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

Why are you calling it super cancel? You’re not cancelling anything into super. You’re cancelling cl.st.MK into a jump and then dive kicking.

wooops… typo, super JUMP cancel

in the second reply I mean super cancel as in cancel the shoulder to genai jin.

It’s not a super jump cancel either. It’s just a regular jump cancel.

cr.lp to cr.mk to special of choice has been a pretty damn good frame trap so far… at least on Ranked scrubs :stuck_out_tongue:

Yun can do a whole bunch of things into cross up shoulder.

For example, midscreen stun, you can do FA3 s.mk j.hp jab shoulder and it’ll cross up. In the corner, you can do FA3 palm c.mp jab shoulder (don’t cancel the c.mp) and it’ll cross up. You can also do s.mk dive kick and do cross up shoulder. Even in GJ enders, people are starting to end in either cross up jab shoulder into a standard bnb or end in cross up medium/heavy shoulder and combo into ultra.

Hm f hp seems like a sick anti crossup if your quick enough.
hits on both sides of yun and he lowers himself :eek:

smp into feint palm is really good aa too and you can mixup afterwards.
a good mixup game for me early on is combo ender into lp shoulder slam and then mixup with another mp shoulder slam palm feint or dive kick

I’m learning Yun. Does he have any good anti-air normals?

s mp late timed is godlike,can also get fancy with feint palm into mixup after
if they cross you up f hp correctly timed will always win

Giving up Evil Ryu for Yun.

For those who are interseted, here is a the table I mentioned, scanned from Arcadia.
Unfortunately its only in japanese.
http://img818.imageshack.us/img818/3209/zempo.jpg

Oh, so if anyone is curious, I have a few set ups I’d like to share.

Pertaining to the cross up l.Shoulder
Mostly known I’m sure, but for those who don’t know.

Set up for a mk divekick that will always combo into whatever.

1.** BNB xx l.Shoulder(blocked or hit) , straight jump Medium dive at peak will net you a comboable dive.**

  1. This is the real stuff though, if you do mk dive properly after the above you get a free cs.Mk launcher if it hits and it will combo.(maybe not against everyone)

And then you can do some real tricky stuff.

3.** cs.Mk straight jump cancel late mk dive, land l.Shoulder xx Whatever you want, you can confirm into this so that you do not miss the cross up Shoulder.(again uncertain if the neutral dive will work on everyone)**

Oh and if your cs.Mk gets blocked you can just jump cancel dive, not sure what moves beat it out on block, pretty sure I’ve gotten c.shorted but not sure what else, needs more testing.

Here’s another cool set up that works on some characters.
s.mk jump cancel short dive whiff, land, stand jab, wait, l.Shoulder crossup xx whatever.

And lastly here is a corner one that works on everyone I think.
Palm, wait, s.Mp, wait, l.Shoulder Crossup xx whatever.
In the corner you can do the Other set ups I mentioned as well.

EDIT Forgot to mention that you probably shouldn’t abuse crossup shoulder, I’ve have the weirdest shit auto correct on me, and shoryukens will auto correct as well.

Also posted in the simple question thread.

Trying to get some safe-jumps for Yun but so far I can only come up with [S]two[/S] one against the normal cast , one that technically arcs around the opponent whiffing certain moves , and the other that technically isn’t safe against 4 frame DPs but can work usually against 5 frame wake-up attacks for Yun in a corner after a forward+throw . I also found one against Sagat and it usually always work .

Normal Cast: Semi Safe-Jump Corner Jump-In

Toward Throw -> Low Forward -> Back Dash -> Jump Jab/Strong/Fierce -> Whatever
or vice versa
Toward Throw -> Back Dash -> Low Forward -> Jump Jab/Strong/Fierce -> Whatever

[S]The other one midscreen I’m testing it a bit more since it can probably be beaten .[/S] But as for the Sagat Safe-Jump…

Sagat: Safe-Jump Anywhere

Toward Throw -> Forward DP -> Neutral Jump Fierce

I don’t know where i saw this punish but its sick,don’t know if it has been posted yet
ex palm lp shoulder slam hp lunge punch 364 dmg
Need to find out from which distance to the wall it can be done

Hey Guys I’ve been thinking. What’s a good follow up after you land U1? So far I’ve been doing EX shoulder and that sends them flying in a different direction. What’s a good follow up to he EX shoulder? I simply do a lunge punch to close the distance and then cross them up with a dive kick or the over head.

Hey, Genxa, I’m guessing the © denotes a cancel?

For example, しゃがみ弱(K)©->弱二翔脚 = cr.lk xx lk upkick

I use HP Lunge.

Yes that’s correct.

Also, there is a very reliable safe-jump for any character (bar the usual characters with 3 or 4f wakeup moves).
Forward Throw > dash x2> st.LP (whiff) > straight jump MK

As far as the other 2 setups go, I didn’t try them but…This :u: setup is definitely not a safe jump. Unless I’m doing something wrong.

I was messing around after fwd throw and figured a safe jump setup that you can use on characters with 4f reversals i.e Guile flash kick.

fwd throw, lk dp, then jump in.

I’m not quite understanding the timing on doing Ex lunge into Ultra 1… Been running it in training mode and it’s like sometimes I land it when I think I won’t, and vice versa… A lot of the time I’m going “Ok this is about to hit… what? No?” And then sometimes I’m like “well that’s a miss… wait, what? That worked?”

I know it doesnt work on some characters, but is the timing more strict on some than others?

midscreen btw

Also, what’s the best way to time the lunge punch after U1? I’m pretty inconsistent with landing it. I assume the timing varies if you’re closer or further from the corner as well… Been using HP for it though.

I usually wait for the final camera pan and then do it. I also plink LK~HP.

As for EX Lunge , U1: I double tap the PPP button.