Mastering the Mantis: Yang Combo Thread

Btw while that guy is jerking off doing non optimal hard combos, it has inspired me to relearn playing with a different layout for the palm, fadc, jab link.

Spent a whole week losing to horrible players when i tried it, but i just can’t live with the fact that another player is out there doing something i’m not, simply because i don’t want to put the effort into it.

I meant it whiffs from stationary. If you move forward it increases the chance of getting lk.dp by accident… and it’s just harder to time in general - not worth the risk imo.

far.hp after palm?
I don’t think it’s universal because close hp comes out on a lot of characters. I think rom said you just have to move a step back but I’ve never got it to work.

f.HP is universal based on distance.

f.MP can be used against every character in the cast with a tiny step back right after the HP palm.
c.lk is unnecessary. Dash can be done right after a f.mp reset. AFAIK it’s safe.

Anywho… why would one need to play with a different layout for palm fadc jab? I do that on a pad with the default layout.
Palm has 25f of hitstun.
FADC’ing it perfectly (just f,f+MP+MK before the hit registers) guarantees a 5f window for landing whatever (18+2 for the dash cancel). A standing jab is a 2f link after that.

Note: I’m not saying it’s easy. It’s slightly annoying, but other than that, it’s simple. I have more trouble cancelling into the palm fast enough than landing the jab. I tend to either get cr.fierce or not get the palm. Still getting used to the pad (I’m a stick player, don’t ask).

It’s a 1 frame link. You can test it by trying to link a cl.mp (or cr.mp) afterwards.

Just would like to post a reset that I have been using to a great deal of success. Actually winning me lots of games and has potential to over 600 damage (believe the number was more around 640) with u1.

Hit confirm into hp rekka x 2 fadc cl.mk dash cl.hp xx lk tele clmk ->

Ive set this up on the training room dummy. Put myself as ryu. Mashed all sorts of normals, reset beat everything except dp ofcourse which autocorrects. It was strange though as it would be beat jabs clean but then trade (in your favour) with cmp. Then I would recreate the dummy and it would work the other way round. Either way, you still get the opponent launched and can jump cancel after them, mk/ex roll or even walk forward u1.

In terms of matches and practicality… I think its pretty usable. Its great as a corner reset (sometimes teleport stays on the same side so easy juggle into u1). Even if the opponent blocked the reset, dont know the exact numbers here but I know cl.mk is -2 on block. So its safe, I usually just clk xx lp rekka if they block.

Anyway thoughts/opinions?

I tried looking at the front page and noticed that its lacking on the U2 department (unless I’m blind), there’s a bunch of ways to combo it in the corner

EX Mantis slash->U2
cr.MK, EXMantis->U2 300ish damage?

RH DP
cr.MK, FP mantis x2, FADC, cl.MK, MP Palm, RH DP, U2 does 433 I think?
cr.MK, FP mantis x2, FADC, cl.FP(1), RH DP, U2 does around 400

these aren’t new, are they? I assume he at least had them in regular AE
I’m sure there’s more, just can’t remember

There are a lot of ways to combo into U2 in/near the corner, the problem is…they all do bad damage for spending your Ultra. No animation U2 damage is kind of a joke.

He could combo into U2 more ways in AE (faster U2 start up) and it did more damage then too.

Yeah the only reason for non cinematic u2 was the setup afterwards. I remember japanese players would fadc the thirs slash on instead of the second one just to get the unblockable on makoto.

Not sure if anyone has noted this already, but I noticed this pretty early into ultra when practicing cl.mp, s.mp combos. I haven’t tested it on everyone, and i’m sure this is character specific but I guess if you cancel the far mp into mk up kick early, only the last hit of upkick will hit. Similar to that combo Yun can do against viper. I don’t think it’s as good as Yun’s, sadly (I feel like this is a regular thing --) But it’s pretty cool. I’m doing it against Gen now, and in the corner you can do things like cl.mp, s.mp, mk upkick, c.lk juggle reset, or ex upkick for like 264 dmg. Why can’t we be as good as Yun ;___;

Give us back AE Yang and we will be.

Does anyone have a list of characters cl.mp, s.mp doesn’t work on after a command throw?

I thought it was universal.

Not after a command throw :confused:

Yo i’m a little late on this. I made this a couple of nights ago and found your request today. Hope this Zenpou Tenshin spreadsheet helps! I still have to update it with the cl.mk, I left it out for now as its a 1f link and I made this at like 3am.