The Forward Senkyuutai does the most stun damage.
i havent’ gotten around to testing this, but is it possible to do.
(close) s.forward, jump immediately after (like how you can jump after chun’s sa2), j.forward, short dive kick (both the j.forward and the dive kick are in the same jump), land, tenshin senkyutai?
also, are there any other forms of the unblockable using Seiei-Enbu that isn’t simply roundhouse dive kick for cross up, c.short, c.roundhouse, repeat?
the jumping foward will just resut and the dive kick will make u land early, so they could if they wanted to parry…i use it in my bootleg seieienbu set: at about 10% left qcb+hpXJCj.fwd>divekick…whateva, i always wanted to know if u can land then close s.fwdXmantis slashes in hte corener like that…
Unfortunately after you hit them in the air after a close forward, you can not hit them again with anything, the tenshin will go right through them if you do it fast enough.
even if the air hit resets?
The way I tested it, I did a close forward, super jump cancel, jmping forward, land tenshin, and it goes right through them as they came down.
odd there could be two things why i was thinking it was a reset
1 i may have been in sa3 activated and the shadows reset it.
2 canceling j.mk into mk divekick restes but i doubt it.
Oi… brand new to playing 3S. I kept trying and trying to play Alex because I like the character a lot, but he just doesn’t flow like Yang does for me.
I’m reading through the forum right now to learn what I can, but any tips to the newbie populous would be much appreciated
I currently rely on:
-dive kick cross-ups (wake up as well as regular)
-c.mk xx super or EX Fei Long punches (see? I don’t even know the bloody name of the move yet. ACK! I got some catchin up to do!)
-teleport dash during wake up for cross ups. It seems to have a bit of a recovery though, and I get punished if I just throw it out
-s.mp, s.hp, b+hp, qcfx2+k. Having difficulty actually getting in close enough to use it
-hcf+p to build meter, snuff fireballs, and out prioritize some jump ins
Does f+mk cancel into anything?
I’m having trouble doing j.mk xx Dive Kick. I just can’t get the timing on grounded and air-borne opponents. I also don’t see the practicality of lk, mk, hk. Mind shedding some light on it for me?
Keep in mind, tonight was my first night actually learning how to play Yang. I’m pretty excited that I finally found a character in 3S. I kept trying Alex and Elena, but Alex wouldn’t flow as stated before while Elena somewhat flowed, but was kind of difficult to use. Yang however is working beautifully for me, and I actually won a round or two :lol:
I don’t think f+mk cancels into anything. If you want to cancel off an overhead, you need to get it off the MP+MK (universal overhead - UOH)
UOH -> SA2
UOH -> low short, ex mantis slashes
the UOH needs to be done on its way down in order to link into super. There could be other combos off the UOH, but have fun with these for now.
That’s good! Cross up dive kicks are excellent.
They’re called mantis slashes
His teleport isn’t that great, anytime you can see yang, even when he is blurred, he is vulnerable to a hit. I even got hit out of it when i was completely invisble I was able to tell because you couldn’t see me on the screen during the freeze before my opponents super.
I think you mean hcb+p
No
Make sure you’re doing the forward dive kick, because it’s the only one that combos. His kick chain, uhh, isn’t that good. I find it usefull when I’m getting the first hit of my punch chain parried, because the forward comes out after the short really fast. It’s also usefull in seie-enbu(damn spelling) combos, because you can do a low foward into mantis slahes afterward.
Make sure you use the command throw after you’ve scared your opponents into always blocking on wakeup, just command throw, low forward, mantis slashes Don’t EX though after the command throw, it’s something pitiful like 5 points extra damage.
I don’t like to do the ex slashes after the command grab either, but just for argument’s sake, I was told that the ex mantis can do significantly more stun. EX has its uses I guess.
Muchos gracias for the prompt response. I was expecting to see at least three “Heh… n00b” posts before something useful came out.
By forward dive kick, do you mean d/f+mk?
Aye, hcb+p is what I meant. Whoopsie.
Doesn’t Yang also have a fake stompy move? Once again, I apologize for my lack of knowledge… but my Dreamcast was stolen back in March after running a tournament down here in Charleston so… :bluu:
J Blaze:
Yeah that’s true, however Yang isn’t exactly a stun whore, like Oro or something, I can probably count on 1 hand how many opponents i’ve stunned with Yang in the year that I’ve played him. Although admittedly his best stun move is the EX Mantis and I don’t EX Mantis nearly as often as I should
Icege:
Yes, medium kick is called forward in the now abandoned jab strong fierce terminology, some habits are just too hard to break Press two punches when you do the Palm Strike (HCB + Punch) and yang will do a fake one. Not as usefull for Yang as it is for Yun IMO, but you can still use it for throw games when your opponent is waking up.
Actually, whenever i use Yang, i stun people at least once per round with the normal and EX slashes. People are really surprised at how much stun damage they take when you land 3 EX slashes on them.
Can you explain why they are not equally useful?
This happens a lot at my arcade. Lets the round is just starting for distance reference. Yun starts to do a palm strike. The other character walks up closer to him in anticipation of punishing it. But then Yun fakes it and does a jab lunge punch/EX shoulder tackle. Yang really doesn’t have a move that comes out that fast that has that kind of reach. The EX mantis slash wouldn’t reach them on the first hit, SA II is just too slow, and SA I is even slower.
This doesn’t mean that the palm strike isn’t useful to Yang, because it is. It’s still useful in wakeup games, and it is the most damaging way to land SAII.
Regarding Super Art selection. Obviously the most common are SA2 and SA3. I think they are equally good, but some are better in certain situations. I’ve noticed that the good Yangs I’ve played picked different supers depending on who they play. More or less, I will see them pick SA3 on characters they can cross up in the corner and SA2 on characters they cannot.
It makes a lot of sense to me because I think SA3 needs that corner crossup to really be worth losing all the EX slashes. It just adds another direction to be blocked and thus another thing for the opponent to worry and think about.
anybody mention this fancy looking combo with SAII,
j.MK, dive kick, MP, HP,HCB + P XX SAII
That’s fancy?? heh… alright, the fanciest combo I’ve ever seen and done is in the corner against chun li
hcb+fp, 2 slashes, 2 slashes, then SAII
how about deep jumping fierce punch, lauching mk, then rolling kicks with mk, and saII , hard timing…not that great of damage but it looks cool.!!!