Sorry for the very broad general question, but what is the best way to deal with Yun/Yang dive kick? I play Yang for the most part.
-Is there an ideal spacing you like to be at in order to avoid divekick?
-Should I not even worry about divekick pressure and just block and make a read after that?
I shall preface these questions with the fact that I feel as though I’m an extremely mid level player who cannot break free.
Can anyone explain what the wave walk is? I read about it on game restaurant.
Also when attempting to parry in footsies should I be using buffered parries in general?
Another question which I’m not sure about but will explain some of my interest in the above question. Is there any sort of option select for low parry kinda like the psuedo f parry ~down back option select?
Lastly, on okezemi I use sggk a lot and it works against some people but others beat the shit out of me with reversals, is this just a problem with my overall strategy(ie not conditioning enough) or should I be using sggk’s in a more specific situation such as after a dash or after a close normal?
Wave walk = “Hadou Walk” (波動歩き)
There’s a bit of an obscure mechanic in 3S where if you tap a certain direction to parry, you won’t be able to input another parry for 23 frames. This was implemented to prevent “fuzzy parries”, an infamous gimmick from NG and 2I where you spam toward or down to be able to parry most things without a need for timing.
Example: Even if you were just trying to walk forward, if you had the stick in neutral and then pressed forward, you won’t be able to input a parry for 23 frames because this counts as a parry input.
However, if you do the Hadou Walk(have the stick in neutral and do a QCF motion), it will not be recognized as a parry input, leaving you able able to walk and immediately parry after.
Yesterday while SHO, oryu, bentouya Q and shibu and I were drinking SHO and oryu were discussing parry -> guard. it’s not hadou walk but you essentially end up walking because tapping forward = parry.
Anyone want to test it this is legit? I’m skeptical because of the parry cool down window being 23 frames or something like that.
Thanks, that was my understanding of it so it’s nice to know I’m not insane.
Care to elaborate on what you mean by parry -> guard? Wouldn’t that put you in cooldown?
Why is there so much more footage of Tengu? Is it just because in Japan people actually know how to get out of Yagyou loops?
I think because it’s generally easier to get more damage out of Tengu than Yagyou. You can do the standard chicken combo to EX Tengu juggles, back throw to corner for blockstring chips, or the crossup semi-unblockables, all of which either do big damage or potentially big damage.
I could be ignorant about this because I don’t go looking around for Oro vids, but it feels like Yagyou tactics nowadays aren’t the same as they were 10 years ago. These days I see it used more offensively, with high-low corner mixups and that setup with corner Yagyou->EX Booger->high/low, in addition to the loops.
If you can parry the divekick that is always optimal. Sometimes you’re forced to guard if it hits funny or extremely low. Even if you parry you sometimes cant punish.
You can also hit divekicks air to air. Jumping back neutral or forward.
You have to worry about divekick pressure. It’s one of the most powerful attack tools in the game.
Studying yun and yang videos will help.
Since Kuroda started using yagyou exclusively most oro’s have made the switch. Unblockables and Mixups are too strong. Watch any recent videos to see
Hi Ryan,
I could to this in person but I’m writing this here cause anything could be good info for others, even if it’s a very specific question.
Since we played a few games, besides the obvious experience/skill gap, I just wish to know where I should work in my approach in the Urien vs Chun Li matchup.
I don’t fear criticism, I’m aware I’m not really good even if I love this game, so I won’t get offended even if you say I wasn’t doing a single thing right (though I hope that’s not the case at least lol).
This is an open question to anyone, but I’m curious about how many times one would need to parry certain things against someone in Genei-Jin and what constitutes how many parries are needed.
For example, if a Yun does his dash punch special while in GJ I have to parry 3 times, but if he does his shoulder special it’s only twice. If he does upkicks, it’s only once unless he does it really late as an anti-air. Is there a general rule which determines the number of hits and are his specials the only things with multiple hits in GJ? It seems like most of his normals are just one parry.
The only normals he has that hits twice are his close s. HP and c. HP. Shoulder and dash punch are the only moves that gain additional hits while in Genei Jin, all other specials and normals do the same number of hits they would outside of Genei Jin.
So Genei Jin palm is one parry?
Yes it is.
Nah, man. There’s a secret hit behind you. It just doesn’t register because you are already too far away from the palm strike area after being hit and when you block the push back when you reel is non-quintessential.
All the normals in genei-jin are a 1 hit parry except st-hp, only his dash punch and shoulder get more hits. If pressured by genei-jin I wouldn’t recommend parrying his normals, the problem doesn’t come from the risk of guessing wrong, sometimes its necessary to take that risk.
The problem comes when you parry a standing or crouching normal. When you try to punish the parried st.mp for example and Yun immediately inputs down+lk he gets out of parry stun faster, the cr.lk stuffs your normal/special and you get launched. The same goes for when you parry a crouching normal only this time Yun counters with a st. normal. The only normals that don’t have that priority after they are parried are forward+hp , standing far hp and forward+mk.
Now i’m not exactly aware of the frame data but i’m sure if you try to counter with a normal or a slower special you will get hit. You can grab him if hes close or go for faster super arts like shin-sho and ken sa3 also I think specials like ken and ryu’s ex srk will work.
Maybe someone more tech-savvy can elaborate on the exact frame data.
jk -_-
The only normals he has that hits twice are his close s. HP and c. HP. Shoulder and dash punch are the only moves that gain additional hits while in Genei Jin, all other specials and normals do the same number of hits they would outside of Genei Jin.
crHP hits twice also but nobody is really going to use that in or out of GJ activated.
I’ll ask a question later. But it might be more for the General Discussion thread.
yuns cr lk in genei on parry has to be punished by a move with 1 frame start up. When yun’s cr lk gets parried, Yun cannot get another cr lk out in time to beat a throw. (might have to do with strength of the move that got parried, anyway, not quiet sure why that is yet) Both close mp and cr lk can be thrown on parry as long as yun doesn’t jump out immediately after the parry.
If you punished cr lk on parry with a move slower than 1 frame it’s because yun didn’t go back to guard quick enough (probably because he was waking forward).
Not directly relevant to the question but during genei jin, air attacks are considered projectiles and ground moves and normals have the priority of a super. the first part was news to me recently.
EDIT: for some reason supers that are 2 frame start up can punish cr lk on parry but not specials or normals. strange.
Ok so after some research it’s something like there’s an offensive state and defensive state. During the defensive state, normals and specials have +1 on their start up except for supers or something. parry is considered a defensive state. It’s something like that.