Strategy Part 3: When A Plan Comes Together

Yang Swipe

Part 1     Part 2

So welcome back! Last time we talked about finding a way to capitalize on a good position in our own strategy. I hope you did your homework! If this is your first read, please take a look at the links just up above to check out Part 1 and Part 2 of my strategy series. I promise you won’t regret it! Anywho, Let’s take a look at the corner combos I found with Yang for 1 and 2 meters.

*MY ANSWER*

  • 1 Meter: close s.mk, hp palm, ex roll kick [314 Damage]
  • 2 Meter: s.hp xx mp palm xx fadc, s.lp, s.mk, mp palm, mk roll kick [375 Damage]

So these are the two answers I came up with. What’s important to notice is that these combos don’t start with focus or a jump in. I specifically built these combos so that they were practical. My reasoning is that, if I land a close s.mk against an opponent in the corner [through say something like a frame trap], I can easily go into the combo I’ve prepared. The second is created to get maximum damage in case the opponent panics and uses a high risk move incorrectly. Were your combos better? What did you come up with? Let me know in the comments below!

So now we have a way to get good damage on an opponent in the corner. Given that you probably did at least one confirm combo to put your opponent in the corner, they’re likely to have about 800 health. Because in this position Yang gets heightened damage, it should take 3-4 more touches of 200-300 more damage. With all of Yang’s tools, he certainly has the ability to open opponents up. This leaves things like dive kicks, command grabs, etc for you to explore, but I’m not going to go into anything specifically.

Yang Strategy

  1. Put the opponent in the corner
    1. footsies xx rekkas
    2. combos involving close s.mk, close, s.mk, hk rollkick
    3. Keep at least 1 meter for resources
  2. Touch the opponent 3-4 times.
    1. 1 Meter: close s.mk, hp palm, ex roll kick [314 Damage]
    2. 2 Meter: s.hp xx mp palm xx fadc, s.lp, s.mk, mp palm, mk roll kick [375 Damage]
    3. Dive kick, command grab, etc. for mixups.

And there you have it. We’ve covered a lot here, but what about things like mix-ups and all that stuff? While you should be very proud for crafting the strategy we have here, it is….. how can we say…. bare bones. It’s a very solid strategy, not taking into account knockdowns, and cross-ups, and teleports, etc. I implore you to explore any of those options to spice up your own gameplay. If you find something cool. Let me know and maybe I’ll feature it in a later article. Before I get off on too much of a tangent, what we have is a very very basic strategy for a character that is focused on their strengths. If you’re a Yang player I really recommend you give it a shot, if not try to develop a basic strategy for your own character. I hope that you can take what we’ve talked about here and apply it to your own game! Happy ass-busting!

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