Mantis Slash input assistance

I need some assistance with the Mantis Slash inputs. I am not sure why, but I can’t seem to get the flow down for them. I am either doing it too early or too late which is causing me to spam it instead of link. I don’t have a problem with single fireball motions for shotos and I can also (pretty consistently) do Fei Long’s Rekka combos. But for Yang does the input time change based on what strength I use? I heard that only LP and MP are hit confirm inputs? Should I be doing 360 motions to buff the inputs instead of shooting for a QCF motion?

Does anyone have any tricks on how to consistently land these when applying pressure without dropping them? Any animation or sounds I should look for to get my timing down?

Any help is appreciated! Looking to make a transition to Yang for an offensive character match-up (my mains are Balrog and Chun)

You have to do it slower than Fei’s.
It’s a really strange time for sure. I suggest you go to the trainning mode and only leave after you’ve done 10 in a row (whole rekka chain).

I’m doing this kind of stuff lately, like I’ll only permit myself to eat dinner if I win this specific matchup, or if I do this combo a number of times, etc…

Japanese-like training, helps a lot :stuck_out_tongue:
I still didn’t sleep without dinning yet.

Learning to hit confirm them is what helped me out. Set the dummy on random block. Start with Hp rekka first.

Well, you never really use HP rekka to hit confirm in a real match because you’ll eat a big combo on block against pretty much everyone. Do them slowly. There’s way more time to actually confirm them than you might think. Standard order is LP xx HP xx LP mantis, though HP xx HP xx LP is slightly (negligibly, in most cases) better on longer hit confirms and anything ending with HP mantis can be used in the corner sometimes for setups.

I think what ides said is right. Slow them down and you will see that there is actually alot more time than you might think to confirm the hits. When in training mode if you still unsure, the best thing you can do with any character is to check your input and make sure its correct, you’d be surprised how often people don’t actually look at what they are doing when things aren’t quite working :slight_smile:

I would practice something like cr.mk xx mantis slash’s ( or any special cancel-able normal ), only because it’s more applicable and can give additional hints as to your issue. If your mantis slash does not come out after the cr.mk, then you’re inputting it too early, if it comes out blocked then you’re too late. This is applicable for the 2nd and 3rd slash as well, but like the other guys said just slow it down and you’ll realize you have a ton of time. I’m pretty sure it’s possible for you to pause long enough between the 2nd and 3rd slash so the opponent can block again yet you still are able to throw out the 3rd slash, just to give an idea.

Why end with LP Mantis when you are mid-screen? Is it because you recover faster?

You end with LP Mantis to keep your opponent closer so you have more options post-knockdown. HP Mantis flings them too far away.

Cool thank you

Does that change the damage? how does the rekka order and damage work?

No the damage is the same now. MP and HP enders did more damage in AE than they do now.

Why end with Slashes at all when you can end with DP and they’re right there in front of you?

Corner carry, FADC into mix-up, Ultra, etc.

No no, I know all of that, but they’re discussing the relative knockdowns of the different strength slashes

If you’re going for knockdown midscreen, you should end with a DP

edit: thinking on it now, it’s probably because most of you operate on cr. lk x3 xx rekka as your bnb, and I don’t

Well I use almost every bnb he has and most of the time I combo into rekka. It’s only in the dead center of the screen that I’ll be going for rollkicks. He’s just so much better in the corner than mid-screen.

To me the mantis slash is easier to execute den the dp.

the slash strength affects how far they go? I know it changes how far yang moves forward - but the opponent knockback ive never noticed a difference really.

yes , lp mantis pushes less … since 3.3 for me as far as i know

After the lp mantis you can dash front once and use st.HK to catch your opponent if they wake up and attempt to jump away.