sorry to say, but this mu thread is pretty horrid. There is NOTHING on the ops. Should be something there to at least guide me to some vital point throughout the thread.
Can we please update something? There anything i can read that will help me build mu knowledge? Gracias.
mix it up between walking/blocking/ neutral jumping and a divekick…xian made a great point in one of his videos, no one should be able to react to a divekick, if they can, your too predictable. As far as sagats wakeup goes, spend some time in training mode and learn divekick heights/spacing to make the uppercut whiff.
This thread needs to tighten up. Anyways, I’m having a lot of trouble in the Chun Li match up and Honda match up. I don’t know how to approach Chun. And Honda will spam the neutral jump fierce and I’m scared if I walk forward, I’ll eat a headbutt.
I have some troubles with those matchups too. I have very little advice for the chun li matchup aside from trying to get at about the c.mk range and poke with it as well as you can. Mix in some minimum height dive kicks aimed properly and keep applying pressure. This matchup seems to be one of Yang’s worse matchups, but once you score a knockdown and really get momentum going, it is very easily winnable.
As far as the Honda matchup goes, you really want to just apply solid, safe pressure. Rather than jumping around and spamming divekicks or whatever, try to push Honda into the corner while taking as little damage as possible. If you can get him there, the match is pretty much yours for the taking. Hold your ground and antiair any attemps to jump out and there is very, very little that the honda player can do. If he has meter, make sure to aim your divekicks properly in order to keep yourself at frame advantage on block so that you don’t eat a reversal EX headbutt when you start your blockstring. If he is low on meter, feel free to divekick as long as it is not too choreographed. If he tries to neutral jump fierce, try to either hit with a s.mk from a distance, or if you read the jump very early, you can even dash up to cl.mk as an antiair, and you will be able to get big damage off of it. I believe the most damage you can do without meter is mp palm into mk senkyutai. With meter you can do an mk or hk senkyutai and an EX senkyutai when you hit the ground, or better yet, you can just ultra. The key to this matchup is to play aggressively (as with most Yang matchups), but do so in a safe and cautious sort of way.
What specific issues do you have with the Chun matchup? All of Chun’s anti-airs are situational, and despite her amazing set of normals, she does have one glaring weakness in her ground game. She is very susceptible to focus since none of her far range normals hit twice, her only armor breaker is her SBK (which doesn’t make much sense when SBK already hits multiple times), and her only normal that recovers fast enough to block a fast lvl 2 FA is st.MP, which she can cancel into fireball if she has charge, or if the Chun has piano execution she can cancel it into EX legs.
The Chun matchup is solidly 6-4 in Yang’s favor as long as he’s not predictable with his divekicks and getting caught by Chun’s anti-airs and air-to-airs. You have to stand outside of her sweep range where you can whiff punish her pokes with sweep or cr.MK to rekkas, focus punish or focus->forward dash through predictable pokes, and divekick over misplaced projectiles and pokes on reaction, allowing you to get in and exploit her weak defense.
Does anybody have any tips for the Adon matchup? I understand that Yang wins this and I usually have nothing but success in it, but recently I’ve been facing a very good Adon player who has made me work a lot harder for the win. I got my ass handed to me a few times before I realized that the palms are extremely effective at dealing with jaguar kicks. I’ve been using nj. hp also to deal with jaguar kicks and to punish random jaguar tooths very hard, but occasionally I will get hit with an EX jaguar kick while jumping which leads into BIG damage for my opponent. Anything different I should be doing in this matchup?
Anybody have any tips against Seth? My friend plays a very calm, patient Seth that almost never throws out anything unsafe, and I just feel like Seth’s normals have so much range that I can’t do anything about it. Then when I complain about my lack of knowledge about what to do about it, I just get told “your character is top tier shut up” and get no actual advice.
If you’re getting punished by Seth looking at the frame data could help you minimize mistakes with normals and pokes. Just analyze how he plays, how he blocks between high/low and punish with divekicks and throws. If he is calm and paitent he is analyzing you and just waiting for those mistakes. Ultra 1 beats all of seth’s ultras not so sure about ultra 2. If he continues to play safe it’s best to mix things up and catch yourself mid-match on mistakes and spacing. Yang has a lot of tools to counter his sonic booms with DP, go through his tanden engine with mach dash. I don’t know if he is using much anti-air but if he does it’s better to do ground mixups such as tick throws, frame traps, and tenshin. If getting in is hard, it’s not a bad idea to use dp and FADC for safe distance. If you’re getting stuck in his mixups and spinning piledrive well analyze your offense against him. Have fun with it! Reading the frame data will help with an idea of countering his normals and pokes.
Does anyone know any good ways to deal with Vegas wall jumps. Like what the best punish with no meter, some meter, and ultra?
Honda’s headbutts also causes some problems.
Yea I am still having difficulty with certain matches. With Honda if you time it right you can :lk: dp his HB before it hits, if you stand and block his HB you can EX Slash but that does cost meter. His :hp: headbutt has 48 active frames, you can try palm but that has a 22 Frame startup and feels situational where yangs dp :lk: has a 5 Frame startup and can counter the HB easily close
As for vegas wall jumps I would just do a jumping forward and a normal with :hk: It’s difficult to get into these characters when they have other utilities that can stop pressure. Ultra 2 also counters whiffed barcelona. It’s hard setting up frame traps against vegas with his reach, but your s :lk: and c :lk: beat his standing Jab by a frame.
I know the Dhalsim match-up is highly in Yang’s favor, but I still struggle against some. This Dhalsim player in endless battle kept teleporting behind me and do the spinning dive-kick move thing(I don’t know what it’s called).
juri is not postive on block with any version of pinwheel. lk is about -8 ( because her leg whiff ),mk is about -9, etc. just punish with short or low forward if you need the range. ultra is good too.