A-groove Yun

I’m practicing yun this past few days.

Do you guys any vids on his CC?

A Yun- Fists Of Fury!

Sorry bro, but the sight was F’ing up yesterday, something about
the sight running slow cause people were pressing F5 in general
discussion. :wtf:

Anyway, Combos: :nunchuck:

Custom:

C.FK, [FP Palm, DP+FP]x5, meter ends, early S.Mk, SJ.Lk Dive Kick (whiff), S.Mk, SJ.FP

Damage:6226

Anti-Air: My own variation

Early S.Mk, activate, walk slighty forward if not near corner, Lp or Mp palm, DP+FP, [FP palm, DP+FP]x4, meter ends, early S.Mk, SJ.Lk Dive Kick (whiff), S.Mk, SJ.FP

Damage: with Lp palm -> 5806, with Mp palm -> 5870

If this combo does not work well for you let me know and I will post an
alternate version.

Ps: at the end of any of these combo’s, just replace the last DP+FP with a Lp version, cause, its way easier to connect the dive kick part of the combo at the end, and there is NO difference in damage, seeing as you already did so many hits. Gunter said that do get good damage with
his customs, you have to do the least amount of hits as possible. Yes, I know it sounds wierd but he’s right, he said that at the end of the combo after the meter depletes, the normal hits will take more damage.

By all means though, if your doing any of these CC’s and you get to the corner early, give them those FP palms until about 9 hits, then go for the DP+FP, FP palm, then DP+LP, after nine hits in TOTAL of the CC, or any CC for that matter, after 9 hits, the damage is scaled down to 100 for any additional hit, I,ll give you an example below. Anyway lets continues with the combo’s. :cybot:

Zenpou-Tenshin CC (grab move):

HCB+FK, activate, C.Fp, S.Fk, [DP+FP, FP Palm]x4, DP+LP, meter ends, early S.Mk, SJ.Lk Dive Kick (whiff), S.Mk, SJ.FP

Damage:4962…near corner ->…Damage:5017

The combo posted above is a good one to do when you are in the corner, or near the corner cause you get a little more damage seeing as you get to the corner after 4 hits, 5 FP palms anyone? The damage is scaled down considerably due to the fact that you start the combo from a grab move, by the way, RC that shit!

Corner CC:
(This is not new to anyone, but I’ll post this anyway.)

[FP Palm]x9, DP+FP, FP palm, DP+Lp, meter ends, early S.Mk, SJ.Lk Dive Kick (whiff), S.Mk, SJ.FP

Damage:7346 :tup:

You would think you could end this combo with a SJ.Lp forward+FP, and you can but it takes a slight bit less damage, not really noticable, but if your about your damage stick with SJ.FP or FK at the end, unless you like style more, than go for the other option, I do occationaly.

As far as Anti Blanka Ball is concerned, I will need to experiment a little more for that CC, but I have a feeling it highly possible. For now just Tetsuzankou (flying punch) his ass when you block it.

If you have good reflex’s, not saying this will happen all the
time, but if blanka does a full on Blanka ball and you expexted it, well, you wont really need to expect it. You should be able to react to a full on B.ball or half screen BB for that matter. I do this to my friend on occassion, cause he just doesnt learn :xeye:. When the BB gets in range, activate S.Mk or C.Fp, S.Mk, then custom from there. I have something similar to this with geese except its way more damaging, and it counters his level 3 as well, but… so does yuns variation, and a couter hit is always gauranteed as well for a little more damage.

I will post Block Strings ect Later… For Now…

Fight On:nunchuck:

Nice CC.

I just made my own CC yesterday:

c.mkx3, c.fk, d,df,f.mpx3 (until you reach the corner) s.lp, j.FPx3 after the meter expires d,df,f,d,df,f.P

4thou plus damage

by the way nice CC you made :karate:

Block Strings ,CC’s , & Mixups

Thanks for the complement chester, you should try the regular ground custom, I put up there, cause ending the custom with a super is not recommeded cause it will do very low damage. Its best to end it with the CC enders I posted above for all the CC’s. I guess your new to Yun, thats cool.

Hope this helps some what, if you wanna know anything else let me know.
I will be posting stuff for others as well. Remember it makes the combo easier when you end the CC with a DP+Lp cause it knocks them higher, it doesnt take any less damage than the FP version would, seeing as you did like 9 to 10 hits already.

Block Strings :tup:

close C.Mp, any strength Palm.
(Lp palm combos with C.mp, and it
takes hella chip off gaurd meter)

close C.Mp, S.FP,FP (2 hits of 3 hit string)

close S.Lp or C.Lk, S.Lp, S.Lk, S.Mp, DP+Lp

close S.FP,FP, Back+Fp

close C.Lpx2, Lp palm

close c.mp, c.Lp, S.Fp

close C.Lp, close S.Fp

close C.Lkx2, C.Fp use this string if you need space, it pushes opponent back.

close C.mp, C.Fp

This ones okay, I think that they are still in block stun from the Mp, either way it gives you space to breath.

EDIT: The above string is completely safe, I explain why below.

Side Notes:

If you happen to land a close C.Mp on counter hit not only can you throw a additional C.Mp or C.Mk into flying punch, but you can custom. EDIT: disregard that, you dont need a counter hit to connect 2 c.mp’s the connect by themselves(C.Mpx2, FP flying punch is possible)! I dont think anyone knows this, but if everyone does, then slap my bitch ass:clap::tup:

C.Mp, C.FP also connect, which means that you could do that combo into HCFx2+FK super. With that said…–>

Example:

Close C.mp, activate, C.Fp, S.Fk, [DP+FP, FP Palm]x4, DP+LP, meter ends, early S.Mk, SJ.Lk Dive Kick (whiff), S.Mk, SJ.FP

Damage:5562
With jump in FP into C.MP --> Damage:5902

The fact that you can CC off a C.Mp is pretty good. Yun needs all the help he can get.

Trickery & Mixups:

(I got this one setup off video opera, but not the custom.)

Fp Throw, SJ. toward opponent, at peak of SJ. Activate, immediatley do a FK Dive Kick, you end up in the back of opponent right before he recovers. Then you can…–>

C.FPx3, far S.FK, [DP+FP,Fp Palm]x3, DP+LP, meter ends, early S.Mk, SJ.Lk Dive Kick (whiff), S.Mk, SJ.FP

Damage:5674

Nice little trick but dont abuse this, im sure if they get used to that and they decided to block, you can HCB+FK instead, just mix it up. You could always just dash over a downed body as well.

Anyway you could do a C.Lp or Lkx2, then any strength palm, as a guard crush string. After that mix it up, you can do C.Lkx2, fake palm, then walk slightly forwrd and throw. I works slightly better when you do one C.Lk, then fake palm, walk forward, throw.
You can also C.Lp, fake palm, RC HCB+K (grab).

Thats it for now, I’ve gotta go develop an Anti Blanka Ball CC…
(ps: almost got it down)

Fight On:nunchuck:

Yun Frame Data

Here’s some frame data if anyone’s intrested…

www.justdefend.com/charts.htm#Yun

And, thats whats good:tup:

(Thanks go to JustDefend.com)

whats this statistic mean?

does larger frames that has better priorities?

It explains the frame data at the top when you go to the link, Im not really an expert on frame data, I think the larger the frame the slower it is and the longer it might take to recover, but I’ve come to believe that his c.mp and his c.fp have higher priority than his other moves, I was able to punish cammys sprial arrow with both of those, if done correctly it beats it out, if you try to counter it too late you will trade with her. I’ve been trying to develop a counter CC for her sprial arrow before she even hits the ground.

ps: Yuns anti-airs consist of C.Fp, S.Mk (its okay if done early),
and RC qcf+k.

By the way chester how are your customs coming along?
Am I helping any in the combo department, block strings and mix-ups?

Fight On:nunchuck:

I think its easier to do the shosho of sakura than doing Yun’s CC. I didn’t make a single CC that you have thought me. :sad:

but the combo strings are good I’m trying to use him in my K-groove. hehehe

Thats cool, I just want to put info out there, that yun takes a some work to get good with in A-groove, but Yun is best placed IMHO as a battery character (1st character). He gains meter fast, and most likely will leave some meter for your second character. Just remember to play with characters you like abuse c.mp at times its a good poke, you can use multiple crouching mp’s to gain meter as well. The block strigs that I posted still apply and work with him in any groove, even better with run. He’s okay in K IMHO, but I quit him in K, and decided to just stick with rock as my first character. Close crouching mpx2 combos and then can also be combo’d into Fp flying punch, c.mp into c.fp, also connect, and if your playing K, you can then link that into the yang super for good damage. Anyway…

Fight On:nunchuck:

I tried playing Yun in the arcade this past few days. You really have to play hard to earn a Freakin Big W. I’m also trying to switch to Rock also. I feel its much better playing Rock over K-groove.

Yeah Rock is better in K, but I quit him because he kept on getting raped by sagat.:lol:

What I hate in yun is he is soooo… weak in defense one FP of sagat its like OMG his dying.

do you have Pressure String of Rock can you post it over Rock thread?

I’ll PM you later with those later.

the ONE thing that I really love about Yun…is that his F + MK when ur opponent is waking up (I think this is called a meaty attack…) seems to ALWAYS catch my opponent…just don’t make it too obvious…and don’t do it like EVERYTIME…but it really surprises me how often I pull that off. but yea…I wish Yun was a LITTLE bit stronger in the offense/defense department…he would be able to stand up to top tiers a lot better.

I like to do a f+mk overhead and then activate if they try anything as well.

Yun is actually a really simple character to use. Punish laggy whiffs w/ rc jab fireball (i.e. you stay right out of sagats s.fierce/s.forward range, he presses the button, you counter poke w/ rc fireball immediately, giving you the knockdown). At this point, i’d walk up and do rc grab on sagat’s wakeup, assuming that the person i’m playing wasn’t expecting this already. so if they do wakeup dp or anything, it’ll just whiff and you can combo them when they come down. Easy mixups w/ normal throw, standing jab tick rc command grab, crouching short tick rc command grab, meaty crouching strong into whatever, dive kick mixups, and so on. I think yun is better in c groove tho, rc command grab, walk up 2hit standing fierce into level 2 super, cancel into jab shoulder, s forward, short divekick cancel, s forward, sj jab fierce air chain does about 6000ish and is pretty damn easy to connect. Yun without RCs tho? I think he’d be pretty worthless. For me he does pretty well just because i RC every single special move I do.

A Yun
Is Like Havin Yun With Genei Jin On Cvs2 :slight_smile: