Yang Q&A: Ask simple questions here!

maybe but supers in sf4 are a shadow of what they were in sf3.

yuns GJ has been strengthened since 3s and he builds meter very quickly

this should interesting to see who rises to be the better twin. regardless, i’ll stick with yang since i always felt that he was more cooler/flashier than his brother.

It’s worth mentioning that his dash is still usable for oki shit. Anyone want me to check out anything specifically at the arcade?

And, let’s get some decent names. I’m sure we can get some better shit than this. :stuck_out_tongue:

If you can, try to see if you can loop “s.HP xx command dash” during the super (you can cancel s.HP, right? If not, use the most damaging cancelable normal). Should do massive damage if it works.

I’ll also look for kara throws, too. Jab probably is great for kara ticks.

daigo’s yun is already at 10k bp. i know that doesnt say much about yang but it does mean that daigo was able to pick up yun, a new character, and win. if yang is supposively stronger, then it should be the same if not easier.

but i cant even coment on who will be the stronger of the two. my instincts say it will be yun for some reason.

I think Yang will be better, from what I’ve heard so far. His super even seems to have higher damage potential. However, I need to know how damage scaling and distribution works during his super before I can say anything. I mean, if you just apply normal damage to the moves and normal damage scaling (which would mean that both Yang and his clones’ move would count as 1 input), he would basically have OHKO combos. If you can loop s.HP (if it does 90 damage), that would result in “90x3=270, +270+216+189” etc. That right there is 945 damage, which obviously is way too much for a simple 12 hit combo.

who cares about the formulas for damage scaling? just find the most damaging combos possible and stick with them…you’re thinking far too much into it.

Well, how do you think the most damaging combo will be found? And I take a great interest in how the actual game engine works :stuck_out_tongue:

god if you figured that out and the game isn’t out and it works you’ve broken the game

It’s virtually impossible to figure out without information from the devs or training mode, I’m afraid.

True that. Excluding debug modes and such.

This!

Maybe something about Mantis…or his hair…or rollerblades if we’re desperate?
Lollerskatin’ fools: The Yang video thread >.>

Anyone know if his cr fierce still has that ridiculous far hitbox and the second hit being over his head? Plus do old school setups like (corner) meaty hopkick, st short xx EX mantis and (blockstring) st strong, st short xx jab mantis (1 slash), cr forward xx teleport still work? And how’s the block stun on st strong (aka is it like Fei’s)?

[media=youtube]FFpJFNnb_k0[/media] at 0:13-15 you can see that the second hit seems to go over his head, however we cannot see how wide the hitbox actually is .

Edit: At 5:49-5:52 you can see that it can be used as an anti-air even if the first (forward) hit of cr fierce connected.

To anyone able to test stuff, here’s what I’d like to know:

-range of command grab (LK and EX)
-quality of focus (as good as Fei’s? I heard it was good range and speed)
-ease of execution of cLK cLK cLK xx Slashes (I’m guessing similar to Bison cLKx3 to scizzor timing)
-potential for crossup setups after forward and back throw (like throw, dash, MK dive or throw, HK command dash, lk dive, etc etc)
-EX slashes as good as in 3s? That’s where I’m expecting to burn most of my meter in theory
-Any version of DP kick have speed or invincibility for use as an anti air?

Yang could be f’n broken, boys. I am so amped for AE! LOL

Stuff from 3S that might translate into AE:

Anti-air: cr.FP

Seiei enbu combo: cr.MK xx super xx repeated LP slashes until timer’s almost out then end with cr. MK into 3x slashes

Alternate use for Seiei enbu: Activate it after a knockdown and cross up dive kick into cr.MP into sweep. Repeat. This was hard to block in 3S.

cr.LK x2 into EX slashes.

What’s the recovery on his command dash? His command dash wasn’t too useful in 3S, so I wonder if it’ll be more useful in AE.

I loved command dash in 3s! Mostly just to reposition on a knockdown, not really during footsies or anything.

Do you guys really expect to use Sei Enbu that much, even if it’s good? Certainly I could change my mind after logging some hours, but it seems like EX moves will be where it’s at as far as meter use. Not to mention FADC here and there. Admittedly I haven’t given Sei Enbu any thought at all.

My main concerns are how easy cLK cLK slash is and what sort of crossup/safejump/mixup setups we get from fwd or back throw.

whant I want is EX slashes to do a fuckton of stun like they did in 3S