AE2012 Yun Guide

Also works on blanka

What was the combo daigo was doing. It has mp cr.mk into lunge but I don’t know what the starter is.

May be it is Cr.MP Cr.MP Cr.MK? Or was it cr.lp s.lp cr.mp c.mk xx lunge?

And I was shocked to realise that Cr.lp cr.lk s.lp s.mp xx upkick was so popular in Evo. I mean, why dont they swap it around. What is the point of doing a cr.lk if you already start with cr.lp? Why dont cr.lk to force low blocking first?

iirc cr.lk has start-up of 4 frames and cr.lp has a 3 frame start up. But I would like to know why people use that combo instead of cr.lp, cr.lp, st.lp, st.mp xx upkicks. Is it because of damage or range?

cr.LK hits low.

First it hit low, 2nd, if you press LK+LP, that is incase if you miss the timing and may get throw, you can tech it.

Anyone here know how to cross up with yun Dive kick. I can do it only after HK upkick and the opponent tech wake up. If they wake up normally, I can not get the timing right

Dive kick,cl. Hp, hk hp should hit once

Works on Viper and maybe others : s.lp , s.lp , s.mp , lk dragon kick , Ultra 1
damage is shit btw ! did anybody know about it ? :smiley:

There’s a thread (Yun Reference Log?) that shows how to combo into the second hit of light dragon kicks against different characters. You can also end with MP lunge for slightly more damage than HK dragon kicks if you’re using it as a bnb (kind of practical on characters like Rose, Viper, and Boxer), but you really have to know the spacing.

New stuff with Yun, thanks to the iphone version of the game.

Corner only:

Ultra 1-
jab shoulder, fierce lunge punch
jab shoulder, genei jin(can get 800+ dmg easily)

Command throw-
Close MK, jab shoulder, fierce lunge punch
Close MK, jab shoulder, genei jin

I don’t think the close MK combos work (post-corner command grab) in the console version, unless they’re character-specific.

uhh dude i wouldnt post these unless they worked… next time please try them before you post…

btw command grab is +7… close mk is 7 frames. and corner command throws always put you close. Thats why close mp ex lunge works… -_-

Nevermind, I was having trouble getting the shoulder to land after the MK.

what can i do after i land a command grab ? cause im lost

Target Combo 5 (LP xx LK xx MP): Damage/Stun/Meter: 50/80/40 Startup/Active/Recovery: 5/5/14 Hit/Block: -1/-2*

This has to be a 3 frames startup. The wiki is also messed up, it lists a close version with 4 frames and a far version that doesn’t exist.

I hate not being able to the simplest links in this game. So frustrating, especially watching japanese players do them perfectly with such speed. I can never do cr.mp, cr.mp, s.mp. Only cr.mp cr.mp or cr.mp s.mp. I also can never do anything with s.lp into m.lp unless I do s.lp s.lp s.mp. Instead of cr.lp cr.lp s.lp s.mp I have to make it less efficient with cr.lp s.lp s.lp s.mp and even that I can’t do more than 40% of the time. The worst part is they are only 2 frame links and I can’t plink to 1 frame links are going to be impossible. But I should get to my question and that is, I’ve heard that if you cancel your normals you can’t do a special move after it. Like lpxxlpxxlp into qcf lp won’t work I need to link them and I do that but japanese players never look like they are linking, all the moves look like they are canceling so how does that work? For example yangs cr.lk cr.lk cr.lk need to be linked to get the rekka followup but kindevu just cancels them like theres no tomorrow and still gets them out perfectly wtf.

Yang can’t chain his cr.lks, so each of those have to be linked even if you don’t intend to cancel into rekkas. As for moves that you actually can chain, you only have to link the final normal in the sequence, so the earlier normals can easily be chained and still work fine.

Just keep practicing; it’ll get easier.

I know that everyone here is a big fan of late lk upkicks as an anti air, but I hear Yun has some good normals for that purpose too. Does anyone have any tips on using Yun’s normals for anti air? I notice that s.mp is really effective at stopping air tatsus and far jump-ins, for example. Any tips on where using f.hp to anti air might be your best option, or which air to air normal is best? (I use j.mp to set up shenanigans when they land, or j.hk if I don’t react quick enough or am jumping backwards).

for air to air use j.HP actually j.HK is ok against characters that have a bigger jump arc than yours like ibuki. Also f.hp can be used to stop cross up jumpins… a little tricky but you can use it like that

I have trouble to timing the Ultra 1 into LP lunge
Is there any advice about timing that combo ?