AE2012 Yun Guide

I had try on ryu but it’s doesn’t work :o

@Ezo

It only works if the first hit of the light upkicks misses. I don’t think it needs to be a counter hit to work though, unless I’m thinking of a different combo.

I can confirm that if only the second hit of LK Nishou hits, you can juggle into U1 anywhere on the screen. It doesn’t need to be CH either. Might be useful for people with good reactions who manage to anti air with an early Nishou.

there are a few setup for comboing LK upkick into u1. One is the Command grab -> cr.mk xx lk upkick for Cammy. Second is the cr.mp cr.mp s.mp and cr.lk s.lp cr.mp s.mp for Viper. Im pretty sure i’ve seen some others before, but did not pay attention due to easier setup at the time (vanilla AE, Ex Lunge FTW)

damn, training with Genei Jin bothers me because I’ve to activate it each time and then wait for it to expire if I miss a hit. Lol.

If I drop it in training I just combo into it again and start using it with half a super bar.

I like how the Yun forums have become more active after the release of ver.2012 (=

The only bad thing is the matchup thread… that shit sucks

we should try to make a new one…

Yun frame traps plz? I’d really appreciate 2 or 3 of them.

St.lp, cr.mk
St.lp,cr.mp, st.mp
Cr.mp x2, st. mp
Cr.mp, st.lp, st.mp
St.lk, st.mp
You can also pressure with st.lp

Sank you.

Sanks

you can use st.HK to whiff trap characters with ground hugging pokes like ryu low forward

at the right range (after a shoulder usually works) their move will often whiff underneath his leg as he lifts it and you should hit them without trade

Are the BnB combos in the op still relevant or is it outdated with v2012?

Everything should work except for palm combos in the corner and U1 after EX Lunge. Also keep in mind Genei Jin is 1 second shorter.

Palm combos can work but the spacing is…retarded, to say the least. Suppose it makes them pretty unrealistic. EX Palm combos after FA2/3 still act the same though, so there are a few combos you can do that are worth it. Only managed to come up with one so far though…
[434/670] FA3 xx FADC back, EX Palm, MP Shoulder, HP Lunge (mid-screen only?)

Don’t think cst.MK xx JC ~ dive kick ~ stuff combos work anymore due to added recovery and height restriction. Still a decent option for staying in the opponent’s face though.

Mentioned earlier, but the EX Kicks, EX Shoulder stuff is pretty awesome. Seems difficult to connect in the corner though…
[288/554] cr.MP, cr.MP, fst.MP xx EX Kicks, EX Shoulder
[310/581] Dive kick, cr.MP, cr.MP, fst.MP xx EX Kicks, EX Shoulder
[360/681] j.HP, cr.MP, cr.MP, fst.MP xx EX Kicks, EX Shoulder

Command grab combos…some were mentioned, some weren’t. You know the drill…cst.MK means your opponent has to be cornered, EX Kicks means they have to end up near the corner, etc.
[243/445] Grab, cr.MP, fst.MP xx EX Kicks, LP Lunge
[264/400] Grab, cst.MK, LP Shoulder, HP Lunge
[271/515] Grab, cr.MP, fst.MP xx EX Kicks, EX Shoulder
[405/340] Grab, cr.MP, fst.MP xx EX Kicks, Ultra 1
[424/300] Grab, cr.MK xx EX Kicks, Ultra 1
[450/415] Grab, cr.MP, fst.MP xx EX Kicks, Ultra 1, EX Shoulder
[478/390] Grab, cr.MK xx EX Kicks, Ultra 1, EX Shoulder
[424/280] Grab, cst.MK, LP Shoulder xx FADC forward, Ultra 1
[478/370] Grab, cst.MK, LP Shoulder xx FADC forward, Ultra 1, EX Shoulder

Random notes:
+EX Shoulder can be FADC on the first hit into cr.LP…haven’t really figured out a use for this because of EX Kicks buff though.
+After landing a Focus Attack, all Shoulders gain a little height if you allow the opponent to crumple a bit first. This allows you to link stuff you normally can’t, like EX Palm. Didn’t find anything too awesome, but this probably has applications. Unfortunately, this doesn’t apply to cst.MK.

Is that why I can’t do the dive kick reset in the corner anymore or am I just a scrub?

you can technically do dive kick resets if your opponent is in the corner still, although i don’t think it’s worth it. you just cst.MK twice lol.

better cornered opponent options:
cst.MK, cst.MP …
…~LP Shoulder (meaty cross up), cr.LP, st.LP, st.MP xx Kicks (+2 on block : +7 on hit? need confirmation)
…~MP Shoulder (meaty cross up), HP Lunge (-2 on block? need confirmation)
…~MP Shoulder (meaty cross up) xx Genei Jin combo (-2 on block? need confirmation)
…,brief pause, LP Shoulder (meaty in front), cr.LP, st.LP, st.MP xx Kicks (+2 on block : +7 on hit? need confirmation)
…,brief pause, MP Shoulder (meaty in front), Ultra 1 or Genei Jin combo (-2 on block? need confirmation)
…(untested) brief pause, fw.MK (meaty overhead in front), cr.LP, st.LP, st.MP xx Kicks (+2 on block? +5 on hit? need confirmation)
You can substitute cst.MK with HP Palm for additional damage and stun. Much slower than cst.MK though.

Launcher resets mid-screen are one of the beasts I’m looking at right now, among other things. What I believe is possible, what I have found, and what I’m working on…:
meaty command grab (won’t get hit by crouch tech) that leads into whatever
meaty overhead (avoids lower pokes, combos into cr.LP and possibly more, allows you to continue pressure)
meaty LP/MP shoulders that can cross up at will and lead into good damage while being relatively safe or even leading into more pressure
meaty Lunge punches (LP: -3) (MP: +1) (HP: +1) (EX: +4)

and of course, dem fabled unblockables that elude me forever

I think this thread is better for posting setups so I’ll post my stuff here from now on. This might look like a copy paste but I added stuff.

So here are some of my safe jump setups.

Fwd throw, fwd dash x2, st lp, neutral jump mk
Works against Sagat, Honda, Seth*, Gen*, Gouken*,Sakura, Chun,Viper, Bison, Cody, Yang, Rufus, Elf*, Vega, Rog, Hawk*, Adon & Rose.

*Grappler Ex cmd grab, Gouken Counter, Gen Super and Elf U2 can’t be safe jumped.


Fwd throw, fwd dash x2, st lk, neutral jump mk
Works against Cammy and Makoto.


Fwd throw, dash, cr mk, fwd jump mk
Works against Ibuki and Dan.


mk dragon kick quickstand, neutral jump mk safe jump.
Works against Honda, Makoto*, Seth*, Gouken*, Gen*, Sakura, Yun, Juri, chun, Viper, Bison, Sagat*, Cody, Yang, Gief*, Vega, Fei, Adon & Rose.

*Doesn’t work against ex cmd grabs, counters and really fast supers.


Mk dragon kicks no quickstand. n.j. Mk, cr lp, n.j. Mk.

Works against Honda, Makoto, Gouken, Gen, Sakura, Juri, Chun, Viper, Bison, Sagat, Cody, Yang, Blanka, Gief, Rog(headbutt), Vega, Hawk and Rose.

These are really good against chargers that might prefer to not quickstand. Against a couple of characters this safe jump also covers if they quickstand (like Sagat, Rose etc) but just make sure you block after the first jump and only try this if you notice they quickstand.


Resets

Mid screen launcher Fwd jump mk(delayed)
From here you can do meaty overhead, meaty cmd grab, cross up lp shoulder or apply regular wake up pressure with backdash covered by OS.

Mid screen launcher, fwd jump lk
After the lk you can walk under them to cross up or just walk a bit and still attack from the front.

FA lvl 2/3, delayed cr lp/lk, lp shoulder
Crosses up and hits really meaty if done right.

Corner hp palm, st lp
After the lp you can do the same setups as above. You could do st mp after the palm but then you can’t do meaty overhead so I prefer sacrificing a bit of dmg for a stronger mixup.

Any good anywhere GJ combos? It seems like I’m the only new Yun player here :frowning:

nvm looks like this is the new 2012 Yun reference threadnow. That post by Themortal has to be made into its own op thread