Mastering the Mantis: Yang Combo Thread

Yeah, I got hit by that overhead -> s.LK EX Rekkas the other day. Was not expecting that at all.

@Phones01: This doesn’t work. The opponent cannot be juggled after punch target combo, they just get sent flying without a juggle state.

I’m pretty sure s.mp s.hp b+hp fadc into U2 works in the corner. U1 doesn’t work though.

I didn’t even think you could juggle after that.

ah ok thanks for the info since i havent been to ffa since new yrs.

I’ll see if it actually does work tomorrow - I have a feeling that it very may well do now: normal palms can actually be juggled from if they hit someone who’s airborne; maybe target combo also has juggle properties now that I think more about it.

Well, if you ever tried doing the target combo with Super activated, I believe the tc palm juggles off of the tc palm.

Also U2 juggles off of probably anything with any juggle property.

i havent tried doing that while super is activated so ill try it next time. the only things ive done in seiei enbu was the ols 3s combo (cr mp,cr hk,dive kick cross up), or ill do one mantis slash loop constantly until the gauge is almost gone then i complete the mantis slash

Don’t bother, it just hits them once more and knocks them down.

I was just trying to see if it did anything to the juggle properties.

damn well it was worth trying thnks for the heads up! hmm has anyone tried the nemo seiei enbu combo but trying doing st mk once the super runs out dive kick wiff into ultra(s) yet?

That would be pointless to do unless it did a reset cause the scaling of the ultra would be horrendous.

yeah sorry thats what i meant by the st mk like have the close st mk be a reset once the super runs out and dive kick wiff to ultra

Went to the SSFVI:AE in my town yesterday and I have just a few links, combos, and thoughts on Yang.

I tested a lot of this yesterday a lot of the info i place here is probably 90% right.

Enjoy!

cr.lk -> cr.lp (this link’s timing is similar to dudleys/ibuki’s cr.lk to cr.lp)

cr.lp -> cr.mk

st.lp -> cr.mk

st.lp -> far.mk (i believe i accidently did this while testing launcher combos)

cl.lp -> cl.mk (launcher)

cr.lp -> cl.mk (launcher)

cl.mp -> cr.mk (this has to be one or two frame link I couldn’t get it often. Might be character specific too I continually wiffed smaller characters on cr.mk)

I could not get cr.lk -> st.lp to work. I don’t believe its possible with what I tested unless its a CH.

COMBOS:

With my limited testing (money being a factor) here are the combos I found. All of these have to do with the links I placed above.

cr.lk, cr.lp, cr.mk xx Mantis Slashes

cr.lk, cr.lp, cl.mk (launcher)

Now this one I only got off once and I cant remember which character but I believe it will be character specific because I’m still surprised i got two hits in and was still close enough to cl.mk.

st.lp cr.mk xx Mantis Slashes

cl.lp, cl.mk (launcher) h.rolling Kick / ex.rolling kick / U2 (no extra animation.)

cr.lk xx rolling kicks

Granted this combo has to be close up but you can use any of the rolling kicks if its close enough to combo. If the cr.lk is out of range and you use mk.roll kick or hk.roll kick you will roll into it and lose combo.

TC cl.mp, cl.hp back cl.hp

This one (along with the hp charged move that stops fireballs [ dont know what its called] ) launched them across the screen and I did a test in the corner which you were able to juggle them into rolling kicks. Didn’t test U1 or U2 there but im sure they work.

TC st.lk, st.mk, st.hk

Not sure what you maybe able to do with this TC rather than build up a bit of meter and maybe make sure you gain a true blockstring, hopefully to gain space from Gief or something to safely escape. Doesn’t seem to launch or cancel into anything. One thing I wished I would have tried though was using it with Yang’s Super. I think it would be awesome to seen that TC in a super.

OTHER NOTES OF NORMALS

far.mk - Decent Anti-Air for bad jump-ins much rather use rolling kick if you can predict it.

cl.mk - of course its a launcher which I’ve said countless times. But decent anti-air as well if they try a close jump-in.

st.hk - didn’t mess with this much but has okay range. Not AA

far.mp - I tried to mess with this a bit but didn’t get a lot of results out of it (none I can remember) I want to say it might be cancelable into slow but painful palm move he has.

far.hp - didn’t mess with this at all

cr.mk - good footsie move but VERY bad range compared to other characters footsies, staple for being comboed into slashes.

cr.hk - slow sweep. I don’t see people using this much unless they are out of range for a decent punish.

cr.mp - I tried to see if this move was cancelable. IS NOT. It’s fast and I believe is probably a decent anti-footsies move if there is such a thing. Yang simply places his hand out in a diagonal way to the ground. keeps his body behind it.

cr.hp - this I believe is actually two hits in one. I wish I had more time to mess with it because I think you might be able to link it into another normal. Im Probably wrong but I have a feeling it might.

cl.hp - also two hits the first one is cancelable into any move.

j.mk - great cross-up move. This is the only move I really used when it came to jumping.

j.hk - this is like Rufus’ j.hk except it doesnt juggle but is still fairly high. Very fast too. Good Air to Air it seems.

ANGLED KICKS

He has 3 different angled kicks from the air. All which gain more horizontal momentum as you use heavier kicks. I didn’t use these much because for some reason I was too happy with just sitting on the ground and figuring out links and combos. When I did use these you couldn’t cross over with them, but you could do a sorta psuedo cross-up where you hit from the front and land on the other side.

I was playing with another Yang to the side of me and he tested them out further and hes deemed the HK version to be punishable. Probably because it was used close to the opponent.

SPECIAL MOVES!

MANTIS SLASHES:

I can see why people were saying Yang will be butt hurt around Zangief. You never want to use your mantis slashes unless you know they’re going to hit. Keeps you way too close.

The one slash I used the most was MP. If I used it on block i would stop with one mantis slash. Kept adequate distance and you could cr.mk back into mantis slash again to keep pressure.

EX mantis slash. This one is brutal when you’re in a corner. It sends you into a juggle which I’m sure you can U2. Never did it but I was able to connect an EX rolling kick from the EX Mantis slash. Pretty sweet.

ROLLING KICKS:

Beware shotos, and others flinging rocks and sonic booms at people. You won’t be able to zone with those against Yang.

I was really REALLY surprised at how easy I could punish fireballs with his rolling kicks. There was a few times were the fireball was near me and if I went into rolling kicks I’d be on the ground rolling as the fireball look liked it hit me just to completely avoid it.

I know I didn’t get to use the character much but I felt dirty punishing fireballs with the rolling kicks because it was just too easy. This is just an opinion but to me it just seemed a little OP. With what I experienced I didn’t see too much of a downside to the rolling kicks. Other than they completely whiff crouching characters.

The mk and hk rolling kicks track onto its opponent. From ground and air it seems (at least when juggled).

Oh and one awesome little thing about this move. IT COMPLETELY STUFFS CHUN-LI’S U2. So awesome. Chun-li tried to hit me with a random ultra and Chun-li did the same thing to the guy playing Yang next to me and both lk. rolling kick and ex.rolling kick, kicked Chun-li in the mouth and said “No”. iF you are within the Chun-li destruction zone are completely safe to do a rolling kick.
TELEPORT DASH: I could see this teleport being a decent option select. Especially EX version

Properties seem similar to abel’s marselli roll. Invincible in the middle of the move but not so much at the start or end. Slower than Ibuki’s dash but crosses up on every version.

Didn’t use this much but every time I accidently used this I always seemed to end up in a great position. I screwed up on a couple occasions and used this instead of rolling kicks to teleport through a fireball and still had some time to punish the opponent.

COMMAND THROW:

Didn’t use much. I assume its similar to Fei-Long’s command throw.

PALM STRIKE/PROJECTILE STUFFER MOVE:

Still don’t know what to call this and am too lazy to stop typing. Anyways this move I didn’t use much because I felt very VERY vulnerable, just so slow. But whenever I combo’d into it I felt great. I think the only time I would do that was on the Target combo. The heavy version seems to make them spin across the screen and if you’re in the corner you get a juggle opportunity.

ULTRAS!!!%@%

U1 - I didn’t test this one’s juggle properties, but in every occasion I used this ultra and it hit, U1 went into animation. Whether it was jumping in, (even stuffed a shoryuken with it) close, far. (more range on this ultra than it seems). There doesn’t seem to be a U1 alternative without animation.

U2 - I did more testing with this ultra than U1. This ultra EASILY goes under fireballs. on reaction I was punishing people like crazy. I juggled into it a couple times with cl.mk. But im sure there are way more opportunities to use this. Maybe in the corner you could use h.palm stopper into it.

Hopefully this helps. Enjoy.

Sweep is not slow, and you can combo into it from standing jab.

Standing HP is a great poke to stuff things with. Use it somewhat like Gouken’s or Chun Li’s s.HP.

Only reason EX rolling kick stuffed Kikoushou is because it is projectile invincible.

U1 will always land full animation.

U2 is a horrible ultra outside of punishing fireballs, it pains me to say. The reason I say this is because it has no hit invulnerability, and it almost never combos for full animation outside of late anti air, focus crumple or mantis FADC. Roll kick FADC U2 however is still respectable damage, even with part animation, though, so…

Oh yes. U2 has no invincibility outside of fireballs. I forgot that. I got stuffed with a light kick twice. When i was trying the sweep it just didn’t seem all that up to par with other characters.

Anyone know who significant the damage difference is between these two:

1.) c.mk xx hp rekka > hp rekka > fadc > cl.mk JC > dive kick whiff > U1
2.) c.mk xx hp rekka > hp rekka > fadc > U1

I assume 2 does more because of scaling, but I use 1 right now.

Well, if you don’t intend to do any mixups, then setup 2 is definitely the setup you should always go for. You don’t want to trade more ultra damage for the damage you get out of cl.mk however small the difference is.
Also, isn’t the first setup actually easier to mess up, considering you need to dive kick at the right height to combo U1?

Combo 1 gets 10% less damage on U1, which does something between 400 and 500 damage, so you’re losing 40-50 damage but gaining the launcher which I assume does at least 60. So combo 1 might technically be a little more damage, but it’s not worth it if you find combo 2 easier to execute.
Combo 1 is easier to land the followup after FADC but then you must time your short dive kick correctly. Combo 2 is a little more strict on the FADC followup timing, but you don’t have to worry about jump cancel or dive kick or juggle.

Edit: are you considering Yang, Warahk?

BS. Buffer your Ultra inputs during the dash - HP mantis gives you all the time in the world to FADC into Ultra since it has stupid frame advantage.

Don’t use the launcher combo after FADC - always go for Combo 2. Combo 1 does basically the same damage, is more complex, and doesn’t even put your opponent into the corner, since Yang returns to the same side he did the ultra from.

what the fuck did i type? “anyone know who significant damage…”. gdlk. i was trying to ask if one combo did more damage than the other.

@drowsy - ultras don’t scale in straight increments of 10 in combos like specials/normals, theres some weird scaling formula for ultras. Regarding guile - I don’t plan on changing mains, but I’ve played ~150 matches with yang in AE and i like him.

@wasted - i didn’t notice juggle u1 left yang in a different position. i figured it was the same since they both lead to full ultra animation.

The only difference is Ultra’s count as two moves. So the scaling of straight cl.mk juggled into Ultra is 100%, 80%, because the Ultra counts as the third, not second move, but adding more hits just reduces it by 10% as normal, jumping hp, cl.mk juggled into Ultra is 100%, 100%, 70%, because the Ultra counts as the fourth move.

Non-Sequetor Combo – You can link close.mp into far.mp if you wanted to for some reason. It feels quite difficult to me however.