i do not plink but can hit 2fr links very consistently, if not a strange rythm. 2fr links are really trainable, just go into training before each session and repeat the combo for a couple of minutes. after some days its muscle memory… 1fr links should definitely be plinked though…
Theres no reason not to learn how to plink, even 2frame links. It’s worth doing as a habit with any link… specially with yuns B&B, the likelihood of dropping it is very slim if you have any sort of execution lol
its not that bad,ithink its 6-4 but you just need to be very patient.
also you can use u2 on blocked dives.
hopefully yun gets a damage buff and fix the upkicks so they dont whiff
It’s incredibly unreliable imo… i thought i found setups for rufus and cammy, but they’re really, really inconsistent. Then i somehow did it on balrog in a match online where it crossed him up while he was crouching? lol
the spacing has to be very precise it seems
The cammy setup i was trying was something like: forward throw (corner) dash forward, light shoulder whiff, jump forward mk. I doubt its exactly this, but it was something like that haha… I gave up on looking for cross up setups a long time ago unfortunately.
So I’ve been doing a lot of thinking about Yun and his role as a character, and I wanted to see if anyone has some advice. As an ex-Rufus main, I’m used to having some form of strong space control due to his cr. hp, st. mk, and sweep in the midrange as well as some situational normals like st. mp. When I play Yun I feel like despite his st. mp and cr. mk, and flexible divekick, he can’t keep up with shotos and stronger footsie characters. I’m having a lot of trouble using his st. mp at ranges where it can be used as a good poke into lp shoulder, but I feel like I’m using it wrong. Is it a stronger whiff punish move, or a move you place at ranges where if your opponent hits a button your elbow will stuff it like Sakura using cr. mk into Shouken. I realize once you get pressure started his normals are great for maintaining pressure, but in the midrange I have a lot of difficulties. I also feel like divekick is his strongest footsie tool, but I am having some trouble when it gets blocked. Against people with good uppercuts does them blocking my divekick guarantee that I am going to get mixed up whether they uppercut or throw, or am I just in general am I spacing the divekick too high so it doesn’t create a true blockstring? In general I hit right about the knees/toes, but on block I feel like am taking a huge risk hitting any buttons or just sitting there. Is that just something I have to deal with, or is there a height the kick can hit to make it safer?
Other than that, I feel like Yun constantly has to take risks to maintain pressure, and those are risks that don’t really do a lot of damage. In particular I’ve been having trouble using ambiguous lk divekicks, since it seems that if they block correctly they get a free punish. I use a timing that stuffs reversal srk, but it hits too high if they block it and I get hit for free for big damage. And if I use the meaty crossup timing it gets auto srkd into a trade which is free ultra for a lot of characters. Do I just need to make better decisions, or is there a timing that exists that is safer? I’m not asking for a magic bullet or some sort of cure-all because I do realize you have to take smart risks with Yun to play him, including using his risky DP, but I want to know if there is something I’m missing and I’d like a little guidance.
Finally, in combos I’ve actually been experimenting with ending with a lunge punch rather than upkicks. It seems like the lunge gives better okizeme but less damage, so maybe there is a potential for safe jumps with that ender? I don’t have access to my lab now, but it’s something I’ll be toying with for sure. I realize upkicks is the standard ender for a reason, so maybe my post knockdown pressure needs some fine tuning.
I use yun as a secondary from my experience if you get hit by uppercut your dive kicks are too high aim for below the knee for a small +frame advantage.Yun’s main risk is jumping so you need a ground game his dive kick hit/hurtboxes are bad a lot cr.jabs can stuff it(lol).Divekicks on hit can still be 0 or + depending on the height if you can’t combo from it best to block(test what they do) if you still want to pressure at 0 frame advantage grab/tech grab/kara grab mix with lk dive(getting this to work is more of a read).Shoto characters like ryu are a bad match up stuffing srks is fun and meaty divekicks are awesome,but srk into ultra a bad trade for yun health wise they can sit on a health lead(aka turtle very well).If you played rufus then you know neutral jump is you best weapon a little outside ryu’s cr.mk you jump and punish a fireball,N.Jump Hp to stop their jump towards you,Cr.mk/St.mp/St.Hk to stop advancement towards you.St.hk can stuff jab spam due to range and hitbox works best in corners as it combos into U1(certain characters i think) and lp lunge punch.Am still learning yun n yang I wish I had better advice.
Cr mp works best against this 2 characters on their wake up as they have zero option. All wake up moves will be blocked in time and you can punish accordingly. Example, blocked ex psycho crusher can punish with lp lunge punch.
So I assume everyone has seen Kazunoko’s most recent gameplay, his Godsgarden Online #13-15 and his exhibition match vs. Xian, and I’ve definitely noticed a lot of new technology and a different approach to his Yun. Don’t get me wrong, he is still an offensive god, but I’ve definitely noticed a lot more patience from him with his upkicks and his spacing. He’s also come up with some new safejumps and crossup dives that I’ve noticed doing really great things.
First thing, is when he ends a combo with mk upkicks, if he goes for a crossup divekick he doesn’t go for a very ambiguous lk one he goes for an ambiguous mk dive. This is more of a Rufus tactic since I believe this dive is at a similar trajectory, but in my lab time I’ve noticed that you can time it so that Ryu’s uppercut whiffs if you aim for the middle of Ryu’s chest meaty. It makes all strengths of uppercut, super, and ultra whiff. It is comboable on hit as well. It’s taken some trial and error and I haven’t come up with a timing mechanism yet, but you try to position your foot and your body directly above where his uppercut will go so that if he does it, you slip right over. Don’t know how practical it is, although I’ve seen Kazunoko do it and he, if anything, does consistent technical work. There is also a lot more ambiguity in setting up crossup/noncrossup dives and it’s less obvious people with good uppercuts can just mash out imo. There’s also some wiggle room with timings, but it’s another option. Basically, I’ve noticed anything that positions you at Ryu’s center line meaty from his sternum up with stuff a shoryuken and can combo. I don’t have a way to record the setup, otherwise I would, sorry. I guess in general he doesn’t go to crossup divekicks against shotos since there’s not a lot of easy to time foolproof ways to do it, so being unpredictable is the best thing to do.
He uses it about 1:45 though vs. Xian, and more times through the match.
In addition, it looks like mk upkicks gives the best oki, since you get the 4f+ safejump, the mixup against 3f shoryus with late crouch tech option select, and a mixup against 4f+ chars. In this Gamerbee vs. Kazunoko match, Kaz uses the 4f safejump, but when Gamerbee doesn’t quick rise he takes a step forward and neutral jumps again. This neutral jump lets him do ambiguous lk or mk dives, empty jump low, and the 4f+ safejump again. This setup seems like it should be a staple for every Yun since it’s safe pressure from a consistent combo ender. I would say that it might not be unreasonable to swap mk for hk upkicks given the opportunity since the oki is so much better even if the damage is a little worse. Yun can’t end the game super quickly anymore in AE 2012 without a quick stun, so keeping safer pressure seems better to me.
He does it about 2:10 and ton more variations throughout the match.
There’s a new post Ultra 1 mixup in the corner. Post animation, neutral jump heavy, HP lunge, neutral jump HK dive or forward jump mk dive, can hit either crossup or noncrossup. It’s a gimmick but it’s an option.
Right after 34:16 he does it.
He also has a post GJ corner sweep setup, where he sweeps, jump cancels it, dashes forward and either does neutral jump hp or forward jump ambiguous lk dive. Seems to stuff a lot of reversals and I believe the neutral jump hp is a safe jump for 4f+.
Does it about 16:14 and again at 37:29.
A normal sweep setup, seems to be dash forward whiff cr. lk lk dive. I tried it with neutral jump mk and it was safe to 4f+.
Right about 46:15
I’ve experimented with the corner only setup vs. Ryu made by Khayoticsymbiote which is throw, whiff st. lk, lp lunge, neutral jump lk dive, and doing forward jump lk dive midscreen also works. So now this setup should work anywhere, at least in my testing.
Seems like Kazunoko is doing more buffering in his normals too, like against Xian trying to whiff punish his sweep. It seems like there could be something to that, in that most people try to fight Yun by focusing on the ground so you can buffer in lunge punch into your normals at ranges where you will whiff punish or stuff opposing normals. Gives you the plus of being able to stuff focuses for free too. It’s sort of what like Sakura and Cammy do, so I’ll be working with this now as an idea, but it not might be worth it to be honest.
Is any of this old? Anyone think any of this could be useful?
The geneijin sweep ender to dash towards, cr.short into fj. lk dive is an unblockable against makoto, guile, gen, and ibuki. If you delay the dive kick input slightly it can safe jump reversal ryu strong/fierce dps. If you advance the timing on shotos/other cast members it will actually whiff which can be bad, or if you are on point you can do hat tricks like command grabs after you “empty” jump them.
Also, don’t know if its been posted and I’ll try and find the video when I’m not at work, but corner ultra into neutral jump fierce, fierce lunge, neutral jump max height roundhouse divekick is a shoto crossup hitting safejump. You can’t combo from it, but its pretty useful for that last tick of health.
I had these questions on ask a simple question thread, but these questions aren’t really that simple, so I figure I might as well post here as well (helps me get more responses as well!)
When would I implement st. MP vs cr. MK? As Yun doesn’t have that much health, I don’t want to be just randomly throwing them out. How’s cr. MP or st. MK as a poke?
What kind of set ups does Yun have after a block string into LP Shoulder? Should I retreat? Dive Kick/Dash into another block string?
I know Yun has resets off his Launcher (cl. st. MK), Dive Kick, Shoulder. Does he have any other resets? Is there a way to combo into his Launcher (without GJ) or situations where I can set it up?
I feel like Yun’s throws (normal and command) are extremely important. What are Yun’s best tick throw set ups? Does he have anything off his Dive Kicks/Jump-Ins?
Yun’s meter. Besides GJ, what is the best use of it?
How useful would you say Yun’s sweep is?
Again, thanks to all that help a noobie Yun player.
I use St. MP and Cr. MK based on what character I’m facing. For instance, against Fei Long, if you maintain a certain distance you can safely counterpoke his St. HP with St. MP, while Cr. MK would be just out of range. Although if I’m trying to stuff low pokes, I usually prefer to do St. LK buffered into LP lunge punch. It doesn’t have as much distance but it has a much better hitbox than Cr. MK. Cr. MP isn’t that great as a poke. Sure it has a great hitbox but Cr. MK has slightly better range. It’s useful in certain match ups but it isn’t as universal as St. MP, Cr. MK, or St. HK. I use St. MK as a poke sometimes but I never see other Yuns using it.
Based on who you’re playing. If I know my opponent has a more reactive and reserved playstyle, I’ll do a dive kick just to see how he responds to it. If I know my opponent is like to stick out a normal, I just block because LP shoulder leaves you at -3.
Yun has great mix-ups and resets. If I dizzy someone in the corner after more than 3 hits, I usually do FA3 > Palm > Cr. MP. Yun has too many options and his corner damage is too low to not reset in a lot of situations. The Cr. MP will cause them to air recover and land, same as the divekick reset. You can do cross up shoulder, throw, command grab, meaty dive kick, meaty F. MK into full combo, Cr. LK OS St. LP/Cl. ST. MK. Yun’s launcher can only be combo’d into by a counterhit Cr. MP.
I don’t really have tick throw set ups, I just kinda do them on the fly. Some of Yun’s dive kicks after a knockdown can cause wake up reversals to whiff. There are some set ups where his dive kicks stuff reversals and get a full combo. Check out the Yun Safe Jump thread.
Yun’s best use of meter besides Genei Jin is EX lunge (free approach usually), EX upkicks for the LP lunge juggle for stun (or ultra in the corner), EX shoulder is a good anti-fireball. EX command grab is great for the huge range increase and faster startup. EX palm is only used for maximum damage punish. FA3>EX palm>LP shoulder>HP lunge
Anyone want to take a shot at matchup numbers for the cast? I feel like the numbers are very outdated, and I want to see where people think his numbers lie/what Yun struggles with today.