing is building bar when u have space or when the oponent is down. As little as it is u need to be building bar all the time.
One more note on ure zoning is that ure game play is quite predictable, when ure defensive u play from further back and when u decide to attack u start coming in from the back of the screen and keep going. U need to let the opponent meet u half way sometimes or like i said learn the neutral jump delayed dive kick range.

Wow thanks man. This was really helpful. You basically gave me a gameplan on what to do and what i should try to do. Thank you!! I will practice these things

What are some options I can do if my Ender is HP rekka and what if they quick rise? I guess there isn’t much to do? Seems way too far to do much

do another rekka to build meter

How is Mago doing that walk up heavy roll kick after MP palm? I cannot get it as consistently as him. Is there something I’m not doing correctly?

mk > MP Palm > walk forward HK DP

I usually miss and will hit it like once out of every three tries

You must juggle with MP palm as early as possible.

not only as early as possible, but also you need to walk forward.

the idea is to do f,df,d,db,d,df,f with the last forward just at the end of the mp palm animation then walk and press hk.

I am not super consistent too… honestly once every 3 attemps is may be better tan I…
it s kind of hard. it does only 8 damage more than mk roll, but set up as better as you can do a safe jump.

seriously mago yang is so good, that st hp mp palm fadc lp mk jump dive kick mk hk roll punish is so good…

really have to incorporate more of is stuff. that cr lp stlp os rekka and then st mp … if caught a back dash…

some really good stuff in this 5 hrs of yang.

That 5 hr video Otori posted is awesome. Really impressed with Mago’s Yang and his understanding of the character and how to get a
maximum punish against his opponents mistakes. He makes those palm FADC , double dive-kick combos look so easy.
And yeah man, that rekka OS is waaay more useful than I realized.
Hope he keeps playing Yang.

working on that cl mk mp palm walk forward hk rolling kick.

starting to be consistent with it. really have to do the mp palm very soon, then it s all about timing, but definitely possible to master.

next step being consisten with this cl hp mp palm fadc st p st cl mk jump dive kick cl mk hk rolling kick combo.

the st lp after the mp palm is the most dificult part for me.

after st mp cr mk mp palm fadc the st lp is much more easier…

can someone tell me how many frame we have for the st lp after the mp palm?

it s seems like it s a just frame as it s not possible to do cl mp…

It’s a 1 frame link.

If you do s.lp, cl.hp xx hk rollkicks you lose less than 10 damage and it’s miles easier than hitting another 1 frame link and then the dive kick.

I can’t do the hk rollkicks either…fml

super sayan yang would be able to do mp palm fadc s.lp; tenshin, cl.mk, dash ultra; mp palm hk rollkicks; proximity os divekicks lol

ok, changed my configuration so that I can plink the st lp. make it so much easier. yes st lp cl hp hk roll does like 4 damage less… and much more easy. but the hard part for me was really the st lp.

after some training I a m now like 80% success rate for the st mk mp palm hk roll in the corner if not more.

that not so difficult. You really have to do the the mp palm really early so that it give you room to walk forward for the hk roll.
my new frame trap is st mp confirm cr mk palm fadc st lp st mk dive kick st mk hk roll.

330 damage that you can confirm with 2 ex and that bring to the corner.

so basically, if you confirm cr lp into cr mk, you should always go for palm if you have ex. forget about the rekka or the roll instead you are not going to fadc.

I really have to change my game with you to integrate much more those tools.

What matchups do you guys like to use U2 over U1? All I can think of is maybe Akuma, Vega, E.Honda (since HP headbutt is punishable on block w/U2).

I use it vs hawk, hakan, rose and gen as well.

I pick U2 against all Shotos (except Sak and Ken), Sagat, Poison, Decapre and Blanka.

U2 forces Decapre to use her Ultra 2 instead, meaning you don’t have to deal with any Psycho Stream pressure. Yes, you can just EX roll through it, but it’s more for scare factor than anything. IIRC, U2 also punishes heavy daggers on block - I might be wrong.

Alright thanks guys. I’ll start using U2 on those chars as well then

Also this is probably a scrubby dumb question but how come no one uses J.hp/J.hk to U1 for jump ins? Is it just to hard to react to see if the opponent blocked it? Or is some other jump in connecting to u1 stronger?

Where do i find this 5 hour long video of mago’s yang? .___.

super duper edit: nevermind, wasn’t hard to find. Sorry ab out the post, haha.

can someone tell me exactly how many frame before you can touch an opponent after yang’s forward throw?
what about after a sweep?
after lk roll kick, mk roll kick and hk roll kick. after last rekka with lp mp and hp…

I know they can delay wake up or fast stand but I would like to have the info if this do nothing.

can someone help me to find a way to know it?