AE2012 Yun Guide

Finally updating this thing for AE2012 Yun. Still a work in progress.

http://dafeetlee.wordpress.com/2013/04/21/ae2012-yun-guide

SAFE JUMPS

  1. f.throw dash x 2 whiff s.lp neutral jump attack - use against 4f+ reversals
  • This safe jump is frame tight. Just mash out the two dashes after the f. throw and immediately hit s.lp and then neutral jump right after.
  1. (Corner only) f. throw dash whiff cl.hp neutral jump attack - use against 4f+ reversals
  • Easier to perform than safe jump #1 but it’s corner only.
  1. (Cammy specific) f.throw dash whiff cr.hp forward jump attack (neutral jump attack if in corner)
  • A Cammy specific safejump that works midscreen/corner.
  1. f. throw forward empty jump forward jump divekick
    Ryu - lk dive aiming to cross up Ryu as he wakes up: (avoids MP dp/HP dp) end up on same side if they block standing same side , end up on other side if they block crouching same side, hit and end up on other side if they try to block standing crossup (cannot combo into cr.lp on hit), hit and end up on other side if they try to block crouching crossup (cannot combo into cr.lp on hit)
    max height mk dive: (does not avoid MP dp/HP dp) end up on other side if they block standing crossup, end up on other side if they block crouching crossup, hit and end up on other side if they block standing same side (can combo into cr.lp on hit), hit and end up on other side if they block same side crouching (can combo into cr.lp on hit)

Ken - lk dive aiming to cross up Ken as he wakes up: (avoids MP dp/HP dp) end up on same side if they block standing same side, end up on other side if they block crouching same side, hit and end up on other side if they try to block standing crossup (cannot combo into cr.lp on hit), hit and end up on other side if they try to block crouching crossup (cannot combo into cr.lp on hit)
max height mk dive: (does not avoid MP dp/HP dp) end up on other side if they block standing cross up, end up on other side if they block crouching cross up, hit and end up on other side if they block standing same side (can combo into cr.lp on hit), hit and end up on other side if they try to block crouching same side (can combo into cr.lp on hit)

  1. Neutral jump attack after MK upkicks - use against 4f+ reversals
  • This is if they quick stand after the upkicks. If they don’t quick stand, you whiff s.mp/cr.lk and perform another neutral jump attack.

KARA THROWS

s.mp kara throw: s.mp~ throw - ~1 training mode square

s.mk kara throw: s.mk~ throw - ~2 training mode squares

OPTION SELECTS

  1. cr.lk/cr.lp OS LP lunge - cr.lk/cr.lp~qcf lp (not too fast to cancel the cr.lp into LP lunge)
  • Universal OS for backdashes.
  1. s.mp OS on C.Viper - cr.lp/c.lk s.mp+s.lp
  • Beats burnkick/ex burnkick/ex seismo on wakeup. Loses to HP TK and U1 on wakeup.
  1. cr.lk/cr.lp OS cl.mk - cr.lk/cr.lp s.mk+s.lp/s.lk (combo into U1, LP/MP lunge, or LP shoulder HP lunge)
  • Used for people who like to backdash in the corner. Also used against Blankas who like to EX rainbow roll out of the corner.
  1. cr.lk/cr.lp OS U1 - cr.lk/cr.lp qcfx2 ppp
  • Used against short backdashes (Sagat, Cody, etc) and people who like to backdash in the corner.

COMBOS

Notes

  • There are a few characters that require MK dp ender (when they’re standing) for the combos off lights because HK dp ender will whiff on them most of the time (when they’re standing). These characters are: Ryu, Ken, Sakura (only for cr.lp cr.lp s.lp s.mp xx and cr.lp cl.lp cr.mp s.mp xx), Evil Ryu, and El Fuerte (depending on his standing stance).However, when they’re crouching, then HK dp ender will hit them. General rule of thumb: Always use HK dp ender if they’re crouching and adjust between MK/HK dp ender if they’re standing (depending on the character). You can also remedy this problem by shortening your combo and using cr.lp cl.lp s.mp xx HK dp on these characters.

  • Plinking s.mp with s.lk rather than s.lp makes it so that if you miss the s.mp link, you will get a s.lk link instead (which still combos into any of the enders unlike s.lp). I personally don’t use this plink but it is useful if you’re known for missing your s.mp links.

  • TC5 (lp xx lk xx mp) isn’t too useful but if you want a tight block string into shoulder, then you can do cr.lp TC5 LP shoulder. Normally, an opponent can mash a reversal inbetween s.mp xx LP shoulder but not if you use TC5 LP shoulder.

  • Any combo into EX dp that leads into the corner juggles into U1 in AE2012. Always try to go for this if you have U1 stocked.

  • Generally, you should only combo into EX dp LP lunge ender if the opponent is close to death/stun because that ender does considerable more stun than the meterless enders.

[LEFT]Main BnBs[/LEFT]

Off lights (jabs/shorts)

  1. cr.lp cr.lp s.lp s.mp xx
    MK dp ender - 177 damage/286 stun
    HK dp ender - 195 damage/316 stun
    MP lunge ender - 177 damage/286 stun
    LP shoulder ender - 171 damage/316 stun
    EX dp LP lunge ender - 215 damage/391 stun

  2. cr.lp cl.lp s.lp s.mp xx
    MK dp ender - 167 damage/286 stun
    HK dp ender - 185 damage/316 stun
    MP lunge ender - 167 damage/286 stun
    LP shoulder ender - 161 damage/316 stun
    EX dp LP lunge ender - 205 damage/391 stun

  3. cr.lp cl.lp cr.mp s.mp xx
    MK dp ender - 191 damage/326 stun
    HK dp ender - 209 damage/356 stun
    MP lunge ender - 191 damage/326 stun
    LP shoulder ender - 185 damage/356 stun
    EX dp LP lunge ender - 230 damage/431 stun

  4. cr.lp cl.lp cr.mp cr.mk xx
    MP lunge ender - 198 damage/340 stun
    LP shoulder ender - 192 damage/370 stun
    These combos do 10 damage less if you start with cr.lk instead of cr.lp

Tight blockstring combos (can’t be reversaled)

  1. cr.lp, TC5 (lp xx lk xx mp) xx LP shoulder

  2. Any series of chained (cr.) jabs and lights.
    i.e.- cr.lk x3 s.lk, cr.lpx3 s.lk, etc. If you want to combo into LP lunge off of these, then you have to delay (link) the last s.lk into LP lunge or else the s.lk won’t cancel.

Main punishes

  1. cr.mp cr.mp s.mp xx
    HK dp ender - 238 damage/404 stun
    MP lunge ender - 217 damage/369 stun
    LP shoulder ender - 210 damage/404 stun
    EX dp LP lunge ender - 264 damage/494 stun

  2. cr.mp cr.mp cr.mk xx
    MK dp ender - 225 damage/ 385 stun
    MP lunge ender - 225 damage/385 stun
    LP shoulder ender - 218 damage/420 stun
    EX dp LP lunge ender - 272 damage/510 stun

Genei-Jin

Notes

  • Hit-confirming into GJ itself is very easy from LP shoulder. If you see the LP shoulder hit, input another QCF P to activate GJ.
  • General tip when you’re in GJ. Palm does 100 damage. F.mk does 80 damage. S.mp does 40 damage. Genei-jin combos don’t have to follow a certain set of moves but you want to fit as many palms/f.mks as you can in your Genei-jin combos. S.mp is used when you’re afraid of the opponent falling out of your GJ combos because it lifts them higher than f.mk.
  • If your back is to the corner and you activate GJ, you can do s.hk HP lunge (which puts the opponent facing towards the corner) and combo the opponent into the corner with s.mp, f.mk x n, etc.
  • Yun can combo GJ after ANY anti-air LK dp. S.mp or cr.hp is fine but the timing is fairly tight.
  • Yun can combo straight into U1 after GJ activation for more damage.
  • A nice GJ reset after activation (on hit/block) is xx GJ, s.mp, dash, command throw.

Main hit-confirms
Main BnB xx LP shoulder xx GJ
s.mp xx LP shoulder xx GJ
cr.mk xx LP shoulder xx GJ
Command grab, s.mp xx LP shoulder xx GJ
Anti-air LK dp, GJ
Palm xx GJ (Strongest punish for GJ)

Combos
(Near corner) xx GJ, s.hk, dash, palm, f.mk, palm, f.mk, palm, LP lunge, any corner ender
(Near corner) xx GJ, s.hk, dash, cr.hp xx HK dp (x3), cr.hp, any corner ender
(Near corner) palm xx GJ, palm x2, LP lunge, palm, f.mk, palm, LP lunge, any corner ender
(Near corner) xx GJ, U1, palm, f.mk, palm, LP lunge, any corner ender
(Midscreen/Away from corner) xx GJ, s.hk, dash, HK dp, cr.hp xx HK dp (x3), any ender
(Midscreen/Away from corner) xx GJ, s.hk, LP/MP lunge, f.mk x n (until you reach the corner), any corner ender
(Midscreen/Away from corner) palm xx GJ, MP Lunge, f.mk x n (until you reach the corner), any corner ender
(Midscreen/Away from corner) xx GJ, U1, f.mk x n, any corner ender (if you reach the corner by the time GJ ends)
(Anti-air LK dp) GJ, s.mp/cr.hp, f.mk x n or palm, f.mk (if near corner), any corner ender

Corner enders for Genei-jin
…. cr.hk xx LP lunge, whiff cr.mk, max height LK dive (doesn’t work on the entire cast. No specifics atm)
… cl.mk, MK/HK divekick, MP shoulder (crossup reset), U1, HP Lunge
… cl.mk, MK/HK divekick, palm, U1, HP Lunge
… cl.mk, MK/HK divekick, f+hp (done when there’s still a small portion of GJ left), U1, HP Lunge
… cl.mk, MK/HK divekick, cr.lp/cr.mp/command throw mixup

FA2/FA3 combos (damage/stun values are for FA3)

  1. FA2/FA3 HP shoulder HP lunge - 311 damage/465 stun

  2. (Midscreen only) FA2/FA3 EX palm LP shoulder HP lunge - 416 damage/670 stun

  3. FA2/FA3 cr.mp cr.mp s.mp xx HK dp - 315 damage/498 stun

4.(Corner only) FA2/FA3 Palm cl.mk LP lunge - 348 damage/505 stun

Post U1

  1. (Juggled U1) EX shoulder
    -Only adds a tiny bit of damage after the ultra so I would only do this if it will (almost) kill.

  2. (Grounded U1) HP lunge
    -Most common midscreen ender after a grounded U1

  3. (Grounded U1) EX lunge EX shoulder
    -2 bar midscreen ender that does slightly more than the HP lunge ender. I would only use this if it will end up (almost) killing.

  4. (Corner only/Grounded U1) LP shoulder HP lunge
    -If you land a grounded U1 near the corner, this is the ender you should use.

  5. (Corner only/Grounded U1) LP shoulder xx Genei Jin
    -If you have full super and somehow manage to land a grounded U1 near the corner, this is the ender you should use (if you’re one round from winning)

  6. (Corner only/Juggled U1) whiff jump forward attack, whiff cl.mk, forward jump max height lk dive (crossup/fake crossup)
    -If you juggle into a U1 near the corner and don’t want to do EX shoulder afterwards, you can use this character specific crossup lk dive setup. It avoids most reversals.
    Works on:
    Ryu (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    Ken (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    Ibuki (Fake crossup)
    Makoto
    Seth (Loses to HP dp/EX dp. Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    Gouken (Only hits crossup if he’s crouch blocking)
    Akuma (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    Gen (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    Dan (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    Sakura (Fake crossup)
    Oni (Loses to HP dp/EX dp. Fake crossup)
    Yun (Fake crossup)
    Juri (Loses to EX pinwheel)
    Chun (Loses to EX sbk. Fake crossup)
    Dhalsim (Fake crossup)
    Abel
    C. Viper (Fake crossup)
    M. Bison (Fake crossup)
    Cammy
    Deejay (Cross up if he’s standing. Fake crossup if he’s crouching and blocking crossup)
    Cody (Fake crossup)
    Guy (Fake crossup)
    Hakan (Fake crossup)
    Yang (Fake crossup)
    Evil Ryu (Fake crossup)
    Guile (Almost unblockable. Guile has to block same side crouching)
    Blanka (Fake crossup but will whiff if he blocks crossup standing. Only hits crossup if he’s crouch blocking)
    Zangief (Only hits crossup if he’s crouch blocking. Will whiff if he’s stand blocking)
    Rufus
    El Fuerte (Fake crossup but only hits if he blocks crossup crouching)
    Vega (Loses to U2)
    Balrog (Loses to LP headbutt and EX rush punch. Only hits crossup if he’s crouch blocking)
    Fei Long (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
    T. Hawk (Loses to EX dp. Only hits crossup if he’s crouch blocking)
    Adon
    Rose (Loses to EX soul throw. Only hits crossup if she’s crouch blocking)

Corner resets after FA2/FA3

  1. FA2/FA3 Palm cl.mk MK/HK divekick
  • Walk forward after the divekick to end up inside the corner
  • Don’t move after the divekick to keep the opponent in the corner
  1. FA2/FA3 Palm cr.mp/s.mp delayed LP shoulder into cr.lp cl.lp s.mp HK dp
    -The shoulder should not be cancelled from the cr.mp/s.mp. Input the shoulder after the animations for cr.mp/s.mp are done.

  2. FA2/FA3 Palm cr.mp/s.mp delayed MP shoulder into MP lunge
    -The shoulder should not be cancelled from the cr.mp/s.mp. Input the shoulder after the animations for cr.mp/s.mp are done.

  3. FA2/FA3 Palm s.lp f+mk (meaty)

  • Meaty overhead that can combo into cr.lp cl.lp s.mp xx

Character Specific Combos

  1. cr.mp cr.mp cr.mp s.mp xx
    Abel
    Balrog
    Deejay
    Dhalsim
    Dudley
    El Fuerte (depends on his standing stance)
    Guile
    Hakan
    Juri
    Rufus
    Sagat
    T.Hawk

  2. cr.lp s.lp cr.mp cr.mp s.mp xx
    Abel
    Balrog
    Deejay
    Dhalsim
    T.Hawk

  3. After command throw: cr.mp cr.mp s.mp xx
    Abel
    Balrog
    Deejay
    Dhalsim
    Dudley
    Guile
    Juri
    Rufus
    T.Hawk
    Sagat (corner only)

  4. LK/MK/HK divekick cr.mp cr.mp cr.mp cr.mk xx
    (crouching) Ryu
    (crouching) Ken
    (crouching) Ibuki
    (crouching) Makoto
    (standing) Gouken
    (crouching) Akuma
    (crouching) Dan
    (crouching) Oni
    (standing) Yun
    (crouching) Chun
    (standing/crouching) M.Bison
    (standing) Cammy
    (crouching) Cody
    (standing) Yang
    (crouching) Evil Ryu
    (crouching) Zangief
    (crouching) Rufus
    (standing/crouching) Blanka
    (standing) Vega
    (crouching) Fei Long

  5. LK/MK/HK divekick cr.mp cr.mp cr.mp s.mp xx
    (crouching) Honda
    (crouching) Seth
    (standing) Oni
    (standing) Juri
    (standing) Dhalsim
    (standing/crouching) Abel
    (crouching) M. Bison
    (standing) Sagat
    (standing) Deejay
    (standing) Hakan
    (standing) Guile
    (crouching) Zangief
    (standing) Rufus
    (standing) El Fuerte (depends on his standing stance)
    (standing) Balrog
    (standing/crouching) T.Hawk

  6. After command throw: cr.mp cr.mp cr.mk xx
    Blanka

  7. U1 after command throw
    s.lp, lk dp: Gief, Hakan
    c.lk, lk dp: Claw, Rufus
    c.mp, s.mp. lk dp: Viper, Rose
    c.mp, c.mk, lk dp: Abel
    c.mp x 2, s.mp, lk dp: Boxer (corner only)
    c.mk, lk dp: Cammy

  8. U1 after EX lunge (i.e. cl.mp EX lunge, TC5 EX lunge)
    Cammy
    Balrog
    Dhalsim
    Deejay

[FONT=times new roman][SIZE=4]GENERAL RESETS

  1. Air to air j.hp/j.hk, LP shoulder/MP shoulder on landing
  • You can combo/command throw after the LP shoulder hits. You can combo MP lunge after the MP shoulder hits.
  1. cr.lp, cl.lp command throw/cr.mp command throw/any string into fake palm, command throw/s.mp fadc command throw
  • You can pretty much freestyle with these command throw setups
  1. Cl.mk, s.jab, delayed MP shoulder, MP lunge[/FONT][/SIZE]

UNBLOCKABLES

Cammy specific

(Midscreen only) f.throw, very slightly delayed HP shoulder (input HP shoulder as his throw animation ends), j.mk OS LP lunge

If done correctly, Cammy’s only escapes are focus backdash, focus forward dash, and offensive crouch (holding df towards Yun). OS LP lunge covers every other escape option (reversal/delayed dp, reversal SA, reversal spin knuckle, backdash, forward dash).
This setup completely whiffs if Yun is close to the corner and throws Cammy into the corner.
There is a variation of this setup (very slightly holding forward after HP shoulder before doing the j.mk) that leads to a crossup j.mk midscreen that cannot be avoided with an offensive crouch or focus forward dash (can still be focus backdashed) and a fake crossup j.mk in the corner (Yun ends up in the corner) that cannot be avoided with focus dashes or an offensive crouch.
Guile specific

(Corner only; Yun and Guile have to be right next to the corner) f.throw, neutral jump, whiff s.lp, j.mk OS LP lunge

If done correctly, Guile’s only escape is to neutral jump this setup. OS LP lunge covers every other escape option (all flashkicks/super/ultras whiff, OS LP lunge hits backdash/forward dash and focus backdash/focus forward dash don’t come out)

https://vine.co/v/bEpTEVLKO7Y

(Corner only) xx GJ…cr.hk ender, neutral jump, dash, j.mk OS LP lunge

Same thing as the f.throw setup. Guile’s only escape is to neutral jump this setup. OS LP lunge covers every other escape option (all flashkicks/super/ultras whiff, OS LP lunge hits backdash/forward dash and focus backdash/focus forward dash don’t come out)

Updated combos page with some more stuff.

Disregard

played against a yun and got raped

he did cr.mp st.mp lk dk into ultra 1 or lp lunge punch every time after a command grab against viper so that combos works against viper…there are probably other characters where that combos works

There are a lot of places where Yun can follow up a juggle, namely:

  1. EX Upkicks -> ?P Lunge
  2. EX Lunge -> Ultra 1
  3. EX Lunge -> ?P Lunge
  4. Ultra 1 -> ?P Lunge

I’ve been playing, and I’m still not sure what strength lunge to use. It seems sometimes LP is correct, and sometimes MP is. Is it dependent on the hitbox of the opponent?

Similarly, what is the timing on EX Lunge -> U1? It seems like it needs to be really fast -> should be we mashing out the ultra?

Finally, what are optimal combos following EX palm (in corner / out in the open)? If we get a focus crumple in the corner, are there any conditions in order to do the “Daigo” double palm combo?

After ex upkicks you can do a lp lunge as well as after an ex lunge you can lp lunge.After U1, you can either lp lunge or ex shoulder.

After U1 I do HP Lunge (130), EX Shoulder (80, 70) does more damage if it hits twice, but uses bar.

does hp lunge always connect? Or do you have to use something different depending on where you are on the stage (mid stage, in the corner, facing corner etc etc)?

In my experience it works anywhere on the screen. The timing for inputting it is weird, cuz if you wait for the camera to go back to regular it’ll be too late.

Can someone tell me if Yun’s combos are 1 frame links like adon or less strict ?

The tightest links in *cr.mp cr.mp s.mp xx qcf LP, dp LP, dp MK/HK * are like 2 frames, so definitely less strict. I can’t speak for the other BnB’s since I don’t know the frame data on s.lp, but it’s probably not that strict as well.

Yun does not require 1 frame links in his BnBs, you’ll have to be comfortable with 2 frame links, which makes Yun very viable for me to use in many different settings and online (1 frame links are a bitch esp. with varying conditions while 2 frames are far easier).

2 frame plinkable links are pretty easy even online so that’s definitely a plus. Do GJ combos require strict timing?

@Heroscaper: The only 1-frame link that I can think of is pretty situational, but when you get an air-to-air attack that wins, you follow up with crossup LP shoulder slam, then you can link to cr.mp, which is a 1-frame link. You’re better off trying to to link to cr.lp, which is a 3-frame link.

@superlollo: The GJ combos are not that strict, once you’re in the GJ - you just need to know how to start it off and from that point on, just judge from the horizontal and vertical distance which move to use to keep them in the juggle state.

Yeah, once the DLC drops, it shouldn’t take more than a day to get the hang of GJ. Focus on the starters first:
mp, hp, b.hp xx GJ (follow up with mp.lunge, f.mk… midscreen or lp.lunge, palm… in the corner)
combo into lp.shoulder (follow up with st.hk xx mp.lunge, f+mk… midscreen or st.hk xx lp.lunge, palm… in the corner)

Once you have the starters down, play around as much as you like, or watch videos and copy the current GJ combos. Don’t even bother practicing finishers until you can get to that point consistently.

that is because of this

“UC1 — the last 5 frames of recovery (of full animation hit) can be cancelled into special moves”

HP lunge as in fireball hp? or are you guys talking about toward fierce?

Cause I’m imagining a lunge punch which knocks down, being followed up by an EX shoulder and it makes no sense to me.

I believe that he’s talking about using either HP Lunge or the EX Shoulder as a U1 followup.

ahhhh ok makes more sense now that I look back. Thanks for that