I didn’t think about the grab chars’ throws and the rest.In that case the closer landing or faster startup would be a more proper change.
Well i don’t want to get out a combo from his overhead only from a counter hit,i just want it to be a bit faster so it can be used more often as surprise attack without dp stuffing it or a normal move.
yun’s dp hk version could get him out off corners do good damage get him in a position to avoid a full punish and was a meterless option.I got done playing ultra and asking combofiend for buffs for yun in a fair matter.
His lk dragon kick should hit ducking characters we will get punish by characters and 360 characters fully and still have a get off me move for low damage not a bad/fair trade lol.His dive kick’s should get less recovery maybe a frame or 2 for more -1 and 0 frame divekicks for less shoryuken/fa hitting him.
I wrote it on a feedback paper also but I did forget to write adjust his hurtbox/hitbox on his divekicks I was talking to him about it but after drinking I just forgot about(sorry).In the words of combofiend “We/I don’t know how to buff yun”.If we get a better hurt box adjustment as to make yun should be more of a attacking character with good normals/tools while not being a too much of a god with his low health.
If anyone gets to a location test for usf4, a pro player or a friend of combofiend ask for adjustments to his hurtbox/hitbox and for lk dp hit ducking characters yun needs nothing more…maybe abetter u2 i guess.
I was watching Yun videos lately (mainly kazunoko’s yun) and as i thought was fairly wrong with my suggestions above.
Now the thing that i would like to see is giving back that 1 second that has been taken away from Genei Jin.This buff would only affect his power when he has access to Genei Jin thus it wouldn’t give him too much front power.
Can’t comment on the divekick and lk dragon kick changes tough.
If they revert Genei back to AE, then Yun would be doing 550-800 damage on optimal routes. It should stay like it is since most combos into supers do around 500 on average.
Honestly RemyBleu’s idea about dive kicks would be the only change I’d totally welcome at this point.
800? could he even get that high in AE? that sounds a little extreme, i’d say 550-600 would be average… more IF you have the perfect situation in the corner or something. I do agree though that if you’re getting 600+ damage off of a super thats pretty damn crazy
Edit: the only 800 damage combos i can recall were extremely situational… like… anti air palm, kara palm, ultra… light shoulder xx genei jin so on and so forth… which isn’t really genei jin at all considering ~600 of that damage was before the genei jin lol
The changes asked for Yun are nothing major, not anything that would make the character “too good”… geez just buff the f*ing character and be done with it.
Yeah i agree, it’s not that bad as many people think it is. Everyone is saying " OMG RIP Fei long! Bison now GG tier as in good game i don’t wanna win now" All exaggerated… Hit the dislike button yummy.
St. MP and CR. MP Buffs are GREAT, i was only expecting Cr. MP to be honest
Command grab nerf on regular and EX are whatever as well, not warranted but nothing to game changing…Most GOOD Yun players already know all the KaraTech.
Or just make sure you’re for sure in command grab range, and that you know how many ticks works on each character if you’re going for a tick command grab… You’ll be fine.
Hard Upkicks nerf is definitely a big one, nothing to say about that, but to be honest i’m still curious to try mashing it anyways and see how it goes. Lol
ADAPT, should i say it again? ADAPT instead of crying. How do you think Dan, Deejay, Abel, T. hawk, Dhalisim + more players felt knowing their character has sucked in almost every iteration of the game… and STILL will probably never win a major tournament as much as the current top tiers despite the buffs…
My wishlist for the final Ultra SF4 Yun, WE STILL have plenty of location test left and changes to do and undo
Sorai Rengeki ( Ultra 2) 30+ damage or improve the frame data
Health to 950
Medium up kicks damage back to 130
Command grab nerf can stay
ST. MP or/and Cr. MP damage up by 10 ( the reason i say and/or is cause with those buffs on top i don’t wanna seem too greedy)
over headkick during genejin back to 85 or/and 1 second returned to genejin
I would personally keep the Heavy Nishou Kyaku nerf in exchange for:
Make Medium Nishou Kyaku hit crouching targets, so you can use that instead. Theres less travel distance on that version so it would solve their “too hard to punish” problem.
That way you can continue using HK version for combo enders and genei jin etc, and still do yolo upkicks with more risk.
Yeah in Vanilla AE if you went U1, lp shoulder xx Genei in the corner you could get 800. I believe you have to do 6 palms and an ender with hk up kicks at the very end. Even now, you can do 750 this way, and I did post that route on the Yun GD thread.
Even now off of a grounded lp shoulder confirm you should be getting around 480 midscreen and a little under 500 in the corner. Go check the video thread for those examples. The thing is that no one took the time to really flesh out how to get max damage with Genei.
This is not true. Yun is not his vanilla ae incarnartion anymore, hk dive kicks are trivial to punish. If yun tries to hk upkicks out and they’re blocked, 360 characters like gief and hawk can punish with a spd or u1.
If you then factor that:
These are already difficult matchups for yun
Yun has low hp
Yun cannot fadc his upkicks to make them safe
Yun gets put into a mixup situation following getting punished
It’s an enormous risk for little reward. And if the nerf is in place this will now cost a bar of meter to even attempt.
In fact, upkicks can be punished easier than most reversals. as an example, upon blocking ryu can comfortably go into a f+hp max punish, an option he doesn’t have against numerous other reversals.
I think I remember a poster here saying that -2 would need to be for a dive kick recovery buff, that him testing -1 didn’t really change anything.
Kaizer mention that heavy dragon kick still has low invincibility, therefor I’m gonna assume that it shares the properties of the medium version
meaning you can not mash it out no matter how hard you turn your stick lol
I personally don’t throw dragon kicks out recklessly. It’s just nice to know that the other person is aware that you have a reversal for them to respect.
“yun’s dp hk version could get him out off corners do good damage get him in a position to avoid a full punish and was a meterless option” thats what i was told from combofiend I just asked what was so good about hk up kicks reversals and why did it get change? as he said more but i edited the negative part at the end.Please believe me on yun will be buff more this is a test build of like 3 to come.I think he need a hurtbox adjustment so he can’t be jab’d so much out of divekicks and -1 frame on his divekicks recovery thats all truthfully(he said they will be buff just not much).Ask him yourself in person or email him.
i’ll stick with him but the upkicks nerf hurts, i was really hoping for some kind of super buff, which would make sense now he needs to burn an ex meter for upkicks
Also why are the recovery frames counterhit…why, they already get a full punish if Yun whifs it.
Also what does the cmd grab dmg change do? Doesn’t this increase the scaling a bit?
I’ll wait for the dragonkick confirm, but probably same as the previous build.