HOLD THE PHONE!!! lol i thought you were being a smart ass, please disregard my lil insults.
It’s a little difficult to land a cr. forward. It’s really about maximizing damage you get from little things. Honestly, I’m currently using SA1 against my group of friends I play, but it’s because they have some problems. I’ve been winning with it against my group from the simple fact that I beat throw attempts with it. Once my group of friends learns to simply tap towards THEN throw, most of my setups into SA1 won’t work, and I’ll have to rely on ex slashes more.
My main form of damage from SA1 comes from setups like training them to tech throws after a dive kick or cr. short, cr. forward xx short tele crossup and train them to tech that throw. Those 2 main setups are easily remedied by simply doing option select. (I hope they don’t read this thread ;)). I’m not going to use SA1 following a command throw simply cuz of the damage reduction after the command throw. I’m better doing cr. forward xx fierce slashes,teleport, crossup dive into combo.
Even as a counter to certain moves SA1 won’t work. Try using SA1 to counter necros cr. jab. Even with the jab extended during the super flash, he has time to block. At a higher level of play, SA1 is going to be too easy to bait / counter. At a lower / mid level of play, SA1 is great, but it won’t take long before you’re going to be using most of your SA1 meter for ex slashes, and at that point, why not using SA2?
Ah! Great post.
That explains why I’ve been getting away with SA1, shitty comp.
I gotta up my game, thanks for the post.
I knew somebody was gonna eat this dude sooner or later.
the damage after command isn t that different from the original amount, but that wasn t the point, o well
After command grab it’s about 66% of a naked SA1. Even still, the threat of landing a followup dive kick to slash combo is more appealing to me. I’d rather save the super for something outside the command grab or save the super for some ex slashes.
same shit.
exactly, don t deny the slashes:looney:
It’s not the fact that the person will be dizzy, but when they see their stun gauge up so high, they are forced into making risky decisions, especially if the match is in yangs favor. for example, Ryu is 1 jab away from being stunned. He’s knocked down with yang standing a c.short distance away. The match is clearly in yangs favor. One missed srk, or whiffed throw and it’s over for ryu.
I’ve seen it happen many times. It’s very easy for yang to bait stuff out and connect into more slashes or whatever combo the player chooses. If the guy about to get stunned wants to play defensively, he might try to tech a fake throw and get hit by the kick chain and subsequently stunned. The slashes are like a mini-super each time you hit someone near the corner. Knockdown, damage, and potentially high stun. It’s likely enough to fully stun someone, too… just bust the slashes on akuma.
SA1 has a few things going for it, but being perfectly safe if blocked and having options to connect doesn’t offset the low damage and slow startup (inability to punish many moves), at least in my opinion. If the bar was really short like SA3, It would probably be worth using seriously, but a couple slash combos deals more damage than the super itself as it is. One might mention how ryu obviously deals more damage with the EX meter in shinshoryuken, but one super can change the outcome of the round and almost always puts the match in ryu’s favor. Either that or the super and all the ways to connect act as a scare tactic to help you advance. When yang gives up his meter for SA1, he also gives up many easy hit-confirms and reversals that would only otherwise work with EX slashes. Three jabs, low short, s.strong short link–you can either use them multiple times or wait for that huge bar to fill and use them once.
Thanks to you people, and kofiend, I know now the power of SA2. My game has improved alot, and with a Yang rushdown, you can do EX slashes all the way home, and the damage it takes of is comparible to a command grab + SA1, I’m just an idiot.
More posts in this thread! My game is seriously alot better from reading this thing.
please tell me that Yang’s best move isn’t his throw?
Yang’s throw is not his best move.(Happy?)
Of course the slashes are the best. First one, and first 2 for EX, especially cuz you’re safe if blocked and you can follow through if it hits.
Throws are damn important though. Mix that shit up = Yang wins.
EDIT:
@ParryPerson (PP?): Oh yeah. Sometimes on a downed opponent I’ll back dash then walk forward the slightest bit and get off cr.Forward>Ex-Slash as they wake up.
Crouching Forward XX EX mantis slashes has alot more range then you think, and can punish alot of things you might not think it can.
boy that’s a relief…it was seemingly apparent that most people tend to throw with him but not to an extent where you have Twelve using that or that gay super combo as the most damaging punisher or choice…
hmmmm…maybe I should mess around with him more in the same fashion as Necro to see what’s possible…I’ve only been able to force that mixup on Alex so far but that’s prolly cuz he’s fat, and I doubt people will just stand there let alone crouching making the setups easier…but I guess it’ll have to be tested to see if it’s possible to move after EX
I can’t really see a use for those rolling kicks tho :sad:
Only time I use rolling kicks is to be flashy, or if I KNOW a fireball is coming.
FLASHY
-Cl.Forward>Forward roll kick>SA2(SA2 only connects in corner)
-Jump-in or whatever>FWD/RH roll kick>Strong>Short Teleport>Mixup. Strong is a reset that hits after the roll kick. I teleport with short which puts me barely on the other side of my opponent. Then throw, dive crossup, whiff>parry, whatever feels sexy. I guess another good thing to do would be a roundhouse teleport into taunt(taunt increases damage of very next hit/combo). You could probably Super Jump Cancel (from strong) into some dive kick mixup or something too.
Yeah you should play Yang though. He’s the only character I can play as forever and not get bored with.
jiorn- ehh, roll kick-teleport set ups are a waste of meter IMO, throwing isn t the smartest thing in that situation either, plus everyone is familiar with it. in my area, you ll get grabbed on reaction.
realistically; you ll hit confirm jabs or tech at best, no real openings.
one can argue “if you have enough time to tech, then you can attack”, ehh whatever.
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your vunerable to short short combos if you attempt to tech/throw(they can attack/block faster than most suspect).
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if they were passive enough to let you attack, since there was a air reset, your open to wake up parry(popular habit found in players).
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backing up to attack will get you grabbed(at that range).
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if they were passive enough to block an attack, you didn t create any openings.
coming out of recovery(at that range), and attempting to still pressure…won t threaten anyone cause it is what it looks like, vunerable. -
he can tech. if anything, its easier for him to throw you than it is for you to throw him cause he just has to wait for landing, you have to consider your recovery and his.
are you willing to gamble the advantage you just earned by pressuring things he s likely to block/tech and possibly eat a 60% combo?
a better option from that set up is jumping, you won t get grabbed, you can enforce the ABC situation and your at a better(safer) position to keep on pressure.
this is, if your even using roll kick set ups, it IS a good way to punish projectiles but lil too suicidal for my taste, i m sure you agree.
yay…I finally found a use for the rolling kicks…unfortnately I found it out by accident playing against pyrolee, it’s a decent anti-air in the right situation, mostly from the setup perspective, however I haven’t found out a way to add more to the combo…maybe I’ll just have to mess around more and just use it as a setup starter
going back to the Yang everything topic, I found that playing with him has taught me more about spacing and where people will be on the screen…
however I’m still wondering how to play divekick games, as I am unable to effectively use divekicks correctly (any help appreciated)
I was thinking about jacking stuff, and I’ve started by XCOPYing stuff from pyrolee, but then again Yun is a different character (and better IMO) so…
just set out to find gee O and convince him ot start playing again, then wait for a few months and x copy him
dive-kicks:
Hit them low. Cr.short/cr.jab/uoh. throw/ex mantis/cr.mk>mantis/another dive-kick.
you want to do them a bit earlier then when doing them with yun. Yang needs to do them just before he reaches the top with his jump. Yes, this is good for yun too but yun doesn’t have to do this to make his dive-kicks annoying because of his chain. What? yang’s chain? no knockdown and pathetic pressure. Thats why we do them earlier and faster.
After knockdown: charge meter with a couple of cr.mp if they dont quick-rise, if they do, do his dash-teleport thing > pressure(mantis/another dive/cr.mk/ and so on.
I use sa3 on all so i just activate > pressure after this. Really, one combo basically fills the bar up. I dont care if the damage is bad compared to gj. Compared to the time it takes you to charge it up the damage is good. And you can always ex if you feel for it.
Im a noob Yang here, and I was wondering if someone could explain to me this weird thing that happens with EX Mantis Slashes.
Question: How come, when I do cr.mk XX ex mantis slashes, I sometimes get 6 Hit Combos, 5 Hit Combos, and even 4 Hit Combos? Someone suggested I was doing it too fast, others said I wasnt fast enough. However, I havent been able to reach a solution. Could someone explain to me what Im doing wrong?
Thank You for your time