Combos
Combo | Damage | Stun | Notes |
---|---|---|---|
5MP > HP > 4HP | 22 | 15 | A solid three hit TC for punishing after a parry or continuing a combo after a jump normal or divekick. Very useful as a super confirm route, the 4HP can be super cancelled which combos cleanly into SAII. |
j.MK > j.3MK | 13 | 11 | A unique air TC into a divekick. This has a variety of uses, from starting stun combos, to baiting anti-air parry with a two hit jump, to getting plus frames on opponents blocking jump ins from high up. It is also a double overhead, making it difficult to block at times, though it can't be done very deep so the block timing for this is still fairly consistent. |
5LK > MK > HK | 19 | 14 | Yang does a fast triple kick. Not very useful, as it doesn't knock down or do much damage, and pushes Yang quite far away. |
Combo List
Yang's combo theory is extremely simple. A majority of your combos will be simply a cancellable button into Mantis Slash, usually either 2MK, cl.MP, or cl.HP. All of the meterless versions of Mantis Slash are too slow to combo from Yang's light normals, so if you want to confirm a light or mash out into a combo, you'll have to use EX instead. EX Mantis Slash is in general your preferred combo tool and main way to spend meter. You can add a jump in normal for most of these combos for extra damage.
You'll be using cl.MP or 5/2LK as a starter after divekicks, as they have fast startup, allowing them to combo easily from decently spaced divekicks. 2MK will be used instead for poking or whiff punishing into rekka. cl.HP can be used in similar situations as cl. MP, and is less susceptible to whiffing when compared to cl.MP and is good for frametraps and shimmies since it has a larger activation range. Keep in mind that it starts up slower however, making the window tighter if you want to link into it.
Combo | Damage | Stun | Meter | Notes |
---|---|---|---|---|
2MK/cl.MP/cl.HP > 236HP~236HP~236LP | 28/29/26 | 16/18/20 | 28/28/34 | Your standard punish combo into rekkas. You want the last rekka to be LP rekka so you recover fast enough to get oki, though you should use HP rekka as an ender in juggles or if you think it will win the round. |
cl.MK > sjc j.HK | 26 | 21 | 27 | A strong reset route from Yang's cl.MK. You'll use cl.MK a lot in pressure as a meaty, since it can be super jump cancelled on hit or block, so this reset route doubles as a strong pressure option as well. |
cl.MK, 236MK, 5LP | 31 | 28 | 30 | A more damaging route from cl.MK, and some of your highest possible meterless damage. The jab link at the end will reset, but if you would rather take the knockdown for a mixup, you only lose 2 damage and 2 stun for doing so. |
63214K, 2MK > 236HP~236HP~236LP | 25 | 15 | 26 | Universal command grab combo. Keep in mind that this sideswitches however, so you may want to opt for regular throw if you want to keep a cornered opponent cornered. |
cl.MP, 5LK > 236PP~236P~236P~236P~236P | 39 | 27 | -29 | A hit-confirmable EX Rekka combo. cl.MP, 5LK is a 4 frame link at worst, so once you get the timing down its quite consistent. Keep in mind that the 5LK whiffs on some characters, so cancel into EX rekka directly from cl.MP in those situations. |
2LK, 2LK > 236PP~236P~236P~236P~236P | 35 | 25 | -37 | A hit-confirmable EX Rekka combo from a low starter. The chain window for 2LK is tight (2 frames), but with practice, its very possible to make consistent. On some characters it's possible to add another 2LK. |
214P, 5HP | 37 | 35 | 32 | Universal corner combo off of a Palm starter. Does solid damage and stun and air resets the opponent. |
cl.MK, 236HP~236HP~236HP | 33 | 22 | 28 | Universal corner combo off of a cl.MK. Does solid damage and gives a good knockdown. |
cl.MK, 236HP~236LP, 5HP | 32 | 29 | 42 | Universal corner combo off of a cl.MK. This Rekka juggle prioritizes meter gain and stun. Keep in mind that you are left far with less frame advantage after the 5HP, so you'll lose a bit of momentum with this combo. |
Super Art 1
Everyone
Super Art 2
Everyone
Everyone but standing Sean, Necro, Urien, and Q
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close ![]() |
Standing ![]() |
Super Art 2 | - | 51 | 16 |
Super Art 3
[ ] means repeat until time runs out.
Combos Into
-j.HK/j.MKxdiveKick, close MK sjc. SAIII, MK senkyutai
-in corner j.HK/j.MKxdiveKick, close MK sjc. SAIII, HP Mantis Slash
Already Activated
- point blank UOH, [LP slash1]
- far UOH, LK, [HP Slash1, LP Slash2, LK]
- in corner [HP Slash1, LP Slash2, kick chain]
- [hp.slash,lp.slash,low.lk] ,c.MK,3 Slashes
Resets
- knockdown, [crossup divekick, cr.MP, cr.HK]
- knockdown, [crossup divekick, cr.MP, cr.MK, Slashes]