Damage wise, I think if you are going to use a level 3, you might as well use his air super after the shoulder. Just launch with forward and jump and super.
In general, after a conneted shoulder that launches them, the two things you want to think about are whether you want to knock them down or keep them standing. Both setup good crossover situations. If you are in dash, for knockdowns you can dash over their body but even if you aren’t in dash, you can time a dive kick to land right on the other side of them as they get up. Often, you can even make it seems like the dive kick will hit them as they get up although it won’t. It’s REALLY hard to hit super deep and meaty with the dive kick for some reason unlike in 3S.
If you don’t knock them down, the best thing to do is something that has you landing first and them landing right next to you. There is a way to set up a walk under or not situation like Chun Li can with her kick super which I mentioned in my last post but it takes a bit of practice. This way you can set up the whole low short or grab guessing game along with a which way to block guessing game.
I the super only connects if you start the combo with them in the corner. For distance reasons, Yang just won’t combo otherwise as far as I can tell.
Damage wise, I think if you are going to use a level 3, you might as well use his air super after the shoulder. Just launch with forward and jump and super.
In general, after a conneted shoulder that launches them, the two things you want to think about are whether you want to knock them down or keep them standing. Both setup good crossover situations. If you are in dash, for knockdowns you can dash over their body but even if you aren’t in dash, you can time a dive kick to land right on the other side of them as they get up. Often, you can even make it seems like the dive kick will hit them as they get up although it won’t. It’s REALLY hard to hit super deep and meaty with the dive kick for some reason unlike in 3S.
If you don’t knock them down, the best thing to do is something that has you landing first and them landing right next to you. There is a way to set up a walk under or not situation like Chun Li can with her kick super which I mentioned in my last post but it takes a bit of practice. This way you can set up the whole low short or grab guessing game along with a which way to block guessing game. **
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Errr… well. Bout the orange part, launch with forward? Whoa, what? Shoulder Lunge? Perhaps you meant fierce? I dont see how an air super could connect after a connected shoulder,anyway. Tiger Knee it maybe?
Also about the succesful connected shoulder, I was thinking more combo options, but what you said was useful. Besides Level 3s though,what are good combo options off of a connected shoulder lunge?
I mean, forward kick. The one where he kicks straight up. It launches (ala marvel) and then you super jump cancel the recovery with down then up to go up after them.
As far as straight combos goes, after a shoulder, you can do pretty much anything. The standard one is either, launch with forward, super jump up or forward and do his jab, fierce air chain or just roundhouse. Both do the same damage/stun. But other then that you can do a lot. Things you do:
his fireball kick move/dash punch
close stand roundhouse
forward launch, whiff short dive kick asap, into:
launch again into whatever
land and dash punch to knock down
land and lev 2 super, cancel first hit into shoulder, into launch again into whatever (hella stun)
Some of the stuff you can do is dependant on whether you shouldered them out of the air(i.e. after lev 2 super) or off the ground because of how high they go. Make up some stuff.