Mastering the Mantis: Yang Combo Thread

360 pad. I don’t want to spend a ton of money on an arcade stick when I feel that I don’t need to.

Plus, I don’t think that the controller is the issue. I just can’t move the joystick fast enough to rep 5 EX rekkas in a row. I’m gonna keep practicing them, but…I don’t feel like I’m making much progress.

You only need to do one QCF to activate the ex rekka and then just do some fast QCF’s but only hit one punch button. You shouldn’t ever get ultra because three punches are never pressed at the same time.

Well, that’s good for not getting Ultra, but I still have issues actually moving the joystick fast enough to get the 5 EX rekkas out in a row. :stuck_out_tongue:

Anyways, I think we should try to get more on topic here. I thank you for trying to help me with EX rekkas but we should probably be having this conversation in the PMs.

So…what do you think is the best combo option off of a reset? Command grab? Hit confirm off of 3x cr.lk? Overhead? Or does it really depend on other factors?

I think it’s character dependent and based on reads. If you’re fighting a character with poor reversals then go for a command grab or hit confirm. I saw Daichan’s Yang land 3 command grabs on a Cody player in just one match. If you’re fighting a Ryu or Cammy who’s mashing dp, just block it out and punish.

The thing I like about Yang is you can be really creative with your pressure

For EX rekka you only need to do qcf 3 times

qcf pp, p, qcf p, p, qcf p

edit: dont need to keep pressing 2 punches during rekka.

Wait, I thought that they got rid of the shortcuts for EX rekkas in 2012?

If this is true it makes my life a heck of a lot easier. :smiley:

why are you guys using rekkas to finish combos after mp palm fadc?

is it not possible to just do st.lp, cl.hpxxxhk dp?

like-jump fierce, close fiercexxxmp palm, fadc, stand jab, close fiercexxxheavy kick DP= 390dmg

Isn’t it a one frame non plinkable link from palm to s.jab? I have to admit i rarely palm fadc, mostly because my bar goes for slash launcher, ex command grab or even ex slash ticks.

Yang could MP Palm FADC U2 in vanilla AE. I haven’t seen MP Palm FADC used once in 2012 though. I’m not sure how useful it is - I don’t see the pro’s using it at all.

Yeah, it’s one frame non-plinkable at +4. I haven’t messed around with it much recently, but if it can get us decent punish damage it might be worth learning. It’s definitely not efficient outside of a punish situation, though.

Doesn’t work anymore. They changed the startup from 4 frames to 7 when up close.

wow, really 1 frame?

i guess i should start looking up yang’s frame data at some point. coulda swore i comboed from fadc palm to close mp.

unless both those moves are 4 frames? i dunno maybe i was high

edit-yeah definately high about the close mp.

wish nobody told me it was 1 frame for jab. now i cant do it consistently.

Hahaha oh god…yeah sorry for telling you it was 1 framer.

holy hell my yang is super free. i forgot how hard it is to pick up a completely brand new character. all my other alts ive been messing with since vanilla

Even when he was op the wins didn’t come easily. Now that he’s ass, this is truer than ever.

yeah. little fuckers got a pretty solid execution barrier that i gotta push thru

just aiming dive kicks so that they combo is going to take a little bit of time

MP palm FADC in punish situations:

Cl. HP xx MP Palm FADC cr. LK xx Rekkas: 290, 395 (2f Plinkable)
Cl. HP xx MP Palm FADC st. LP, Cl. MK, j. HP: 301, 480 (+Reset, Haven’t tested on all characters)
Cl. MP, Cr. MK xx MP Palm FADC st. LP, Cl. HP xx HK Rollkicks: 335, 515 (1f Plinkable, 1f Non-Plinkable)

Cl. HP xx MP Palm FADC st. LP, Cl. HP xx HK Rollkicks: 336, 480
Cl. HP xx MP Palm FADC st. LP, Cl. MK, MP Palm, MK Rollkicks: 376, 525 (Corner Only, Haven’t tested on all characters)

And for comparison:

Cl. MP, Cr. MK xx Rekka x2 FADC Cl. MK, j.HP: 258, 435 (+Reset)
Cl. MP, Cr. MK xx Rekka x2 FADC Cl. HP xx HK Rollkicks: 288, 435
Cl. MP, Cr. MK xx Rekka x2 FADC Cl. MK, MP Palm, MK Rollkicks: 318, 470 (Corner Only)

Seems pretty decent, if situational. That 515 Stun calls to me, but I’m not at all comfortable with going for it in a match yet. Still, midscreen against characters with good reversals it could be worth learning. I’d assume the lp, cl. mk combos work on the whole cast, but I know there are some weird hurtboxes and I haven’t tested them yet. Palm forces stand though, so there are only a few characters that it would even have a chance of whiffing on. Presumably you could also add a bit more damage and stun by starting with cl. mp, cr. mk on those as well; I might do that when I have some more time to test.

i will also consider cl mp mk mp palm fadc lk dp in these with dive kick it s 313 damage i think…

It’s 319, which is about 10 more damage than a standard rekka FADC combo in the same situation, though starting with cl. mp is kinda iffy in either case because of the 5f startup. As a punish tool it’s pretty lacking compared with the above options because it’s only 295; 425 without the divekick, but it is way easier than the other options.

FWIW, Dive kick, cl. MP, cr. MK xx MP Palm FADC s. LP, cl. FP xx HK Rollkick is 348; 495, not that I would suggest doing it in an actual match.

Something like Dive kick, cr. LP, s. LP, cr. MK xx MP Palm FADC LK Rollkick is 270; 375
where Dive kick, cr. LP, s. LP, cr. MK xx Rekkas x 2 FADC cl. HP xx HK Rollkick is 253; 365, but when you start getting into hit confirms and stuff rather than punishes I think the rekkas just become the stronger option overall since the damage decrease is less noticeable and they push them into the corner better.

as a punish tool mp,cr mk,mp palm FADC cr lk 3* rekkas is really good (301 damage 2 bars)
max damage combos:
(mid screen)
hp xx mp palm FADC lp,mp,cr.mk,3 rekkas
(corner)
hp xx mp palm FADC lp,cl.mk mp palm mk senkyutai (2 bars) (376 damage) <-- max damage 2 bars combo i think with no ultra
hp xx mp palm FADC lp,cl.mk ex palm reverse HK senkyutai (3bars) <-- input 63214 + HK(399 damage)
hp xx mp palm FADC lp,cl.mk ex palm reverse ex senkyutai (4bars) <-- i know it’s impratical but could make u finish a game (410 damage)
give me u r ideas…

i’m actually working on mp counter hit setups and i found these ones so far:
hp xx lk senkyutai lp teleport mp
cl mk dash mp xx Lk teleport mp