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Discussione: [YANG] le pistole ai bambini

  1. #1
    PIRL LADY L'avatar di LUN
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    [YANG] le pistole ai bambini



    Qui la vecchia discussione:
    http://arcade-extreme.forumfree.it/?t=38316089

    Per ora recuperiamo due guide fondamentali:

    FUGO
    torouzans :
    dei normali,l'unico che non è mai punibile è il primo se eseguito con LP
    dal secondo in poi,o anche dal primo eseguito con MP o HP sono tutti punibili da uno shippu di reversal
    questo a livello teorico però,dato che difficilmente uno sarà sempre pronto a farlo -
    questo perché tipo magari sembra che ti fermi,ma invece continui con la serie (che si può delayare un pochino)
    e l'avversario che ha lasciato la guardia per fare il reversal se li prende in faccia -
    questo mindgame vale ben più del pensare troppo alle scoperture
    in ogni caso,se si comba il torouzan dopo qualcosa resta comunque facile fermarsi di riflesso al primo
    se si vede che la sequenza viene parata,un po' più difficile per quelli "lisci"
    il torouzan EX si attiva con 2 tasti ma poi i colpi continuati basta farli con un tasto singolo
    sono scoperti alla shippu dopo terzo colpo,ma anche qui non è facile e vale il discorso del mindgame di prima
    ovviamente l'ultimo colpo di torouzan (5to Ex,3zo normale) è sempre punibile da qualsiasi personaggio

    combo base :
    al solito c MK > torouzan si può aggiungere
    s MP (close) > torouzan
    s HP (close,1 hit) > torouzan
    (tra queste due,da mp si ha più danno ed è più veloce,ma il secondo è molto meglio come meaty sul rialzo avversario)
    poi volendo c'è pure l'hitconfirm s MP (close),link s LK > EX torouzan

    hitconfirms :
    c LP x 3,Ex torouzan
    c LK X 2,Ex torouzan
    quello dai c LK ha il vantaggio ovviamente di essere un basso,
    ma la mossa è un pelo più lenta e chainare i due c LK non è così semplice come con altri personaggi
    quella da c LP x 3 è sia alto che basso x il burokingu
    ma è superveloce, molto utile ad esempio dopo crossup / mindgame vari

    chain a terra :
    s MP,HP,b + HP che è cancellabile nelle super
    con la seconda super il danno totale è abbastanza basso,direi da usare giusto per uccidere altrimenti meglio tenere la barra
    cancellando nella terza invce è un buon setup per attivarla (ma solo all'angolo)

    chain aerea j MK > divekick medio :
    ottima specialmente air to air
    (atterri prima dell'avversario e puoi mixare molto,farlo atterrare nella presa speciale,o addirittura camminarglio sotto)

    se non sei sicuro di entrare usa sempre torouzan con LP o EX
    se sei sicuro di entrare e non hai / non vuoi sprecare barra,
    il torouzan con HP fa + danno e stun della versione LP

    se entri con s Mk close (il calcio che alza) midscreen puoi jugglare con qcf + MK (va eseguito proprio subito),
    funziona su tutti
    se invece entra all'angolo puoi fare juggle con 3 torouzan HP (delayati il più possibile)
    su Q e chun e forse su un altro paio all'angolo si può addirittura fare due torouzan,pausa lunga,sequenza da altri 3
    ma onestamente non ricordo con che tasti

    sulle super arts :
    per me la 2 è meglio,alla fine l'unico degli Yang tosti che persiste con la 3 è roshihikari
    ma penso che sia più una sua mania personale
    la 3 non è che sia male eh,però non è manco lontanamente paragonabile al genei-jin
    le combo base non sono così difficili,e meno specifiche di quelle di Yun
    dato che con il Seiei-enbu non si juggla ma si fanno combo a terra
    Tra le sequenze ricordo [qcf + LP, qcf + HP,s LK] ripetere
    fare anche il 3zo hit del torouzan a ombre finite.da controllare su srk cmq
    Alternativamente se si butta l'avversario a terra con c HK a ombre attivate,si può continuare con salto in avanti,
    divekick in crossup,c LK,c HK,ripetere
    E' condiserata una "quasi imbloccabile" poiché pur essendo tecnicamente parabile
    è molto,molto difficile farlo se viene eseguita bene.il danno complessivo è maggiore di una combo unica
    Ah poi ovviamente con il fatto che colpiscono anche le ombre,con il seiei si chippa un casino
    (ben meglio che con il genei,anche se non siamo ai livelli del tengu stone)
    e le scoperture sono quasi inesistenti visto che i colpi delle ombre "coprono" Yang
    il problema principale di questa super però,è proprio entrare - non aumentando la velocità del personaggio
    non si possono fare sequenze rapidissime come con il genei;non si può mettere in combo (l'attivazione è molto più lenta)
    e il danno entrando dopo la presa speciale fa davvero pietà,quindi è più difficile che l'avversario impanicato non si pari
    (come può avvenire contro il genei-jin)
    la seconda super invece,in sé è peggiore,ma consente di avere un sacco di cariche per i torouzan EX
    (cosa non da poco) e rappresenta in ogni caso un'opzione di reversal
    non è eccezionale in questo senso (vulnerabile alle prese) ma ha la sua utilità
    inoltre con qualsiasi tempismo passa gratis sotto al denjin


    ------------------------------------------------------------------------------------------


    c LK c LK x ex.mantis
    s MP s LK x ex.mantis
    meaty uoh s LK x ex.mantis

    per quanto riguarda la command throw,devi vedere su quali personaggi (a memoria ricordo chun e makoto) puoi combarci
    close MK sjc j HK / chain aerea (ti lascia un gioco della madonna)

    s MP s LK ex slashes (che però è facile)
    dopo l'uoh per mettere gli slash ex ci va per forza un s LK linkato
    e l'uoh non è che deve essere per forza meaty,basta farlo col giusto spacing
    e nuovamente,gli slash ex sono very safe (fake),anche se sbagli il link pazienza

    da non sottovalutare invece c LP*3,ex mantis (o sa2,ma gli ex mantis fanno già un bel danno)
    è buona in situazioni anti-presa,c LP è più veloce di c LK e questo in alcuni frangenti è fondamentale

    dopo close MK entra anche qcf MK,su tutti e ovunque
    se entri con close MK al'angolo (più probabile da solo che dopo una command) juggli con tre slash forti eseguiti lentamente,
    funziona su tutti i personaggi.su alcuni hai juggle extra ma dovrei rivedere


    qcf K mossa generalmente abbastanza inutile.passa sotto le fireball
    la versione EX ha qualche uso,ogni tanto la si può tentare di rialzo,non è grandi doti ma evita alcune mosse e/o prese
    se entra juggli con s LP su tutti
    e forse altre cose su pg specifici ma dovrei ricontrollare
    quel s LP lo puoi cancellare in teleports di diversa forza per riapparire davanti o dietro l'avversario
    ROM
    Combos:

    Low forward -> slashes
    - basic combo, Yangs b&b. Easy to do, decent damage [for Yang], and punishes whiffs fine
    - jab slashes x3 is weaker than fierce slashes x3. However, a fierce slash is pretty unsafe. I compromise and have the first slash as jab, then finish the last two as fierce to get like 2-3 points of damage. Whatever gets the most.
    - Jab slash is safe on block against nearly everything. Don't believe people that say it's 'completely' safe, because it's not. Hugo will rape your idiot self if you try doing deep slashes on him.

    close stand strong -> slashes
    - stronger than low forward by a little
    - Link a short after the strong as a hit confirm to EX slashes
    - less range obviously, so not really useful as a whiff punisher

    EX slashes [in general]:
    - Good stun, decent damage
    - Not safe against a couple of things, namely Ken's sa3. Whatever anyone tells you, even the first EX slash is unsafe against Kens sa3. He sees the flash of yellow, he can super you as soon as you pause. You see Kens get hit with EX slashes in between pauses because they aren't doing their super motions fast enough. If it's fast enough, you get supered. Simple.
    - If you go past a certain number of slashes, you can be punished by some normals.
    - Combos off of a bunch of bullshit; s.jab, s.short, c.short, blah blah. Can be confirmed as well
    - A great punisher, think of EX slashes as an extension of your pokes. You can punish c.rh from shotos easily, and punish their low forward whiffs as well, in addition to punishing the shit out of other characters
    - Unlike the normal slashes, Hugo can't 360 you [to my knowledge at least], because you get pushed away with each slash
    - Strongest!!! [] Jump in combo with yang involving EX is taunt -> jump rh -> close strong -> EX slashes. If your opp is dizzy and you don't have enough meter for a taunt -> palm -> super [taunt -> palm -> super = I'm assuming your opp is almost dead, other wise if you just dizzied him with neutral throws and he still has a ton of life, use the jump in]
    - It's nice and all to sometimes catch someone flinching in between delayed EX slashes. However, if you get too predictable or if you opp wants to, a delayed slash can get parried and possibly get you killed. Sometimes you want to delay a few slashes, sometimes you want to stop after the first block slash.
    - By the way, normal move + EX slash = 6 hits. If you're getting less, you're not doing it correctly. No, I'm not going to explain how to do it correctly. IT'S REALLY SIMPLE.

    Close fierce -> slashes
    - weaker than stand strong
    - only advantage close fierce has is that it activates from further away than close strong. What am I talking about?
    - Both s.strong and s.fierce have two versions, close and far. Far versions can't combo into slashes. Close strong has less of a range than close fierce. Example: Let's say close strong activates when you're at like.. uh, 3 pixels or something distance. Anything further than that, you get far strong. Close fierce will activate... 5 pixels away from your opponent, meaning if you use close fierce, you don't have to be near point blank to be confident you're going to combo into slashes.
    - Otherwise use close strong

    READ THIS: You will get red parried. Deal with it. If you spam low forward slashes or s.strong slashes or what the fuck ever, you're going to get red parried. To red parry a slash is easy, AND it's not exactly dangerous to your opp because let's face it, Yang does really shitty damage in most situations.

    Mix things up with short x2 -> slashes. No, this does not combo. However, it's a lot riskier to try to forward parry after shorts than it is to forward parry after a low forward. Besides, a lot, A LOT of people get hit by this non-combo anyways [short x1 -> slash] because the gap that prevents it from comboing is tiny. If jab slash were 1 frame faster, then by all accounts it would be JUST AS FAST AS EX. So there you go.


    Some more stuff about launch -> whatever:

    If you get a launch, you have a few options

    jump rh for a reset setup

    Close forward [mk to some of you bastards] -> forward senkyutai [the rolling kick]
    - Decent damage, excellent stun
    - If your opponent does something really, really unsafe on block, then do this. It's not as fast as s.strong so less things are punishable on block with this, but the damage is comparable and the stun is better [unless you have meter for an EX]
    - Juggle with a jab if you want, but positioning games are a lot better if you don't
    - does a lot more stun than simple jump rh

    [corner] step forward, relaunch then jump rh [I try to do jump straight up neutral fp, like 1 point more damage though, aha]

    [corner] fierce slash x3

    [corner] fierce slash, then quickly jab slash, then s.fierce. The reason you do fierce -> jab slash relatively quickly is because in order for the s.fierce to come out, you have to recover from the 2nd slash first, so you have to pop them up from the 1st slash with the 2nd slash before they get too low, and recover fast enough. Of course timing is slightly different for each character

    Note: launch -> fierce slash -> jab slash -> s.fierce does more stun than launch -> fierce slash x3, but does less damage. If you're getting close to stunning someone, s.fierce ender is a better option. Otherwise for a bit more damage do fierce slash x3. The end result of both enders have their uses [s.fierce puts them on their feet, but imo it's more annoying to try and mix them up afterwards because you recover relatively at the same time, while fierce x3 knocks down and basically gives you a corner knockdown, so I like fierce x3 better [[but do the s.fierce one anyways -.-]] ]

    Command throw:
    - It's a command throw.
    - Low forward -> slashes afterwards on most characters
    - If you have meter to spare, use EX instead of normal slashes, a tiny bit more damage and, more importantly, more stun
    - Only fat characters like Q, chun, mak, etc etc you can:
    = Launch into rh
    = Launch into forward senkyutai
    = walk forward and s.strong -> short -> ex slashes
    - Don't be scared to do it, for the love of god. Yes, sometimes you need to condition your opponent to not expect it, but sometimes you just NEED TO THROW IT OUT.

    Supers:

    SA1: Safe on block, good damage. Bar is fucking long, and there's only one of them. I'll pass.

    SA2: Goes under fireballs, kind of shitty damage, some invincibility on it. This is the best all-purpose SA you have, because there are two bars, meaning you can throw out EX constantly.

    SA3: Shitty damage unless you constantly reset, shortest bar in the game, pressure super. This super is not genei jin. Dream on. The damage is poor if you do those long 30 hit combos, but at least they're easy to do, and hey, it's free damage anyways. You can also decide to constantly reset your opp and get high damage that way. It's up to you. Personally, I think this super is sorta specialized, and useful only against certain characters.

    Note on SA3: Hugo CAN and WILL 360/720/1440/2880 you if he knows how this super works. This super is NOT safe, no matter what you think.

    Throws:

    Forward throw: A decent throw. Your opp recovers at relatively the same time you do in comparison to the two other throws, so..

    Neutral throw: Hits up to 6 times, and does the most stun out of his 3 throws. If your opp doesn't mash enough, or at all, once this throw gets past the fourth hit, it actually becomes his most DAMAGING throw. And let's face it, some people are lazy and don't mash anyways, so going for this one is usually a good idea. It also sets up excellent positioning afterwards

    Back throw: Monkey flip, most damaging

    Note: If you parry out of Uriens unblockable or just throw him when his aegis is cornering you, remember to use either back or forward throw accordingly, to get yourself OUT of the aegis. Don't be stupid and use a throw that makes you stay IN the aegis

    Misc:

    Punch chain into super is just.. gay. I do it from time to time, but that's if I need to kill someone, or just have two full meters and want to waste one. It does more damage than straight out super, yeah, but it does less damage and stun than what you might land using the meter for EX slashes instead. Don't do this often, if at all.

    Palm -> super is the strongest thing you can do. However, the only time you'll realistically land it is when the other guy is dizzy. In that case, taunt first, then do it.

    Taunting: If you land a super [wakeup super, palm super, whatever], think about taunting. It gives you a damage boost for your next attack [duh]. HOWEVER, you might want to play wakeup games on people after a super hits, and taunting prevents you from doing anything too tricky, because of the time it eats up.

    The most damaging combo you can do after they're stunned is taunt, j.HK (very high and deep), close MP x HK senkyutai, super. But it's pretty hard to land correctly so nobody does it. - Gaijinblaze

    Note: If you taunt, and then hit a normal and your opponent blocks it, YOUR TAUNT IS WASTED. The damage increase is used up on hit or block, it doesn't matter. Whiffing is fine, but once you come into contact with the other guy using an attack, that's it.

    Kick chain: Ehh, I don't really like using this. It's fast, safe, but doesn't lead into anything. I suppose you can use this if you're scared and want to buy yourself some thinking time.

    low fierce is actually useful in certain situations. Properly spaced, it prevents dudley from jumping in with an attack, he'll just get hit back. If you fuck up, it's your ass though. It's also an extremely long poke, so if you're out of low forward range, you can try throwing it out to annoying your opp if you hit.

    learn the spacing for uoh -> s.short -> EX AND learn to use your command throw. Otherwise people will just hold down + back and block everything you do and you'll get nowhere.

    Most range and damage jump normal is RH. However, jump fierce beats out a lot more shit than rh [like maks jumping normals], and jump back fierce is decent as an anti-air.

    Yeah alright. So go out and terrify your local arcade with this.
    New discovery 2012!!
    L'elusiva combo Alaska: chain LK,MK,HK

    [disegnino by Tsubaki]
    Ultima modifica di LUN; 29-12-2013 alle 14:58
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  2. #2
    PIRL LADY L'avatar di LUN
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    Rivedendo roba a caso...

    Appuntiamoci le figate di Tokura vs. TM (immagino vs. Q only):
    http://www.youtube.com/watch?v=GRGFkZpHAQA

    (solita combo all'angolo superflashy + figata laucher, toro toro super)
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  3. #3
    Cortesia del buon aku



    NOTE: This was captured from K.O's Nico Nico stream, hence that brief pause around the 6:50-7:05 minute mark.

    First he goes through normals that he either thinks are useless or not that great, followed by normals that are good:
    - st.LP is pretty much worthless
    - far HP isn't used much
    - far HK isn't used much either(though he does point out its merit as a kara normal)
    + cr.LP is better than st.LP
    + st.LK is great because it's fast(K.O says 4F) and has good reach
    + cr.MK is his best normal because it's very important for footsies and combos into Mantis Slashes

    K.O goes more in depth regarding cr.MK->Mantis
    - Something he usually hears is how Yang players get their cr.MK->Mantis red parried. He responds by saying that both EX Mantis and LP Mantis both have 1 frame that are red parriable at the exact same time, so he says that you can mix it up with cr.MK->immediate EX Mantis or cr.MK->slightly delayed LP Mantis.
    - He mentions that Yun has generally better normals than Yang. In the case of both characters' cr.MK, Yun's has better reach and is faster than Yang's by 1F.
    - Regardless, he still finds Yang's cr.MK as his best normal and is important for keeping pressure on opponents. For instance walk-up cr.MK->Mantis as a mixup.
    - Chun and Ken have better normals for footsies against Yang, but one way to alleviate this is to make them think you're going to just stay in the ground. This will make coming in from the air easier for Yang.

    K.O goes into coming in from the air.
    - After a knockdown, you can do a whiffed LK Dive Kick and mix up from there.
    - If you can figure out the proper timing between getting a throw as early as possible AND hitting them at the earliest possible time, this will be very helpful as you can also get in those command grabs much better.
    - Apparently you can combo LK Dive Kick into EX Mantis.

    K.O goes into a bit more detail with Yang's normals.
    - st.LK has decent reach to it as mentioned before. If Chun sticks out a cr.MK that gets parried, Yang can hit that parried cr.MK with st.LK->EX Mantis.
    - st.LK is also good for stopping dashups. You can buffer in EX Mantis during the LK animation if they try to get in.
    - cr.HK is good since it's hard to punish on block, except for Chun's SA2 so it's best not to abuse it against her.
    - st.MP by itself shouldn't be used. It CAN combo into EX Mantis, but that's just for flashiness and is never used outside of actual matches.
    - His MP-HP-Palm TC is fine to use, but st.MP by itself isn't particularly good since it doesn't have any decent followup.
    - Far MK appears to be good, and is useful in certain matchups, but is generally not great against characters like Chun or Ken.
    - Far HP isn't used all that much by K.O outside of combos. It does have good stun, but it has slow recovery.
    - Far HK isn't used that much either. It IS a better normal than far HP, but its merits are diminished by Mantis Slashes(similar to far HP).
    - A bit later into the discussion, he mentions how close MP is another one of his best normals. You can link st.LK afterwards, but K.O prefers Mantis out of preference since it's safer. He can also follow up a blocked cl.MP with a kara-throw. It's basically a game of chance, but that's just how it is with mixups.
    - He also doesn't use cr.LKx2 that much since it is harder than it looks, not to mention again, safety measure.
    - He mentions how Tokura likes to use cr.LK into command grab, but K.O prefers not to out of fear of getting parried so he just goes with command grab itself.
    - cr.MP isn't used that often, but he acknowledges how it can be useful to catch jump attempts, as well as its stun properties.
    - Close HP is also really good. Even if it gets parried, the worst that can happen is a grab(but in Chun's case, cr.LP). cl.MP->Mantis does more damage, but cl.HP can be a decent substitute, for instance if you're getting rushed in and can't think of anything else to get the opponent off.
    - f.MK(the hop kick) is best used on newbies. This is a move that WILL be parried if the opponent can see it, so this is up to the player's best judgment.
    - K.O doesn't use UOH....because he just doesn't.

    K.O goes into air normals.
    - There are only two things you need to know: his air TC and j.HK.
    - j.HP isn't as valuable as j.HK, not to mention does less damage.
    - Neutral j.HP is also not that great, though it can be nice in air parry situations.
    - Jump back HK is also better than jump back HP. K.O does admittedly use j.HP when jumping back from a cornered opponent, but j.HK should be better.
    - cr.HP is generally used as anti-air in certain matchups, but K.O doesn't bother using it. He does mention that it has its uses, though.
    - cl.MK(the launcher) is also another one of Yang's best moves. Jump-cancelled launcher can't get thrown when parried, and it does surprisingly big stun.
    - cr.MK also offers as a response to opponents that may jump out of Yang's grab attempts.
    - In K.O's case, he prefers baiting throws and punishing with cr.MK->Mantis.

    K.O goes into Yang's kara-throw(HK~LP+LK).
    - His kara-throw actually has bad reach. The only reason it looks like it reaches far is because Yang has a very fast walk.

    K.O goes into the Zenpo Tenshin option select that was mentioned in the Match Vids thread:
    - F,DF,D,DB, hold DB for just a split second, then B+LP+LK
    - This is especially valuable against characters with a Dragon Punch move.
    - Makoto CAN also do this OS with Karakusa, but her Karakusa by itself is scary enough so she doesn't need it.

    K.O on Senkyuutai.
    - Senkyuutai(rolling kick) isn't that valuable outside of combos. EX Senkyuutai has a fast startup, but it has no invincible startup. It CAN be used for anti-air, but he's better off with cl.MK or just going under their jump ins.

    K.O going indepth on Mantis Slashes.
    - LP Mantis is best used for approach since the first Slash is -1 blocked. In punishment or guaranteed situations, HP Mantis does more damage.
    - The second hit of Mantis is -4 on block. 3rd hit of Mantis is -8.
    - In poking situations, he prefers HP Mantis since it has better reach than LP Mantis.
    - When playing footsies with Mantis, it's better to go HP->LP because of being safer on block than HP->HP. If it connects, then you can do HP->LP->HP.
    - EX Mantis Slashes are hard to punish via parry since it's just -6. In Ken's case, even if he parries and does a cr.MP, his cr.MP is 6F startup so Yang can still continue doing EX Mantis with a decent chance of landing the rest of the hits. Add to this Ken will be eating crouch damage so it's even better for Yang.
    - One thing to take notice though is that Dudley's st.HK will trade with Mantis.

    K.O going indepth on Mantis Slash followups, especially against Chun:
    - One thing about Mantis is that it's best to do HP->LP->LP Slashes when midscreen against Chun. The last HP Slash will push the opponent too far back and Yang won't be able to continue his offense, even on Chun-Li who has the slowest wake-up in the game. LP Slash ender will give Yang enough time to teleport in and start his offense again.
    - In Yun/Yang's case, even if you end with LP Slash, their wakeups are going to be too fast for Yang to follow up. You'll be better off getting the damage in with HP Slash ender.
    - When coming in from the air after an LP Slash knockdown, Yang barely comes in too late when following up with a Dive Kick approach on Chun. Empty jump gives him somewhat better timing, but the ground approach works best. If you think Chun will block your jump-in attack then go for the jump-in. However if he gets air parried then he's screwed, so it's best to approach from the ground. He has better mixup potentials just from LP Slash->Teleport on Chun.

    K.O on Byakko(Yang's Palm).
    - It can be a decent tool for poking against Chun in the corner, since Yang's hitbox seemingly pulls back slightly, barely dodging low attacks and thus the Palm will hit them.
    - Besides that and certain combos though, it's not a particularly useful move.

    Wrap-up on K.O's general strategies:
    - He mainly likes to focus on using cl.MK, cr.MK and cl.MP, with kara-throws and command grabs for his offense.
    - cr.MK and cl.MP are great for comboing into Mantis, with tick walk-up kara-throws and command grabs if you think they block, followed by cl.MK to catch jumps.
    - Surprisingly, K.O doesn't use kara-command grab much because he finds it too difficult to use.
    - One thing to look out for is NOT to mash EX Slashes. In Dudley's case, if he parries one of the hits and does HK, it WILL connect and beat out Yang if he inputs Slashes too quickly. It's best to figure out the timing.
    - K.O doesn't use Yang's SGGK too often. When he does, he uses st.LK karathrow since if he parries, st.LK->EX Mantis will come out. (NOTE: LK Karathrow is LK~LP. You input LK, and then almost simultaneously do LP. Treat it as if you're karaing LK into LP)
    - Final words of advice for Yang players: Try your best and guess right often!
    - Final words on 3rd Strike: This is a game where you mix it up with attacks and throws. If you think they'll block, then throw. That's the most important fundamental rule of this game, so if you can pick up on this you can play anyone.


    END

  4. #4
    PIRL LADY L'avatar di LUN
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    Gamertag: davideLUN davideLUN
    Visto che sono diventato saggio, ora il mio Yang preferito è Roshi.

    Qui un sample significativo ma non esaustivo:
    http://www.youtube.com/watch?v=DzBQ1TVZwI0
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  5. #5
    PIRL LADY L'avatar di LUN
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    Gamertag: davideLUN davideLUN
    Yuuki traduce da Twitter:

    Yun when he lands on the ground can't walk until both feet are on the ground but yang can

    Both can do moves I guess though

    yang gets up 2 frames faster than yun (I knew this but didn't know the specifics)
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  6. #6
    yang può camminare con una gamba sola!!!

  7. #7
    PIRL LADY L'avatar di LUN
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    Gamertag: davideLUN davideLUN
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  8. #8
    PIRL LADY L'avatar di LUN
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    Gamertag: davideLUN davideLUN
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  9. #9
    Il drago di Firenze L'avatar di Fugo
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    Gamertag: Fugo3s Fugo3s
    Steam ID: fugo3s
    -Fugo-
    furtano poco?
    In many cases, IMHO really stands for "in my heinous opinion".

  10. #10
    PIRL LADY L'avatar di LUN
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    Gamertag: davideLUN davideLUN
    Per PIERU, SAIII aka "la Cosby":

    hp.slash > lp.slash > low.lk (3 times) finished up by low mk > 3x slashes.

    in corner
    hp.slash > lp.slash > kick chain(lk>mk>hk) (repeat till end of seiei-enbu) > low.mk > slashes

    (nb: si parte da cr.MK o UOH)

    sui grossoni
    crossup HK, cr.LK, mantide HP, mantide LP, ripetere dal cr.LK
    crossup HP, cr.MP, cr.HK (la mitica quasi anblogabol)
    @davidelun

    "vaporizzatori tattici che ti sparano nel teschio dosi massicce di incenso ultrazottesque SVARIONISSIMO" - T0go_0wnz_u (RIP)

  11. #11
    fuuunagbomber L'avatar di Pierre
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    Gamertag: pierre147 pierre147
    Grande LUN, segno tutto.

    Apprezza anche lui:

    Ultima modifica di Pierre; 21-08-2015 alle 02:45
    III - Paura a Colazione


    We've got heads on sticks. You've got ventriloquists.

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