U1 has a seven frame start-up.
You can link U1 off of a far or close jab. they both have the same exact frame data. +4 on block, +8 on hit.
U1 has a seven frame start-up.
You can link U1 off of a far or close jab. they both have the same exact frame data. +4 on block, +8 on hit.
8F start-up man.
Yeah, 8F is about as safe jumpable as it gets. It’s so slow that’s bad for AA’ing too, you have to do it reaaally early, which means only very poor and called out jump-ins will get punished. U2 is a lot faster, with 4-34 frames (varying on distance traveled) but has absolutely no invincibility which makes it lose/trade a lot when used as an AA.
You really should be abusing safe jumps on the twins. Their wakeup timing is regular and they have 5 frame reversals…just make sure you OS something that will hit the other side of the screen against Yun. On a side note, Yang is also pretty free against crossups…his DP is really terrible at autocorrecting so there’s really nothing you can do, unlike the shoto’s DP or even Yun’s.
Can you only FADC into ultra / cl.MK after HP.Slash? It’s the only one I can do these off of. I haven’t been able to with LP and MP Slashes
Yang can teleport, EX version has 13 invinvibility frames. So not that free !
I believe so. I know for a fact Ultra 1 only connects after HP, and all that is due to more hitstun on the move.
But one bar cost for avoiding a cross up…still, that’s a reasonable idea…I might favor that in some matchups (Cammy =[ )
OS Throw?
Anyway, Ton of characters are free if you go that way.
I’m just thinking that there’s already a lot of OSes to beat Abel’s roll. It’s likely that those same OSes will be used to beat Yang’s teleport.
I’m going on a tangent here, but I usually don’t ask too much help, but I sorta need to ask this.
I’ve never played a dive kick character; Yang really is a first of mine. But, I’ve always struggled against dive kick characters. I’m guessing a lot of it is lack of knowledge. But, why are dive kicks good? I mean, what are they good for? I know that when some people know how to use dive kicks, they absolutely wreck me (lack of knowledge on my half, yet again, probably). When learning Yang, what are some suggestions that I could follow to make my dive kick game better?
Thanks in advance.
Well alot of people say because the hit box.Thing is Yun dive kick can jump cancel faster than Yangs but usally when im doing a mirror match or facing Yun or Rufus I grab them as soon as they land.It works most of the time but I do change it up into a DP once in a while.Dive kicks can be used for cross ups and for a few things from my experience. I played 3rd strike when I was younger…maybe like 5 or something so I wasn’t good when I decided to main Yang in AE. Im still learning him so that’s all I can pretty much say.Hope I helped out in some way.
Hey guys! Apologies if this has been asked before. I’ve looked around a fair bit. Any execution tips for EX Tenshin xx cl.forward? I must have spent around half an hour yesterday trying to do that but most of the time I’m too slow. I think I must have gotten it to land roughly 4-5 times.
Street Fighter is all about spacing and controlling your ground. The best way to gain ground is by jumping, but because of that it’s the most obvious one and any half decent player will always anti-air you, making jumps a terrible, terrible idea. Dive kicks kinda of bypass this and make the AA game really hard or impossible, so you can pretty much get in for free with smart dive kicks.
I have trouble with his dive kicks myself. I used to think my dive kick spacing was pretty good, until I started playing people who mash throws after any dive kick. More often than I’d like I would get throw, meaning I placed my dive kick poorly. First step I think is making the dive kick at minimum height a second nature…in the first couple dies I’d jump and stick a normal because I missed the timing. I’m not saying this happens to you, but 80% of the Yangs I face online have this problem and I’ve won a bazillion matches just by cr.mk xx rekkas their fall.
After that I’m sure you know the theory to aim for below the waist, so it’s really just about playing the game. As a general rule, it’s better to wiff the dive kick because you miscalculated the distance than have the opponent block a bad dive kick. Also, avoid jumping forward and dive kicking, when up close do neutral jump LK dive kick (particularly effective vs the normal crouch techs and grab mashers) and empty neutral jumps to throw the opponent off. Mid screen neutral jump MK/HK work really well too.
Timing is very strict. What works for me is watching Yang’s feet, I plink fierce as soon as they hit the ground. I still miss it a lot…I’d say 3 out of 10 times I fuck up. If you really can’t link fierce, do standing jab, cr.mk, whatever. It’s a lot easier, but of course does less damage.
Otori, he’s talking about cl.MK, not s.HP.
Oh missed that. Well, in that case it’s a one frame link, and a fucking hard one. Care to share why you’d favor comboing his launcher? Unless you land the command grab from the corner, I don’t think it will do more damage than the regular options. If you really want to do it though, s.lp combos into launcher and is a lot easier to connect after grab, assuming you’re still in range for cl.forward to come out afterwards.
Well I do that as well (mostly because I was unaware it was a one-framer it…no wonder it was being so damn hard), because it makes it easier to go into Ultra without having to completely dilute strength after Slashes FADC.
But if it’s a one-frame…I’ll either have to deal with extremely diluted damage, annoying range with s.LP, cl.MK link, or just use U1 and learn how to one-frame link THAT…ugh. Damn you Yang.
Thanks for the info guys. I’ll give the s.jab suggestion a shot. Basically, I want to EX Tenshin xx cl.mk JC j.hk in order to setup a mix up situation. I’m not sure if that makes sense. I’ve seen some matches in which it has been done. I think it was JWong. Is it worth learning, in that case?
What really thats weird then why couldn’t my recorded safe jump work against it? I tested it several times against myself and the dummy never blocks it, must something wrong with the way I recorded or sumthing i guess. Yeah I don’t know how I thought it was 4 frames that would be ridiculous but its the first explanation I came up with since I couldn’t get the safe jump to work.
It’s a one frame link, IIRC. Nothing wrong with learning how to do it, I use it as a free way to land Ultra 1.
Yang is hardly free versus crossups, nothing stops him from EX dashing away from your crossup, and autocorrecting DP is just a matter of practice.
Okay, another thing that is driving me nuts now is cl.mk JC whiff mk dive kick to U1. Is it neutral jump or forward jump? I’ve tried both and as fast as I can but I’m always too late and my U1 whiffs. I’m definitely doing something wrong.
both works, I think jumping forward’s easier.