What can I do against Cammy? I feel like as soon as I get knocked down, it’s all downhill from here. That 50/50 kills me each time.
Ex run the jump left/right mixup
What is Yang’s best anti air?
LK Rollkick, try to hit it as deep as possible. Most of his air normals are extremely good for air to air, hk, mp, hp for example. Other anti airs include cl.mk, U1, cl.hp, st.mk, st.hk/hp.
how do u guys control which side the j.hp reset lands on? I’ve been testing it in training mode and it almost always crosses under. even when it does stay on the same side my cl.mp is facing the wrong way
You need to be crouching after your dash when they’re coming down from the air reset. Some weird hitbox collision thing occurs and that’s why it works. You’ll see most people that end up on the same side start with a cr. jab or cr. short for this reason.
should I be doing frametraps with yang?
Should be doing frametraps in general if you see them doing shit you can catch them with imo. Especially since Yang has rekkas which are good for frametraps
Few ones I know of are:
- Rekkas of course (second rekka should be light for Frametraps so you have the least recovery.)
- st.lp, cl.st.mp (1 frame)
- cr.lp, cl.st.mp (2 frame)
- cr.lk, cr.mk (5 frame)
- cr.lk, cr.lk (2 frame)
- cl.s.mp, cr.mk (7 frame for s.mp, cr.mk and 2 for cl.mp, cr.mk)
- s.lp, cl.mk (3 frame)
- s.lp, cr.mk (2 frame)
- cl.mp, st.mp (2 frame)
Still a newbie though so yea lol
How do you go about anti airing crossups? I find lk dp not always reliable, so i’ve moved onto cl.mk/mk to anti air now, but cl.mk very rarely beats crossups so i’m kinda forced to block them. Lk dp at certain ranges will whiff completely and i just lose the game. I only use lk dp if i’m 100% sure it will hit. Also if i try to autocorrect dp to anti air crossups with df d db d df d db ( corner to corner on the stick) i get command grab half the time because of the shortcut.
u r right, cl.mk and lk dp are not reliable and very situational. i use bj.fp or nj.mp, both work very well.
since j.rh is so good at air to air I would assume jump back rh would be good. not too sure though.
I always hear people say U2 for fireball characters, but is it actually useful? Or is it just used for the intimidation factor, having the opponent know that it’s a possibility to be blown up for throwing a careless fireball? And how good is Cody as a secondary?
Cody does a lot better against the big bodies like Hugo, Gief, Hawk, and Honda.
at 00:50, what the heck is this? What’s Zhi talking about?
Mago does a close mk on Hugo’s wakeup which stuffs his EX backbreaker (think EX Rainbow Ball, that sort of situation). Zhi says it’s “an option select, there’s a throw built in there”, however from what I know about the engine that doesn’t make sense.
If you input a standing throw with any other normal (in this case close mk), the standing throw supercedes everything else, and you get a throw. If Mago did stand throw OS close MK as is alleged… doesn’t that break the rule? I can only think of two ways to input what he said:
stand lp+lk~OS mk: this would give you a standing throw, which would whiff. Doesn’t happen in the video.
stand mk kara lp+lk: this would cancel the startup frames of close mk (if it’s kara-cancellable, I don’t actually know. I’m not really a Yang player, trying to figure this out for a buddy) into throw, which should again result in a standing throw.
Same deal with his command throw, I can’t think of any possible way to option select this.
With everything we know about option selects, this shouldn’t be possible. So there’s two conclusions: Zhi is wrong and Mago really just meatied that guy with close mk, which is what I think happened. Or, there’s something fishy going on that I can’t see, and maybe you guys can explain it to me
Cheers, thanks!
mago obviously knows if hugo tries to ex bb out of the corner it’s beat by cl.mk… commentators say things incorrectly in the moment, take it with a grain of salt
I want to try and use a basic Yang, here’s my gameplan so far:
-AA with LK SRK (whatever that kick is called)
-Poke with cr. mk xx LP mantis, also punish with it
-Frame trap with cr. jab into st. mp xx LP mantis
-Dive kick into cr. lk - cr.lk - cr.lk xx LP mantis
-Standard hit-confirm of cr. jab x 2, st. jab, cr. mk xx LP mantis
-First hit of EX mantis slash into throw and command grab mix-ups
I’m going to avoid his resets for now and focus strictly on fundamentals. Am I missing anything?
Learn to utilize his s.LK It’s actually quite good.
against sakura is there anything special I should be doing? I noticed s.lk being particularly good when playing footsies. but this feels like such a hard match, making a mistake can lead to half your life gone. c.mk xx shouoken does like 25% health. do I just have to play very solid?
I know ultra 1 has invul frames. Does anyone know how many?
Also, does the sf4 engine do some type of risk logic during wake up. For example, decapre does psycho sphere after throw. If ultra 1 has invul on wake-up, shouldn’t it come out regardless of a hitbox over me? But sometimes the ultra doesn’t come out and I get hit/block instead. Any input? Maybe an @Eternal question.
U1 is invincible 1-9F according to the wiki. Just a timing thing I think. Might not be inputting it at the right frames.