Mastering the Mantis: Yang Combo Thread

That’s what I do, unless I have two bars in the corner. Then FA3, EX palm, MP Palm, EX DK is an option if you don’t give a shit about meter.

Usually, though, j.hp, cl.hp xx hk roll kick will do more damage as a stun punisher because of damage scaling. Less hits; keep that in mind.

So you don’t do mp palm fadc combos midscreen? They’re not worth it?

MP palm FADC combos would be worth it under certain circumstances, nearly everyone of them involving U2. Usually, when you’re punishing, it’s going to be better to FADC palm rather than FADC rekkas because palm does more damage and less scaling. However, combos after hp rekka are easier because of more frame advantage. It’s also worth mentioning that palm FADC works well with command grab.

Here’s some values for comparing. I’m pretty sure Staying Free did these, but you’d have to look through this thread to find the original post:
[309 / 404] Dive kick, clst.HP xx HP Rekkas (x2) xx FADC, clst.HP xx HP Rekkas (x3)
[311 / 445] Dive kick, clst.HP xx HP Rekkas (x2) xx FADC, clst.HP xx HK Dragon Kicks
[490 / 320] Dive kick, clst.HP xx MP Palm xx FADC, Ultra 2
[418 / 190] Command grab, clst.HP xx HP Rekas (x2) xx FADC, Ultra 2
[505 / 250] Command grab, clst.HP xx MP Palm xx FADC, Ultra 2
[395 / 605] FA3, back dash, EX Palm, EX Palm, LK Dragon Kicks
[458 / 695] FA3, back dash, EX Palm, HP Palm, EX Dragon Kicks
[419 / 595] FA3. back dash, EX Palm, MP Palm, MK Dragon Kicks
[327 / 460] Command grab, clst.HP xx MP Palm xx FADC, cr.LK, st.LP, cr.MK xx MK Dragon Kicks
[330 / 454] Command grab, clst.HP xx MP Palm xx FADC, cr.LK, st.LP, cr.MK xx HP Rekkas (x3)
[287 / 347] Command grab, clst.HP xx HP Rekkas (x2) xx FADC, clst.HP xx HP Rekkas (x3)

Clst. Hp xx mp palm fadc cr.lk xx st.lp xx hp xx slashes is a pretty cool combo also.

Does anyone else struggle fadcing the second rekka? My problem is that I press the hp button too early and the second rekka doesnt come out.
:f:
:df::hp:
:d:

some one else made a topic about this same problem. This is what I said:

It’s hard to diagnose the problem but I think you may be inputting dashes before you are pressing mp+mk. After you input the 2nd rekka, press mp+mk. You don’t even need to wait until the animation of the 2nd rekka ends. Just instantly press mp+mk and then do your dash. The link into close s.mk is very easy. just wait until yang finishes the little hop animation for his dash.
Not sure if that will help but I tried.

He was refering to linking the s.mk after the FADC, but the same thing still applies to your problem. When I FADC the rekkas that way, it gave me more time to finish all of the motions precisely.

That’s confusing because as far as I can tell, you HAVE to input MP+MK right after the input for the second rekka or it won’t come out. I don’t know why you would put it like that.

Well no duh you have to input the second rekka. Otherwise it wouldn’t come out. I don’t have the frame data, but there is a certain amount of time it takes for Yang to complete the animation of the second rekka. You can input MP+MK during the animation (before it is finished) and the FADC will still come out.

You’r misunderstanding me. Obvious you input the second rekka. I’m saying that I thought you implied that there was a somewhat generous window of time between inputting the second rekka and the FADC where it seems to me like the FADC needs to be inputted almost immediately after the input for the second rekka.

Yes. It is generous. This isn’t a 1-frame link. It’s just an FADC. If you think the timing for rekka rekka FADC is strict, then you need to practice more.

“You don’t even need to wait until the animation of the 2nd rekka ends.” This implied that I could FADC out of it pretty late in the 2nd rekka animation. I tried and couldn’t so I was confused. Once I realized the actual timing, it was fine.

I’m not complaining about the timing window I was just wondering if you realized that you were being misleading.

Yes I said “You don’t even need to wait until the animation of the 2nd rekka ends.” Meaning that the animation for he 2nd rekka had to have **STARTED **at some point. The only way the animation of the 2nd rekka can start is if you input that motion. Seriously, if you cant comprehend that, then that’s on you.

I don’t know where you got this idea that I didn’t input the second rekka or something. That’s not what I said in any of my posts.

"After you input the 2nd rekka, press mp+mk. You don’t even need to wait until the animation of the 2nd rekka ends."
That’s what I said before you started this stupid argument

That. I never said you can FADC before you input the second rekka. I said you can do it before the animation ends. meaning after you input the second rekka, yet before Yang completes the animation.

HP Rekka is seriously gdlk, I had been trying with the other Rekkas and getting stonewalled, or barely connecting, but the second I use that one and a whole new door of damage and opportunity opens up. Rekka or Palm into FADC is some pretty tight stuff though, I might opt to do the dumbed down version with palm or rekka into cs. mk so I can get the easy hitconfirm and save the other one for training till I get used to the timing.

So I was wondering something about optimal combos. There’s been a lot of complaints (those from myself included) about Yang doing pitiful damage, which have some validity, but are a bit overstated. We have a combo (cl. mp > cr. mk xx rekkas) that is safe on block (weird circumstances excluded), frame traps with no added effort and does better damage than any of our other options. Note: you can tack on another 2 - 7 damage on most of these if you use hard rekkas instead of lp > hp > lp, but I’m having trouble getting my hands to do that and it’s probably not worth it anyway.

Close hit-confirm:
172; 285 - Standard bnb (cr.lp > s. lp > cr. mk xx rekkas)

140; 245 - Standard bnb vs. low-crouchers (cr.lk > cr. lk > cr. lk xx rekkas)

207; 335 - Optimal bnb (cr.lp > cl. mp > cr. mk xx rekkas)

Close punish:
205; 300 - Standard punish (cl. hp xx hk rollkick)

214; 323 - Optimal punish (cl. mp > cr. mk xx rekkas)
(215; 300 for mk rollkick ender)

Jump ins:
248; 447 - Jump in w/ hit confirm (j.hp > cr.lp > s.lp > cr.mk xx rekkas)

220; 412 - Jump in w/ hit confirm vs. low-crouchers (j.hp > cr.lk > cr.lk > cr.lk xx rekkas)

287; 485 - Optimal jump in w/ hit confirm (j. hp > cl.mp > cr. mk xx rekkas)

Jump ins w/ 2 bars:
305; 530 - Standard jump in FADC corner combo (j. hp > cr. lp > s. lp > cr. mk xx rekkax2 FADC cl.mk > mp palm > mk rollkick)

368; 600 - Optimal jump in FADC corner combo (j.hp > cl. mp > cr.mk xx rekkax2 FADC cl.mk > mp palm > mk rollkick)

293; 515 - Standard jump in FADC midscreen combo (j.hp > cr.lp > s.lp > cr.mk xx rekkax2 FADC cl.hp xx hk rollkick)

346; 575 - Optimal jump in FADC midscreen combo (j.hp > cl. mp > cr. mk xx rekkax2 FADC cl.hp xx hk rollkick)

So yeah. I know this isn’t new information or anything, but I thought I’d compile some of it for 2012. While this doesn’t turn us into Cammy or Makoto, that’s at least as much damage as Yun gets on his basic hit-confirm (207 vs. 209) and it’s really not that much harder. Other than the punish combo it makes a fairly noticeable difference, and cl.mp gives you ages to hit-confirm and is still +4 on block. I was just wondering why I see it so rarely in match vids, being that it’s really not that hard a link and it frame traps so easily (and yeah, that’s because it isn’t a true blockstring, but neither is cr.lk times whatever and I see that all the time). I somehow doubt it’s a consistency thing, and the people not using this are way better than I am, so I kind of wonder if the pushback is so bad that it makes it not worthwhile or something. That said, 70 more damage against Chun and the like seems too good to pass up, and cr. lk doesn’t bully people half so well as s.lp, so what gives?

Isn’t cr.lp > cl.mp > cr. mk two one framers? If it is, I’m not sure 207 damage is worth it. Cody can get well over 300 damage off two one frame links. Sometimes I go for cl.mp > cr.mk as a frame trap hoping for a counter hit. But I usually never combo it off a cr. lp. If I ever land a cr. lp I usually go for st.lp, cr.mk rekkas or cr. lp > cr. mk rekkas. Maybe dive kick > cl. mp > cr. mk would be a viable alternative?

Yang’s midscreen combos really aren’t going to do a lot of damage unless you fadc into cl.mk or go for a command grab which is more difficult since it lost throw invincibility and range. I find in 2012 Yang plays a lot more like Guy, just in the sense that his main goal is to push his opponent to the corner where he can really get some great damage.

You’re not doing it just for the damage. You’re doing it for the frame advantage and positioning on block after cl.mp.

Yang’s not Cody…

You can get decent damage with a mp palm FADC combo midscreen if you hit-confirm into it off cl.mp -> cr.mk.

Cr. lp > cl. mp is 2 frames. It’s dead easy, even if that was the point, which it isn’t (cl. mp > cr. mk is 1 frame, but I feel like we just need to suck it up.). The point is that it is our best option as far as hit confirms go, and as far as Cody’s hit confirms off of cr. jab go, actually about a wash on hit (207; 335 vs. 208; 326) and much better on block (+4 vs. +1). Additionally, I’m not sure what the problem is with Yang’s midscreen combos. By my testing they do about the same as Yun’s and only 20 damage less off a jump in FADC than Yang’s own corner combos (without FADC, his corner combos are practically worthless), and that seems good enough. I feel like ~50 damage should be worth the effort, because if we can do it consistently, that’s easily one more mixup we don’t have to hit.

What hit confirm you’re considering for Cody? I feel like if you’re counting cr.lp, cl.mp, cr.mk xx rekkas for Yang as a hit confirm bnb, you should consider cr.lp, cl.mp, cr.hp xx HP criminal upper for Cody.

Yang’s overall damage is indeed low, specially when you look at his punishes. His main bnb (cr.lk x3 xx rekkas) does roughly the same damage as everyone’s else bnb, maybe short by 10-20 damage and he can’t break the 210 mark on punishes without spend meter. Yun can get 300 damage on stuff like cr.mp cr.mp cr.mp s.mp xx dp MK* - *281 damage/426 stun, ~250 damage post Tenshin, etc.

Yang is very akin to Bison in the damage department. That’s not my biggest problem with him, but I do find it odd that they nerfed his damage output out of all things.