Yang Everything

JiBbo - I saw your vid about Yang’s standing short reversal from Ken’s c. forward. Even in your comments you said it’s probably not useful. I was just wondering if you’ve ever used it in a match. Seems you have to be RIGHT NEXT to the Ken in order to be close enough to connect with standing short after being pushed back a little from blocking the c. forward.

I had the presence of mind to do it a grand total of ONE time in my career as a Yang player. Even then I was just doing it to be funny. It’s not something I have programmed to have on the brain, because really it’s not practical. The reason that video is up really started about a small debate on how fast his standing short is – that it is too slow to punish Ken’s low forward. But…

It’s not practical because, as you pointed out, from that range a Ken player would be more inclined to just hit short short confirm super. Even if a Ken player hits low forward from that range, the last thing I’m gonna be thinking about is standing short reversal. I mean, if the situation happens and you can see it and react to it, then go for it. In that case, it’s free damage. It’s just unlikely that the Ken player does it from that range, and if he does do it the reversal timing to punish it is really strict. So I wouldn’t recommend something like that in practice for anything other than strengthening your reversal timing abilities.

WantonX - Thanks. I would have done better in top 8, but by the time everything was going down I was really drained and lost hunger to do good in 3rd strike. SF4 really shadowed everything. :sad:

What do I do against jump happy players? Like, for example, a jump happy shoto. Maybe even a Ken player who likes to do his crossup j. mk a lot whenever given the chance too.

Depends on what kind of jump in.

Air 2 Air you can hit just about any button. I’ll usually super jump hit fierce or roundhouse if I see a Ken player jump from more than half screen — regular jump if less than half screen. If they get a jump on me deep and I’m not able to hit them air to air I’ll parry and hit jab really late. It’s sort of an option select. If I don’t get a parry, I’ll jab them out of the air. But if I do get a parry I’ll hit close forward and do whatever. Or I’ll just parry and if I get no parry, wait for them to land and throw. Usually results in a throw break. Another thing you can do is short roll kick when they’re at the peak of their jump. Low fierce is a dependable anti-air if you hit it at the right spot. You have to parry twice and it seems like after the second parry Yang recovers really fast. So if they do happen to parry both hits in the air, they probably won’t punish you when you land.

That’s just stuff to think about.

Another question.

Is the “defacto” way of following up a zenpou grab after c. mk, assuming you want EX slashes, too press mp and hp together instead of lp and mp? I ask because if you mess up EX and get lp slash, it’ll whiff, so… I guess I answered my own question? lol. I dunno, just thought I’d ask. Bleh. :confused:

If not in all vids, but most vids of Roshi using SA3 against Kens, is there any particular reason why Roshi uses SA3 against Ken? Deadeye used Seiei against Vinny and 5-Star at Cali regionals too I think.

Edit: Nice av JiBbo. :lmao:

Did I really kill this thread? :confused:

I will try to bring a camera for a local arcade tourney tomorrow.
I’ll revive this thread with some match videos.

btw, walking back on your opponent’s wake up is godlike.

No, SF4 did.

SA3 compared to the other two SAs against Ken gives you more control of the match. You’ll have it like twice a round and during that time the damage is almost free. Ex-slashes are damn good, but you’re not gonna get them as often against rush down or even turtle Ken. It just comes down to preference – to have a consistent, safe offensive rush down rather than a loaded gun of EX meter.

I prefer to use SA2 though, cause I feel since my reactions are really good Ken will be at less liberty to whiff some shit against me.

SA3 would generally make no sense on someone with a dp, but against ken and the possibility of getting your ex slashes reversed, it makes some sense. Also, after knockdown or during a blockstring, you don’t have to hit buttons. You can stop for a second, then hit whatever they’re mashing out.

You can just knock ken down anywhere [but in midscreen you’d wait for a neutral throw], and then turn it on. You can also activate it like genei jin, i.e. low forward or close forward sjc activate, and ken cannot do anything about it. As far as I know, he can’t even reverse super that sort of activation. Note if you decide to do a launch sjc xx SA3, you can follow it up with a forward rolling kick.

The super in general requires more meter management, since if you burn your ex you’re not going to have a super to turn on. Generally though, if the opportunity comes by, and you’re not going to be able to knock him into the corner/his stun is pretty high/he’s almost dead, go ahead and EX. You build it up fairly quickly.

I recall Yi telling me that Roshi would get up to 3 activations in a round against him, which is pretty buff. 2 activations is more common, generally someone dies before you get the third one, but if you’re constantly making them block normals/slashes, then that bar comes up pretty quickly.

SA2 is more of a, ‘I’m going to knock you down, and then force you to guess’ sort of thing, and is generally a better option than SA3 [unless you have no mixups whatsoever]. I can play SA2 just fine, but I’ve spent a long while playing with SA3, so I just stick with that.

So, is Yang’s SAI considered viable? I hear lots about II and III, but nothing really about I…

Not a fan because:

  • Bar is long as hell
  • Damage is ‘ok’, but for a bar that size it should be a little buffer
  • EX twice means you have no super for a while
  • Minor, but fairly easy to red parry

It’s usable, but SA2 is a much more useful super.

Ill revive this thread with my match videos from East Coast Throwdown and possibly other shit

Oh and I gotta upload my match vs jwong (used yun/ken though :sad: )

Allright, this has probably been asked 1000 times, but does Yang’s command grab vary in range depending on which button is used? Or is it just like what’s been said about the other twin where whether you use short or roundhouse, they all have the same range?

I know that if the same could be said about Yun, why would it be any different for Yang, but I dunno. I just use mk to do my tenshin grabs, but whatever. lol

2df ranking battle matches

Nica K.O vs Scrimps: [media=youtube]GHe6du0yjZI[/media]

Nica K.O vs Ohchi: [media=youtube]kxbFaPDt-Ig[/media]

East Coast Throwdown matches

Nica K.O vs iloveu joe: [media=youtube]-3TKCAJYukE[/media]

Nica K.O vs Gootecks: [media=youtube]N27x56nu-8U[/media]

Nica K.O vs Deviljin winners finals: [media=youtube]daCR7ppYutY[/media]

Nica K.O vs Therapist grand finals pt1: [media=youtube]r0MEfpWpoiA[/media]

pt2: [media=youtube]JnWt6ztDg5g[/media]

final: [media=youtube]UAijg7gfdNQ[/media]

Nica K.O vs Justin Wong 1: [media=youtube]wyZoZXruLjM[/media]

Nica K.O vs Justin Wong 2: [media=youtube]cbXeB619FYc[/media]

It’s the same thing as yun.

I don’t know if this can be explained over the internet, but I STILL CAN’T DIVE KICK EFFECTIVELY. It’s pretty pathetic, actually.

Any tips or suggestions so I don’t get hit out of the air or parried? Is it mainly predictability of when I’m dive kicking? Should I time the actual dive differently each time? Should I be normal jumping or high jumping when I do a dive kick? Etc etc.

I know this is a pretty broad question, but any help would be great. Maybe perhaps go through your mentality of the dive kick (when to use it, how often) would be best.

Are K.O, Nica K.O and Kenzo all the same person?

KO = Kenzo =/= Nica KO
:wink:

Dive kick experience is something that comes over time. The more games you play, the more often you’ll be exposed to different situations concerning the use of dive kicks. Conditioning your opponent to expect divekicks are going to whiff, then doing a deep one and getting a knockdown off of that, or doing the reverse.

Eventually people start to try anticipate and dp early, in which case you should start doing either short divekicks outside of dp range, or if too close, just neutral jump and come back down, then punish. Although, there are a lot of people that you can mindlessly divekick against, so whatever.