I just don’t pick up well on a person’s inferences on the internet. If I think someone is saying something stupid, then I’m gonna jump at them. I apologise if I come across a bit harsh.
Overheads and counter hit setups are the things that first come to my mind when trying to maximise the damage of Seiei. Though, personally, I don’t really see much of an issue with the damage of the c.lk/c.mp/dash loop. It does good damage, and can’t get interrupted by SRK mashers (this reminds me, I still can’t get that damn loop down anyway).
I wonder if you can squeeze in a walk-up launcher into the mix somehow, maybe while the shadows of a Mantis slash are hitting the opponent?
question, do you think yangs EX mantis has good range? good enough to touch honda head butt? “laughs”. I don’t expect it to punish that but overall does it have good range? for the people who have played him?
Good point. Oh well, I’ll just stay with the loop for now until I can figure out something better.
If you block the headbutt while standing, I’m pretty sure you can, for all strengths of the headbutt. Fei can punish with MP, HP or EX Rekkas this way, and Mantis are faster than Rekkas, IIRC. You wouldn’t even need to use EX Mantis, you can just use reversal HP mantis (allowing you to burn meter for FADC if you wish).
Just found out that the 4th and 5th hits of Yang’s EX Mantis do not make a true block string. Not a big deal, but a good thing to know in case your opponent likes to mash uppercut.
Mantis also seems to have some decent pushback so it could pressure someone into the corner very nicely, which is a death sentence for characters like Guile. Not to mention Seiei-Enbu loves the corner. Heck, with super I’d be more afraid of Yang than even Guy in the corner…and I tend to wet myself when Guy corners me.
It will be interesting to see how this affects Yang’s basic combo ender slashes vs rollkick. I think the pushback of Mantis will be well worth the loss of oki against a lot of characters (depending on screen position of course).
Last thing - why do so many Yangs insist on using U2 in every matchup? I mean even top Yangs. Does a full animation U2 do more damage than U1?
I normally see them using U1, U1 does more damage, U2 just keeps them from doing fireballs, Also the fact that DP into Ultra 2 is probably another reason. But I see more usage for U1 over U2 in most match ups.
HP Mantis would easily reach, I would think, it has massive range.
Nobody plays Honda here, so it’s hard to test.
Most people use U2 because it combos off of more things IMO. Currently trying to show one of our better players the ins and outs of Yang and he doesn’t like U1 due to it’s range - although it has other useful ways to be comboed as well and is still a good anti-air.
well i was thinking you might be able to punish vegas “off the wall claw dive move” with ultra2 IF blocked. but if not then ultra 1 would prolly be better cause i’m guessing HP mantis can reach vega? also if vega tries to fake it and land somewhere safe would EX roll kick from yang would be able to catch vega in time before being safe from punishment?
Also another thing i’d like to talk about is which is a better punish for back dash happy users, roll kick or mantis?
if back dash is poor go for OS cr.lk into lp mantis?
I’m not a Yang player, but I was at an arcade yesterday and I watched a guy run the tables with him. Dude had eight wins in a row against a very good Dudley and a very good Yun. (I played him once, too, but I’m terrible so that win doesn’t really count!) It was cool seeing the new characters get so much playing time.
I was able to punish Vega’s wall dive with Ultra 2 from full screen since he still has recovery upon landing. Haven’t tested it against his Sky High Claw if that’s what you’re referring to. EX Roll Kick will only punish if he’s near you wheh he lands, but not full screen since EX Roll Kick stops before that.
Also, U2 punishes EX Psycho Crusher after blocking it if they end up behind you.