Old Genei Jin for the Win!: Yun Moveset, Strategies, and Combos

Some info since this place is lacking (Marn you seem perfect to give us info, what with 1st place and all :wink: ):

With Yun your main footsie tool is the target combo st.mp to st.fp, if they connect you combo into back.fp. Two hit-confirm so should be plenty for you to see before going into last hit since if they block it you’ll be punished bad. St.mp does wonders vs. Ryu’s new nerfed crouch medium kick, you can catch him on recovery and punish him. However if your opponent has a footsie that is out of range of st.mp (eg. Evil Ryu’s cr.mk reaches FAR but has poor recovery) your aim is to stay at the max end of that range, and when it’s thrown out instead of trying to poke it, neutral jump and HK dive as early as possible. You can catch them on recovery and combo, and even if you didn’t hit it’s hard to react to a dive at this range.

Best anti-air hands down is LK dragon kick, MK and HK tend to trade, while LK rarely ever trades.

Always crouch tech when dive kicking, no matter what, since your enemy is going to try to mash throw or something stupid. And after you dive and it’s blocked, take a quick step back and do something like crouch tech cr.mp or cr.lk, this allows you to block reversals and frame trap them.

Yun’s cr.lk makes him crouch, nice to use on stuff like Guy’s wakeup to make his EX Hurricane whiff, and other characters on which this works on.

Learn Yun’s dirty dive that avoids/stuffs SRK, best example is in the Kindevu vs. Jobin video to learn.

If opponent tries to cross you up, HK Dragon Kick to safety, since it goes far and whiffs. If in front of you and trying to bait you by standing, just block, since standing means you can be punished more which some opponents will try to do in anticipation of it.

Command grab on wake-up is a nice mixup. Also has great range, so after one cr.mp do it, or do the Marn grab where two cr.mp, then st.mp cancel into fake palm into command grab. Be careful of backdash and reversals or a jump, Yun’s recovery on this is huge. And f+mk (overhead) after three cr.lk or two st.mp to avoid being hit by their crouch tech, or on wakeup.

To avoid blocking a dive some opponents like to neutral jump, instead of anti-airing it due to its unpredictable nature on the player. Many times you’ll land before opponent, start getting used to LK Dragon Kick on their descent. cl.MK sometimes works but will be stuffed on descent due to not enough time for it to be active, and you’ll be counter-hit, best option is LK Dragon Kick due to invincibility. cl.MK has its use if opponents try to jump at a close range that leads to cross-up, you can jump and dive, but I prefer to combo into MP Lunge due to damage + meter building + knockdown. It’s the best anti-air in this situation, and most damaging. Can lead to Genei-Jin if you have the meter, but haven’t experimented going into combo (most likely with LP Lunge into whatever).

Genei-Jin, don’t know the optimal combo, but I’m doing the Dragon Kick loop. Bonus is that it can be done from mid-screen, and great damage.

(Mid-Screen Opponent on Ground): Genei-Jin Activation, st.HK, LP Lunge, st.MP (Opponent will be a bit far and at this range for MK far version will come out which doesn’t launch, on some characters needs timing, or doesn’t work) HK Dragon Kick, cl.MK HK Dragon Kick loop, finish with cl.MK jump Dive Kick Reset.

That’s all I have for now, hope it helps.

^ no offense to you bud, but pretty much everything you just posted everyone already knew. Re-read this thread and you would see.

Perhaps you should read the threads before saying they lack info. Just a friendly suggestion. Take no offense by it.

Np, it’s nice to have them compiled and in one place, instead of digging for it.

I didn’t know half of what what was in that post, to be honest. Instead of chewing out the guy trying to summarise the thread, chew out the thread creator who doesn’t keep shit updated. “Yun’s normals do not chain”? U2 is awesome anti-air? GTFO with that.

Anyone tried to doing an old school kara-zempo tenshin with cr.hk? wonders if it works better then mk kara-zempo tenshin.

It doesn’t look like to me that cr.hk moves him up at all. haven’t really observed the move, though. maybe in super mode?

Gonna’ make a huge update this weekend. Thanks for the heads up, JFord.

Random combo I did: cr.HK>HK Dragon Kicks.

Bnb I’ve seen being used by a local player here for the past few weeks.

c.MP c.MP st.MP xx dragon kick (LK) lunge (LP).
instead of jab lunge you can U1

seems like range isn’t much of an issue for the LK dragon kicks either, i’ve seen it connect from shorts/jabs hitconfirms.

oh if you can get it.

(yun in corner aa cross under f+hp) into super into ultra

also
is there any advantage to learning smk sjc super like in 3S?

Super into Ultra is a waste.

I don’t know about sjc Super in AE, ive never seen it used. I only see Genei Jin activated as a punisher from w/e combo into shoulder xx Genei Jin or Target Combo xx Genei Jin.

Requires opponent to be standing though, yeah?

supers just for show

f+hp into ultra works

Quick question guys.
When doing the uppercut loop in the corner with Yun in Genei Jin, doing close.mk into uppercut over and over, what wondering which version of uppercut do you use?

LK seems kind of weak.
MK seems to work, but don’t know if it’s optimal.
HK is hard, I can’t seem to get it to work.

However, if HK is the correct one, then any advise on how to get that down? :frowning:

I believe they do MK for it, at least from when I saw Marn and I believe Kindevu do it.

I used to do HK. It’s just timing the st.MK when you hit the ground which is near immediate after you land. The thing that affects it most is your starting height and your consistency in keeping the same timing, you can learn on arcade on the fly but takes a while.

i tried doing the mk dragon kick loop midscreen but i couldnt get it to work. maybe its because i was trying it on juri and sakura

does anyone have a video of kindevu or marn doing it? i think if i saw the combo, i would have a better idea on how to do it. otherwise im going to learn another genei jin combo midscreen and just do mk dragon kick loops off of anti air lk dragon kick

@Velius: Here you go! [media=youtube]NRJ3uuX8QqM#t=0m53s[/media]

Mr.Naps and I had a discussion and here are some things to know

  • These are the numbers on block for Yun’s shoulders from jab to ex: -3, -6, -7, -6
  • Standing Strong to Standing Fierce hit confirm target combo is -3 on block (if your close enough they can reversal uppercut with ryu for example, but they must be close).
  • Far standing strong has a 5 frame start up.
  • Yuns Ex Palm has lower body invincibility for the first 20 frames, 23 frame start up.
  • Ultra 1 is a 9 frame start up, Ultra 2 is 10
  • Yun can cross up with medium kick easily on characters like Balrog, Abel, Guile, Zangief (haven’t figured out with the rest of the cast yet, can’t seem to cross up shotos, yang, blanka, generally characters with small hit boxes).
  • Fierce shoulder FADC ultra 1 (only good if you read a fireball)
  • Ex lunge is +1 on block.
  • Best punish on command grab versus Abel, Dudley, Boxer is low strong, low strong, standing strong, medium upkicks.
  • You can Jab lunge for a punish on blocking Hondas headbutts (haven’t tested if it works on all strengths, seems consistent though. Ex can’t be punished)

@whooisodis: Add Guile to that command grab punish list, since there was a video where that combo was performed on him after a command grab.