Mastering the Mantis: Yang Combo Thread

I got some written proof if you can read Japanese or wanna use a translator:

???part2 - SUPER STREET FIGHTER IV AC edition BBS (specific post)

and

???part2 - SUPER STREET FIGHTER IV AC edition BBS (searched thread about palm)

according to this it was written in an issue of Arcadia magazine and Mook guide, dunno if it display for you but I will try it:
(??K???)× n

definitely written as standing lk > hp palm > dash forward

mmm had some other interesting combos and tidbits on there not sure if it’s been posted or not:

-s.lp links into U1 ( never got it to work, again will test more in June)

  • roll xx SE > [c.lk > lp mantis > hp mantis] x n ( block string setup recommended to time out opponent at around the 10 count or hit confirm into U2)

  • Target combo xx SE > U2 (in corner)

  • ex palm > mp palm fadc U2 (in corner)

  • mk > mp palm xx SE > U2 (assuming corner)

IIRC, U1 has 8 frame startup I think. Both st. lp’s are +8 on hit so it isn’t out of the realm of possibility for sure if I’m right about U1. It’ll just be a 1 frame link.

Yes, jab into U1 is a one frame link. It can be worth it depending on the situation, but usually you wouldn’t have to use it.

About the combo - strange, I’m not sure how that’s supposed to work… I thought the juggle combos were restricted to genei jin? If that works that sounds pretty buff. Will have to try that out next time.

Ok, so I tried that seiei enbu combo [s.short -> fierce palm -> dash] multiple times today - in my opinion there is no way that it can work.

First off, the dash seems too slow to get within range again to get the s.short out. Secondly, the pushback from the fierce palm is really far, I’m not sure if it’ll connect correctly. Third, and this is just speaking from my own experience - if you fierce palm with yang, and then hit them with another normal, the opponent flips out and lands on their feet, meaning it doesn’t actually combo since they’re able to block again. Until I can see a video of this… I don’t think it’s possible.

Also, I saw daigo’s Yun against some random Ryu. He does lvl 3 focus on a dizzy ryu in the corner, then backdash, palm -> palm -> jab rush punch.

I went ahead and did a little experimenting. Nemo had a similar combo he used on a Yun before, lvl 3 focus into dash forward -> ex palm -> strong palm, then the other guy died. After testing some stuff, on many characters you can get that combo and also tag a s.fierce for extra damage, making it pretty buff.

Problem is, certain characters, [like t.hawk, sakura] actually go OVER you from the EX palm wall bounce. This means they fly behind you, and the strong palm will auto correct and blast them out of the corner and far away from you. I thought that was stupid, so I kept a mental list on what characters you can and cannot do that to.

Turns out, there’s an even buffer combo than that. Lvl 3 focus -> back dash -> slight delay, then EX palm -> fierce palm -> s.fierce. This does great damage, and is easy to do. Of course it’s not common that you’ll land it, but it’s useful whenever the opportunity comes up.

[s.short, strong palm, dash] x n works though, right?

Because I’m a dumbass, I thought this was some combo you were doing during super. Will this land just straight off of EX palm, fierce palm, s.fierce?

Btw, I’m sure Yang and Yun have similar hitboxes on their dive kick. If you haven’t seen it, there’s Yun’s divekick.

Here’s some data for basic combos if you wanna add it with your sample combos, Dustlooper.

cr.LK, cr.LK, cr.LK xx HP Slashes(3)
Damage = 185; Stun = 245

cr.LP, st.LP, cr.MK xx LK Rollkick
Damage = 169; Stun = 285

cr.MK xx HP Slashes(3)
Damage = 200; Stun = 246

cr.MK xx HP Slashes(2), FADC, U1
Damage = 432

cr.MK xx HP Slashes(2), FADC, U2
Damage = 414

cr.MK xx HP Slashes(2), FADC, cl.MK, (whiff Divekick), U1
Damage = 467

Command Throw, cl.MK, (whiff Divekick), U1
Damage = 434

I’ll add more advanced ones later.

Couple few I want to know, I’m sure you may look into it

but the difference between cl mp, Rekkas HP x3 and cl hp Rekkas HP x3. I’m sure you’ll do the FADC ultra business there.
cl mp, mp palm FADC U1 and 2. As well as to what other normals can connect mp palm after it.

I really need to start updating the OP. I’ll start doing that soon (after finals).

From my experiences, you can’t combo RH rolling kick after low forward, it’s too slow.

also, close fierce xx slashes does more damage that close strong xx slashes

Ah I assumed it was RH rollkick when I saw it in this vid: [media=youtube]6UJKP7AvVhM[/media]

Thanks I’ll edit that.

Edit: Deadeye’s 2nd point is also true regarding Blooddrunk’s question. Here’s a quick comparison:

cr.MK xx Slashes = 200 dmg, 246 stun, 40 meter
cl.MP xx Slashes = 195 dmg, 246 stun, 40 meter
cl.HP xx Slashes = 210 dmg, 246 stun, 60 meter

well spent more money trying to do the combo again today and I’m inclined to agree that it might not work…
sure wish i could get my hands on that arcadia article

but yeah if I do just do a naked fierce palm in SE it doesn’t wallbounce and the short doesn’t connect after…
If i do it from combo I can’t get the dash short in time like you said.

Well I won’t give up on it till I get training mode.

that SE timeout string doesn’t work as well as I hoped but lp rekka and hp rekka is tight in itself and is ez to hit confirm into ultra. On block I just go for dive kick while they block shadows then mix with overhead or c.lk.

Yea it is indeed mk roll and depends on distance you hit c.mk.
For instance from a frontal dive kick or jump in it will work off anything like c.lp s.lp c.mk xx roll
However if you say land the crossup j.mk setup after that and attempt the same combo the opponent can block it.

About the only time MK roll kick will whiff is if you hit the very, very tip of c.mk, I’ve found. Deep crossups may make it whiff after a c.lp, s.lp followup, but from ambiguous crossup distance it works fine.

Some more stuff:

cr.LP, cr.LP, st.LP, cr.HK
Damage = 119; Stun = 245

cr.LP, cr.LP, cr.MK xx HP Slashes(3)
Damage = 179; Stun = 285

cl.MP, cr.MK xx HP Slashes(3)
Damage = 233; Stun = 323

cr.MK xx HP Slashes(2), FADC, cl.HP xx HP Slashes(3)
Damage = 276; Stun = 347

cr.LP, cr.LP, cr.MK, HP Slashes(2), FADC, cl.MK, (whiff Divekick), cl.MK, HK Rollkick
Damage = 223; Stun = 395

cl.MP, cr.MK, HP Slashes(2), FADC, cl.MK, (whiff Divekick), cl.MK, HK Rollkick
Damage = 292; Stun = 465

Some questions:

  1. Does Yang’s command grab affect damage scaling?
  2. Do both hits of rollkick connect after a double launch?
  1. It should, I don’t notice it that much because I just go to cl.mk reset or cl.hp xx rekka. The one time i did a c.lp/c.lk it did little damage.
  2. yes both hits connect after double launch, you only get two outcomes: you mistime then whiff or connect both hits when timed correctly.

Fei Long’s doesn’t, so I assume Yang’s doesn’t.

I’ll download the frame data now; I’m curious if Yang can do what Fei does with his command throw (cancel a normal hit high hit stun into his throw, leaving a character only 2 or so “free frames”).

Great idea. Here’s some numbers if this helps:

St. Jab = +4 on block, +8 on hit
Cr. Jab = +3 on block, +6 on hit
ComGrab = 10 frame startup
EXgrab = 7 frame startup

Well, cr.jab xx ex grab has a 1 frame gap, which means it should be completely immune to anything that’s not an invincible reversal (such as Abel’s TT) or an escape jump.

Stand jab xx regular grab has a 2 frame grab, which–yet again–should be immune to anything that’s not an invincible reversal or an escape jump.

Since these gaps are smaller than 3 frames, they should beat anyone trying to regular throw. Should be worthwhile to put into block strings and set up some mix-ups.

You also should be fine doing a command grab after a blocked jump-in. I wouldn’t be surprised if Yang’s dive-kick didn’t provide enough hitstun, whereas j.mk would (leading to a jump-in target combo mix-up).

Yea especially if you get a dizzy late in a combo when damage scaling is already piled up.

Dizzy > lvl 3 focus > st.Jab > Command Grab to reset scaling > swag

Although just so people are clear, the goal of this setup would not be to cancel a normal immediately into a command grab (like how you would cancel cr.MK xx Fireball with Ryu). It should basically be treated like a tick throw…except it’s a tick into a full combo of your choice.

If Yang literally cancels a normal into his command grab, the frames will of course be different.

I actually think it may be possible to special cancel a normal into a throw and have it connect. I’ll make a thread.

Quick question, is there anything tips you guys have for doing his Super c.mp dash loop?