Yang Q&A: Ask simple questions here!

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  • XamistSXamistS Joined: Posts: 26
    Can someone describe to me some of Yang's OS's and how to perform them? I'm a scrub ._.
  • GnW101GnW101 Joined: Posts: 41
    Two questions,1st goest yang have a kara command grab and if he does how do you do it. Secondly how do you kara rekka?
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    XamistS wrote: »
    Can someone describe to me some of Yang's OS's and how to perform them? I'm a scrub ._.

    Doing the standard shit here, so nothing fancy.

    j.hp OS MK roll kick
    j.hp OS U2

    Jump in, put in whatever input (DP, U2) before you hit the ground. If the j.hp hits, your OS will not come out. If the j.hp is blocked, your OS will not come out. If your j.hp misses (they FA, backdash, jump back, teleport) the OS comes out and you catch them with your roll kick or U2. You can do this with a few other options (i.e, sweep, U1, dash) if backdashes are shorter. Akuma's TP beats this, btw.

    cr.lk, cr.lk OS cr.hk

    Block string with cr.lk, cr.lk. You can press cr.lk+cr.hk after the first cr.lk to OS. If the cr.lk hits or is blocked, no OS shows up. If the cr.lk would whiff (i.e, backdashing), cr.hk comes out.

    cr.lp OS dash, command throw

    Yang's command throw is scary, and if you set up enough pressure, you can force some opponents to backdash out of your pressure. Hit cr.lp and immediately dash in the middle of your cr.lp animation, then input command grab. If the cr.lp hits or is blocked, you'll do a tick throw. If you whiff the cr.lp, Yang will dash and then command grab.

    Quick note: the prior two OSes are good on a safe jump. You can safe jump, delay your OS, and use the initial cr.lk (subsitute cr.lp for cr.lk in the 3rd OS) as a command grab. This would look like you're safe jumping, pausing, then doing the OS. This would catch wake-up reversals and wake-up throws. If you do this option, we actually get a cool new option. We get this option because we're no longer hitting our normals relatively meaty, so neutral jumping is an option. cr.lp, OS dash, command throw will also catch neutral jumps. The input for this would be cr.lp, dash, QCB lk. This catches all the options prior mentioned. How this now does, though, is lets Yang catch neutral jumps. If the opponent neutral jumps, the dash comes out. The game reads your dash as F+QCF, which is a DP short-cut, so Yang will LK DP to catch the neutral jump. Abel does it better, but we do have it on Yang.

    cr.lp crouch tech

    Against characters like Rufus and Yun, characters (see: shotos) can crouch tech+cr.mp. Yang's cr.mp is ass against dive kicks. What we can do, though, is anti-air the dive kick with cr.lp while still staying relatively safe against the dive kick/throw mix-up. You do this by plinking cr.lp and cr.lk, but using cr.lp as the priority. Input should look like cr.lp -- cr.lp + cr.lk. If you do this right, a cr.lp should come out. But, it'll also crouch tech.

    chain cancel OS

    Yang's target combo (s.mp, s.hp, b+hp) isn't too horrible. If you hit s.mp and mash s.hp immediately afterwards, you can get a pretty decent OS If the s.mp hits or is blocked, your s.hp will come out (which you can hit confirm into b+hp). If it whiffs, only the s.mp will come out. This OS, however, is basically going to be overtaken by this next one in USF4:

    normal OS special

    I don't have a better way to name this. If you throw out a normal and immediately input a special, you get an OS. For example, if I throw out a s.lk and immediately lp rekka, Yang will throw out a s.lk. If the s.lk hits or is blocked, the LP rekka will come out. If the s.lk whiffs, the rekka will not come out. This is extremely useful in footsies, as Yang can catch a stray poke and convert a hit into damage and a knockdown. Good normals for this would be s.lk and cr.mk. In USF4, s.mp is also special cancellable, so it's a strong option. Typically, you'll OS into LP rekka (as it's safe on block). You can elect to try OS HP palm (MP is -7 on block lol). It has a long start-up, but that's just good for frame-traps.

    AA DP shortcut

    Not an OS, but Yang players don't seem to use this as they come off characters that aren't shotos. D+DF+D+DF (wiggle your stick from down to down forward) is a short-cut for DP. When anti-airing, it's better to use this short-cut as it leaves Yang crouching the entire time.

    There are, of course, match-up specific OSes. These are pretty general.
  • XamistSXamistS Joined: Posts: 26
    Dustlooper wrote: »
    XamistS wrote: »
    Can someone describe to me some of Yang's OS's and how to perform them? I'm a scrub ._.

    Doing the standard shit here, so nothing fancy.

    j.hp OS MK roll kick
    j.hp OS U2

    Jump in, put in whatever input (DP, U2) before you hit the ground. If the j.hp hits, your OS will not come out. If the j.hp is blocked, your OS will not come out. If your j.hp misses (they FA, backdash, jump back, teleport) the OS comes out and you catch them with your roll kick or U2. You can do this with a few other options (i.e, sweep, U1, dash) if backdashes are shorter. Akuma's TP beats this, btw.

    cr.lk, cr.lk OS cr.hk

    Block string with cr.lk, cr.lk. You can press cr.lk+cr.hk after the first cr.lk to OS. If the cr.lk hits or is blocked, no OS shows up. If the cr.lk would whiff (i.e, backdashing), cr.hk comes out.

    cr.lp OS dash, command throw

    Yang's command throw is scary, and if you set up enough pressure, you can force some opponents to backdash out of your pressure. Hit cr.lp and immediately dash in the middle of your cr.lp animation, then input command grab. If the cr.lp hits or is blocked, you'll do a tick throw. If you whiff the cr.lp, Yang will dash and then command grab.

    Quick note: the prior two OSes are good on a safe jump. You can safe jump, delay your OS, and use the initial cr.lk (subsitute cr.lp for cr.lk in the 3rd OS) as a command grab. This would look like you're safe jumping, pausing, then doing the OS. This would catch wake-up reversals and wake-up throws. If you do this option, we actually get a cool new option. We get this option because we're no longer hitting our normals relatively meaty, so neutral jumping is an option. cr.lp, OS dash, command throw will also catch neutral jumps. The input for this would be cr.lp, dash, QCB lk. This catches all the options prior mentioned. How this now does, though, is lets Yang catch neutral jumps. If the opponent neutral jumps, the dash comes out. The game reads your dash as F+QCF, which is a DP short-cut, so Yang will LK DP to catch the neutral jump. Abel does it better, but we do have it on Yang.

    cr.lp crouch tech

    Against characters like Rufus and Yun, characters (see: shotos) can crouch tech+cr.mp. Yang's cr.mp is ass against dive kicks. What we can do, though, is anti-air the dive kick with cr.lp while still staying relatively safe against the dive kick/throw mix-up. You do this by plinking cr.lp and cr.lk, but using cr.lp as the priority. Input should look like cr.lp -- cr.lp + cr.lk. If you do this right, a cr.lp should come out. But, it'll also crouch tech.

    chain cancel OS

    Yang's target combo (s.mp, s.hp, b+hp) isn't too horrible. If you hit s.mp and mash s.hp immediately afterwards, you can get a pretty decent OS If the s.mp hits or is blocked, your s.hp will come out (which you can hit confirm into b+hp). If it whiffs, only the s.mp will come out. This OS, however, is basically going to be overtaken by this next one in USF4:

    normal OS special

    I don't have a better way to name this. If you throw out a normal and immediately input a special, you get an OS. For example, if I throw out a s.lk and immediately lp rekka, Yang will throw out a s.lk. If the s.lk hits or is blocked, the LP rekka will come out. If the s.lk whiffs, the rekka will not come out. This is extremely useful in footsies, as Yang can catch a stray poke and convert a hit into damage and a knockdown. Good normals for this would be s.lk and cr.mk. In USF4, s.mp is also special cancellable, so it's a strong option. Typically, you'll OS into LP rekka (as it's safe on block). You can elect to try OS HP palm (MP is -7 on block lol). It has a long start-up, but that's just good for frame-traps.

    AA DP shortcut

    Not an OS, but Yang players don't seem to use this as they come off characters that aren't shotos. D+DF+D+DF (wiggle your stick from down to down forward) is a short-cut for DP. When anti-airing, it's better to use this short-cut as it leaves Yang crouching the entire time.

    There are, of course, match-up specific OSes. These are pretty general.

    Man thanks for this!

  • RygRyg Joined: Posts: 146
    I dont get why I can DP just after a mp palm FADC. I thought yang was +4 after the FADC?
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    Ryg wrote: »
    I dont get why I can DP just after a mp palm FADC. I thought yang was +4 after the FADC?

    I'm guessing you're saying why can't you; Yang's LK DP is 5f startup.

  • otoriotori RTSD Joined: Posts: 6,146
    It's a glitch or universal feature on how fadc works. IIRC you can cancel your dash into a special earlier or there's a limitation where you can't perform an attack for X frames, but that doesn't apply to special moves. I'm not sure if it's Yang specific, but I'd guess not.

    For a better and more thorough explanation you should ask @eternal and @shodan
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    For real? That's pretty cool.
  • EastEast Break Through Joined: Posts: 901
    I think only certain characters can cancel their forward dash and backdashes into specials. There's information about it in the wiki.
  • KINGBROZENKINGBROZEN Sleepypants Joined: Posts: 202
    edited May 2014
    I can't link it for some reason, but go to the shoryuken wiki, SF4 Universal Abilities page, the very bottom of the page under frame data it shows which characters have this in their dashes.
  • ChocobunyChocobuny Joined: Posts: 1,096
    Is there any real use for diagonal jump mp? Theres a few setups where I can use it for an instant overhead/fuzzy guard type thing, but in general play it seems identical to FP so why would I use mp instead of hp?
  • KINGBROZENKINGBROZEN Sleepypants Joined: Posts: 202
    MP is one of his fastest starting air normals, so it could be good for twitch reactions with somebody jumping against your jump I suppose.
  • thebestthebest #electricboogaloo Joined: Posts: 8,529
    East wrote: »
    I think only certain characters can cancel their forward dash and backdashes into specials. There's information about it in the wiki.

    Truth, yun can also do this. I'm not entirely sure who else though
  • otoriotori RTSD Joined: Posts: 6,146
    The backdash cancel was removed in 2012. I suppose we all remember Kazunoko countering an os ultra to his backdash with that glitch.
  • EastEast Break Through Joined: Posts: 901
    Besides ultra how can I 100% punish gief lariat?
  • ll House llll House ll Divekickin' nigs since 2011 Joined: Posts: 54
    Depends when they use lariat, are they using it at distance to attempt to build meter or are you stood right next to them when they do it?

    For the former, I have beaten it with far st.hp
    For the latter, I just use cr.lk into rekkas for corner carry.

    Not ideal I know, its what I have learned from playing the match up quite a lot. Its also helpful to get a feel as to when the lariat stops being invincible/in recovery. If I hit far st.hp too early, sometimes it trades in giefs favour.
  • HNIC MikeHNIC Mike Joined: Posts: 10,296
    East wrote: »
    Besides ultra how can I 100% punish gief lariat?

    standing Round house for most ranges. if youre sure about it being PPP lariat you can do mk rollkick from a distance

  • ProfProf Fresh Joined: Posts: 2,029
    I'm playing this Yang fellow.

    Between where lk dk hits and the outside of st.hk I don't love my ground aa options. Is this normal?

    And are there any setups to make reversals whiff after cs.mk resets? Just doing left/right/nd throw atm.
  • EastEast Break Through Joined: Posts: 901
    Prof wrote: »
    And are there any setups to make reversals whiff after cs.mk resets? Just doing left/right/nd throw atm.

    It might depend on the reversal, but for most uppercut trajectories, try forward dash, back dash, neutral jump. The forward dash and back dash is the bait. Neutral jump gives you the ability to dive kick in and start more pressure.
  • HNIC MikeHNIC Mike Joined: Posts: 10,296
    Prof wrote: »
    Between where lk dk hits and the outside of st.hk I don't love my ground aa options. Is this normal?

    i guess so. far jumps are tricky for yang to deal with if they have a move that beats far mk
  • gsxtacygsxtacy Killa Cam Joined: Posts: 1,552
    HNIC Mike wrote: »
    Prof wrote: »
    Between where lk dk hits and the outside of st.hk I don't love my ground aa options. Is this normal?

    i guess so. far jumps are tricky for yang to deal with if they have a move that beats far mk
    launcher covers those areas very well in my opinion...just takes practice
    TVG: "Cammy is top tier and fuck you fuck you fuck you.

    I hate the bitch. "
  • The BreakerThe Breaker reading, lol Joined: Posts: 1,918
    edited May 2014
    cst.MK doesn't activate that far out.

    If someone can put you in a spot where far MK is actually losing (instead of say, whiffing/getting stuffed by late/early dive kick-like moves) it is kinda hard to deal with. I try to meet them air to air with j.HP if I can.
    yeee boy time to be the worst i ever was...ONCE MORE!
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  • gsxtacygsxtacy Killa Cam Joined: Posts: 1,552
    cst.MK doesn't activate that far out.

    If someone can put you in a spot where far MK is actually losing (instead of say, whiffing/getting stuffed by late/early dive kick-like moves) it is kinda hard to deal with. I try to meet them air to air with j.HP if I can.

    im saying..close st.mk covers his foot and back to almost behind his head if timed right...dp covers in front of that and far st.mk covers a bit further then that. Its a timing thing.
    TVG: "Cammy is top tier and fuck you fuck you fuck you.

    I hate the bitch. "
  • The BreakerThe Breaker reading, lol Joined: Posts: 1,918
    edited June 2014
    ...and I'm saying you can't use a close activation normal if he isn't close. cst.MK is good for people who try to jump on top of you. Most of the time you can't use cst.MK against an attack that clips fst.MK from farther out. Because that attack will hit you before Yang is even allowed to use close normals.

    (edit: well there are exceptions, but...)
    Post edited by The Breaker on
    yeee boy time to be the worst i ever was...ONCE MORE!
    15Mbps upload isn't enough for SFV sometimes I guess? Or Comcast hates me. I dunno, sorry if stuff happens.
  • EastEast Break Through Joined: Posts: 901
    Neutral jump hp or hk.
  • GnW101GnW101 Joined: Posts: 41
    Does any1 use jump back mp when air 2 airing
  • gsxtacygsxtacy Killa Cam Joined: Posts: 1,552
    ...and I'm saying you can't use a close activation normal if he isn't close. cst.MK is good for people who try to jump on top of you. Most of the time you can't use cst.MK against an attack that clips fst.MK from farther out. Because that attack will hit you before Yang is even allowed to use close normals.

    (edit: well there are exceptions, but...)

    i know what youre saying..i was explaining the ranges in which what normal (or dp) covers
    TVG: "Cammy is top tier and fuck you fuck you fuck you.

    I hate the bitch. "
  • ProfProf Fresh Joined: Posts: 2,029
    I do use j.hk and such. Swhy I specified grounded. Does far mk and cs mk usually win? I get stuffed a lot. Or terrible trades. Been meaning to look at the boxes.
  • The BreakerThe Breaker reading, lol Joined: Posts: 1,918
    fst.MK is usually good at it's effective range. Some characters have options against it though which is when things get hairy.

    cst.MK is great (also his most damaging AA option aside from straight U1) but it's got the close only thing. So if you misjudge the distance you get fucked cuz you get fst.MK.

    In an ideal world, fst.MK would cover the ranges up until cst.MK works...but...yeah.
    yeee boy time to be the worst i ever was...ONCE MORE!
    15Mbps upload isn't enough for SFV sometimes I guess? Or Comcast hates me. I dunno, sorry if stuff happens.
  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    Have a Sakura j.hp you at the range inbetween where you could cl.mk and where you can s.hk. Your options are pretty bad. Granted, there's nothing wrong with blocking.
  • ProfProf Fresh Joined: Posts: 2,029
    I main Claw so I know the virtues of good blocking (and good jump ins), but nobody wants to be -a buttload on block with Sak in their face if they can get damage and an air reset instead.
  • otoriotori RTSD Joined: Posts: 6,146
    I just focus backdash. I'm kinda thorn on the value of this habit though.

    Imo yang's strongest position is just exactly where cl.mk works best.
  • HNIC MikeHNIC Mike Joined: Posts: 10,296
    close mk trades are ok. you still get to combo roll kick at the very least so its going to be in your favor

    i hate when far mk gets pooped on by gief jump HP or sak jump HP
  • ranixranix Joined: Posts: 581
    edited June 2014
    Dustlooper wrote: »
    XamistS wrote: »
    Can someone describe to me some of Yang's OS's and how to perform them? I'm a scrub ._.

    Doing the standard shit here, so nothing fancy.

    j.hp OS MK roll kick
    j.hp OS U2
    or just os db hk for sweep os with guard if they do a reversal
    also when you finish your roll kick or u2 motion always finish with BD+kick or db+ 3 kick. this way it will put guard if they do a 4f or more reversal and do the u2/ roll kick if they back dash



    Jump in, put in whatever input (DP, U2) before you hit the ground. If the j.hp hits, your OS will not come out. If the j.hp is blocked, your OS will not come out. If your j.hp misses (they FA, backdash, jump back, teleport) the OS comes out and you catch them with your roll kick or U2. You can do this with a few other options (i.e, sweep, U1, dash) if backdashes are shorter. Akuma's TP beats this, btw.

    cr.lk, cr.lk OS cr.hk

    Block string with cr.lk, cr.lk. You can press cr.lk+cr.hk after the first cr.lk to OS. If the cr.lk hits or is blocked, no OS shows up. If the cr.lk would whiff (i.e, backdashing), cr.hk comes out.

    you can do this OS but not the way you are saying. s cr lk can not be canceled by another cr lk, you have to use only timing and do cr lk, cr hk, cr lk. pressing cr hk just during the extra block stun frame than hiting on guard provide.
    if you want to use a cancel OS you can use cr lp , cr lp+hk or cr lp , cr lk+hk. this OS ill work as you explained it as you can cancel cr lp with another cr lp or cr lk. you can also do cr lp rekka with lp with a slow timing. if the opponent back dash the cr lp you will do the lp rekka and comfirm hit , else it will be cr lp st lp on guard. that your option against a back dash


    cr.lp OS dash, command throw

    Yang's command throw is scary, and if you set up enough pressure, you can force some opponents to backdash out of your pressure. Hit cr.lp and immediately dash in the middle of your cr.lp animation, then input command grab. If the cr.lp hits or is blocked, you'll do a tick throw. If you whiff the cr.lp, Yang will dash and then command grab.

    for me this os is strange... if you forward dash after the cr lp, you will be at disadvantage. i will not consider this os as one to use consitently but more like a trick one

    Quick note: the prior two OSes are good on a safe jump. You can safe jump, delay your OS, and use the initial cr.lk (subsitute cr.lp for cr.lk in the 3rd OS) as a command grab. This would look like you're safe jumping, pausing, then doing the OS. This would catch wake-up reversals and wake-up throws. If you do this option, we actually get a cool new option. We get this option because we're no longer hitting our normals relatively meaty, so neutral jumping is an option. cr.lp, OS dash, command throw will also catch neutral jumps. The input for this would be cr.lp, dash, QCB lk. This catches all the options prior mentioned. How this now does, though, is lets Yang catch neutral jumps. If the opponent neutral jumps, the dash comes out. The game reads your dash as F+QCF, which is a DP short-cut, so Yang will LK DP to catch the neutral jump. Abel does it better, but we do have it on Yang.

    cr.lp crouch tech

    Against characters like Rufus and Yun, characters (see: shotos) can crouch tech+cr.mp. Yang's cr.mp is ass against dive kicks. What we can do, though, is anti-air the dive kick with cr.lp while still staying relatively safe against the dive kick/throw mix-up. You do this by plinking cr.lp and cr.lk, but using cr.lp as the priority. Input should look like cr.lp -- cr.lp + cr.lk. If you do this right, a cr.lp should come out. But, it'll also crouch tech.

    chain cancel OS

    Yang's target combo (s.mp, s.hp, b+hp) isn't too horrible. If you hit s.mp and mash s.hp immediately afterwards, you can get a pretty decent OS If the s.mp hits or is blocked, your s.hp will come out (which you can hit confirm into b+hp). If it whiffs, only the s.mp will come out. This OS, however, is basically going to be overtaken by this next one in USF4:

    normal OS special

    I don't have a better way to name this. If you throw out a normal and immediately input a special, you get an OS. For example, if I throw out a s.lk and immediately lp rekka, Yang will throw out a s.lk. If the s.lk hits or is blocked, the LP rekka will come out. If the s.lk whiffs, the rekka will not come out. This is extremely useful in footsies, as Yang can catch a stray poke and convert a hit into damage and a knockdown. Good normals for this would be s.lk and cr.mk. In USF4, s.mp is also special cancellable, so it's a strong option. Typically, you'll OS into LP rekka (as it's safe on block). You can elect to try OS HP palm (MP is -7 on block lol). It has a long start-up, but that's just good for frame-traps.

    AA DP shortcut

    Not an OS, but Yang players don't seem to use this as they come off characters that aren't shotos. D+DF+D+DF (wiggle your stick from down to down forward) is a short-cut for DP. When anti-airing, it's better to use this short-cut as it leaves Yang crouching the entire time.

    There are, of course, match-up specific OSes. These are pretty general.


    In bold my correction and comment.

    my advise with yang is to go in training mode, put guard to random and do cr mk or st lk or cr lk into lp rekka. if guard stop, if not guard hp reka fadc st mk, dash st mk hk rolling or ultra 2 or st mk dash u1.
    train doing this till you fully master it.

    concerning kara throw question st HK is really really good, you can do cr lk cr lk kara throw with f.hk karathrow in a nice way.
    you can do a kara special command grab doing d.df.f.df.d.db.b lp.plinked with any kick or 3 kick for ex version with yun.I tested it with yang, seems like it s also working but not so good.
    need to work on finding one, but after watching a nemo video I have the feeling he is using a kara command grab. You can use the leniency of the game to do half circle back walk forwar then press kick to get more range on the command grab, BUt I have the feeling that he is not using this motion as it s a little bit slower.
    bisous
  • Cows say meeeowCows say meeeow Joined: Posts: 454
    What resets should I be learning? I know with c.mk you jump forward and do j.hp but I'm not exactly sure when I should do the j.hp so it looks like I'm going under the opponent but I'm not. And what else can I do to mix up my reset game?
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  • DustlooperDustlooper Jab FADC Joined: Posts: 988
    What resets should I be learning? I know with c.mk you jump forward and do j.hp but I'm not exactly sure when I should do the j.hp so it looks like I'm going under the opponent but I'm not. And what else can I do to mix up my reset game?

    Get used to cl.mk resets and rekka resets into command grab.

    From cl.mk, you can dash and throw out a normal. If you reset with cr.mk xx lk teleport, you'll end up in front. If you reset with any other normal (cl.mp, cl.hp) xx lk teleport, you'll be behind. If you reset with cl.hp xx ex palm, you'll do a meaty palm that beats DPs (except Ken with some specific timing).

    For rekka resets, ex rekka x3, ex grab will grab on hit or block. Also, mp rekka x2 FADC normal command grab will grab on hit or block.

  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    Hello all,

    New to Yang here (in SF4 at least). He seems like he has a lot of variations on his basic combos. In particular the ones starting from light attacks. My question is, since I want to learn and practice him, are there any particularly ideal moves or sequences I'd want to go for over others?

    For example starting with a cLP over a cLK, whether or not to include an sLP as I see done sometimes. If I want to go from an sLP down to cMK or cLK to get into Rekkas? Or thanks to the now cancelable sMP, if we now want to link into that instead of the cLK/MK? Etc etc

    Basically I want to start practicing his basic BNBs and links and all, and Ive got a basic idea of some combos he CAN do, but not really which ones I should be angling toward specifically. I should mention I mean, like, after a landed jumpin/crossup/divekick, etc. Obviously on a cMK poke or something, I'll do cMK xx rekka. hehe

    Oh, and in what situation might we prefer to combo into a Roll Kick as oposed to rekka? Just as a way to change things up and make it hard for them to adjust? Or is there a specific tactical reason to either go for it or not?

    OK, getting into rant mode, I'll shut it down. lol But I think I can make Yang into a straight main in this game, so i wanna get to the practicin' right away. Thanks in advance for any replies!
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
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  • HNIC MikeHNIC Mike Joined: Posts: 10,296
    snip

    cr.lk X3 into rekkas is probably most important because its your easiest link out of a dive kick and its more likely to be a true block string between the dive kick and the first cr.lk. start with a plinked low short and it will offer some throw protection in case you hit too high and the opponent trys to stand throw

    cr.lp, st.lp, cr.mk roll kick is second most important because it gives you your best Oki. less damaging than ending in slashes, but higher damage potential from the resulting mix up. use this out of regular jump ins or deeper dive kicks. the jab is a harder link off of a higher dive kick, but its a true string on the first 2 jabs off most normal jumps. stand jab to cr.mk is a 3 frame link as well

    cr.lp X2, cr.mk slashes would be next IMO because stand jab whiffs on block after the first blocked jab on some characters. so this is your crouching character combo. end in slashes because crlp to crmk is a 1 frame link. apply it in the same situations you would the other jab combo but they are crouching

    cr.lp st.lp/cr.lp, st.mp rekka is for characters like sakura, akuma, oni where they oddly fall out of slash combos. the stand mp moves you forward more

    the basic rule is end in rekkas if want corner push. roll kicks for oki.

    if you fadc rekkas youre and you dont go for a reset, youre better off with ending with something into roll kick because rekkas will scale more

  • ThisGuileKillYaThisGuileKillYa SSS++++ tier at exaggeration Joined: Posts: 2,627
    edited June 2014
    That was PERFECT, thanks! Precisely what I was lookin for. I guess one other question would then be, on a successful command grab, what's typically the best followup(s)?

    Edit: another question based on your post, cLK x 3 xx slashes, how many frames link is that? Am I correct that for it to work you have to link the 2nd to the 3rd(as opposed to chain) for the slashes to come out?
    USF4: Still soul searching. Thus far... Yun, Chun, and Akuma.
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  • ProfProf Fresh Joined: Posts: 2,029
    Lk doesn't chain so. No worries there.
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