Yun Match-up Thread

Anybody figure out how to win the zangief matchup yet?? shit is annoying…

Despite all the Yun hate, as a Bison player I think we are 5 -5 which makes this m u cool, its actually pretty fun, which is weird because Bison has plenty of problems with the less “God of death” characters, I’ve seen some consensus already that Bison can handle Yun, and I’m beginning to see why, I don’t think Bison has really many problems against Yun, This one of the few match ups where Bison can make a comeback thanks to Yuns low health, and I love it.

My 0,02.

I’m having trouble with this matchup to,any thoughts on effective block strings would be appreciated if anyone has any ideas. My mate seems to be able to grab me all the time

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I main Yun! Anyone wanna play?

Turtle against Zangief, do some fake dive kick jump ins, use straight jump heavy punch as anti air (beats all zangief jump ins and somethimes beat lariat). ABUSE EX COMAND GRAB, use true block strings or you get punish.
And palm for meter.

You can watch this video for some hints
[media=youtube]Vvn7UojnRpw[/media]

Wow, good shit… I in the mean time have managed to come up with a couple ways on how to play Gief.
So I am now having as much trouble lately… this is going to help out a lot more… usually I am too scared to even get near Gief so I am going to have to start using that command grab more. Considering AE 2012 is weeks away. I will enjoy it while I can.

How does Yun fare against Seth and Rufus?

Not to be a smartass, but it depends on how you use him. I never see Rufus player so I wouldn’t know, :confused:

I think the whole yun forums need to be wiped out. Bcuz alot of these things are outdated and no longer effective.
Anyway back to matchups, anyone have any pointers on the Sagat and blanka matchup. Im having alot of trouble

Methinks that Yun vid against Zangief is outdated since Yun doesn’t have as much throw invincibility on his EX grab now…

Everything on this forum is out of date, sadly yun is almost dead now.


Yun Ae 2012

hello everybody, i didn’t play for 5month (tennis elbow, because of SF4 and i suppose heavly MvC3 :smiley: )

so i’m beginning this char, never tried it before.
and what i see is, it is so hard to get in with it, i supposed it’s mainly because of the dive kick nerf.

my current problem is feilong : he is waiting for me to do a move, and i cannot find an opening, just getting hurt trying to.
the only way i see is building meter with a very far away palm [other rekka punish] to do an ex lunge punch (+1 on block if i’m correct, not even +2).
all dive kick just get stuffed by fei mp or whatever.
all yun’s poke are too short, except st.HK which is not far enough anyway, and is immediatly punished by rekka
his Focus his bad too, no range, punished by rekka too except if i’m very far.
the best poke seems to be st.MK or cr.MK, but the range is still not enough.
st.MP as a poke has even less range, cr.MP is short.

otherwise, i think i can use the normal lunge punches at max distance, but then you really have to make no mistakes.

any idea ? or is it hopeless with the nerfed yun :slight_smile: ?

EX lunge is -1 on block.
His focus is garbage in range. You can’t use it as an attack, but rather as a defensive tool against slow moves that land in range (except other focus attacks, since they’ll just backdash, and you’ll eat their punish).
s.mp is insanely good.
st.mk is only good against standing characters, or characters that want to jump (good to interrupt fireball startup, at proper range), horrible against blanka/honda, for example (they’re always crouching)
st.hk is great if used outside their poking range (st.mp xx shoulder > s.hk stuffs ryu’s cr.mk), but only as a frametrap when you’re expecting a poke. Used out of nowhere will get you punished (focus/jump-in)
st.hp is a decent poke (9f) but should be used scarcely

Built meter with palm, learn to feint.
Learn spacing and always be ready to do AA lk upkicks.
Get close enough to use s.mp xx shoulder. C.mk shoulder as well.
cr.lk cr.lk s.lk for blockstring
s.mp xx feint will put you close enough to do command throw
s.mp xx palm (whether s.mp hit or was blocked) is also a good way to trap them.

You have to be patient with Yun.
Make them come to you.

Always follow up dive kicks with either throw mashing, or cr.jab (3f). Never start with cr.short.
Other things you can do after dive kick: empty jump (tends to be a bad idea, gets stuffed on startup by mashing), backdash, HK/EX Upkicks (if they tend to mash as soon as you land).

Hope that helped.

thx, it gave me some ideas and made me check some thing
-ex lunge on block, checked, -1 (:confused: i was so hopefull on this move)
i found out :
-MP lunge punch at distance 2x backdash away (from ryu/ken at least), is -2 on block (which is good enough for me :slight_smile: , why use ex lunge…you have to be precise though. I think this is the move to get in from quite far without dive kicking
i checked the dive kick on block, i thought it was really bad but it’s okay, if well done it’s a true block string with 2LP

really thx for the idea of shoulder -> st.HK. loose to fei long 2HP and akuma 2HK, but then if they do that, you can dive kick again.

Yes, shoulder > st.hk loses to many things. But it avoids several crouching moves. So that’s what you’ll be going for when using it.

When you’re 2x backdash away, several jabs will stuff MP Lunge. You don’t want to get in like that. Use it if you see them focusing from afar, since it’s armor breaking. Otherwise, getting in and being at -2 is a bad idea. A simple cr.jab xx cr.jab+roundhouse will stop you from jumping, pressing buttons and even backdashing. You don’t want to be at -2 and close to them.

Ken and Seth can do shoryuken fadc at a disadvantage.
You don’t have that ability. And shotos are extremely annoying up close as well.

EX Lunge is good because -1 is better than -2, the startup is good, and it covers a large portion of the screen. Just remember this is not original AE, so never abuse it. Use it scarcely as well. And don’t try to chip with EX Lunge. It tends to be to obvious and ultra’d on reaction. It’s hard, but many people pull it off. Try to keep calm, look for a desperate jump-in in those situations so you can land lk upkicks and end the match. If not, do EX shoulder vs projectile characters, or EX lunge against others. But be unpredictable in those situations.

Dive kick is horrendous on block. Pray they won’t block it. If they do, either mash throw, backdash, or block. Don’t press buttons. It’s hard, but learn to hitconfirm divekicks.

Another tiny tip: recognize when your opponent tends to backdash, if they do at all.
Some people do it after blocking a focus attack.
Others do it after getting air-to-air’d (they land and immediately backdash).
Others do it as soon as they wakeup.

Depending on the character (you don’t wanna bother doing this against Ryu, for example), do cr.lk > qcf+lp (not xx, it’s not a cancel) with a relatively slow timing. So that:
a) Jab lunge won’t come out if they block or get hit by cr.lk
b) Jab lunge will come out if cr.lk whiffs
If they block cr.lk, standing jab will come out, so you can continue your block string or combo after st.jab.
If cr.lk whiffs, jab lunge will come out and stuff their backdash.

Again: learn against which characters you should use it. Basically: if you’re running sets with someone, and you notice their backdash is turning into a problem, read when they do it, and insert that option select in there.

cr.lk xx st.lp+f+hk also works if I recall correctly. But instead of a lunge, you’ll get f+hk if they backdash. st.lp+hp prolly works as well. f+hk is just better due to the knockdown. Mess around with that.

hmm is dive kick really that bad on block if you hit below the knee? i was reading the patch notes and it says they added +2 hit and blockstun to dive kick

But they also added +2 recovery after you land.
"What was the point then?"
To nerf dive kick whiffs so that Yun can get punished.

The added the recovery first, to nerf the whiffs. Then they added +2 block/hit stun to make it the same as original AE in case he hit or got blocked.
Overall, in AE divekicks sucked on block, and they still do. With the difference that it was slightly harder to react to them since you could do them lower to the ground, get blocked, and backdash or something. Since they’re pretty telegraphed now, you have to make sure you’re doing them unpredictably, as punishes to whiffs, etc.

Just believe that you’ll be at a disadvantage if your dive kick is blocked. Test it yourself in training mode. Record Yun doing a dive kick and mash throw as fast as possible. Throws come out as fast a Boxer’s cr.jab and will beat them if they hit simultaneously.

So use boxer as your character in training mode, block yun’s dive and try to hit a cr.jab precisely after the block (feel free to mash it as well, since you didn’t time the throw properly either).
The jab will hit yun the majority of time.

And if you try to time both to perfection, jab will always beat the throw. You can also try jab vs jab, since they’re both 3f. It’ll be the same except they might trade.

One last tip: everytime you do a throw, specially in the corner, do srk motion and press LK 3-4 times very fast. It’s a little option select that’ll do lk upkicks if they jump when you throw. Try to practise that.
If the throw hits, upkicks obviously won’t come out. And if the throw is teched, the tech lasts longer than the whiff, so upkicks won’t come out either.

ohh yea i forgot they added more recovery on land too :frowning:

mashing hk upkicks after a blocked dive kick works a lot of the time as well, i know its risky but people love to mash everything and anything after blocking a dive kick

If you see they press shit twice in a row after blocking a dive kick, go for that. I rather do that than the opposite (training them to expect upkicks after a blocked dive kick is asking them to be desperate as well and doing theirs… and then you’ll have to block after a divekick instead of doing a throw, for example).

Can yun still combo into ultra from st hk in the corner?