So I’ve been trying to learn Yang and have had very little success. I think it’s because I don’t have a real game plan for what I’m supposed to do. I’ve watched some videos, and the best players squeeze out the maximum advantage/damage out of every situation, but it is hard to figure out as a beginner what you should do to start learning the character properly. I mean without FADC combos, without setups, subtle match-up knowledge, etc.
When I first started to learn Vega, a friend at a local happened to play the character and he boiled everything down to two BnBs, one punish combo and an option or two for every situation. This helped a lot as I could always look at my game plan after a loss and say “Oh, I should be anti-airing with nj.HK more” or “I should control the mid-range better with cr.MP” etc. I know nothing about Yang, but I’m not so lucky this time around that a friend plays him. So after reading the threads I came up with this and was hoping that the experts in here could correct me on what’s wrong etc. For example, I’ve purposely ignored certain moves as I’m not sure if as a beginner it’s just too many options that it’s overwhelming. Essentially, this would be someone for that understands combos, understands footsies to an extent, and has some familiarity with other characters. Just a really simple “Where to start” with Yang sort of thing.
Thanks in advance for any help!
A GAME PLAN FOR BEGINNER YANG
I think Yang is somewhere in-between Yun and Fei Long (not very specific I know). He doesn’t have the relentless rush-down that Yun has and doesn’t have the same buttons as Fei that allow him to play better footsies. However, play patient, pick your spots, punish mistakes into Rekka knockdown and begin your mix-up and you’ll have more success.
Do not try to always stay in your opponent’s face, you will get punished hard for dive kicking, or jumping too much while trying to get in. If you stay at the mid-range the entire match there are characters who are simply better at it than you are. Neither way will help you win.
BnB #1: cr.LP, st.LP, cr.MK xx LP.Rekkas (st.LP can miss on some crouching characters)
Alternate: cr.LP, cr.LP, cr.MK xx LP.Rekkas is a good alternate version of BnB #1 that’s a little harder to execute but hits all characters.
BnB #2: cr.LK x3 xx LP.Rekkas
BnB #3: cr.MK xx LP.Rekkas
Punish #1: St.HP(1) xx LP.Rekkas
Punish #2: cr.MK xx LP.Rekkas
LK.DP -> Sometimes MK.DP can be a useful options if you’re not sure if LK will whiff.
cl.MK is good for those who will be above you if you anticipate a jump, and far st.MK is good if they land in front of you.
- Divekick aimed at opponent below waist into BnB
- j.HP can go into BnB
- j.MK has a small cross-up hitbox
- Air Diagonal MK > Down-Forward MK: Probably the Yang’s target combo with the best application, you can beat focus attacks with it if you did a non cross-up MK just above their head, and it can throw off the opponents timing on block if they’re not expecting it, second hit can even be slightly delayed to gain extra frame advantage and alter timing even further. It’s best to use it if you’re already in mid-air and see them focusing.
Ultra 1: Your anti-air Ultra. Good invincibility and does not trade like U2 does sometimes.
Ultra 2: Can be useful in punishing Blanka Ball & T. Hawk’s Dive on block.
Can be useful in the mid-range against pokes and fireballs, absorbing a hit and then letting it rip. Don’t abuse it, but you can use it as a fake to start it and dash back.
The reality is that the best use of Yang’s meter is to FADC into better damage and resets but if you’re a beginner with the character, it’s probably to learn the fundamentals of the character.
Instead you can use your Meter on EX Moves:
- EX Command Grab has a slightly better range and faster start up so you can land it more often.
- EX Command Dash is strike invincible but not throws!
- EX Roll is great for punishing fireballs but don’t get baited into it.
- Not much you can do here. Block, walk forward. Neutral jump over fireballs or use Impact Palm (QCB.MP/HP)
In the mid-range, you can neutral jump a fireball or similar moves and punish with j.MK or j.HP into a BnB. Your best option to punish fireballs however is EX Rolling Kick. Just be careful as its not projectile invincible on start up. Its invincible onward only when Yang crouches down to start rolling.
You start to become dangerous with the option to punish your opponent’s mistakes on the ground. Given the chance if they whiff a move, cr.MK xx Rekkas. Given that they make another mistake like teleport and cr.MK doesn’t reach, HP.Rekkas have good range so it may be a good option. Don’t forget that they are not safe so it is a risk, only the first hit of your LP.Rekkas is safe!
If you space things really well, punish whiffs with sweep as well.
You can start you pressure here. st.LP is +4 even on block, so you can can stagger it into itself for mini frame traps. The same thing goes for cr.LP. These go into BnB #1.
cr.LK is useful as it hits low. After a jump in, they may still block a BnB #1 if they blocked high but BnB #2 will require them to go into crouch block.
You can use cr.MK xx LP.Rekka’s first hit as a way to hit confirm during footsies. It also has decent range even though cr.MK is not the quickest of moves to come out
On Their Wake Up: Ignore 6 & 7 until you’re comfortable with the first 5
1) Mix things up, go for hit confirms with cr.LK or st.LP.
2) Bait their DP, block and use Punish #1
3) Throw, it’ll all so deal with Focus Attack.
4) Use the overhead once in a while.
5) Jump in with j.MK for the cross-up, real or fake.
6) They may get hit by a cr.MK if you step back as if you’re baiting their DP and then go for it into first hit of LP.Rekkas since it’s safe to hit confirm off the first hit.
7) Once in a while LK.Dash behind them.
Block. No, seriously block. Try to tech throws but overall you take less damage by getting thrown than taking a full combo.
Anti-air often with LK.DP. It’ll eliminate a huge part of their game and make them focus on the ground, which it’ll give you a chance to control the air.
On Your Wake Up:
- Don’t reversal DP too often. It’s not the best of wakeup moves. Rely on blocking.
- You can crouch tech and use it to hit confirm into BnB #2 but crouch tech can get blown up so don’t rely on it too much.
Considering Far.MP will be cancellable into Rekkas in Ultra. Is there a good spot to start trying to apply it now in preparation?
What about Ultras without FADC combos? U2 for Anti-Air/Fireballs and U1 to punish things like Balrog’s rush punch?
Is Focus Attack a major part of the arsenal like it is for Fei Long to the point that even Beginners should start using it?
Should there be a link to Divekick Height chart that shows you +/- advantage for dive kick?
Holy fuck what do I do with all this meter if I’m not FADCing?
Thanks to ChaosxPaladin & KINGBROZEN for all their help