Ultra Street Fighter IV/Yang/Combos: Difference between revisions

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(Created page with "{{USFIV Char Subnav|chara=Yang}} ==Combos== ===Bread and Butter=== '''Basic''' All of these combos (except for cr.LK xx Mantis) can be started with a LP (up to 3 times) hit confirm. * ''cr.MK/st.MP xx Mantis - (~160 to 190 damage, 246 stun) ** The standard Yang combo. Converting damage and knockdown off a poke, punisher, etc. * ''cr.LK (up to 3 times) xx Mantis - (162 to 180 damage, 245 stun) ** More damage conversion off simple pressure. Can add another st.LK after...")
 
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[[Category:Yang]]
[[Category:Yang]]
[[Category:Ultra Street Fighter 4]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 13:39, 28 June 2025


Combos

Bread and Butter

Basic

All of these combos (except for cr.LK xx Mantis) can be started with a LP (up to 3 times) hit confirm.

  • cr.MK/st.MP xx Mantis - (~160 to 190 damage, 246 stun)
    • The standard Yang combo. Converting damage and knockdown off a poke, punisher, etc.
  • cr.LK (up to 3 times) xx Mantis - (162 to 180 damage, 245 stun)
    • More damage conversion off simple pressure. Can add another st.LK after the cr.LKs.
  • cr.MK/st.MP xx MP Palm Strike - (180/175 damage, 250 stun)
    • Yang's equivalent of Yun's st.MP xx Shoulder (aka basic red focus cancel). Not recommended to do this off a LP hit confirm if you're going to combo into a raw ultra.
  • cr.MK/st.MP xx MK Roll Kick - (185/180 damage, 250 stun)
    • Good midscreen combo ender, as it keeps the opponent in your zone. Note that the roll kick will miss off a st.MP at a certain range.

Intermediate/Links

cl.MP can be can be comboed into from a close st./cr.LP.

  • cl.MP st.LK xx Mantis - (176 to 198 damage, 273 stun)
    • 3 frame link. cl.MP st.LK is a true blockstring, but if you delay the st.LK a bit, it can make a very tight frame trap.
  • cl.MP st.MP xx Mantis or MK Roll Kick - (201 to 223 damage, 323 stun with Mantis; 210 damage, 320 stun with Roll Kick)
    • 2 frame link + 2 frame gap frame trap when blocked.
  • cl.LP cl.MK - (70 damage, 150 stun)
    • Combo into cl.MK, used after a MP Palm FADC (only way to combo into cl.MK) or after a Mantis FADC for a bit more damage.
  • cl.MP cr.MK xx Mantis (206 to 228 damage, 323 stun)
    • Highest damage link, however is a 1-framer, which is very hard to do consistently without plinking.

After a cl.MK

Stuff that combos into cl.MK:

  • cl.LP (2 frame link)
  • 2nd Mantis FADC (cl.LP to cl.MK after LP and MP Mantis, cl.MK can be done alone after HP Mantis)
  • MP Palm FADC (cl.LP to cl.MK as well)

Basic

  • cl.MK → HK Roll Kick - (185 damage, 300 stun)
  • cl.MK → EX Roll Kick - (205 damage, 300 stun, uses 1 meter stock)
    • Simple combos into Roll Kicks.

Corner

  • cl.MK → MP Palm → MK Roll Kick - (270 damage, 370 stun)
  • cl.MK → MP Palm → EX Roll Kick - (294 damage, 410 stun, uses 1 meter stock)
    • General corner combo. HK Roll Kick can be used, but its a bit harder than MK.
  • cl.MK → MP Palm → st.MP - (214 damage, 330 stun)
    • Air reset with a cancelable move, so you can mix them up with a Kaihou or Palm/Fake Palm. After the MP Palm, you will have to walk back a bit so that you will get the far MP, the close MP will not hit.
  • cl.MK → HP Palm → st.HP - (270 damage, 460 stun)
    • Only works on: Honda, Chun-Li, Abel, Bison, Guy, Guile, Fei Long, Adon

Dash forward combos

Characters that CANNOT be hit from a 2nd cl.MK after a dash forward are: Adon, Cody, Dudley, El Fuerte, Honda, Guile, and Hakan (usually).

  • cl.MK → dash forward → cr.HK (140 damage, 250 stun)
    • Combo into a hard knockdown.
  • cl.MK → dash forward → cl.MK → HK Roll Kick - (208 damage, 360 stun)
    • Lots of corner carry. For some characters, after you dash forward, the cl.MK will miss. For those you will have to do cl.MK xx jump immediate (as soon as you reach the allowed height) MK divekick. Its much harder to do than a dash forward, although it is faster (if you are going for a reset mixup instead of corner carry, keeps the opponent on their toes).

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