What’s everyone’s opinion on how far back the slashes pushes the opponent away? I feel that the final push back distance reduced could have been a very simple buff to yang.
As I see it now, you do you bnb with slashes and then your back at neutral, unlike other rushdown heavy characters that their gender will usually place them right next to you.
thats why you do your bnb with upkicks instead. really wanted cr.LK to be +5 so you could do kicks n shit without having to do an unplinkable link though.
mp slash having less push back on hit would have been nice. just so someone would like, actually use the third hit of mp slash.
to add onto chaining answer: cr.LK to cr.LK is a two frame link. if you change your name to sako, you should do cr.LK, cr.LP, cr.MK.
LK slash finisher still leaves the opponent close enough for a meaty slash/heavy normal on quick stand.
It used to be one of my biggest gripes with yang during vanilla ae (get in and send the opponent out as soon as you do damage) but eventually you incorporate rollkicks.
I’ve kinda of shifted alway from oki anyways, the guessing game on wakeup is annoying so I’ll take a cornered opponent and cl.mk over that anyway.
What might a non oki-centric Yang look like? I’m not being snide, id really like to know. I very much enjoy wakeup mixups, but they’re even better when you don’t always go for them.
Also, PinkPwnage’s question is something I wanna know too. Are we basically just stocking up slash cancels?
Lastly, which strength slashes are we typically using?
Its really up to you at this point. Super isn’t really worth it to me personally, unless you have them cornered. Or you have a good reset mid screen
But Yang has low bnb damage w/o meter so saving 4 bars means sacrificing bnb damage. Yang also has really good ex moves.
I don’t save for super personally but if you can build a game plan around hoarding meter, it may work out for you. There is no high level standard meter strategy with Yang as of yet.
I’ve seen some players do well spending it, and I’ve seen some do well saving it
Red focus combo strategies haven’t really been explored yet either
The most clear cut strategy I’ve seen is from ojisan. I did a brief write up of it in the video thread. The video and the write up should be in the last 3 or 4 pages over there. I’d link it but I’m on my phone
It basically boiled down to using meter exclusively for FADC combos, and his combos and shit were all designed around max corner carry
As far as slashes go, the general strength is LP, HP, LP. LP starter for safety if you didn’t already hit confirm or you’re not sure about your link. HP second because it gives the most plus frames from an FAdc. LP ender because it leaves you the closest for follow up pressure. There are some corner set ups using a MP ender, but for general purpose use lp
So what you’re saying is, after close mk I dont jump cancel and just do one dash and do a normal, then lk teleport and I’ll be in front and if i want to switch it up i use another normal? Sorry I’m a major scrub so FGC terminology still confuses me a little. I understand the rest though
Also, I’ve seen Illiterate use a reset where he does Rekka x2, FADC cl.mk and he jump cancels and does j.hp I believe and dashes under him and it looks like he’s about to switch sides but doesn’t. Is that a viable reset? and if it is, does anyone know tips on how to make it that ambiguous or just practice?
Edit: On another subject, for Yangs super how much damage does he generally receive from it? Because I was messing around with Red focus and I found cr.mk, mp. palm, red focus, ex palm, HK rollkicks. that takes 4 bars and gives you 401 damage. And like 530ish if done with ultra
or just like sako and many other player you can had a back button on your stick, so that you can plink lp. it wll be a 2 frame link just like cr lk…
can you be specific with the corner set up?
also personally i am trying to have a 2 step game.
step one at the begining of the round, lose minimum of life trying to push the opponent to the corner.
step 2 pressure in the corner, confirm lp slash in combo, use grab after cr lk cr lk or st mp as frame trap, tru to use st mk as frame trap too( if st mp doesn t work) st mk as aa ( with u1 after)
for my meter managment, in still not super clear on my head, but when i use it, it s always to carry in the corner( after slash st mk dash st mk mk roll). I also use it in the corner after confirming a lp slash, hp slash fadc st mk hp palm st mp.
you can cancel the st mp. on some character lk teleport stay in front. that good. I will not cross down for mix up, if they grd you are in the corner and you need to start again the pressure game…
I’m having trouble with the basic bnb: cr. lp, st. lp, cr. mk x mk dp
I get a mk teleport 99% of the time because of the negative edge from crouching to the first forward input of the dp.
Do you go to neutral after cr. mk or do you do a dp shortcut motion?
Yeah, you’ve got it. If you do cl.hp or cl.mp and cancel into lk dash, you’re behind. If you do cr.mk and cancel into dash, you’re in front. The cl.hp xx EX palm is pretty cool at times, because people see you flash yellow and they mash DP (which this beats).
That reset you’re describing it based off of him standing or crouching. If he stands, he’s in front. If he crouches, he’s behind. You can do it with j.hk to always be in front. (I might be mixing up the in front and the behind, but that’s how it basically runs)
There anyway to kara his command throw? I saw it asked earlier with no followup. Was thinking there might be a way similar to how Yun can (see vid below). I was wondering if it was possible to kara it from his lp rekka with a shortcut method im not aware of.
The meterless combos are largely unchanged unless you’re going for specific setups (which may require ending on a different strength rekka). If you can combo into cl.mk meterlessly (i.e. following a jump-in with cr.lp, s.lp, cl.mk or something similar) you can land U1 or any of the other stuff below for a bunch of damage, but for the most part you don’t start being able to add much until you have 2 bars.
With 2 bars anything into 2x Rekka xx FADC cl.mk, mp palm, mk rollkicks is generally the most damage you’ll get. f.HP and lights are also used instead of the rollkicks sometimes for resets or spacing reasons.
Off a raw punish the most damage I remember being able to get in 2012 was something like cl.hp x mp palm xx FADC s.lp, cl.mk, mp palm, mk rollkicks. That link is rather difficult and unplinkable without using select, though.
On a stun you can do lvl.3 FA, EX palm, mp palm, rollkicks or whatever
So yeah. In the corner it’s basically all about landing cl.mk for any sort of substantial damage boost. It is only -2 on block, so going fishing with it is sometimes worthwhile especially if you have U1 stocked. There are a number of things you can add EX rollkicks or U2 to (no cutscene) but they’re generally considered a waste of meter unless you desperately need a bit more damage to get the kill or you have some character-specific setup. Happy divekicking.
i would say fireball punishes but its still pretty slow…anti air st.mk then u2. i only really use it for matches where its a punish (honda blanka) or i have an unblockable in the corner after.
I do st.fp into rekka x n until i push them into the corner and then i reset
Does anyone know if you can do c.lp, s.lp, s.mp > s.hp > b.hp, lk roll kick or mk roll kick in the corner? if so how much damage does each do?
Also does s.mk, hp palm work in the corner? I have something super cool planned, and because I don’t have training mode I would really appreciate it if someone could test this out.