So, silly question.
In footsies, I’ve be using cr.lk OS lp rekka to catch stray limbs instead of s.lk OS lp rekka. Any problem with that, or is using cr.lk OS lp rekka fine?
So, silly question.
In footsies, I’ve be using cr.lk OS lp rekka to catch stray limbs instead of s.lk OS lp rekka. Any problem with that, or is using cr.lk OS lp rekka fine?
I was wondering why Mago and Nemo were going for this setup http://www.youtube.com/watch?v=sIlnWG-qJwU&#t=4m28 , after the “fake” U2.
So i tested the setup against the whole cast, and the outcome is, this is an unblockable against Cody,Akuma,Ibuki,Guile.
This is also safe against their reversals (they whiff).
its also a good mixup against Dhalsim,Hakan,Chun, because they have to block the jump in normal, although it looks like a cross up.
Looks like it’s just U2 in the corner, MP rekka, LP rekka, jump forward mk. Or am I gettin’ it wrong?
Otherwise, that’s pretty cool.
Wow he FADC’d the last hit of rekka lol. I’ve yet to test it out, but I’m surprised he’d go for a hit confirm after an unblockable. Maybe scared to screw it up.
If it’s legit that’s an awesome find, poor Akuma has two unblockables against him lol.
Yang has two unblockables against Akuma? Or just two period?
Yang has two. Couple videos made their way to either eventhubs or srk’s frontpage. I’ll see if I can dig them up and post here…definetly worthy material for this thread.
Edit:
[media=youtube]wZd3cA5QygQ[/media]
Works on Akuma, Cody and Ibuki. Might work with Guile as well, probably something about how their hitboxes interact with Yang’s j.mk.
Yes thats how its done, but it has to be the U2 without animation.
I think he goes for the c.lp,st.lp , because if the Cody player tried to dash on wake up, he could still punish his dash with st.lp into combo.(Im pretty sure Nemo did this once in this set, the dash did a weird auto correct iirc, and Cody was right in front of him, and ate a combo).
If he would go for s.hp after the j.mk, he could only punish the dash with an OS sweep(or something else against backdash), and not with a combo.
I think thats why he does no OS too , because he wants to go for damage.
But who knows, maybe he is scared to screw it up, like you said.
That would work against Cody, who has one of the worst backdashes in the game, but definetly wouldn’t catch Ibuki and may be Guile. I hope the timing on it is easy, I was thinking since you have a lot of leeway to cancel into the second rekka, there’s plenty of room for error, and unfortunately I’m really bad at manually timing stuff.
EDIT: Holy shit, this is amazing lol. You can definetly learn the timing, although it’s still possible to screw up.
[media=youtube]7LFAGzK4F9Y[/media]
Nothing special, I just saw people actually posting in here, and felt left out :sad:
I don’t like that video at all. a) both dive kicks are poorly placed, you’re probably at a frame disadvantage there. b) Blanka can escape you. Not all options are shown, but he can probably even regular ball out (since it doesn’t hit meaty) and getting in on Blanka is a pain. Anyway, upball and rainbow definetly escape, as demonstrated. c) he can easily AA the second dive kick. d) if he wakes up with electricity (which all bad ones will) you block it, which is terrible since he’s at huuuuge frame advantage.
You should always meaty Blanka on his wake up. Too bad Yang’s normals are pretty crappy in terms of active frames…I tend to fuck it up a lot unfortunately.
In super, I used to do cr.lp, s.lp+fp with a lot of characters to catch his rainbow ball (the one he can control). You’d get hit by his upball (the one first show in the video) but since this was mostly in the corner, you could punish it even on hit and some characters could punish it everywhere (ie: Cody) so it was worth going for.
In AE, however, the times I tried doing this versus Blanka the s.hp wiffed and he was able to escape the corner. I’m not sure if they changed his rainbow ball or if I’m just fucking up since I don’t play the same characters anymore…I’ll have to look a bit further into it.
PS.: The names of Blanka’s moves are probably wrong, but you get the idea.
Yeah, Blanka can escape, but he doesn’t hit ME. That’s the point of it. Yeah, you can just go in and hit meaty, but that’s a 50/50 with EX Up Ball. With this, EX Up Ball, far and away Blanka’s most likely reversal (who the hell is gonna wake up with normal Ball?), gets out, but gets punished by Senkyutai. He doesn’t get out for free.
Also, those Dive Kicks don’t hit anywhere near as late as it seems. Blanka’s wake-up is weird. He’s not up when it looks like he is. The first Dive Kick isn’t meaty (though it hits within 2-3 frames of Blanka waking up), since I couldn’t find a way to make it hit meaty, but not get hit by EX Up Ball, but the second Dive Kick is most definitely meaty.
Whatever though. I’m gonna use this. I really don’t like just hitting Blanka on his wake-up. When I played Abel, I was all for that, since there was a legitimate mix-up, so it was tough to block, and the hits actually hurt. With Yang, not so much. There’s no mix, so if he just decides to block, he’s fine, and if he doesn’t, EX Up Ball is annoying as fuck, so it’s really just a 50/50 guess for Yang to decide whether he wants to attack for little gain, or block to try to bait Up Ball, and completely forfeit the advantage gained.
I see, we probably have different approaches to the MU. I solely try to push Blanka into the corner, so even if he does EX Upball, it’s a win situation because he pushes himself more to the corner, wastes a bar and depending on character you don’t even pay life for the better positioning, since you can punish it even on hit. Because of this my main focus with the OS I mentioned it to prevent the Rainbow Ball which resets his spacing.
The only thing I don’t agree with on what you said is the Yang x Abel thing. Unless there’s something I really don’t know about Abel, Yang’s options are pretty much the same: blockstring, frame trap, throw and command throw.
Anyway, I have an idea and hopefully Yang is one of the guys who can punish EX Upball on hit, with HK/EX DP or maybe even U2. Now that I got SSFIV on PC I’ll definetly make a video and actually contribute with something so I don’t come out solely as a hater lol. At least we get more options on what to do.
Here it is:
[media=youtube]gulPxVrDFEc[/media]
Hopefully I’ll spend more time trying to figure stuff out in training and contribute more.
Yeah, I’m definitely trying to push him into the corner… but he isn’t always there, and I need something to do to him mid-screen, so this is that.
The key difference here is that Abel can hit Blanka, even if he TRIES to block. He has an ambiguous roll mix-up, that leads into very good damage, and puts Blanka right back into the same mix. Yang can’t do that. If Blanka feels like blocking, he’ll just block (unless I’m gonna risk doing command grab here, which, to me, isn’t a great gamble), and then I have to move to the next part of the game, and try to do something else to land my damage. The wake-up situation is over, though the pressure coming from that is still valuable, it’s not as valuable as a really good mix-up.
Another key difference is that, outside of hitting CoD on an airborne opponent, ALL of Abel’s knockdowns are hard knockdowns, so you have better control of the set-ups, and can go for truly ambiguous shit.
Yang can’t punish it midscreen, to my knowledge.
Your corner shit is really good though. I’m definitely gonna start using that.
This might be old (haven’t been visiting these forums a lot), but I saw a slick little setup by Nemo in the Kumite vid, he used it to bait a reversal (EX Rising Jaguar) and caused it to whiff.
Basically it was s.mk, early reset, dash under, neutral jump. If timed right, the reversal won’t be able to hit Yang at the apex of his jump because it travels forward to much.
Haven’t tested it on all chars yet, but Shotos can beat it, Seth can teleport or LP Shoryu, Gen can MK/HK Gekiro. Juri can only beat it with EX Pinwheel, Viper can beat it with HP Thunderknuckle, Bison can Devil’s Reverse out of it, Sim can teleport, Sagat can TU and Cammy can Cannon Spike (all versions)
[media=youtube]Sht3iO2zmlQ[/media]
[media=youtube]J1Tbmi5mluU[/media]
Anti Bison is just safe jump mk OS mk roll kick, right?
And, does anyone want the chip damage SE combo video?
Yeah, it’s MK. Depending on how you time it, you’ll get different results out of it. Sometimes you’ll lose to things, sometimes you’ll beat them, sometimes you’ll trade. Overall, I feel like it’s worth using.
Really like the safe jump dive kick OS’s off of the s.jab, c.RH. It gives Yang more options to work with then the typical Rekka or DP combos.
Just to expand on the unblockable setup Nemo does in the corner with Rekka x 3, FADC, RH DP, Ultra 2, land, Rekka x2, j.forward.
If you delay the Rekka slightly on landing either purposely or by accident it actually makes the j.forward hit in front and Yang lands in front of his opponent making for a really ambiguous mix up.
I also saw Nemo do a meaty c.short, OS U2 against Mago in the corner after a hard knockdown. If Fei-Long does reversal Chicken Wing he eats full U2. I think you could technically do this on reaction as well if you really suspect Fei to do reversal chicken wing to escape the corner.
To the above discussion, Yang can actually punish Blanka ex upball on hit midscreen, but Yang has to use kara EX slashes(qcf+hp~mp) as far as I can tell. Not the easiest thing to do.