Used sparingly, wakeup shoryus show your opponent that you CAN do them and possibly WILL do them, which forces your opponent to realize he can’t do whatever the hell he wants when you’re waking up.
Never doing them because wakeup shoryus are usually predictable isn’t a good reason. It’s all just guessing anyways.
If you’re going to use a shoryu on Yang, it’d be a jab one most likely. If yang is a little too far and he’s crouching, the fierce shoryu only hits once and he doesn’t get knocked down.
Hey you guys, look at that vid. In there I see KO’s Yang doing wakeup standing LK x EX slashes.
Why do you think he does standing LK x EX slashes? EX slashes could possible have more range, so I was thinking…
Do you think KO is using an option select? As in, do LK and cancel it into EX slashes. If the LK hits, you will do LK x EX slashes. If the LK whiffs or you’re beat out, nothing will happen.
So do you think he’s doing, that…or just doing it for no reason? I tried doing that option select and I end up doing whiff LK, EX slashes. I think my fingers need to be faster. =/
He’s doing it for no real reason. Wakeup s.short xx ex is dumb. Why do something that can be parried both high and low [and IIRC it’s slower than wakeup c.jab xx ex because you’ve got to get to the standing animation in the first place] when you can just low short? Or if he wants a high-only parry wakeup attack, s.strong?
I’m not sure what you guys are talking about, but this looks very much like a grudge match. Or at least as much of a grudge as Japanese gamers can have.
I’m a big Yang fan, and I was wondering if Zenpou Tenshin is considered a better option over a standard throw. Can you punish better with some swipes afterward, or is it more effective to simply toss them. I’m a newb btw :sad:
Command grab reverses sides, which may not always be what you want to do. For example, if you’ve cornered them and go for a throw, it’s probably better to do a regular one unless you can kill them with a grab into EX rekkas.
Also, the whiff animation for a command grab is hideously long, so you probably want to think about that too.
Getting Yang’s grab off is harder than getting Yun’s, because Yang doesn’t give people as much of a reason to. A good trick in close range is to do one low short and then walk in for a bit (to be sure) and do the grab, since most people expect you to try at least two when you do that and wait for something to parry.
Nowadays I don’t really go for command grab unless the mixups are really going.
I find though a good to try for a command grab is after a quickrise from the opponent. For example, you hit them with a combo or mp, hp, b+hp chain, and then you teleport/superjump after them; if you teleported after them, you can just slash, or command grab, or if you superjumped, you can whiff dive and then combo into slash or command grab. It seems that they are more succeptable to it when they are quickrising.
If you’re feeling really ballsy, and I mean really ballsy, you can try and do normal xx teleport in the corner, and then either high/low xx slashes or command grab. That way, they will still be in the corner when you are done if you command grab. That’s is if you are feeling really gutsy. But don’t overuse it though.
Sometimes tick into command grab works, but I think just tick into kara throw is better. It does decent damage and stun, and chances are you’ll be thrown or worse if you go for command grab.
But yeah, always keep the option of the command grab in your head, but know that it really shouldn’t be used unless you really got a good momentum and/or if you can condition them to parry or block you a lot.