Also short, jab, crouch fierce, flame super very good damage. ANother tip is, kyos final show down super is awesome anti air goes straight up wonderful if the match is close and u just need a little hit. It can be cancelled in C groove too; its really not worth it tho.
I guess its a situation of irony that a GOOD thread meets its unpredcited end. This was a great and very useful thread for CVS2 players seeing as there really hasnt been that have been anywhere as good as this one. I did have one question concerning Kyo’s Dizzy CC : I know that this only dizzies on stun 60 characters . I was wondergin if there was a derivative from the standard dizzy cc that can dizzy higher stun levels.
Originally posted by moosehummel *
**Also short, jab, crouch fierce, flame super very good damage. ANother tip is, kyos final show down super is awesome anti air goes straight up wonderful if the match is close and u just need a little hit. It can be cancelled in C groove too; its really not worth it tho. **
[/quote]
The cancel is worth it, if u cancel it as an AA then u can land some big damage off of qcf+mk/hk into a reset/mix up or otg combo.
Go into training and set attack data on, then jab dp, then mp. On counterhit or not kyo’s mp uppercut does quite a bit more damage and seems the same priority wise as an anti-air. Fp is the only dp with a good amount of invincibility, which is why that dp is such good anti-air.
*c.mk is bufferable into both supers, but will only connect at a close distance, s.rh serpent wave is better, espesially in C-groove. Also my friend does the punches super as anti-air, but it sucks me to the ground getting all hits, ow:bluu:
No u don’t understand. As an anti-air (trade) all the dps do the same damage on the first hit!!!. so u want the dp to trade in the air. I’ve already explained the situation of why u would want it to trade. its a trade in the air. who cares how much damage u will get on the ground. U will never get a free dp on the ground. Set sagat to jump in. do jap dp on his roundhouse. It will trade 90 percent of the time free super!.. Then do his strong dp which gets beat almost every time!
Yun tips
Yun Tips:
In my opinion, Yun, Kyo, Morgan best 3 mix ups in the game. A couple tips with Yun.
-
After any knockdown, Yun can dive kick to either side of the body for a 50/50 mix up.
-
After a bread in butter he has almost infinite options for mix up in a dash groove.
…he can dash over, or corpse hop
overhead. jab…rc command grab
rc palm or shoulder —100 percent safe except from grabs of course or counters. and of course from the shoulder he can land his level 3. Meaty strong!.. his best meaty move and can be linked twice or u can add a jab after the strong if u want some easy link reaction time into his rush super. his bread and butter chain can also be used to link his call yang super or soureugeki or rush super whatever u wanna call it. (After u land a command throw make sure to walk forward to land the bread butter). -
Dash throw very good with yun, can cause serious damage if he has meter after his command grab.
4.his close stand fierce can be buffered like dhalsims. very good normal.
- If ur good enough he has a semi-infinite for his shoulder into close s.mk. involves divekicks
6.best punisher is light rc dash punches very tough to punish and from a distance safe…(ken from evo showed us this.
7.meter builder would be rc palm thrusts.
I would post more but i have to work.
PS. Gunter do u think N-morgan, P-kyo, or C- yun has better mix up?
N Morrigan.
this is HeaT posting under my friends name…
n morrigan has best mix ups but p-kyo has most effective mix ups…
im outi
Roberth
Yun tips
morrigan has the hardest mixups to block
yun has basic mixups that suck because they lead to very little damage
kyo has the best mixups in the game because he can do a lot of damage and stun off of a wrong guess. He also gets another mixup everytime he knocks down.
as far as yun goes… his close fierce is not good, as a punisher you want to use regular, not rc rush punch (rc is slower). yun doesn’t have a good damaging overhead like kyos, and it’s really easy to tell which side you’ll end up on when using the dive kick
Re: Yun tips
I don’t think u have ever played a good yun then. His dive kick mix up is just as good as sakuras after her dp. He also has his rc command grab which can be done after a jab, dive kick, or even a dash. the only way to escape it is a grab super or jump straight up. but then if u start jumping straight up he can use close s. mk and bam level 3 super. I believe kyo has more damaging mix ups but yun is just as dangerous with full meter. after a command grab 8000 damage from his fierce into you-you…light shoulder. s.mk. jab+fierce…land rc command grab when they hit the ground…about 10 k damage. as far as his overhead goes ur right but he has a grab mix up which i was alluding too. Yun is just like Todo IMO. and between a guard string u have to rc the dash punch to punish them can’t use the regular one. and i disagree his close stand fierce after a command grab can be hit by walking forward which makes it easy to land a killer combo.
I know thiis is rather old. but since we’re talking about Yun in the first place, I figure I’d say my two cents. In your little Battery/User/Anchor list, you listed Yun as 8/3/1. There’s no doubt he’s an excellent battery, but he’s a DECENT user. Not amazing, but he’s good. His regular super suck, but his level threes are good. His air super is easily connected and does relatively good damage, it can be connected off his shoulder. The launcher super can do good damage too. Id say he’s more of a 5, but its no big deal.
ok, imma handle all yun responses/questions here…
first off, i’ve played ed ma’s yun a few times, he has probably the best yun in the us, blocking divekick mixups is fucking easy, it’s like sakura jump mixups, if you have any rythym you can block it.
yun is listed as 8/3/1 because his supers aren’t really worth it. the meter is better spent elsewhere. plus he dies really quickly so it’s not a great idea to have him anchoring your team. i would say below average user. dive kick super really isn’t that easy to hit on someone.
SPAM
don’t let this thread go die!!! This is for those who need this thread to read the useful info
I agree Inverse. I would contribute tactics and tips but I’m not that knowledge yet in CvS2:( . I hope other people who see this thread will drop some knowledge. The thread must not die!!!
SKJ
Here’s a Haoh trick. If you ever land a mid screen fireball (yeah, right lol) you can dash, then roll for a roll crossup.
nifty links for tops players
As you know alot of characters crouch sagats stand jabs try short, short then link the tiger uppercut. The tiger uppercut comes out in 3 frames and u have alot of frame advantage to get this link its very easy!!!
Another link is for vega/bison players. if u get a counter hit c.forward anywhere on the screen. if your expecting it and want to react with a super psycho crusher; its very easy to link the super. just do the super after the low forward. Very easy to react to if ur playing the correct footsies or looking for a counter hit next to your character screen.
Another link which is a bit tougher is getting a counter hit forward with blanka. His direct lightning can be linked off of this. Once again this one is very hard and impractical but it can be done. easier than linking his 3 shorts:lol:
pretty sure every 1 knows you link short,short upercut with sagit, the reason its not used as much is because its hard to go from the crouching position to neutral to the upercut. jab jab = more used because you can simply leave it in neutral.
nifty links for tops players
c.lk, s.mp is the link I use on people who can crouch s.lp’s.
The combo of choice for Sagat is cr lkx2, tiger knee. It hits everyone all the time
except for that is comboed…the one i am mentioning is a link. meanier it is easier, connects every time, and does more damage.