Ok a blocked Shoulder of any strength is Super punishable. Even LP
On a more depressing note. j.LP after throw set ups do not work on Yun in the corner. In fact it is impossible for it to cross up! Which ever way Yun blocks Akuma lands on that side making this mix up worthless for anything besides safe pressure.
actually, yeah, HK tatsu ender is pretty decent in terms of damage and positioning. however, i’d still go for guaranteed max stun if I knew it was really close. i guess it just depends on the player.
also, what do you mean by jump LP after throw in the corner? what setup is that?
what do you guys do when you see yun jump (from a non dp range). I usually just try to mash jab or cr.mp as much as i can in case he divekicks from far away. But when he is in your face its way harder to just do that. Wouldn’t u2 be a good choice in this match for safe teleports?
for me, it completely depends on the ranges. if a dive kick comes at you isn’t at DP range, it’s going to whiff, and that means you can sweep it (trip). you need to get the timing down perfectly though, because if you’re off by a little, you will get stuffed out and eat a combo.
also, i used to think U2 was good in this matchup until i found that yun can time the lunge punch to hit teleport’s recovery frames. i like U1 more in this matchup because you can low forward cancel U1 under ex lunge punches, protect your sweeps, anti-air meaty crossup divekicks, and other gimmicky demon setups.
I’ve Yun’s reversal whiffing on his wakeup against crouching opponents. Can anyone confirm this? Does that mean a meaty cr.short (+os sweep) is safe on his wakeup?
well shit. Finally I thought they’d give him a weakness similar to Boxer, but it’s negligable…
Hell why don’t they just give him a fireball and be done with it? xD
Thanks anyway
If the corner setups are done correctly, Yun’s EX upkicks will come towards you in the corner and you’ll block it, it will not whiff and escape outside of the corner. Also, what’s good about these setups is that they don’t require manual timing if your execution was on point, i.e from my experience these setups do not whiff if you did it too fast or something, just make sure to land the jump-in attack when it’s active in the air, not before or after that.
If someone was able to master those timings, you’d be able to have safe pressure vs Yun even when he has meter after various setups, I’ll post more setups if I found some for the other knockdowns ( specially DF palm, mid-screen forward throw and maybe the ultras).
Basically having the desired input register more than once to increase your chances of actually executing it in time, from my understanding is that for example if the first registered input was too fast, the 2nd one still has the chance to make it in time (the one you plinked).
Someone correct me if I’m wrong. Also, if someone has any idea about whether double tapping is better than plinking for this, please let me know because I have 0 experience with double tapping.
Great stuff metallica! We really need everything possible. Though I’m really struggling at actually applying all the setups (aside from the very easy ones), simply because there’s too much stuff going on on the screen, it’s tough to focus.
Stupid question: how safe are those safejumps? I mean, he can’t throw upkicks, but if they notice our baits they can just wakeup command grab and screw us up big tiem. Or at the very least, it has happened to me against good players.
I might be so wrong (so someone please confirm this) on this, but wasn’t double tap supposed to leave a 1 frame gap between the inputs? Basically like, double tapping fierce
1f: HP
2f: nothing
3f: HP
Meaning, even if we double tap it, it’s not like with p-link where we cover 2 frames in succession, we just cover 2 frames out of 3.
I’m not sure this would work with 1f setup , since with p-link we have a 2 frame chance and basically make the link a 2framer, while with double tapping, if we miss the link of the first input, what comes next is actually the frame gap.
Did anyone watch tokido vs. daigo in winners at evo?? …ouch.
He even struggled with momochi, but he may as well have been daigo’s training dummy…
Jesus. I don’t think this matchup is really viable until yun gets nerfed…, and even then it may not change much.
Better to learn some alt characters. I’ve been using yun myself but i feel he is too strong, not really satisfying wins. I’ve also started to use guy more and it seems he has an easier time against yun than akuma does
Yeah that was painful to watch, there are 3 vipers (I doubt metroid will use Gief vs Tokido), 2 Yuns in top 8 ( plus Seth, Akuma & Fei) AND Tokido is in losers, it’s going to be very tough for him. I can’t see him being able to beat Daigo with Akuma, you never know though so I wish Tokido all the best.
I laugh everytime Yun touched Akuma, Momochi juggled his st.mk AA or whatever into a couple of hits and that was half of Akuma’s health lol. This matchup might be manageable, but the rumored patch to nerf Yun will definitely make it a LOT more doable, not because Akuma struggles in the matchup particularly, but because some of Yun’s tools are just flat out unfair, Sim for example has no chance vs him if he’s kept like this.
was on xbox live yesterday and lost 11 matches in a row to a Yun. I’d like to think I’m quite good… either way… Yun is crazy hard to attack
saw this match from evo http://www.youtube.com/watch?v=eJjPv4XN9Sc
Basic question, how does a frame trap work?
you use the cMP to come out faster with the frame advantage while the opponent is trying to do a higher frame attack?
whats the frames for the cMP normally and on counter? think that’s going to be a key player against Yuns?