i said they can roll out when you cancel into sa3, i.e.- palm, bread and butter, they can t if they were knocked down cause of a move inside sa3.
I see. It spilled my mind like mad. I haven’t played Seiei-Enbu in like a month, but I should of known that…
Wow umm. this post was in 2004, but wtf.
Air battling:
Yun generally does a lot of dive kicks so a good idea would to be jump straight up and fp. U can also wait for Yun to throw a dive kick and throw one after him so u can knock him out of the air. When he jumps at you and your grounded u should jump and use rk. That is the best air to air Yang has.
Ground battling:
fp is your friend.
Everytime you knock him down. UOH xx lk xx ex mantis slashes.
c.mk cancelled into sp slash can give a bit of pressure. Don’t slash again until u confirm it.
Yun will try to c.mk xx qcf+p so wait for it so you can parry and ex slash him.
Don’t try to parry Genei-Jin. Throw.
Everytime Yun lands next to you from his dive kicks throw him.
neutral jump fierce is terrible against divekicks, yun leaves the ground much faster than yang, you can t have yang neutral jumping alot cause your suspicious of divekicks, even so, by the time the fierce starts up, yuns divekick will land before it makes contact.
a better strategy using neutral fierce is to do it if the range is right and if your in the air before his jump reaches its arc, otherwise lk, mk or hk does better if its a neutral jump.
lk divekick works well if its after yun’s, highly depends on the divekick strength chosen and the range before they began.
while i do agree hk works best air to air(since it ll even hit lil above yang’s head), its a very familiar parry most who play the game are use to, lk does less damage but it has a “spongy” feel thats a later parry than most expect, but it still has decent priority in air to air no matter the range and arc points as long as it can make contact.
really, mk after their arc is a good choice since it has the longest range, its cancellable, and if they were gonna divekick after their arc, right then would be the best choice for them, in which case the mk can still make contact. alot of people get down the parries for the 2 kicks from this point in the arc without being familiar to your playstyle so you still have to watch yourself with it.
fierce punch will only work the first time you use it, they won t compromise the damage for whiffing stupid(i.e.- a shoulder that won t make contact, a whiff divekick coming in outside sweep distance, etc.).
also, UOH into lk will work a handful of times, and thats IF your mix ups are good, why would you eat a 30% combo that was avoidable by standing? if you do it too early before their standup, its obvious and subseptible to parries, if its later, its obvious and will get blocked correctly, you can t do it “everytime”, if its working non stop, then your not playing a decent yun.
lp slash parry traps will work the first time or so, most yuns will wanna avoid the situation altogether given he knows your educated enough not to do the second slash, until then a smart yun will block or parry instead of sticking out moves, its the oldest parry trap in the book for yang.
DON T try to parry GJ, yes. even sticking out crouching lps to keep from getting command grabbed can straight out get hit out of if they bait it, right into shoulder, etc…
automatically throwing a yun that divekicks right in front of you is the dumbest thing you can ever do. whats keeping them from controlling their space so that your throw whiffs as their bread and butter is about to begin? or straight out bread and butter? i favor yun’s bread and butter if its gonna be a gamble. late techin, or experience/memory is more correct for this scene, you can t just automatically throw.
Fp in the air isn’t that good from the corner, but u have to admit that in the mid-screen section it has its uses. Jumping rk is better as it also lets you combo off of it when Yang reaches the ground and it comes out superquick. And no I do not recommend the use of neutral jumping all the time, but time to time is works.
It does work well, but I prefer jumping rk, it does way more damage. I get what your saying though and I do lk divekick alot to stop Yun’s, way more than a simple jumping rk. I use the jumping rk to play mindgames with the opponent and capitalize off it. j.rk, mp, ex mantis slash.
Well the two air mk>mk divekick only work if Yang is considerably above is opponent in the air. In an Air to Air battle, I’d always recommend rk. If someone parries mk once, they still can be hit by an air rk. I like mk alot against grounded opponents because you can cancel into the divekick, its uses in the air are limited though because air mk comes out way slower than rk.
fierce is really great IMHO. It punishes a lot of things, and after the lk, mk, rk chain it is great for follow-up. Fp is good if it will touch the opponent, if it misses it all suck, but if it at least forces the opponent to block Yang is not at a considerable disadvantage. The hit box of the attack is pretty good too, not kobukushi or palm like but it extends a little bit beyond the tip of his finger, plus comes out decently and catches opponents off guard at times. if Chun for example uses her s.fp Yang can fp after and hit her, the same goes for alot of her attacks. I also forgot to state that you shouldn’t use it all the time, as it becomes parryable. and it is not a good attack for whiffing at random because Yang becomes prone to grabs and parrys.
True I didn’t mean to sound to literal with everytime. I just exaggerated a bit. But it is still good nonetheless.
But after lp slash Yang has more options than the enemy because they are put at a frame disadvantage. He can either dive kick, follow up slash, walk up and grab, universal overhead if opponent is in corner, or c.lk another jp slash.
LOL I try to parry Genei-Jin when I know I can c.lk ex slash after them.
Not recommended at all, if one can throw after genei jin, or if you really have an opening then one should take it, but a good Yun would fuck Yang up after this.
Another exaggeration by my part. U can throw from time to time, one should have space to jump and dive kick or c.lk, ex slash, when Yun lands. What I meant was point blank space, usually when Yun faints a dive kick, whiffs it, its because of either wants to grab you or dive kick again.
I didn’t write the things down in order for them to solely be done all the time kofiend. I do not recommend neutral jumping all the time, as well as, s.fp, c.lk xx slash, because someone would automatically lose. I would expect people who read this to not be robots without common sense.
ok, your thinking about a yun throwing themselves everywhere then. jumping hk on the way down is decent, its pretty final towards the ground right? even beginners learn to parry those attacks from divekick > neutral jump attack.
jumping hk is so final if its not done early in the jump(saying it wasn t parried), and it knocks them far when it hits air to air, giving them breathing room you shouldn t want them to have. the classic 3 hittter you keep talking about on the way down works after some kind of conditioning, start a round that way, “forward”, done.
thats not true, the two are solid when applied later in their jump also. its always good to mix up, lets just say you ll win 3/4 the air to air situations that occur in a round, jumping hk is a fast sudden parry right? jumping lk is a later parry than most people expect, mixing up “>” repeatitive tactic.
air mk has tons of uses, it carries a good tit of frame advantage, its cancellable to another hit that can make contact or whiff depending on the angle, arc and range of the jump
(a mix up in ground terms), its his longest non neutral air attack, since when is a fast/delayed, longest ranged cancellable attack automatically “limited” next to just a sudden ass kick that screws you when its parried? mix ups.
ok, now your just talking about old stable strats, and the topic is about yang vs yun, not chun.
if your doing standing fierce more than 1/8 your outside crouching whiff distance poke choice, with the frame advantage that didn t get countered in anyway, your strat is really old and is subseptible to being parried by anyone whos played the game in its early days.
we already understand yang is all about mix ups and anything can be parried/let go, its kinda retarded you quoted every part of my post to come to this point in your own post + going off topic to prove why your so awesome against chun.
ok.
noones disagreeing with you there, i said lp parry traps are only good once or twice a round in response to you saying :
that sentence makes it sound absolute now doesn t it?
of course you should attack when theres an opening, that goes without saying, you saying “LOL” makes your sentence sound as if i m saying don t and your damn proud you do…this is like the 5th times you ve quoted me to mention something bout how you deal with shit instead of whats the safest.
a good yun won t give you an opening now will they? so the real goal is to hold off their command as late as possible or avoiding it altogether right? done.
thanks for clearing that up, how bout matching what you disagree with my post instead of chopping it into 10 segments of you typing shit i don t disagree with.
of course not, games are always hard to talk about online, theres alot of room for things to be different.
most here already know wassup with shit up to 8 years old, you ve been reciting that stuff when you weren t trying so hard to disagree with me lol.
Let’s just clear things up you post nazi, and be more objective:
If Yun divekicks, he can be hit out of it with: Straight up or jumping forward j.rk, divekicks, j.fp, qcf+k (not recommended)
If Yun lands Yang can: divekick, grab, c.lk slash, lk series, mp series.
When both in the air: j. rk (my recommendation), mk+divekick
When Yang is in the air and Yun is grounded: mk+divekick, divekick.
R ur panties still in a twist? and talking about quoting u in ten blocks, I don’t give a fuck, don’t read them if ur eyes can’t handle it. Simple as that.
all you ve typed so far is shit EVERYONE here already knows, i presented to you counters for why you shouldn t do what you do all the time(your first post), considering a better yun than the ones your use to. you strayed and went on about old ass stable strats(that noone would disagree with btw) instead of proving why you believe the shit in your first post is sooo good, other than saying HK in the air is good cause it can combo on the way down and it plays “mind games”, oohhh kicked in the head, big mind game indeed…lets give him distance to charge meter…the reward ratio on that is like 1/4, if he parries, your fucked, if you kick him, you cause like 25% damage at most, or he flies away, so he gets distance to charge or activate before you can get back on him, in which case he ll make that amount back even from a late command after holding off a barrage. once in a while is ok, but think about his 3 gains to your 1, a refined yun will pick up on anything and make shit unfair.
i m thru with this debate, i m not gonna negotiate what i say cause you don t wanna read or see past yourself.
kofiend wins again.
All I see in Aoishi’s post are things already known by any halfway decent Yang, and a lack of understanding of mindgames on Aoishi’s part. Ever play pyrolee? You make one TINY TINY fuck up against him or any other good Yun and that’s 40% right there. Quite frankly I don’t think you get the comp good enough to understand the game to the best you could and I don’t blame you for that, but even then you oversimplify mindgames that are much more complex than you obviously comprehend.
I mean, come on.
OK what’s the deffirence between Yang’s SAIII and Yun’s?
Woooo boy, they’re not really the same at all. Yun’s is the best super in the game, and Yang’s is one of the lower supers in the game. Yun can do lots of juggles and crazy combos, for nice damage, while Yang’s hits too fast and stops the juggle, and also does less damage, basically rendering it useless in comparison. I like it for fun, but… yeah.
Yun’s SAIII speeds him up a lot so he can combo almost anything to anything and pretty much throws out the juggle limit. Yang’s SAIII doesn’t give him any powerups but is similar to SFZero3 Variable combos. Shadows imitate whatever moves you do a split second after allowing for hard to block crossups and enable some links he wouldn’t be able to do without SAIII activated.
I think it’s more similar to Rose’s “Soul Illusion” super than the VC system.
The VC system allowed for full cancelability on normals and some specials.
Whatever, I never played Alpha.
GJ: Full cancelability on ending of most moves both special and normal, with some gaining startup advantage. Does throw juggle counter out the window. Think A-Groove CVS.
SE: Two shadows follow Yang and do the exact same movement that he does. From I understand, this does NOT throw out the juggle counter. Great for ground chains and mixups, though, and it’s got probably the shortest bar in the game! Too bad it’s one stock. Think Ninja Gaiden (NES).
Seiei-Enbu is the shortest bar in the game, and I personnally hate SFZero :tdown:
Would u rather have a 5 page post on what Yun can do to everyone while they are in the air? And no, again, if someone has the bar for Genei-Jin then I do not recommend jumping straight up. It’s common sense, but whatever, wtf… I don’t think I need to justify all the posibilities for one situation in theory fighter so fuck it, I’m done with this thread and theory fighter.
Then the next time you’re in California, we play for $50 best of 5. What say you?
(I was gonna say Yang v. Yang, but if you want I can rape you with other characters too, your call! )
Simple question, for the highest damage for the yangs SA2 is it best to just use SA2 with no combos into it. I usually just use meter for slashes but on the occassions I do use it i’d like to know how to get the most damage out of it.
I think most damage you can get out of SAII combo is taunt, palmxxSAII. Only useful if you happen to stun mid match, but very nice damage.
Other than that all of his normals are ok to cancel into SAII and don’t rape the damage at all, starting from a jump in or not.
Nice hit confirms into SAII:
UOH, cr.LK, SAII
close MP, LK, SAII
cr.LK*2, SAII
Just avoided juggling SAII after his punch chain and after senkyutai and mantis slashes, or you wont get your monies worth.
Thanks. The only reason I asked was because I use to only really use the two you said not to use, and noticed that they did crap damage and always wondered why people would even list those very non damaging combos.