That seems to be more true to its original form(i mean SF3 super cancelling). Now its really the P-Groove!
yo man
The MAIN problem is that when i go to the arcade, i get killed when i use yun becuase i have trouble getting him up and and active in cvs2, i hvae he game and can’t seem o work out some nice combos which can’t be countered easily, so i need some key tips for playing with him and i do not know what rtsd means so u might wanna help!:bluu:
AAAHHHHH is it jut me or are u typing numbers…i don’t understand the numbers, and which is the best groove for YUN?
The numbers are a notation for controller motions. Look at your keyboard’s number pad on the right. 236 is the motion for a fireball.
If I had to give Yuns best choice for grooves…I would say that the best for him, in order would be:
P-groove
C-groove
K-groove
N-groove
A-groove
S-groove
P-groove is good for its inherent ability to parry and counter…Makes you a moving defense. C groove however charges its meter quite fast, and the air blocking and rolling are useful for those Dragon Punches.
I dont like K too much myself. Just Defending is harder to time, and gives less time to counter attack, but safer. Of course, getting hit is not good for Yun. N-groove is the “average” groove. Gives Yun a pretty good run, and a level 3 super that only takes two stocks. Those level 3s make up a lot of Yuns game.
Im sure A-groove has something nasty you can mess with, but I dont like the idea of only level 1 supers for Yun. S-groove is similar. Only level 3s when you’re almost dead, and dodge leaves you stationary, which would be ok if Yun had a good damaging move up close.
I think C-Groove is way better than P for Yun…roll cancels and the C-groove level 2 cancels lead to big damage. I would put the grooves as:
C
K
N
A
P
S
Also, in C-Groove, cancelling a level 2 Raishin Mahhaken into a level 1 Sourai Rengeki (QCFX2+P)…is it just me or would it be REALLY hard to time this so that all the hits from both supers get in? Like, you’d have to time it so that both of the super’s last hits hit at the same time (those are the ones that knock down)…anyone got any ideas for this?
EDIT: I tried it and it seems like it isn’t worth it- the Sourai Rengeki only hits 1-3 times and I think it messes up the Raishin-Mahhaken hits. It’s better to instead of cancelling into Sourai Rengeki super, cancel into shoulder ram and juggle.
Also, a good, semi-practical way to combo into the diving level 3 kick super:
(optionally tick into) Command Grap-> close s.HP-> DP+MP, standing MK, jump whiff LK dive kick, standing MK, superjump, QCBX2+K
does about 8500 damage.
Also, does anyone have a good GROUND custom combo for Yun? I know that they are rare as most CCs involve some mix of Palm Strike, Shoulder Ram, Lunge Punch…perhaps a confusion/reset combo involving his F+MK overhead, but otherwise, since Yun doesnt have many moves that don’t knock down and move him forward…anyone have any ideas? If you keep them on the ground you can get full damage from the level 1 Super at the end, rather than only getting 1-2 hits (if you even do the super).
The numbers are a different way to annotate more towards the joystick friendly arcade player.
7 8 9
4 5 6
1 2 3
so 236+k is qcf+k
623 would be dragonpunch
etc…
the best groove’s for Yun I find to be:
N then K then S then C then P then A
his CC is easy but doesn’t do much damage
and I find he needs run to survive, he’s a small guy and I find the extra mobility of run helps a lot.
RTSD = Rush That Shit Down
He has lots of combos - use them
middle punch -> fierce punch -> fierce twin palm strike (qcb+fp)
crouching light kick -> standing light punch -> standing light kick -> standing middle punch -> middle lunge punch (qcf+mp)
note on third strike that combo works as well and you can instead combo the standing middle punch into the lunge OR into the middle shoulder tackle (dragonpunch) and then follow that up; I can’t seem to get it in CvS2 but it might work as well.
I’m gonna have to disagree with the above poster about supers. Yun doesn’t do much damage, we all know that…in S-groove, supers are, for all practical purposes, level 1 only and only available when you’re almost dead. Also, in S, AND N, Yun loses Dash, which is his best way to cross over (corpse hop) a fallen opponent to confuse them (since he doesnt have a crossup). Also since Yun doesn’t really have a great dodge attack, it’s not too useful for him.
As for K, its better than S by far. It gives you rage, and level 3(not just level 1) supers, often 2 or more times per round. But it doesn’t work well with Yun because it can’t handle roll cancelling well(which yun already has a problem with even in C-groove), it doensnt have rolls (and hence no roll canceling, his best way of punishing moves), and since none of his supers can do much damage at all to airborne opponents, AND the fact that his combos (and hence guaranteed supers) can be sometimes hard to get off. Your best hope is to get your opponent to try and poke you and just throw out the super randomly. Although K does have low jump which adds another dimension to his advancing pressure/poke game.
N-groove also has low jump. It is definately his 2nd best groove if not his best. The lack of dash for corpse hopping hurts it, and run really doesn’t do much for yun since he has dive kick and lunge punch and other stuff. It also has counter movement which can help you punish stuff like blanka balls very easily with a big combo (as opposed to just a lunge punch). the “pop” level 3 thing is kind of useful and kind of not. Usually opponents will be more careful not to be hit with a combo during this time, so just like K-groove, its hard to land a super.
The reason I think C groove is his best groove is because he is best protected from damage in it. Air blocking means his comparably poor air-to-airs won’t be his only option. Level 2 cancels can lead to big damage (such as a LP, LK, MP, Level 2 Raishin mahhaken, shoulder ram, juggle) which supplements the K-Groove and N-groove damage bonuses. He has supers always at the ready because meter is so easy to build in C and you can use them any time. It has dash to give him a nice corpse cross-over game that scares people shitless and confuses them very effectively. Tactical recovery is far less useful for Yun than Safe fall which the other grooves have but I think C-groove’s strenghts make up for it.
I’d say his best grooves are C and A. Im not sure which is better because I haven’t used him much in C. He can cross up with his dive kick, but you can see it coming and it can be countered fairly easily imo. Unless you make it ambiguous (so they are not sure whether you will land before they get up, or land as they get up).
The dive kick thing is true. But its slower than the dash so often you will eat a fat super or combo just before you land, which is why i say it’s not that great. It can punish them if they are constantly trying to safe fall after combos and you are close though.
Not to mention that crossing up with the dive kick requires a bit of planning due to range.
Yeah. I usually find it comes pretty easily though. And, you can’t make it totally “ambiguous” but you can mix it up- sometimes use the LK version to land on their foot, sometimes use the HK version to land behind them.
Yea, you can do it midscreen and land at a fair distance behind them… if they aren’t expecting a quick lp lunge punch MAY catch them… but it’s more likely to happen if you are already knocking someone down lots… and they just dont know what you are doing. Otherwise you probably wont be in this situation. I find yun gets people to the corner quite fast tho…
I saw someone did a close double kick with Yun…like Kyo’s double kick, kinda of like a launcher move. It’s been bugging me these few days like where did it come from?!
Can anyone explain this plz.
close roundhouse.
I see…is the move a launcher then?
Nope. They’ll hit the ground before you even recover from it.
I’m bored so I thought I’d write some random stuff up on Yun who I’ve been playing around with for awhile now.
Yun does jack for damage and can’t get hit. He just sorta annoys you to death. Once you get the momentum going, he also tends to stun really fast in C-Groove especially. He’s actually a fairly solid character and I think you would see him a lot more in tounries if he just did slightly more damage and took slightly less damage.
Important ground normals:
s. jab - hits all crouchers and is chainable. has good range too. doesn’t recover super fast but it’s good.
s. short - super long range and good annoyance factor. not exactly a stand jab sakura but it can get the job done as far as baiting uppercuts and what not go. too bad it’s not cancelable
c. short - all purpose, short, short, jab/strong rush punch combo starter
s. far strong - probably his best ground poke. reaches out far and quick. can chain into fierce, palm strike but the far strong you probably never want to to do the palm strike.
c. strong - can link into itself. basically like a lot of c. strongs in the game. up to a certain distance you can link into a jab rush punch.
s. forward - launcher on clean hit. not something you can throw out on reaction like on uppercut obviously but it leads to all sorts of fun stuff. watch for when you can use it. super-jump cancelable blocked or not.
toward forward - super quick and LONG range overhead. use it. ghetto tactic of close overhead into super works every so often with him.
c. fierce - his most reliable anti-air. haven’t quite figured out the hit box on it but it’s got a pretty large arc to it.
s. far fierce/roundhouse - i just throw these out every so often after i got the guy worrying about jab rush punch. they have very good range on them. roundhouse knocks down which is nice.
close fierce - a nice two hit super cancelable move. think terry close fierce but onyl super cancelable. also, the first hit is regular cancelable and if it it’s a counter hit, will combo into strong shoulder (i.e. pretend like you will tick throw and then do this instead and hope you get a counter hit or roll through a fireball and counter hit with the fierce)
c. roundhouse - decent sweep. slow but far.
Buttons to hit in the air -
obviously dive kicks make up his jumping mind game. you can really wreck some havok on someone with it especially if they have no uppercut and you are in C so you can air block. immediate dive kicks, delayed dive kicks, and just hitting a regular button are really important. you really, really, really have to learn the ranges on each dive kick so that you avoid hitting high up as much as possible with it.
j. fierce - pretty good air to air since his jump is so high. haven’t messed with roundhouse but that should be good too.
j. jab, fierce - also very good anti-air
j. short - kinda like sakura j. short or rolento j. jab but not quite as good. doesn’t stay out as long as sakura’s and i don’t think comes out as fast as rolento’s.
j. forward - it’s alright. i use it when i’m jumping up and down over an opponent and i decide not to dive kick.
Random stuff:
Basically his ground game boils down to getting the opponent afraid of jab rush punch. It’s like a level 3 super as far as speed coming out in that if you do it and the guys not blocking, he’ll probably be hit even from a fairly far distance. Once you know the range of where you can do it and still be pretty much safe, you started up his ground game and do all sorts of other stuff. oooohhhh.
Another important thing to learn is how to RC his command grab. If you can c. short, RC grab as the get up that’s a nice huge threat to have. It’s is even anti-air if you get the timing down. RC palm strike is very nice and good anti-poke.
Again, learning the ranges of his dive kicks is super important. So learn them.
His dash can jump over a downed opponent which is nice as Yun tend to knockdown a lot.
Kick throw into corner leaves the guy with his head facing you. Pick the player two side.
His forward launch into sj. short can leave you in a sort of random ground crossup state that you can control. It’s kinda hard to time though. Takes some practice. Think Chun Li’s sj. roundhouses after her kick super even though hers are really easy to do to set up for the walk under or not game.
Combos:
- strong, fierce, back fierce - aka robot combo
- c. short, c. short xx jab rush punch - jab rush punch again right away in case they safe roll. maybe even fierce, don’t really know.
- c. short, c. short xx strong rush punch - nice set up for dash over shenanigans (don’t know if you can punish a safe roller)
- jab, short, strong xx fierce rush punch - another good set up for dash over stuff
- c. short, jab, short, strong, xx fierce rush punch - starts low which is nice but you have to be quick or the strong tends to miss
- c. strong/foward xx jab palm strike - nice knockdown combo
- c. strong, c. strong xx fierce rush punch - i think his most damaging combo
- command grab, walk up combo 4
- command grab, walk up close fierce xx super
- level 2 punch super, jab shoulder (strong or fierce in corner), forward, sj. whatever
Personally, I think Yun gives Blanka a hard time. He loses to Sagat though just because of damage ratio. Ugh. He goes about even with Cammy I think. A very good overall character. Pick up Yun, he’s pretty fun.
how come nobody said anything about his sj cancel dive kick stuff ?
command grab ( or whatever helps u ) s.lp , s.lk , s.mp bb, lv2 yang, dp+HP , s.MK, sjc, whiff dive kick, s.MK, sjc, HK, land, throw. lol
I’ve got a couple of questions.
First off, the Yang super (where he jump kicks down and does that drill punc… raishen maiken?), whats the best C - Cancel for this? I’ve this so far.
c. hp xx Qcf x2 + K xx Dp + Hp, QCF + K.
Once I connect with a c.hp, I go for that combo, but is there anything better?
Also, what are some good options after a succesful shoulder lunge (dp + P)? I mean, it doesnt happen often but hwat shoul you do once you connect? I just do the rising kick or close roundhouse. If I have a full bar, I do the level 3 Qcb x2 + P super(middle hit whiffs), and when they comedown, do a double palm strike. Is that a waste of meter?