drowsy22, post: 4858475 wrote:
maybe but supers in sf4 are a shadow of what they were in sf3.
Wasted, post: 4858483 wrote:
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.
Doopliss, post: 4858486 wrote:
It's virtually impossible to figure out without information from the devs or training mode, I'm afraid.
Dustlooper, post: 4858478 wrote:
And, let's get some decent names. I'm sure we can get some better shit than this. :P
Anyone know if his cr fierce still has that ridiculous far hitbox and the second hit being over his head?
Cuz, post: 4858496 wrote:
Since this thread will probably help idiots like me, maybe add his specials with a brief discreption in the first post? Even if it's just a copy / paste from 3s. Same thing for Yun.
De4dEyE, post: 4858498 wrote:
just a quick note, yang had no dedicated anti-airs in 3s. c.fierce is very specific, and short rolling kick was as well.
Cuz, post: 4858502 wrote:
I never played 3s so I wouldn't even know where to begin
Dustlooper, post: 4858497 wrote:
Yang's palm. Beats fireballs clean. Using 2 punches is a feint. Good meter gain after beating fireballs with palm.
Doopliss, post: 4858504 wrote:
Well, in AE LP Palm is the feint version because there's an EX version of the move, right?
Yun, by Tokido
For Byakko, Yun can cancel out projectiles with the MP and HP version while gaining a ton of meter. The LP version is used for feints. The EX version grants Yun lower body invincibility on start up while at the same time bounding opponents off the wall on hit, allowing for follow up attacks.
For newer players, Yang is the character that will teach you how to be creative. It's the unwritten combos and moves here that you will use through all fighting games and is what separates a good player from a great one. Don't know what I'm talking about? A good example of an unwritten move/combo is called the Kokujin Special. Named after Pink Pizza Beast Kokujin the Dudley player of course. To do it you whiff a Jumping Fierce Punch right before you land and execute an EX Uppercut the moment you land on the ground.
The thing with Yang is he's very straight forward. Here are the tools, wreak havoc with them. But you know your tools and your opponent knows your tools so you have to surprise them. Yang revolves around the same handful of moves and can be extremely predictable.
Yang might be the character that needs the surprise factor the most. He really only has one way of dealing good damage. And they all can be seen coming if you're careless.
Well I'll give you some examples of some unwritten combos to use:
If someone is stupid enough to shoot a fireball at you go under it with EX Rolling Kick and Jab to reset them. Immediately follow up with a Short Teleport. You are in the perfect position to command grab or do whatever you want.
Here's something the Japanese player KO uses. Do a launching Forward Kick and then cancel into a super jump towards your opponent. If it hits: you know what to do already. If it's blocked: hold Down-Back and press Short to do a Short Dive Kick. Now it happens so fast even if you don't end up going over your opponent you have to do the Dive Kick in the opposite direction because the game treats you as if you were on the other side. If you hit your opponent with the Dive Kick from the front or they block: you are in perfect position to command grab or do anything you want. If you hit them from behind or they block in the opposite direction: you're outside the command grab range but you're still in good position. You may or may not be in sweep range depending on the angle you Dive Kicked.
Now KO has a follow up to this combo if you go over your opponent. It's especially good if you use that combo more than once a round. After he's on the other side of his opponent about sweep range from them he jumps (not superjumps) over his opponent and does a jumping attack. If the opponent tries to create space from Yang by jumping KO will knock them out of the air. Use Jumping Roundhouse Kick for beating out moves and guaranteed damage. Or use Jumping Forward Kick, and following up with Forward Dive Kick if it hits to close the gap. So if you manage to jump over the opponent you will end up in a position where you can command grab your opponent if you so choose. A little warning though, you may not be able to jump over tall characters like Hugo all the time. It depends on how close you are to them after the Dive Kick.
samiamx50, post: 4858507 wrote:
So some of his special move inputs have been changed since 3S? I mean, DP + K was his teleport, HCB + K was his command grab... Have those changed or are they typos?
Jethro, post: 4858509 wrote:
Can anyone explain to me the difference between Yun and Yang's supers?
Doopliss, post: 4858510 wrote:
Yun: Moves can cancel into eachother, infinite juggle properties on all moves, alternate properties on special moves.
Yang: Gets two afterimages.
I think that's it.
Jethro, post: 4858512 wrote:
So Yang's super, it's like soul illusion?
Blooddrunk, post: 4858511 wrote:
But both are given a truckload of Frame advantage after moves :P