Newbs Only

Assuming you are trying to combo with genei-jin activated, I can say that the timing is tricky.
Practice it on Urien first, then on a shoto character, Alex, Hugo, Necro, Dudley, twins, ibuki.

The simple command grab combos work with around 20-25% genei-jin meter.Here the example:

Zenpu Tensin(close), as soon as yun lands,start with dragon kicks(MK), input shoulder tackle(MP) fast enough, because you have run out of meter,(urien changes side), walk fwd, c.MP, dragon kicks(LK) ender.

Zenpu Tensin combos with more than 25% meter require a slight pause between the first dragon kicks(MK) and shoulder tackle(MP).
Practice will help you to find the correct timing. It’s really complicated in the beginning, but you will get it sooner or later.

If you’ve still got meter after the upkicks, do a hop kick, then mp shoulder. This should lead to c.Mp, lk upkicks (or st. mp, sjc whatever)

QCF+LK~P

is the kara dash punch ?
having problems doing it myself.

That’s the kara dash punch, yeah. The timing is fast(I guess SF4 heads would say it’s like plinking?), but it’s not too hard to do consistently considering Yun doesn’t have any f.LK move.

It looks like plinking in sf4 indeed.
If you press LK + LP simultaneously, the throw comes out. You need to press LK first and cancel it on the very first frame with the LP really fast (QCF, LK~LP). When you observe the execution from above, it looks like you press them simultaneously. But, its not. Focus on pressing LK first. With practice, you should be able to pull it off consistently on corner genei-jin Finishers, after the Dakai move (F+HP).

The same method applies for the Kara Lunging Punch-MP version:QCF, LK~MP. It’s harder to pull off, though. The MP Lunging Punch is slow on start up. Therefore, it’s harder to kara it with LK.

i wonder how people came up with the idea of doing kara moves, the only kara moves i can do are the grabs and even at that i suck at them haha.

can yun kara his command throw?

I have no idea. The kara moves are necessary tools for a complete genei-jin combo to increase the total damage significantly. Just practice. It becomes part of your muscle memory later.

Yes, it is possible. Outside of genei-jin, the kara command grab adds little if any range to a normal command grab. If you want to try that kara move, the inputs are like this:
F, D+HK~DB+LK/MK. If its done correctly, Yun screams a “HU” and performs the command grab.

While genei-jin is activated, you kara the zenpu tenshin with MP. Like this:
1.MP+F, D+HK~DB+LK/MK or
2.F+MP~St LK, D+HK~DB+LK/MK (best range possible).
“HU” verifies that the kara is done correctly.
Or simple commands:
1.MP+F, D, DB, B+LK/MK/HK and
2.F+MP~St LK, D, DB, B+LK/MK/HK respectively.
MP and St LK actually add range to the zenpu tenshin when they whiff.

Is this move necessary?Not really. When the genei-jin is activated, Yun’s mix up game with high and low pokes and the good walk speed form a unique pressure game which allows the player to come close and command grab his opponent.
The Kara Command grab is an optional tool. It’s up to you to find out how much it adds depth to your gameplay. Learning/testing more advanced commands is not a bad choice/idea.

1,2,3 gj isnt working for me today, i keep getting shoulder or lunge punch :frowning:

You are a new player so your timing is a little off, but I feel your frustration. I’ve had the same issues in the past.
xxGJ does not work, because one of your qcf inputs during 123gj does not register or your inputs are both fast and inaccurate (mashing).

Make sure you start the xxGJ without holding Forward. From neutral pose, start pressing the commands.

There are 2 methods that work for xxGJ, as described in my Yun tutorial.
1.LP, LK, MP (~hold MP), qcf, qcf + any Punch (press QCF motions fast and accurately)
The second one feels easier to me:
2.LP, LK, D, F+ MP( hold forward, press MP), qcf + LP/HP (release MP)
The tricky part in the 2nd method above is that F+ MP timing. Make sure that MP comes out, then input another qcf+P fast enough.
Do the 2nd method slowly and it still works (to find out the correct timing). Try doing it faster later. After some practice you will get the timing and start combos like it is nothing. Muscle memory once again.

Started to play Yun a bit and was wondering two things about his dive kicks:

a) In 3s should we be aiming his dive kicks for the feet/knees of the opponent?

b) If we hit a dive kick what is the best follow up with that? What combo / move should I be looking to do after hitting a dive kick?

Thanks!

yun/yangs dive kicks even when used correctly rarely lead to a combo in 3s. I dunno the specifics of when you can combo afterward cause theres lots of situational ones but youre better off looking at your action after the dive kick as a mixup save for the times you recognize that you can combo into something.

So on approach one shouldn’t be dive kicking like Rufus/Yun/Yang in SFIV?

Yun/Yang dive kicks in 3S are mainly used for pressure and mixups. The dive kick itself is a mixup: it’s up to you how high or deep you want to hit the opponents, and if you want to follow up that dive kick with a throw, some high/low option or another dive kick.

a) You must aim the dive kick (MK/HK) for the knees (or slightly lower) to connect a combo (MEATY). You may also mix it up, ex. landing the dive kick close to the opponent and grab or command grab or poke or bait a parry…etc. Note that Yun recovers faster when he lands the LK version on the ground. However, it’s difficult to land as a MEATY and depends on the character’s hit box. (The LK version combos on Alex and Chun-Li from what I’ve seen/tested).

If the dive kick hits them higher, Yun is more vulnerable to any throw or counter combo. Yun’s dive kick (any strength) does not stun his opponents significantly. Hence, his version is weak compared to Akuma’s.

b)It is possible to hit confirm one specific combo. As soon as the dive kick(MK/HK version) hits the character on the knees, c.MK/c.MP, lunging punch(LP/MP). This combo works on any standing or crouched character. ( Yakkun, Mester, Ochibi pull off that combo consistently).
You may practice both the dive kick range and hit confirm in training mode. Careful, though!

In a casual match, the better players CAN:
1. parry and punish the dive kick on reaction
2. counter using anti-air moves (Shoryuken type moves, specific pokes , for example ChunLi’s HK and Back HP).
3. move the character backward/forward to avoid the MEATY

So, do not spam the dive kick. Try to catch the opponent by surprize.

Dive kicking all day does not apply in 3s. Keep in mind, all yun basic combos inflict low damage. Many yun players usually use the dive kick to bait the opponent and follow with another dive kick or a mix up, ex. s.LK, shoulder tackle(LP)->GJ, c.MK->GJ, command grab combos or just throw, etc

You will find lots of ideas about mix up options in 3s videos (ex. TheShend and PALBARABARA Channels on youtube).

I’ve seen Pyrolee and other Yun players do cs.MK after command grab. I’ve not been able to do this succesfully, how is this done. My cs.MK never combos from Command Grab :frowning:

This is character specific. It works the easiest on Chun and Makoto, but try and test out who else it works on(preferably those with fat hitboxes).

ST MK (with or without genei-jin) after command grab connects on Q, Chun-Li, and Makoto only.

Hello Everyone,

I decided to play Yun for the first time today.

When I activate GJ and do some block string (cr.lk walk forward cr.lk etc), my friend will mash jab so he’ll jab me out of whatever I’m doing whenever there’s a gap. It’s kinda hard to parry because his is inconsistent (lol?). Is there any way to teach someone who pretty much doesn’t give a shit to respect the GJ (i.e. block)? What if he mashes shoryus in during the my string? Anyone have recommendations on GJ strings/pressure tactics to do for an activation after knockdown?

Another thing is that I notice in some videos you can do close st.mk after zenpou tenshin/command grab. Whenever I do the command grab, I’m always too far away. Is this character specific?

Thank you for bearing through all of this junk. Sincerely,
Cong

Noobiest of noob questions. How do you cancel into a genei jin from his target combos? Considering it’s a 2x qcf motion its next to impossible for me to input it in time after the standing strong.

do a jab shoulder after the target combo and then cancel the shoulder into geneijin if youre unable to do 123xxGJ (it’s a LOT easier that way) the damage gets scaled a lot because of the shoulder tho