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?