it seems to me that if you try and dive kick and they block you basically are forced to block and tech, which gives up momentum. You could also re dive which can be predictable, what about just straight up dive > upkicks? Would that work? I guess you have to train them not to mash after you dive am I correct? Or do you just always give up momentum after they block ur dive kick?
Any of those options are viable. Although upkicks can be risky depending on what your opponent is doing. The hit box on some characters gets very small when doing things like cr. Lk and what have you. Upkicks would whiff in that case and leave you open to punish. Simple answer: mix it up.
What other options are there really? Do divekicks cause enough block stun to not get thrown after a blocked one? It seems like you’re putting yourself in a mix up when you have a dive kick blocked. blehhhhhhhhhhhh I’m just whiny cuz I’m still barely trying to learn mathcups and stuff and I’m getting whooped left and right.
Depends on height. Low enough and you can have a few frames advantage. Too high and they can have a few frames advantage. Your followup should be based on the opponent. if all they do is crouch tech then upkicks would stop that though it would be risky. ex command grab should also beat that since it’s throw invincible. That’s the aggressive option I go for. If they’re being aggressive then just block and look for a grab. If they’re defensive then you could space enough to do a whiffed lk divekick, you could space enough to do another safe mk divekick… or go for a tech trap with a late st.mp after jab string or close mk into whatever. Just read your opponent I guess
Against a good defense I can’t open the guard. It’s very difficult for me and my footsies seems to be very bad.
My pattern is usually this :
-dive kick to block string (end with lp shoulder)
-dive kick to some lights punch or kick then go for a throw (but 90% it’s a tech throw)
-dive kick to some lighst to an other dive kick and then throw or lp shoulder
For now, I rarely use command grab because I can’t confirm to cr.mp,mp, DK.
I play 80% of my time against the same Yang player.
1: see the post above yours…
2: add overhead
3: if you’re doing a block string all the way to shoulder… that’s not a true blockstring and he should be doing reversal to you out of it.
4: use ex command grab to stop throw teching nonsense
I feel as though I drop my momentum too much out of fear or eating a DP and starting from square one. I also kind of…lose to people that mash on Wake-up, and I don’t really know any good frame-traps with Yun either.
And yeah, I know, bad Ultra 1 in Round 1, no need to tell me that. I waaay mis-judged the Fei’s jump distance.
^
Stop whiffing those focus attacks, you are luck that the Fei didn’t punish those. (I don’t use his FA that much, I think it sucks)
Use neutral jumps and lk dives to confuse your opponent while you walk back and forth. It really helps, sometimes I do whiffed dive, sometimes they expect a hk dive which leads to a reversal attempt.
Try to hit them at their knees with a dive, I noticed that you often neutral jump and do a dive really high, which hits above the waist a lot of the time, which leads into a throw/punish.
On wakeup you could try to dive around/over them to get them confused, so they mess up their inputs or don’t know what to do next.
I don’t know if you’re doing it, but I usually start my combos with a crouch tech (db > lk+lp) attempt so I tech their throws if they mash it after my dives, if not, I get a c.lk and can hitconfirm off of that.
I’m no Yun expert and I could be wrong at most of these things, but thats how I usually try to play.
But I also have problems against random players who mash a lot, I do a lot better against good players.
You use too much FA, why wakeup ultra there? You’re lucky he only punished with rekkas, he hit you with ex dp on your wakeup maybe try to block more, you should stay away from those full screen lunges (EX or not), they can be punished easily by anticipating with a jump then punishing hard before you recover, that random MP Shoulder coulda been punished had he blocked it, I see you tried the cross up shoulder trick after super, you just did it a little too late, just start to execute it right after you reset them
You only use MP/HP shoulder to punish moves such as fireballs or blocked Blanka balls; you rarely use that move in your arsenal. EX Lunge is good for closing the space and is +1 on block, but you shouldn’t be Lunge Punch happy, as it can be interrupted before the active frames come into effect. Best bet for you to use EX Lunge is just at a time when it is least unexpected or after a block string like TC st.lp -> st.lk -> st.mp xx EX Lunge Punch; this will close the space and offer mix-up opportunities.
You should be using HP shoulder for the genei-jin reset. My follow-up to ensure that the HP shoulder crosses up is to juggle them with a few f.mks, and do st.mp jump cancel mk divekick - after that then you input the HP shoulder as soon as possible on your landing.
I only use them against fireballs really, and even then it’s usually a free reversal if they block since it is -6 on block guile, sagat, shotos can dp it.
Or just a simple jab.
EX lunge I try to mix it up with sometimes fullscreen, sometimes half screen distance. You can use it on opponent’s wakeup if you know they like to backdash.
Use HP Shoulder because you can hit Ultra 1 after it you can also juggle with lunge.
It is slower than MP but you should still be able to hit it, maybe try resetting them with dive kick earlier.
It also does more damage.
MP Shoulder I think you can only land a lunge after it.
I know this complete spam, but I came here to learn what Yun players think of the Honda match up so I can better understand what to avoid but I got completely distracted when I saw how awesome a thread title you guys have going on here. I now have much more respect for all Yun players.