Yang Q&A: Ask simple questions here!

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  • DooplissDoopliss Joined: Posts: 3,179
    It's virtually impossible to figure out without information from the devs or training mode, I'm afraid.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    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.
  • drowsy22drowsy22 chunanigans Joined: Posts: 464
    And, let's get some decent names. I'm sure we can get some better shit than this. :P

    This!

    Maybe something about Mantis...or his hair...or rollerblades if we're desperate?
    Lollerskatin' fools: The Yang video thread >.>
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  • YabukiStyleYabukiStyle SITH the DARK LORD Joined: Posts: 500 ✭✭✭✭✭ OG
    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)?
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  • J-SlhJ-Slh Needs more training. Joined: Posts: 55
    Anyone know if his cr fierce still has that ridiculous far hitbox and the second hit being over his head?

    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.
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  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    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
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
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  • BananaWeedBananaWeed Virtual Hobo Joined: Posts: 1,833
    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.
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  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    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.
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
    UMvC3 fer funsies: Dante Vergil-or-Dorm Magneto, Wesker Sent Hawkeye, Dante-or-Magneto Doom Vergil, Wolvie Doom-or-Sent Akuma, Nova Doom Ammy, Magneto Doom-or-Sent Dante, Wesker Dorm Magneto, Dante Strange Magneto
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    MvC2: Spiral Cable Sentinel ST: Chunny Bunny. 3S: Akuma, Ryu, Dudley. Vampire: Fish, BBHood
    UMK3: Kabal, H.Smoke, Jax, almost everyone. Chess: 1. c4
  • DivemanDiveman Loli-zoning Joined: Posts: 2,657
    whant I want is EX slashes to do a fuckton of stun like they did in 3S
  • CuzCuz Joined: Posts: 544
    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.
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    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.

    3S explanations, but a little bit of SSF4 inputs.

    SPECIALS

    :qcf::p: x3
    Yang's Rekkas. :lp: is safe on block (first hit), :hp: is safe on block (up to second hit). Not as good as Fei's, but certainly good. The :lp: version can easily be used as a poke, as could the :hp: version. EX Rekka is fast as hell and covers a shitfuck load of distance. FADCing the 2nd hit of HP rekka leaves Yang at +6 (block) or +10 (hit).

    :dp::k:
    Yang's 'Teleport.' Like Ibuki, he can be hit out before he turn invisible. Useful in oki (i.e, after a knockdown), but that's about it.

    :qcf::k:
    Yang's Dragon Kick/Roll Kick.:lk: version goes straight up. :mk:, :hk:, and EX versions roll before kicking. Can be used as an anti-air, but a somewhat-awkward angle. Can roll through projectiles. Launches, FADC-able (I'm pretty sure, at least).

    :hcb::k:
    Yang's command throw. Grands the opponent and flips over him, similar to Fei Long's. You can combo after the command throw. Good for mix-ups, tick throws, and other stuff.

    :qcb::p: or :qcb::p::p:
    Yang's palm. Beats fireballs clean. Using 2 punches is a feint. Good meter gain after beating fireballs with palm.
    COMMAND NORMALS AND TCS
    :r::mk:
    Yang's overhead. It's an overhead. Similar to Juri's in animation.

    :df::k:
    Yang's divekick. It's a divekick

    :mp::hp::l::hp:
    Yang's TC. Knockdown. Quick. Decent damage.

    :lk::mk::hk:
    Another of Yang's TCs. Not as useful. Has to be done pretty quickly.

    j.:mk:, :df::k:
    Yang's aerial TC. Does a quick kick and a divekick. Can provide for a mix-up.

    NOTABLE NORMALS

    cl.:mp:
    Good priority. Special-cancelable.

    cl.:mk:
    Launches. Good priority, yet again. Was jump cancelable in 3S, so I assume it will be in AE.

    c.:lk:
    Decent poke. Special cancelable into rekkas.

    c.:lp:
    Good, quick poke. Sets up a lot of combos for Yang.

    c.:mk:
    Like Ryu's, but a bit shorter. Cancelable into rekkas. Good, quick--think Ryu's c.mk for the most part, but just a bit different (someone will flame me for this comment).

    c.:hk:
    Not the best range for a sweep, but relatively quick and provides a knockdown. Yang loves his knockdowns.
    COMBO SAMPLES
    1. Crouching LK x 3 -> Mantis Slashes HP
    2. Crouching LP -> Standing LP -> Crouching MK x Senkyuutai
    3a. Crouching MK x Mantis Slash HP (first two hits) ~ EX Focus Cancel Dash -> Tenshin Senkyuutai
    3b. Crouching MK x Mantis Slash HP (first two hits) ~ EX Focus Cancel Dash -> Close Standing MK -> Dash -> Raishin Mahha Ken
    4a. Zenpou Tenshin -> Close Standing MP x Senkyuutai HK OR Close Standing MK -> jump cancel Dive Kick MK (whiff) -> Tenshin Senkyuutai/Raishin Mahha Ken
    4b. Zenpou Tenshin -> Close Standing MK -> jump cancel Dive Kick MK (whiff) -> Tenshin Senkyuutai/Raishin Mahha Ken

    ? Notes: Combo 1 is your basic combo starting from a low attack. Remember, like combos similar to it, the second and third Crouching LK is a link so you need to be careful. Combo 2 allows you to go for a knockdown with Senkyuutai. The link from Stand LP to Crouching MK isn?t that hard so this combo is pretty easy. You?ll have time to work with this one. Combo 3 is special because the reelback from Mantis Slash HP is pretty long, which you can use to your advantage. However Mantis Slash HP snaps out quite fast so although you don?t have a lot of time, you can still do a EX Focus Cancel into dash for a good combo. Combo 4 is your standard combo from the throw exchange. If you don?t have enough meter for an ultra combo, go for the first variation, otherwise go for the second, more damaging one.
    HEY, LOOK. MAGO.
    http://www.versuscity.net/2010/12/01/the-2d-gods-present-the-twins/#more-1684

    Okay. I'm done.
  • De4dEyEDe4dEyE Getting Higher. Joined: Posts: 1,906
    just a quick note, yang had no dedicated anti-airs in 3s. c.fierce is very specific, and short rolling kick was as well.

    the most he had was a trip guard low forward xx slash, since his low forward dropped his hitbox down.

    I asked ricky about yang, both him and justin said that yang's ex slashes are kind of garbage. they're fast, but don't go far enough. they said that it was best to save the meter for ex teleport.
    Have I.... given it everything I have...?

    NOPE
  • CuzCuz Joined: Posts: 544
    @Dustlooper, that's 4x more than what I expected. You're ace. Thanks.
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    just a quick note, yang had no dedicated anti-airs in 3s. c.fierce is very specific, and short rolling kick was as well.
    He had parry. You mean they needed AAs in 3S? =p

    But, you're right. I also liked far standing forward for an AA.

    If you've any questions, Cuz, throw 'em out.
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    just a quick note, yang had no dedicated anti-airs in 3s. c.fierce is very specific, and short rolling kick was as well.
    He had parry. You mean they needed AAs in 3S? =p

    But, you're right. I also liked far standing forward for an AA.

    If you've any questions, Cuz, throw 'em out.
  • CuzCuz Joined: Posts: 544
    I never played 3s so I wouldn't even know where to begin ;)
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    I never played 3s so I wouldn't even know where to begin ;)
    GGPO would be a reasonable place.
  • DooplissDoopliss Joined: Posts: 3,179
    :qcb::p: or :qcb::p::p:
    Yang's palm. Beats fireballs clean. Using 2 punches is a feint. Good meter gain after beating fireballs with palm.

    Well, in AE LP Palm is the feint version because there's an EX version of the move, right?
    Maybe Doopliss isn't kicking ass, but he's taking names.

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  • CuzCuz Joined: Posts: 544
    Well, in AE LP Palm is the feint version because there's an EX version of the move, right?
    wrote:
    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.

    I'm guessing it's the same for Yang?
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    Well, in AE LP Palm is the feint version because there's an EX version of the move, right?

    I assume so. But palms weren't ever the big part of Yang's gameplay.

    Yang's a very simple character. You sort of are given the tools and go. I'll throw this quote out, because I like it.
    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.
    That pretty much sums up Yang.
  • samiamx50samiamx50 Samwise I Am Joined: Posts: 63
    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?
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    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?
    Typos.
    http://www.capcom.co.jp/sf4/images/cl_yang.pdf
  • JethroJethro Joined: Posts: 16
    Can anyone explain to me the difference between Yun and Yang's supers?
    Wilted Flower
  • DooplissDoopliss Joined: Posts: 3,179
    Can anyone explain to me the difference between Yun and Yang's supers?

    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.
    Maybe Doopliss isn't kicking ass, but he's taking names.

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  • BlooddrunkBlooddrunk Guy Guru Joined: Posts: 3,244
    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.

    But both are given a truckload of Frame advantage after moves :P
    "My mains are normally Ninjas, Kung Fu artists, or Swords. I also love sleep and food."
  • JethroJethro Joined: Posts: 16
    So Yang's super, it's like soul illusion?
    Wilted Flower
  • BlooddrunkBlooddrunk Guy Guru Joined: Posts: 3,244
    So Yang's super, it's like soul illusion?

    Pretty much a mix of that and Vism,

    Yun's would be more of A-Groove from CVS2 except.. better.
    "My mains are normally Ninjas, Kung Fu artists, or Swords. I also love sleep and food."
  • DooplissDoopliss Joined: Posts: 3,179
    But both are given a truckload of Frame advantage after moves :P

    Yang gets it because his aftermiages hits after he does. Yun... doesn't?
    Maybe Doopliss isn't kicking ass, but he's taking names.

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  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    It's hard to know the specifics until we get the console version.

    All that's worth knowing is it allows combos otherwise impossible. It's also worth noting how damage scaling does--or doesn't--effect the supers.
  • No_CigarNo_Cigar close but....... Joined: Posts: 2,173
    If the supers are like 3s, which they are, then Yang's super allows yang's attacks to hit up to 3 times which keeps the opponent in hitstun/blockstun. What I'd like to know is if the opponent can reversal during or inbetween the silhouettes' attacks.

    Yun's is different b/c his silhouette's don't attack. Instead his normals all become cancellable and he can pretty much juggle with all of his attacks until the timer runs out.
    · "None are more hopelessly enslaved than those who falsely believe they are free." -Johann Wolfgang von Goethe
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    Perhaps I'll end up wrong, but I can't see Yang's super being nearly as important as his EX moves. Unless the damage is shitty, combo to EX slashes all day. Though I guess his meter management will be a good source of stylistic difference.

    And that's gonna be good because we can all expect a looooot of mirror matches :( That'll be Yun's and Yang's biggest down side. I love you guys (other Yang enthusiasts), but I kinda hate you ;)
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
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  • DooplissDoopliss Joined: Posts: 3,179
    Afterimages' attacks will combo after Yang's attacks, even light moves, this I can guarantee.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    What I'd like to know is if the opponent can reversal during or inbetween the silhouettes' attacks.

    Since it's SF4, my guess at the answer to this question is: can they not reversal during or in between? But then again, as stated above, I don't really plan on using Sei Enbu anyway
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
    UMvC3 mains: Morrigan Doom Vergil, Magneto Doom Ammy, Morrigan Doom Magneto
    UMvC3 fer funsies: Dante Vergil-or-Dorm Magneto, Wesker Sent Hawkeye, Dante-or-Magneto Doom Vergil, Wolvie Doom-or-Sent Akuma, Nova Doom Ammy, Magneto Doom-or-Sent Dante, Wesker Dorm Magneto, Dante Strange Magneto
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    MvC2: Spiral Cable Sentinel ST: Chunny Bunny. 3S: Akuma, Ryu, Dudley. Vampire: Fish, BBHood
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  • No_CigarNo_Cigar close but....... Joined: Posts: 2,173
    I love you guys (other Yang enthusiasts), but I kinda hate you ;)

    lolz
    · "None are more hopelessly enslaved than those who falsely believe they are free." -Johann Wolfgang von Goethe
  • BlooddrunkBlooddrunk Guy Guru Joined: Posts: 3,244
    Yang gets it because his aftermiages hits after he does. Yun... doesn't?

    Well if you remember from the first trailer, Yun activate GJ and does st mp xx cr mk xx st hp. the cr mk missed but he had enough time to land st hp, So he has some frame of advantage there but everything cancels into each other.
    "My mains are normally Ninjas, Kung Fu artists, or Swords. I also love sleep and food."
  • BlooddrunkBlooddrunk Guy Guru Joined: Posts: 3,244
    Since it's SF4, my guess at the answer to this question is: can they not reversal during or in between? But then again, as stated above, I don't really plan on using Sei Enbu anyway

    I'll use it if it adds stun to the opponent like it did in 3s, or If I can chip away for a large amount, especially if Yang can spam lp mantis over and over,
    "My mains are normally Ninjas, Kung Fu artists, or Swords. I also love sleep and food."
  • DooplissDoopliss Joined: Posts: 3,179
    Well if you remember from the first trailer, Yun activate GJ and does st mp xx cr mk xx st hp. the cr mk missed but he had enough time to land st hp, So he has some frame of advantage there but everything cancels into each other.

    1: We don't know if it actually comboed. Doesn't look like it to me.
    2: If it did combo, it's because he cancelled them both, c.MK being out for a short enough time for the s.HP to connect. Some medium moves have equal or longer hitstun than heavy moves. Listening to the combo, the spacing of the MP and HP sound isn't very big, and sounds a little like Ryu's "c.MP -> c.HP" or Fei Long's "s.MP -> s.HP".

    tl;dr: We have no proof. However, moves seems to be faster during Genei Jin, especially the overhead.
    Maybe Doopliss isn't kicking ass, but he's taking names.

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  • BlooddrunkBlooddrunk Guy Guru Joined: Posts: 3,244
    Well him being in GJ makes everything come out faster and recover faster. So it's possible but either way I just want to see some legit GJ strings.
    "My mains are normally Ninjas, Kung Fu artists, or Swords. I also love sleep and food."
  • DMysticDMystic Joined: Posts: 232
    Since it's SF4, my guess at the answer to this question is: can they not reversal during or in between? But then again, as stated above, I don't really plan on using Sei Enbu anyway

    They shouldn't be able to because they should still be in hit stun. If they're blocking I'm not sure. This is theory though.

    I'm guessing they won't be able to but this is SF4 we're talking about.
  • Sleepy McNapersonSleepy McNaperson Joined: Posts: 29
    hey haven't been keeping up with all the info or gameplay vids, but can Yang's HK rolling kick punish projectiles as easily as it could in 3rd strike? or will you have to use meter and use the EX version to go under fireballs?
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    hey haven't been keeping up with all the info or gameplay vids, but can Yang's HK rolling kick punish projectiles as easily as it could in 3rd strike? or will you have to use meter and use the EX version to go under fireballs?

    It goes through projectiles. But, it does require some timing.
  • Jdude42Jdude42 Force Choke! Joined: Posts: 203
    Do we know if cl. MK > MK roll > jab still works? Jabs rarely combo in juggles in SSF4 so I doubt it.

    How fast are EX slashes? They could easily punish sweeps in 3s, but shoto sweeps were like -12 in 3s now ryu's is like -5...

    Do slashes combo off of cl mk in the corner? Like the 3s combo cl. mk > HP slash > LP slash > s. HP.

    What do we know about EX command dash so far? Is it invincible on wake up like abel's rolls?

    Could jabs possibly link to sweep? I read jab have great frame advantage. Cl. MP had great frame advantage in 3s so perhaps that could link into sweep.

    And finally I haven't seen a video of EX palm connecting, can someone be awesome and link to it for me (if there if one). Also do we have combos for it yet? I haven't heard of any.



    Ok that list got a lot longer than I thought it would be. BTW command throw > Cl. MK comboing on everyone is amazing! Resets and loops galore.
  • DustlooperDustlooper Jab FADC Joined: Posts: 988

    It's worth noting rekkas are soft knockdowns. No command dash oki.
    And, it looks like EX Dash is invincible on wake-up from this video.
  • HazMattHazMatt Anti-Air Monster Joined: Posts: 7
    Has anyone seen how well Ultra 1 works as an AA, or whether it works at all? In those first few videos of JWong playing in Japan he caught them out of juggle states with it, but I've yet to see it used as a stand alone AA.

    I think I saw somewhere that said Ultra 2 had tracking properties to the upkick, so that may very well be the superior Ultra in that regard?
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  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    Has anyone seen how well Ultra 1 works as an AA, or whether it works at all? In those first few videos of JWong playing in Japan he caught them out of juggle states with it, but I've yet to see it used as a stand alone AA.

    I think I saw somewhere that said Ultra 2 had tracking properties to the upkick, so that may very well be the superior Ultra in that regard?

    You can trade cl.mk into one of the ultras--I'm pretty sure it's traded (or clean) cl.mk AA, U2.
  • BlooddrunkBlooddrunk Guy Guru Joined: Posts: 3,244

    It's worth noting rekkas are soft knockdowns. No command dash oki.
    And, it looks like EX Dash is invincible on wake-up from this video.

    Well they have always been soft knockdowns but its still good to Dash for positioning, don't want to give your opponent breathing room. and even a properly timed Dash can be ambigious.
    "My mains are normally Ninjas, Kung Fu artists, or Swords. I also love sleep and food."
  • BananaWeedBananaWeed Virtual Hobo Joined: Posts: 1,833
    Do we know if cl. MK > MK roll > jab still works? Jabs rarely combo in juggles in SSF4 so I doubt it.

    How fast are EX slashes? They could easily punish sweeps in 3s, but shoto sweeps were like -12 in 3s now ryu's is like -5...

    Do slashes combo off of cl mk in the corner? Like the 3s combo cl. mk > HP slash > LP slash > s. HP.

    What do we know about EX command dash so far? Is it invincible on wake up like abel's rolls?

    Could jabs possibly link to sweep? I read jab have great frame advantage. Cl. MP had great frame advantage in 3s so perhaps that could link into sweep.

    And finally I haven't seen a video of EX palm connecting, can someone be awesome and link to it for me (if there if one). Also do we have combos for it yet? I haven't heard of any.



    Ok that list got a lot longer than I thought it would be. BTW command throw > Cl. MK comboing on everyone is amazing! Resets and loops galore.

    I was wondering about these myself.

    I haven't seen anyone hit the juggled opponent with a st.jab after a rolling kick.

    I also haven't seen the corner st.MK into slash x2 into st.HP.

    Is Yang's cl.MK unthrowable? It seems to get stuffed a lot.

    I think U2 will be better in the end because you can FADC out of a rolling kick into it.
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  • drowsy22drowsy22 chunanigans Joined: Posts: 464
    How fast are EX slashes? They could easily punish sweeps in 3s, but shoto sweeps were like -12 in 3s now ryu's is like -5...

    Ryu's sweep is like -14 on block iirc.
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  • Jdude42Jdude42 Force Choke! Joined: Posts: 203
    Ryu's sweep is like -14 on block iirc.

    Whoops it's ryu's sweep startup that went from like 15 frames to 5 frames:sweat:. Your right it is -14 on block.

    Actually ken's sweep is only -6, maybe I was thinking of that. But no one should really be using ken's sweep tbh.
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    is only -6
    I lol'd at this. A lot. I know what you mean, but I lol'd really hard.
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