Most places… a dollar.
I was one of the ones who said that the twins have the same height clearance. I still believe that. But, I agree with you, Yun’s are definitely faster.
-The timing on mantis slashes to FADC is weird. It is not your normal FADC like every character. It will take some time to get used to.
EX Palm (qcb+p) sends them crashing to the wall for a bounce.
-You’d have to dash on initial hit to get U1. Strict timing but doable.
-If they are facing the corner and you do it, you’ll both switch sides. You’ll be behind the wall.
Against guile, you’ll have to do rolling kick the sec he releases sonic boom to hit.
Against shotos, you’ve got enough time.
j.mk, df.mk does not mixup at all. It’s either two hit or one. You can’t fake them out.
cl.mk, jc j.hp, dash - ends up behind them.
Dive kick pressure I used mostly was dive kick, cl.lk, cl.mk, JC, repeat
For 3S Yang users, you’ll be confused with the changed notation for teleport and rolling kick for a bit.
Rolling kick on hit gives you enough time to setup dive kicks even if they recover. Best option after d.mk rather than mantis.
Standard command throw does not guarantee cl.mk. Even EX misses. You need a wall.
Best combo I did after a Dizzy is cl.hp (1hit), Mantis HP3x - damage is good.
Target combos are not jump cancellable.
I baited a few people with mid screen, dive kick (miss) to ultra.
Gief is a hard match up. Like world of hurt. Best bet is to Palm (hp), s.hp or s.hk. EX teleport helps get away.
“Super” setup I used:
d.mk, palm (mp), super, d.mp, dash, d.lk, d.mp, dash repeat. Better in corner, adjust normally without walls.
I’ll test more over the weekend.
Anybody have any request?
NeoRussell
Gonna have to correct you there… his target combo lk mk hk. the mk can be JCed.
sorry i meant lk, mk, hk target combo. I guess lk, mk would be possible.
NeoRussell
It is possible, it was shown in the 2nd arcade trailer and in the developer blog of Yang
FADC timing is no different to any move in the game. FADC timing by definition does not differ for any move, as it is a cancel. You cancel when the move connects. The buffer timing can take some gettting used to, but you don’t even have to buffer.
Good to know. I don’t think it’s worth roll kicking under SBs though, since you’ll usually be too far away for it to connect reliably.
Not sure what you’re getting at here. The point of the air target combo is to set up a safe landing upon block, or get a free combo on hit.
And nobody bothered to SRK you for being repetitive? There are more ways to pressure someone with dive kicks than just going into launcher on block.
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Rolling kick on hit gives you enough time to setup dive kicks even if they recover. Best option after d.mk rather than mantis.
Standard command throw does not guarantee cl.mk. Even EX misses. You need a wall.
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Nope. Best option after c.mk is entirely dependant on your position in the game. HP Mantis if you’re within a screen-lenght of the corner, MK roll if you’re in the middle of the field. Command throw is also confirmed to be a guaranteed launcher on several characters, IIRC - though personally, I don’t use it; I prefer cl.MP -> C.MK xx 2x Mantis FADC into launch combos.
For a combo after dizzy, this is actually pretty bad. Jump in, cl.mp, c.mk xx HP Mantis is better, also jumpin, launch, DK whiff, launch, HK roll is more damage than your combo, too. At the wall, you can also go for jumpin, launch, HP palm, LK roll kick for great damage.
Gimmicky, but it sometimes works. U1 is a brilliant anti-air.
He can be a pain, certainly. HP palm is fine, but don’t ever be afraid to use MP, and the feints. Don’t be scared to rush him down when he doesn’t have Ultra stocked, either, if only to get some EX/Super meter stocked.
This is the combo that made everyone scared of Seiei in the first instance.
Hmm, launch -> palm -> forward senkyutai is character specific, but it beats having to do short senkyutai.
Also, the double launch into rh senkyutai takes people about halfscreen, so if you’re around the middle of the screen, you basically send them into the corner.
i decided to give the guy another try. yun is easy to play i like that but i like yang much better. i guess trying to rush down all the time was not helping. what is the approach i should be making with yang? how do you deal with shotos?
Yang is definitely about the mixups and reactive play. So you’re going to want to be poking in and out, going for mix ups, and landing those punish combos and getting that stun.
Shotos are dealt with just like almost every other character - get them to the corner as often as you can and be quick about your business. Keep them knocked down, and don’t forget that you can be fine with sitting at range nullifying their fireballs, too. You basically have your own fireball game in a way.
Just remember - you can’t get SRKed every time you do a dive kick. It’s not going to happen unless your opponent is a mashing scrub (in which case you should easily be able to adapt), or you’re being extremely predictable.
Get in there, condition them not to uppercut, mix it up with highs, lows, palm feints, throws, NJ attacks, etc - freestyle it, basically.
so whys everyone saying yun is better than yang, I haven’t played AE yet so please enlighten me guys. Also what are the diff between their dive kicks and command grabs? Are their pokes similar or do they have different normal moves? thanks!
I’ve only played once, but I think Yun is just overall stronger. Yang seems easier and faster. Their movesets have some similarities, I would say only half of those moves are the same though (I’m talking about normals and unique attacks). Their dive kicks and tenshins seem the same to me. I just think Yun suits Daigo more if you know what I mean, he plays him somewhat like a shoto (Don’t get me wrong, Yun is a completely different character).
i’ve been playing ae for sometime now and yun is the better character. he does a lot of damaging combos and his dive kick is faster than yang’s but his ground game is poor. also yun is the easier one to play.
well, that’s like, your opinion man.
I’ve also been playing AE for some time, and I still think Yang is the better character. And easier to play. It doesn’t get any easier than just needing to land your godlike jabs into the combo of your choice all day.
All this conflict on which is the better character. Why does the better character matter? just use who best fits your style. =D, also i think yun is easier to play not yang. yea yang is easier to play once you’ve used dudley/3rd strike yang/fei long and know how to easily connect combos but if they are on that Ryu status then they’d go yun instead finding him easier and better then yang.
Well, I think Yun is better but I’m really starting to see Yang’s strengths, and I can definitely see how he is a top character.
Yun has some bullshit though.
EX Dash Punch among other things… armor breaking, fast, and full screen. On block he’s at +frames, on hit he can combo into full animation U1 from midscreen.
Anyway, at first I believed that Yang was a mixup character due to his FADC’s and his resets into command dash, and I believed that Yun was a pressure character due to his better dive kicks and particularly safe dash punches, among other things.
Now I see that it’s definitely the opposite.
Yun mixes up with a better command throw, crossup dive kicks, and frame traps.
Yang applies pressure with stand jabs, single hit slashes, and low dive kicks (because they have to be low =[)
Ironically I played Yang because I love mixup characters (Akuma, Abel, Makoto were all mains of mine.) Playing him as a pressure character felt weird at first but I definitely see that he’s meant for that.
tl;dr: Yang = Pressure Yun = Mixup
There’s a difference in their command throws? Or do you mean Yun just does more damage off of a command throw?
I believe Yun’s throw is actually better than Yang’s.
I’ve seen him do some nice tick throw setups that Yang doesn’t have.
Also yes, he deals more damage.
Yang may have tick throws… just no one is doing it.