Yang Q&A: Ask simple questions here!

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  • WastedWasted Verbal Diarrhetic Joined: Posts: 6,584
    edited October 2014
    Yes. It's just not worth it though due to scaling.

    If you want to do a combo afterwards, you're always better off just FADCing, even it it's to do a launch MK or close HP.
    SFV: Ken, with THAT ORANGE COSTUME

    I have nobody to play with, so I typically talk out of my ass.
  • otoriotori RTSD Joined: Posts: 6,269
    I used to do it in ae 2012 to put the opponent back in the corner after a crossup, but now with the 1 point damage scaling I'm not sure it's worth it. Didn't look at the numbers.
  • KINGBROZENKINGBROZEN Sleepypants Joined: Posts: 202
    I've been experimenting with the command grab into focus crumple, if you use LK teleport after the crumple you can get the launcher all the way back into the corner with HK rollkicks for the neutral jump safejump.

    Damage is 244, which I guess for 2 bars isn't good, but I think for the positioning/set-up you get from it makes up for that. I think you also come out only 1 bar negative, but that's kind of standard for Yang FADC combos.

    Level 2 Crumple > LK Teleport > Cl. MK looks character specific, does not work on Yang and it's super tight on Honda, many characters untested.
    Level 2 Crumple > LK Teleport > U2 works with full animation which is cool though probably not practical due to damage scaling and importance of Ultra.
  • 3rd strike3rd strike JAV 大好きです Joined: Posts: 430
    Does anyone have tips punishing Poison's rekka? I know it is -4 and st. lk/cr. lk will punish it but the timing on it is super hard.
    90% of being smart is knowing what you're dumb at.
  • WastedWasted Verbal Diarrhetic Joined: Posts: 6,584
    c.lk is a 3-frame normal. It is not hard. Just mash crouch tech.
    SFV: Ken, with THAT ORANGE COSTUME

    I have nobody to play with, so I typically talk out of my ass.
  • DoctorForkDoctorFork Joined: Posts: 16
    I'm having alot of trouble punishing Dudley's EX machine gun blow. I know it's -8 on block, and realistically it should be incredibly easy to punish with cr. mk which has a 6 frame start up. Am I pressing cr. mk too slow or am i just a scrub? Thanks!
  • Her0 of Tim3Her0 of Tim3 Kono shobu moratta! Joined: Posts: 986
    DoctorFork wrote: »
    I'm having alot of trouble punishing Dudley's EX machine gun blow. I know it's -8 on block, and realistically it should be incredibly easy to punish with cr. mk which has a 6 frame start up. Am I pressing cr. mk too slow or am i just a scrub? Thanks!

    Stop playing online, but to answer your question, you are most likely messing up the timing. Plink the punish so you have an easier time hitting it.
    CFN: Mikaul SFV: Ryu/Juri KI: Sadira/Jago
  • unwndunwnd Joined: Posts: 452
    DoctorFork wrote: »
    I'm having alot of trouble punishing Dudley's EX machine gun blow. I know it's -8 on block, and realistically it should be incredibly easy to punish with cr. mk which has a 6 frame start up. Am I pressing cr. mk too slow or am i just a scrub? Thanks!

    I found ex.mgb to be awkward to punish at first, just go into training and just practice it for like 20 mins, after you've got the timing down it should be no problem. If you miss it online just disregard it and put it down to online bs, as long as you know you can punish it offline 95%+ of the time it's all good.
  • bryarkbryark Joined: Posts: 31


    kreymore has your back

    beware of that editing though
  • dmcaxledmcaxle Joined: Posts: 7
    edited October 2014
    What the hell is up with Yang's DP? I swear sometimes you just float in the air with your foot inside the opponent but it still whiffs. It doesn't look right visually at all.
  • justdoitjustdoit Joined: Posts: 8
    USF4: Yang, Rose, Makoto
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  • otoriotori RTSD Joined: Posts: 6,269
    Like everything yang has, it has shitty hitbox.
  • WastedWasted Verbal Diarrhetic Joined: Posts: 6,584
    The difference is minimal between Ryu and Yang. All Yang has to do is make contact with his foot. It's not hard.

    People seriously make big deals out of nothing.
    SFV: Ken, with THAT ORANGE COSTUME

    I have nobody to play with, so I typically talk out of my ass.
  • GnW101GnW101 Joined: Posts: 41
    Does yang have any unblockables with sei enbu?
  • otoriotori RTSD Joined: Posts: 6,269
    No the shadows don't hit neither low nor high, so it's impossible to set up unblockables with it.

    I have been unable to find any unblockables with yang so far, at best you can get a fake crossup.
  • The BreakerThe Breaker reading, lol Joined: Posts: 1,918
    edited October 2014
    As long as j.MK can crossup it's not impossible. Though if you're looking for unblockables mid Super, the shadows won't help (unless there is another wake up glitch like Vega/Ibuki I guess)
    yeee boy time to be the worst i ever was...ONCE MORE!
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  • otoriotori RTSD Joined: Posts: 6,269
    Never said it was impossible, rather that I have been unable to.
  • dmcaxledmcaxle Joined: Posts: 7
    edited November 2014
    Is there any information for the spacing you need on each character to hit his crossup mk on wake-up after a grab? Roll kick? Though I admit the roll most of the time has perfect setup where you can just jump. But on the grab sometimes it's just a dash distance after a grab, sometimes you need a dash and a step, etc. I can check myself later, it just would be great if the info is already out there.
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,224
    Is it just me or does the timing for the different mantis slashes change depending on what normal you're cancelling out of? I must be going nuts.
  • TheRealHalfBloodPrinceTheRealHalfBloodPrince Joined: Posts: 77
    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.
  • markr155markr155 Joined: Posts: 21
    Ex run the jump left/right mixup
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  • NecrotrophicNecrotrophic Does not like SJWs or the alt right Joined: Posts: 6,001
    What is Yang's best anti air?
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  • markr155markr155 Joined: Posts: 21
    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.
    (AU) Steam: yangr155, twitter @yangrrr
  • flame1626flame1626 Joined: Posts: 52
    edited November 2014
    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 :(
  • IslandBoyIslandBoy Joined: Posts: 267
    edited November 2014
    flame1626 wrote: »
    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.
    SFV: (Main) Vega (Alternates) Ken, Chun-Li
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  • Waffles775Waffles775 Joined: Posts: 74
    should I be doing frametraps with yang?
    "Two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstien
    TTT2: Drag/anyone else
    UMvC3: Nova/Doom/Akuma
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  • Cows say meeeowCows say meeeow Joined: Posts: 454
    edited November 2014
    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
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  • flame1626flame1626 Joined: Posts: 52
    edited December 2014
    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.
  • ArchontArchont Joined: Posts: 12
    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.
  • Waffles775Waffles775 Joined: Posts: 74
    since j.rh is so good at air to air I would assume jump back rh would be good. not too sure though.
    "Two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstien
    TTT2: Drag/anyone else
    UMvC3: Nova/Doom/Akuma
    SC5: aPatroklos
    SF3 3S: Makoto
    USFIV:E.Ryu, Dudley
  • Waffles775Waffles775 Joined: Posts: 74
    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?
    "Two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstien
    TTT2: Drag/anyone else
    UMvC3: Nova/Doom/Akuma
    SC5: aPatroklos
    SF3 3S: Makoto
    USFIV:E.Ryu, Dudley
  • markr155markr155 Joined: Posts: 21
    edited December 2014
    Cody does a lot better against the big bodies like Hugo, Gief, Hawk, and Honda.
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  • FakeSteveFakeSteve Mayhem Enthusiast Joined: Posts: 2,499


    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!
    HOT DOG KING
  • markr155markr155 Joined: Posts: 21
    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
    (AU) Steam: yangr155, twitter @yangrrr
  • NorieagaNorieaga FADC x ROFLCOPTER Joined: Posts: 4,224
    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?
  • EastEast Break Through Joined: Posts: 901
    edited December 2014
    Norieaga wrote: »
    Am I missing anything?

    Learn to utilize his s.LK It's actually quite good.
  • Waffles775Waffles775 Joined: Posts: 74
    edited December 2014
    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?
    "Two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstien
    TTT2: Drag/anyone else
    UMvC3: Nova/Doom/Akuma
    SC5: aPatroklos
    SF3 3S: Makoto
    USFIV:E.Ryu, Dudley
  • KlunkerKlunker w00t Joined: Posts: 105
    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.
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    Hitbox ftw
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,452
    Klunker wrote: »
    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.
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  • KlunkerKlunker w00t Joined: Posts: 105
    edited December 2014
    Waffles775 wrote: »
    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?

    She does very well on the ground and crhp is a great anti air. The best thing to do in this matchup is try to watch what footsie pattern they go for. If they're fishing for crmk into Srk or sthk, do jump lk dive kick to get the whiff.

    If they're looking tatsu to get in, block and backdash to get out. It's really a patient match.

    Test them a few times with dive kicks to get in. Make sure they are goin to anti air you every time. She breaks under pressure so it only wakes getting in once.
    SF5 - Raaashhidoo, Vega, Fang
    Hitbox ftw
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