Post by swEEko on Jul 9, 2011 18:14:29 GMT -5
Overview
Yang is in the high tier or low part of top tier. He is very good at delivering knockdowns and applying pressure with his Tarou Zan and dive kicks.
He is one of those characters that is easy to learn at first —but to become dominant, he takes a lot of time and dedication.
One important aspect of Yang's offense is knowing when ur opponent is going to quickstand. Yang can only score an un techable knockdown through a sweep or throws throw. So anytime ur opponent does not quick take advantage with a dash or your command dash to keep the pressure on.
Strengths
+ Very fast and solid offensive game.
+ Yang is easy to learn.
+ Good movement speed.
+ Very scary command dash.
+ Good specials.
Weaknesses:
-Fairly low health and stun.
-Like everyone, he has a tough time against top tier characters. Chun-Li is the prime example.
-Has a weak poking game, you have to always be up close and personal.
-Has a rough time against turtle/poke characters who can keep you away, like Remy, Urien, etc.
Special Moves
Tarou Zan (QCF+P x 3) (Ex x 5)
Your main offensive tool, you use it to pressure your opponent as well as punish his mistakes.
Generally your first slash will be safe on block from all distances. Your second slash can be punished if it is done too far inside of the blocking opponents hit box. And of course your third slash will leave you wide open for a few frames.
This move also creates parry set ups on block. If you think your opponent will poke to get out of your slash pressure buffer forward or down during the moves recovery and keep on slashing.
Senkyuutai (QCF+K)
A mediocre anti air move that has some uses.
Most people will be able to safe jump to avoid the light version of this move and at a higher level play you will just get parried.
It is most effective when you master all three ranges of the move to punish your opponents jump-ins and fireballs.
It can be linked into but its generally not worth it, because it leaves you in a bad postion.
Zenpou Tenshin (HCB+K)
A good command grab that can be linked out of. It's a good mixup and should be used when you have scared your opponent into blocking.
It can also lead straight into SA1 and SA2.
Byakko Soushouda (QCB+P) Fake (QCB+2P)
A strong double palm strike that is decent if used at the right times.
Use it to build meter from a distance as well as punish jump ins.
Use it sparingly though because it can be parried pretty easily.
The fake version can intimidate your opponent into blocking if used correctly.
Kaihou (F,D,DF+K)
A quick command dash that allows yang to close in on his opponent.
Due to the fact that yangs foward dash is pretty slow I find this move to be more viable but it can be punished so, of course use it sparingly.
The light version up close can aslo be used to cross your opponent up when he is knocked down, this is the best way to use this move and it can really mind fuck some people.
And of course master all three ranges while taking into account their recovery frames.
Super Arts
SA1: Raishin-Mahhaken (QCF x 2+P)
Worst super art he has. It does good damage, but it does not give that much meter to work with and the combos you can use it in are just not good.
SA2: Tenshin-Senkyutai (QCF x 2+K)
This is usually the best choice for yang becuse it provides the most meter for yang to work with. You are able to do up to 5 ex slashes with full super.
Another reason this SA is preferred is because your are able to combo into it easily after your MP, HP, B HP target combo for decent damage.
SA3: Seiei-Enbu (QCF x 2+P)
A very interesting move that creates 2 shadow yangs and allows you to continues some combos for good damage. (Plus it looks really cool .)
When used on a knock down you can create tricky block situation by walking forword and doing your F MK overhead off timed so that your shadow is the first one to hit your opponent. If they attempt a counter move it likely they will still get hit. If they block or parry you recover in time to block. And on hit it can be comboed into your Tarou Zan slashes.
Normal Moves
Close MP
Good for combos and it has good priority.
Close MK
Puts your opponent into a juggle state. You can Super Jump Cancel after it to throw your opponent off of his game.
Cr MP
Yang's best meter building normal. If you're far away just mash this move to build meter.
Cr LP
Set ups a lot of combos for Yang, and can start some good setups.
Cr MK
One of Yang's best moves. Good range and you can Cancel it into his Fist Slashes.
Cr HK
Bad range, but a good fast sweep and it gives you a knock down if it connects, which is always helpful with Yang.
F MK
Must be blocked high, solid attack, good for mix ups.
More to come soon . . . . .
Yang is in the high tier or low part of top tier. He is very good at delivering knockdowns and applying pressure with his Tarou Zan and dive kicks.
He is one of those characters that is easy to learn at first —but to become dominant, he takes a lot of time and dedication.
One important aspect of Yang's offense is knowing when ur opponent is going to quickstand. Yang can only score an un techable knockdown through a sweep or throws throw. So anytime ur opponent does not quick take advantage with a dash or your command dash to keep the pressure on.
Strengths
+ Very fast and solid offensive game.
+ Yang is easy to learn.
+ Good movement speed.
+ Very scary command dash.
+ Good specials.
Weaknesses:
-Fairly low health and stun.
-Like everyone, he has a tough time against top tier characters. Chun-Li is the prime example.
-Has a weak poking game, you have to always be up close and personal.
-Has a rough time against turtle/poke characters who can keep you away, like Remy, Urien, etc.
Special Moves
Tarou Zan (QCF+P x 3) (Ex x 5)
Your main offensive tool, you use it to pressure your opponent as well as punish his mistakes.
Generally your first slash will be safe on block from all distances. Your second slash can be punished if it is done too far inside of the blocking opponents hit box. And of course your third slash will leave you wide open for a few frames.
This move also creates parry set ups on block. If you think your opponent will poke to get out of your slash pressure buffer forward or down during the moves recovery and keep on slashing.
Senkyuutai (QCF+K)
A mediocre anti air move that has some uses.
Most people will be able to safe jump to avoid the light version of this move and at a higher level play you will just get parried.
It is most effective when you master all three ranges of the move to punish your opponents jump-ins and fireballs.
It can be linked into but its generally not worth it, because it leaves you in a bad postion.
Zenpou Tenshin (HCB+K)
A good command grab that can be linked out of. It's a good mixup and should be used when you have scared your opponent into blocking.
It can also lead straight into SA1 and SA2.
Byakko Soushouda (QCB+P) Fake (QCB+2P)
A strong double palm strike that is decent if used at the right times.
Use it to build meter from a distance as well as punish jump ins.
Use it sparingly though because it can be parried pretty easily.
The fake version can intimidate your opponent into blocking if used correctly.
Kaihou (F,D,DF+K)
A quick command dash that allows yang to close in on his opponent.
Due to the fact that yangs foward dash is pretty slow I find this move to be more viable but it can be punished so, of course use it sparingly.
The light version up close can aslo be used to cross your opponent up when he is knocked down, this is the best way to use this move and it can really mind fuck some people.
And of course master all three ranges while taking into account their recovery frames.
Super Arts
SA1: Raishin-Mahhaken (QCF x 2+P)
Worst super art he has. It does good damage, but it does not give that much meter to work with and the combos you can use it in are just not good.
SA2: Tenshin-Senkyutai (QCF x 2+K)
This is usually the best choice for yang becuse it provides the most meter for yang to work with. You are able to do up to 5 ex slashes with full super.
Another reason this SA is preferred is because your are able to combo into it easily after your MP, HP, B HP target combo for decent damage.
SA3: Seiei-Enbu (QCF x 2+P)
A very interesting move that creates 2 shadow yangs and allows you to continues some combos for good damage. (Plus it looks really cool .)
When used on a knock down you can create tricky block situation by walking forword and doing your F MK overhead off timed so that your shadow is the first one to hit your opponent. If they attempt a counter move it likely they will still get hit. If they block or parry you recover in time to block. And on hit it can be comboed into your Tarou Zan slashes.
Normal Moves
Close MP
Good for combos and it has good priority.
Close MK
Puts your opponent into a juggle state. You can Super Jump Cancel after it to throw your opponent off of his game.
Cr MP
Yang's best meter building normal. If you're far away just mash this move to build meter.
Cr LP
Set ups a lot of combos for Yang, and can start some good setups.
Cr MK
One of Yang's best moves. Good range and you can Cancel it into his Fist Slashes.
Cr HK
Bad range, but a good fast sweep and it gives you a knock down if it connects, which is always helpful with Yang.
F MK
Must be blocked high, solid attack, good for mix ups.
More to come soon . . . . .