So… I saw this video recently about Yang’s SGGK. I never knew this thing even existed. Kind of feel pretty dumb now for getting the news so late.
I’ve watched the video, seen what it can do, but wondering how often you do this move. For me, I’ve always wondering how Yang users know when to do his command grab and I was just amazed to see how daring they are to go for this grab considering the risk of getting punished. But now that I know SGGK exists, I’m now thinking pretty much every Yang command grab I see is actually an SGGK, so the risk is slim to none. Is this true?
No, not every command grab is an SGGK. A big reason is that it’s easier to jump out of an SGGK’d command grab. You have to input 3 seperate directions [forward -> down -> back] + kick, while a non-SGGK command grab can just be quickly done.
If you’re expecting a command grab, you can jump out regardless, but SGGK’d command grab is slower to come out, and thus easier to jump out of.
1,standing strong,low strong combos
2.standing strong,far standing strong combos
3.standing strong,standing shortxxSuper Art2 combos
4.(In the corner)close standing medium kick,far standing medium kick,Super art 2 is a cross-up
Anyways, does anyone here have 2DF? If so, can you guys please take a look at the very last set of matches I had?
Lemme just say that I don’t mainly play Yang, but he’s really a character I’m starting to like more and more. Although, these set of matches were disgusting on my part. For some reason, Yang vs Dud matchup is just something I can’t figure out. I’ve tried different tactics, different playstyles. Nothing goes right for me in that matchup.
I could be wrong, but I think Dud has the advantage in this matchup just cuz it SEEMS like Yang has a hard time getting in. Again, could be wrong.
If you guys could help me out, I’d appreciate it. Feel free to throw in any general Yang tips that I may have been doing wrong, or may have not been doing enough.
Dudley has the advantage because Yang’s low stamina. Dudley gets a parry and he’s taking off nearly half-life, and gets another 50/50. They both have a hard time getting in to each other in this match. What it boils down to is Yang has more options and Dudley has more damage.
Allright, to make it easier, a friend of mine was kind enough to upload some matches for me.
Quick note: I know there’s some easy stuff in some of the matches that I missed. Just an execution thing on my part. Any constructive criticism and advice would be appreciated. :wgrin: Thx
EDIT: Please watch the whole 15 minutes. I know you’d be inclined to turn it off half way through, but it does get a little better towards the end. :razzy:
Also, I was also wondering if you guys prefer SA2 or SA3 against Chun? I’ve only seen SA3 used against Chun once, so I figured I would ask why I don’t see it more often.
Low forward beats alot of Dudley’s advancing pokes like toward foward, toward strong and toward fierce. Low fierce can be treated the same way, but you don’t benefit from it as much (non-bufferable and leaves you at negative advantage).
Standing forward hits him from a good distance and it also works for a good AA. I think he can beat it with his standing fierce on startup though, so use it carefully.
Low roundhouse can be good if he doesn’t have a super stocked. Just be careful not to whiff it so much (ducking super).
I think for Dudley you have to zone him out carefully until you can find or create an opening.
From those matches, one of your main problems is the input delay you get online. You can’t really fight against any rush down properly online. Online play can pretty much force you to guess against throw breaks and overheads. I think you’re doing pretty good though.
Chun-li, I think it’s better to have SA2 for the meter and super. SA3 isn’t a bad choice though.
Caution: I’m not very good, but since your asked for help, Trix, I’ll throw in my two cents.
The things I wanted to correct…you did so during the second half of the vid.
Less dashes and palm strikes. A pretty big tendency you stopped doing. Also, you allowed Dudley to build meter during a few matches while you were trying to build some yourself. I don’t think this is necessary. Yang doesn’t need a lot since getting enough meter for EX slashes is really easy. It hurts you more if you allow Dudley to get stock for Corkscrew blow.
In the last few matches, you started doing overheads more often which I think is good. There were a few times where Dudley would just block low and wait for you to come up so he can tech throw. Toward+mk is perfect for this situation (IMO).
Something to keep in mind - slow down your EX slashes to get all 5 hits. A lot of times I saw you miss a slash.
Against Dudley, I zone with s. mk often because of its length, but I guess that’s not so safe according to JiBbo (whoops!). I’ve learned awhile ago jumping against him isn’t the best idea because of his anti-airs as well as his ability to s. short, dash xx super. Maybe my jump ins are unsafe? Anyways, once I have my preferred spacing, I apply pressure with overheads, jabs, and shorts. My goal is to have him make an opening for me to do something into ex slashes and/or eventually go in for a throw.
Somebody else: Is this good advice? Bad advice? I want feedback as well so I can improve my own game.
Jump ins against Dudley are really risky. He has lots of anti-air options that can hit you at different points in the air and he can beat out all of your normals in various situations. If the Dudley you’re playing against knows how to parry and work his options well, good luck. It’s much safer imo to just play the ground game against him. Low forward is your best tool.
The problem with standing forward against dudley is the risk reward. It can serve as a decent poke on the ground game and can catch him early if he tries to jump in, but it doesn’t do much damage and he can potentially hit you with standing roundhouse > ex MGB. Poking to zone him out and doing maybe 5% damage compared him beating your poke and doing about 40-50%… that’s no good lol.
But you have to give Dudley a reason to not whiff standing roundhouse or fierce to beat out your pokes. That’s where low forward and ex-slash pokes come in. But then again, a good dudley player is conscious of all this. So… :looney:
Playing a good dudley player, when you know all of what can happen in the match, you really have to play considering the human factor during the match. It’s true for any character really, but you have to weigh your opponents options against what you feel like the person you are playing wants. And with that, make the best and your most confident decision accordingly. Anticipate, but don’t react to your anticipations. React to what’s happening on the screen.
So, max range low forward ex slash is immune to reversal Makoto SA1. Also, if she tries to red parry, it’ll just whiff.
Discuss.
Also, if a Dudley baits a low rh from you, you’re going to eat a sweep -> duck upper -> super.
Dudley has too many options to land damage if he ever takes the offensive or worse, a knockdown. Just get in his face and kill him.
Also, people need to use their meter. If you’ve got 1 more or more meters stocked, burn them. EX slash is a good poke. Holding onto meter is completely useless for yang. Thinking that you need to save it for some situation that may never come is a sure way to die while having 2 stocked bars. Yang needs extra damage, and the stun that builds up from ex slashes gets scary. If you have some plan about saving 3+ ex slashes to dizzy them in one continuous flow, that’s fine, but you better have mindfucked your opponent or at least gotten into his head to actually land those 3 consecutive ex slashes.
On the other side of the coin, it was said earlier: don’t be overly concerned about building meter. Standing around or running away to spam low strongs is relatively pointless. As soon as you connect with a blocked or hit slash, you automatically surpass a few seconds worth of low strongs. And guess what? Slashing is what yang is about, so as long as you’re doing a decent job in that round, you’ll have bar most of the time.
If you time your ex slashes slowly (but not too slow), you can push her back far enough to where even four slashes are safe on guard. I believe you can do the same against Shippu as well, where the first kick of the super will whiff and you’ll be able to guard the rest.
I did some testing, and after a red parry she can fit in a standing short. :sad:
Hey, for Yang’s SGGK, does anyone use a particular method of how to input the motions on the joystick? I am referring to the Kara Zenpou SGGK.
F, D, B + mp ~ lp/lk. Right now, I’m messing around with how I input the motions, but what SEEMS like the easiest right now for me is moving the joystick F with my thumb, move down with index, then back with my thumb again. Have yet to get this SGGK consistently. Maybe I’m inputing TOO fast. Not sure.
I don’t even use SGGK. I never have faith that I’ll do it right. I’d rather just play straight up.
Cons Edit:
If you input the motion like that you would lose the timing to hit standing strong as meaty, because you intend to put the parry window up as they stand. If you were to parry a dragon, I’m assuming a standing strong would come out – which is not the most efficient way to punish.
Am I wrong? I’m clearly not sure what makes said SGGK viable…