Rog is a hard one, I can’t give much more than whiff punish any hard normals(particularly sweeps) or badly spaced rush punches with Slashes because it’s the most consistent and easy way I find.
I have actually whiff punished a bad rush punch with U2 in a tournament before, though I think U1 is the favored choice for this match because it OS’es backdashes and ex-headbutt with a safejump.
i cant get the decent ones to do badly spaced punches. they just turtle. im thinking i should theory out a strategy where i try and force him to move in. problem is, you get smashed on the ground and his hitbox is not dive kick friendly
i did figure out you can use meaty close fierce on his wake up and it will beat everything except back dash, ultra and ex headbutt. oh and wake up turn punch. but who does that
this is really useful if they like to wake up with ex rushes. you get a counter hit on the second hit, and you can link far standing jab into slashes for 270 dmg
Imo it’s just that the optimal way to play rog is just really hard to fight against as yang. Or maybe it’s just me struggling versus this style.
Since jab techs have become prominent i have taken a huge drop in my game…still stuck in that crouch tech punish philosophy so i always get hit. Plus guys who like to walk back and play reactively…He has a good backdash, armored moves, safe specials, best jab in the game and wonky hitbox. Very annoying to open up.
I always go U2 in this match up, but mainly because of the anti reversal trick so if they headbutt, they eat U2 raw. I don’t think U1 reaches, but if not for that trick, I’d definitely use it over U2.
I played against DR Rog (note the D). He was straight mashing jab, so I just kept ending strings in palms and that eventually got me like 6 perfects in a row. Balrog players are either good, or they’re just retarded and abusive. DR Rog would fall under the retarded category. He’s also one of the few players that ate jab jab U1 because he wouldn’t stop pressing buttons. Freaking dummy
Everyone always says Vega is free to dive kick characters but I don’t think that includes Yang. Remember when Reiketsu OCVed the entire Yang team at the Charity Cup tournament? Cosmic heel seems to do really well against Yang’s dive kick and playing footsies with him is toouuughh.
Getting hit by cosmic heel is so frustrating. Some times I’ve even just walked into it. I don’t see what’s wrong about threatening focus more in this match since Vega doesn’t have a good armor break option and EX Izuna only works if you release focus too soon or dash out. Also it depends on Vega having charge. So if they’re just walking back on you, a quick focus dash forward will cover a lot of lost ground without taking a huge risk.
In terms of damage, I’d say staggering c.LK and other frame traps are your best bet. If Vega’s blocking a lot, you wanna give Vega breathing room on D to trick him into thinking he has an opportunity to get frame advantage, then could do a quick LK xx LP rekka into confirmed rekkas etc. Also if you notice the Vega’s showing willingness to block a lot (instead of crouch tech) that leaves him vulnerable to command throw. It’s not a terrible match up, but you can’t just jump for days (unless the Vega isn’t doing anything about it).
I think Vega’s biggest edges are his 4 frame c.MP (with claw) and Izuna drop loops. I haven’t explored any good whiff punishes vs his c.MP and since Yang has 3 specials reliant on a kick button, it’s difficult to input his LK DP correctly. The fact that that’s his only real escape out of the loops makes me that much more cautious about getting knocked down.
Vs Balrog: I tend to zone him more and play reactively. A lot of Rogs will try zoning too so I don’t think jumping at him is that reliable (think T.Hawk). whiffing your far MP outside of mid-range is pretty good cuz you can buffer to the target combo and it beats TAP before the active frames become a factor (I do this vs Makoto’s hayate or dash in, some other characters too). If I ever get a safe jump opportunity, I 95% go for j.MK with some OS.
Yang’s MP Palm is also good for space control, setting pace, chip damage, and full damage should you catch random armor moves. mixing palm feint with that definitely increases your mind games and gets the other player to 2nd guess a counter to palm.
Again, its as you said: Most of the people I play aren’t very good. Several of them did learn slide doesn’t work against me though, so for that I was grateful. Unfortunately my offline scene is small (My friends and I are building it up though) so I’m mainly fighting PC online or PS3 online. As for staying out of footsie range yes I like to do that at first. Its mainly to get a feel for the Bisons, as well as, like others have said, punish mistakes and bait. Also, my mistake on the dive kick thing. I should have been more clear: I use Ultra one to counter anti air focus attacks. It works surprisingly well, especially with j.MK. I’ve pulled it off on a number of players, and not just Bison.
slightly in her favour, the only reason she doesnt get demolished is because she kills yang in 1 guess and he has to kill her in 8. Story of our lives. You can outfootsie her midrange though imo and you get an unblockable after palm u2 in the corner
So I was looking into anti-Bison tech and I figured in the corner a jump back OS might be quite effective, this is all just theory craft in matches(though all set-ups have been training mode tested), I’m probably just a big dummy that’s missing the OS’es that everybody else is doing.
Delayed quick get-up will probably ruin it all unfortunately.
HK Rollkicks > neutral jump HP/HK(OS jump backwards)
EX Psycho: Bison is punished but escapes corner.
EX Scissors: Bison is punished and remains in corner.
EX Headstomp: Bison is punished and remains in corner.
EX Devil’s Reverse: Bison remains in corner unless he tries going after you which can probably reaction Cl. MK which will punish and set up the OS again.
Teleport: Bison is safe but he’ll remain in the corner.
Combine that with an OS that trades
HK Rollkicks > neutral jump HP/HK(OS Cl. MK)
EX Psycho: Trades, Bison remains in corner.
EX Scissors: Trades, combos into U2/EX Rollkicks, sets up OS.
EX Headstomp: Can’t walk back out of it, backdash stops him from escaping corner but doesn’t punish.
EX Devil’s Reverse: Punishes, sets up OS.
Teleport: Punishable, set-up for OS on punish with both HK Rollkicks and backthrow
Good stuff, especially the jump back OS. Another sorta gimmicky OS is the Alioune one where you do a kinda delayed, not meaty jab OS backdash which avoids all his reversals (except maybe ex.scissors) and you can punish, although this loses to just wakeup normals/throws etc.