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Since 1.5 DP route is considered as high risk-low reward, | Since 1.5 DP route is considered as high risk-low reward, it's not optimal and you should avoid using it. While Yang's solo mid-combo DP routes do not do significantly more damage than her more simple combos, they are highly punishable on whiff. The danger lies that if you go for a DP route and whiff it, you can be heavily punished if the opponent neutral techs. Knowledgeable opponents can also burst during the DP portion and punish you, so be wary of your opponent's Assist Meter. | ||
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Revision as of 00:50, 22 February 2020
Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
# | Combo | Damage | Type | Difficulty | Notes |
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1.A | 5AAA > 5BB > jc > [j.BA without Semblance/j.BB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 5827 [7567] | Ground | [1] Very Easy | Easiest Yang's combo. [7567] is the damage during Semblance. |
1.B | 5AAA > 5BB > hjc > j.BAB > jc > j.BB > j.C ▷ 214A~A | 5883 [7619] | Ground | [2] Easy | Slightly harder, but also hits harder. Doesn't work on small characters (eg. Neo). You can swap j.BAB > jc > j.BB to [j.BAA without Semblance/j.BAA with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] to get this combo more consistently, sadly getting a little less damage (5872 [7575]). This swap still won't allow you to hit small characters! |
2.A | 5AAA > 5BB > jc > [j.BA without Semblance/j.BB with Semblance] > j.236C ▷ 6BB > hjc > [j.BA without Semblance/j.BB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 6193 [7930] | Ground | [1] Very Easy | Ex fireball combo extention. 1 bar. |
2.B | 5AAA > 5BB > jc > j.BA without Semblance > j.236C ▷ delay > 6BB > hjc > j.BAA > jc > j.BB > j.C ▷ 214A~A | 6212 | Ground | [2] Easy | Slightly harder Ex fireball combo extention. 1 bar. Without Semblance adjust only (harder hitting than previous version of this combo). |
3.A | 5AAA > 5BB > jc > j.BAA > delay > [A+D without Semblance/A+D(2) with Semblance], 5AA > 2C > 214A~A | 5846 [7509] | Ground | [4] Hard | DP route. Jump cancel the second hit of 5B and go into j.B as soon as possible. This route deals less damage than non-DP routes, but allows you to safejump 7f moves. Don't whiff your DP or you gonna take unburstable damage! |
3.B | 5AAA > 5BB > jc > j.BAA > delay > [A+D without Semblance/A+D(2) with Semblance], 5AAA > 2B > jc > [j.BB without Semblance/SKIP with Semblance] > j.C ▷ 214A~A | 6014 [7662] | Ground | [4] Hard | In Semblance, if you land only 1 hit of DP, go for 5AAA > 2B > jc > j.B > j.C ▷ 214A~A. |
4.A | B+C, 5BB > hjc > [j.BA without Semblance/j.BB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 4855 [5858] | Grab | [1] Very Easy | Easiest Yang's grab combo. |
4.B | B+C, 5BB > hjc > [j.BAA without Semblance/j.BBA with Semblance] > jc > j.BB > j.C ▷ 214A~A | 4882 [5883] | Grab | [2] Easy | Slightly harder, but also hits harder. |
5.A | B+C, 5BB > jc > j.B > j.236C ▷ 6BB > {jc > [j.BA without Semblance/j.BB with Semblance]}x2 > j.C ▷ 214A~A | 5169 [6153] | Grab | [1] Very Easy | Easiest Yang's grab combo with Ex fireball combo extention. 1 bar. |
5.B | B+C, 5BB > jc > j.B > j.236C ▷ delay > 6BB > hjc > j.BAA > jc > j.BB > j.C ▷ 214A~A | 5194 | Grab | [2] Easy | Slightly harder Yang's grab combo with Ex fireball combo extention. 1 bar. Without Semblance adjust only (harder hitting than previous version of this combo). |
6.A | 214B, 5BB > (jc/hjc depending on the opponents height) > j.BB > jc > j.BB > j.C ▷ 214A~A | [6738] | Command grab | [2] Easy | Command grab. Semblance only. |
6.B | 214B, 5BB > hjc > j.BBA > jc > j.BB > j.C ▷ 214A~A | [6763] | Command grab | [2] Easy | Slightly harder, but also hits harder. Command grab. Semblance only. |
7.A | 2B > jc > j.BB > j.C ▷ 214A~A | 5064 [6742] | Anti-air | [1] Very Easy | Easiest Yang's Anti-air combo. Depending on the opponents height, you can either just do j.B into ender, because after j.BB, j.C will whiff or without Semblance swap j.BB to j.BA for more damage, if it's possible. |
7.B | (CH) 2B ▷ [5BB without Semblance/5AAA with Semblance] > [hjc without Semblance/jc with Semblance] > [j.BAA without Semblance/j.BBA with Semblance] > jc > j.BB > j.C ▷ 214A~A | 5743 [7270] | Anti-air | [3] Intermediate | Counter hit Anti-air 2B. Works on max range 2B. |
8 | 2B > (delay if needed) > j.236C ▷ 6BB > hjc > [j.BAA without Semblance/j.BB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 5865 [7244] | Anti-air | [3] Intermediate | Anti-air 2B. 1 bar. Heavily depends on opponent's height and distance, so you may be better off going into a simple air string and continuing with your assist. |
9.A | [j.BA without Semblance/j.BB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 5185 [6683] | Air-to-air | [2] Easy | Easiest Yang's Air-to-air combo. |
9.B | [j.BAA without Semblance/j.BBB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 5274 [6959] | Air-to-air | [2] Easy | When opponent is normal jumping and you are high jumping. On small characters and without Semblance jc > j.BA won't work, so go for j.BB instead. |
10.A | [j.BA without Semblance/j.BB with Semblance] > 236C, 6BB > hjc > [j.BAA without Semblance/j.BB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 5817 [7114] | Air-to-air | [3] Intermediate | Normal jump level Air-to-air combo. 1 bar. Without Semblance, on small characters jc > j.BA will whiff, so go for j.BB instead. Depending on the opponents height you may need to navigate in which direction you should jump cancel (7, 8 or 9). |
10.B | [j.BA without Semblance/j.BB with Semblance] > 236C, 6AAA > hjc > [j.BAA without Semblance/j.BBB with Semblance] > jc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 5794 [7091] | Air-to-air | [3] Intermediate | High jump level Air-to-air combo. 1 bar. Depending on the opponents height you may need to navigate in which direction you should jump cancel (7, 8 or 9). In Semblance and depending on opponents hitbox, damage can be different.
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With Assists
Corner
Solo
# | Combo | Damage | Type | Difficulty | Notes |
---|---|---|---|---|---|
1.A | 5AAA > 2C > 214A~B, 5A > 2C > 214A~B, 5AAA > 2B > j.C ▷ 214A~A | 6655 [7716] | Close to corner | [2] Easy | Use when you don't have Semblance. |
1.B | 5AAA > 5BB > [214A~B without Semblance/214A~A with Semblance], 5AA > 5BB > hjc > [j.BA without Semblance/j.BB with Semblance] > j.C ▷ 214A~A | 6012 [7925] | Close to corner | [2] Easy | Better than the 1st one if you are in Semblance. If the opponent ground techs forward, they will not move past you unless you move forward after 214A~A. |
2 | 5AAA > 2C > 214A~B, {5A > 5B > 236A,}x2 > 5A[AA without Semblance/SKIP with Semblance] > 2B > j.C ▷ 214A~A | 6437 [7551] | Close to corner | [2] Easy | Lowest damaging corner combo in Semblance, cool to show off but not optimal. You can input both Astral or any of her supers after j.C or 214A if Yang is in Resonance Blaze. Stylish points, nothing more. Don't use it. ¯\_(ツ)_/¯ |
3 | 2C > 214A~C, {2C > 214C,}x4 > 214B+C | 12481 [14317] | Close to corner | [3] Intermediate | Resonance Blaze 214B+C ender only. 7 bar combo. Without Semblance, if you just do {2C > 214C}x5 > 214B+C you will get 12539 damage. |
4.A | 2C > 214C, 2C > 214A~B, 5AAA > 2B > jc > [j.BB without Semblance/j.B with Semblance] > j.C ▷ 214A~A | 8412 [9405] | Close to corner | [2] Easy | Most damaging non-Semblance corner combo using 1 bar. |
4.B | 2C > 214A~C, 5B > 2B > j.C ▷ 214A~B, 5AAA > 2B > j.C ▷ 214A~A | 8046 [9949] | Close to corner | [2] Easy | Most damaging corner combo in Semblance using 1 bar. |
5 | B+C, 5B > 2B > j.C ▷ 214A~B, 5AA[A without Semblance/SKIP with Semblance] > 2B > jc > j.BB > j.C ▷ 214A~A | 5216 [6122] | Grab, close to corner | [2] Easy | Best meterless corner combo of off a grab. |
With Assists
# | Combo | Damage | Type | Difficulty | Notes |
---|---|---|---|---|---|
1.A | ?P+2C > 2C > 214C, 2C > 214A~B, 5AAA > 214A~A > ?P > 2B > j.C > CC > ?P > 2B > j.C ▷ ?P+214BC | ~11118 [~12054] | Close to corner | [3] Intermediate | Universal Cross Combo, works with everyone, almost always best damage output as for DP punish from Yang. ?P - an assist that you can followup and has best damage/damage scaling. Damage tested on Carmine's 5P. Depending on the assist and character, damage output can be different. Better than the 2nd one if Yang isn't in Semblance. |
1.B | ?P+2C > 2C > 214A~C, 5B > 2B > jc > j.BB > j.C ▷ 214A~A > ?P > 2B > j.C > CC > ?P > 2B > j.C ▷ ?P+214BC | ~10699 [~12306] | Close to corner | [3] Intermediate | Better if Yang is in Semblance. |
Combo Theory
Ending your combo with j.C ▷ 214A~A allows you to safejump (IAD > j.1A) 9f moves, while 2C > 214A~A - 7f moves. Also j.C and 2C are cancelable into both distortions (214B+C if you want to save time or 236B+C to prevent opponent's partner regeneration) and Astral (222B+C)
j.236C combo extension isn't that good most of the time, so don't burn your meter on it.
214C - better without Semblance
214A~C - better with Semblance
Since 1.5 DP route is considered as high risk-low reward, it's not optimal and you should avoid using it. While Yang's solo mid-combo DP routes do not do significantly more damage than her more simple combos, they are highly punishable on whiff. The danger lies that if you go for a DP route and whiff it, you can be heavily punished if the opponent neutral techs. Knowledgeable opponents can also burst during the DP portion and punish you, so be wary of your opponent's Assist Meter.
Video Examples
Yang Basic Combos By Meno - New stuff
Yang Fuzzy j.C+Assist Idea by surewin/@Magoichii
https://twitter.com/Magoichii/status/1010220010499760128
Solo Grab Combos+DP routes that work off of stray/assist hits
https://twitter.com/KhaosMuffins/status/1011049590127284224
Old stuff
External Documents and References
https://docs.google.com/document/d/1Whbfubival0oo9gv4yF0PCKEzgykWigAMymYB6N_gsQ/edit
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