Simply put, against some people [not the characters, people] you’re better off either staying on the ground altogether, or forcing yourself to be much more crafty with your jump ins. Yang has a solid ground game, so if someone cuts your jump ins off, you can still get in.
Ken gets retarded, because in addition to being able to stuff divekicks and whatever with his normals, he has the ability to wreck the fuck out of you if he catches you mid-dive with an ex tatsu. Smart Kens won’t rely on the shoryu all the time; it’s obvious to them that you can eventually bait them with a short dive and punish. Jump RH and ex tatsu are two additional AAs he can use on you.
Conversely, Ken can also decide to take risks against you since you’re not nearly as dangerous as Yun in terms of punishing. You’re biggest hit comes from a normal -> EX slashes, and while that’s impressive damage and stun [stun mainly, 2x EX is enough to worry someone about imminent dizzy], it’s something that a good player can easily recover from, whereas jab short strong xx genei jin from Yun is on a completely different scale.
Some characters you can seemingly jump in/dive in for free, and if your opponent is the type to freeze under dive pressure and is using that character, then it gets ugly for them.
Work on your tight timing skillz, and make sure the UOH hits late in it’s animation. Really late. The UOH->Short link is in my experience, even tighter than a close Strong->Short link.
you can tick just about any combination of two crouching light or medium attacks as long as the first tick is from about point blank range and your UOH distance will be perfect for that link. There are a ton of setups like this but it’s best just to know the range to do the UOH.
Yeah it’s a good idea to just be able and judge the distance without ticking after something. Things like blocked slash x2, blocked low jab into UoH are relatively easy to see. If you’re able to put pressure on someone, then being able to judge correctly the distance needed makes you much more flexible.
However, those types of ticks can come in handy, so…
And if you have the guy really scared, you can do stupid shit like a super deep UoH into low forward EX. I’m fairly certain I’ve done this, though I was surprised as hell and just did normal slashes.
I just have a quick question. Should I always be using jab mantis slashes in almost all cases instead of strong and fierce mantis slashes? Except, I should use fierce slashes if I know for sure that I will be hitting them, right?
insert normal here xx jab slash is pretty much what you want to do, since getting into the habit of using fierce slash instead will eventually get you hit a few times. If it’s obvious it’s going to hit, then yeah use fierce slahes
However, you need to be able to recognize when jab slash simply won’t reach, and use Fierce instead. Also, jab slash x3 is weaker than fierce slash x3, but it’s safer. I compromise by hitting the first jab slash, and switching to fierce slashes to get the extra 1-3 points of damage. Haha.
Also, something I found a long time ago is that the distance you end up away from your opp. after slash knockdown is dependent on the strength of the very last slash you throw out. I was testing this in the corner, and the distance became very apparent.
For instance, ending with a jab slash puts you at a different distance than if you ended with a fierce slash. It only seems useful or whatever in the corner, though, since a slash knockdown seems to always send your opp fullscreen [but I didn’t test out ending a midscreen knockdown with anything other than fierce slash - lazy]
Note that the distance depends solely on the final slash strength. The first two slashes can be any combination you want.
I got a question about the s.mk that launches the people up.
A few days ago while playing Yang I did a s.mk against a guy that normal jumped towards me. I launched him up and was gonna do qcf.mk after that. But I panicked and somehow I did d.hk instead. Well anyways this d.hk actually connected and I was at the middle of the screen! So I was like whoa that connected?
Anyways my question is that what other moves can you do besides qcf.mk and d.hk after launching people with a s.mk.
cr. lk x 2, cr. lp x 3, and close st. mp link st. lk. These are hit confirms into it.
You can also meaty UOH st lk into it, as well as close st. fp(1 hit), also you can connect it from close st. mk by super jump canceling it. If you don’t, it’ll still connect but do less damage.
Since CooCoos didin’t say it, the UOH s.lk works on crouchers, but you have to be at the perfect distance if they’re standing. I would say don’t bother learning it (standing version), but I saw KOfiend use it as a oki at EvoEast finals sooo…yea:sweat: