Yang Everything

Then what’s “meaty UOH” mean?

thanks :tup:

found something interesting tonight.

crossover the opponent and input divekick the opposite direction

mess with it

Yes, this is how you get out of corners and score free [albeit minor] damage on your way out.

heh new to me. crossover lk dive kicks that are extremely ambigious

How much frame advantage do you get after a blocked and connected kick chain? It looks like I can move first, but I’m not positive of that. Frame data page doesn’t have this info.

can i have that frame page?

I think it varies.

If you think about it like a divekick, you get varying frame advantage/disadvantage depending on where you hit the opponent.

I think the only thing I can be certain of is if both hits don’t hit, you are probably at a disadvantage, but I don’t wanna put my money on that.

i think he means the short, foward, roundhouse chain, not the air chain

I want to start practicing parrying since I’m not good at it. I’m trying to mostly practice specific moves depending on who I’m against. For example: Shoto wake-up shoryu
Any ideas which else I should practice?

A parry that really helped me the last time I played was parrying the three hits in Akuma’s powered up fireball (not sure if that’s EX or not since I never use shotos) and then parrying a low forward or roundhouse right after. The Akuma player would always use the fireball to try and get closer to me and then sweep me, etc. but I was able to parry it and punish.

As for other things, the wake-up shoryukens helped me out and I could also suggest learning to parry a Denjin even though Yang’s super can roll under it; you never know when you’ll need to parry that. That’s all I have for now though…judging from my reply I’m sure you can see that the only comp. I have is shotos =(.

The fireball can’t be EX because if I remember correctly Akuma doesn’t have ex moves.

But thanks :tup: I’ll get started on the Denjin right away.

edit: I don’t know what I’m doing wrong but I can parry the first hit but I can’t get the timing for the other hits.

Try counting.
That’s what I did.

Watch videos of people doing a lot of situational parries.
Like, when I first started playing the first month I was like “Fuck…this ain’t working” so I stopped playing and for about 9 months ALL I did was watch videos learned when/why/where people parried. Then I started practicing on my own and knew a lot of it by heart just by watching the vids and reading how people play.

But with multiple hit stuff, learning how many hits and what the start up of the move is helps A LOT and it’s really just counting to yourself, unless it’s pummle supers like Magnetic Storm, Rolling Thunder, Shoryu Cannon, Kens SA2 (forget the name, never used it lol) then it’s just luck of the draw (even though they all have a set ammount of hits, even with the pummle capabilities)

Plus there are a few supers you have to put the first parry input before the super even comes out (in a sense) like corkscrew blow or Chuns Hyouku-Sen.

Mainly it’s just learn the moves, hit and start up wise, and practice,practice, practice. Learning how to parry moves and bringing it to your general game play can be really frustrating though cause you’re use to knowing wha’s coming. Just wait it out, be patient, practice and It’ll come to you.

Thanks for the info :tup:

I have yet another question. I was at the arcade today and the guy I was playing against also chose yang. When he chose his Super art he got something calle Magnetic Storm…Wtf is that?

It’s a glitch in the USA version A 3S. Mag storm is Necro’s SA1. You still get the right super during the game so no one should be worried.

And I did mean the ground kick chain before (LK MK HK), sorry for not being clear.

^ Co-sign.
3 kick combo would be so much better if knocked down. =(

It’s kinda like how on the 1P side Dudleys Corkscrew Blow reads it’s his SA2 option, even though the numerals are still blue. lol.

And it’s funny, but I notice ST Fei-Long and Yang almost play the exact same. Rekka = Mantis Slash. They both use them as counter pokes and main poke in general and their general game play is based around landing rekka/mantis x’s 3.

The only thing that really bugs me is they both have the potential to be great characters but they lose to the stupidest and most random shit in the universe.

Kind of like MSP in the MvC2 Universe. (Even though MSP is a top tier team, people who know Marvel and now MSP know EXACTLY wtf I’m talking about)

Edit: np, Valaris. Anything I can do to help out players. I love 3S and I try to push my scene so hard to get re-active but they’re all marvel heads and it makes me sad. =( Since I got everyone into marvel like 5 years ago and now no one shuts up about it.

I was hoping you’d understood what I said, I read over it and seem kinda clusterfucked. =\

That’s the main reason I play both Yang and Fei-Long though I’m better with Yang just due to the fact that I don’t really train on ST much. However, due to a lot of character strategies in ST, I find Fei-Long a lot tougher to play than Yang; that may mainly be due to the fact that there is no parry system in ST so you’re under a lot of fireball pressure by some characters.

iori>yang

Hey guys I just recently got back into Yang and I’m having some trouble with this combo…

Dive Kick -> crouching LK -> EX Bitchsmacks x5

My problem is I end up doing dive kick -> crouching LK -> LK rolling kick. It really pisses me off. Anyone know a non-complicated way that I can prevent the rolling kick from coming out? I wish Capcom had just removed it when they made 3rd Strike, its the worst move ever.