It’s already hard as is to hit jab rekka after st.hk in the corner. If you could hit it pre-2012, then you’ll be able to hit it now.
Still, I find it extremely inconsistent to be usable.
Having a tough time against Cammy… who’s got some tips for this matchup?
I see no changes in 2012 for S.hk , so I think it still possible (havent tested it yet though). The tip here is to stand far from your opponent and use the tip of your foot only, since i think you will get it meaty and give you more frame. If you are at point blank, the active frame started may be since Yun raise his foot, not when the actual kick animation happen, make it impossible to juggle.
Just happen to stand at max range and it is fine
hi,
i really need help vs Zangief, i played with a friend who doesn’t play himm well, and even with that, i’ve got trouble (ie 50%)
main trouble : how to deal with his st.MP ?
i know i can zone with st.HK (far), st.MP (medium, but beaten by zangief’s MP), forward HP (nice, but if blocked, eats a zangief’s MP
cr.MK (ok but well, a bit short), st.MK (maybe the best pole here, since fast and almost as far as zangief’s st.MP.
and then Zangief may use other moves (but he can stay with MP and lariats…)
how the hell ???
help !
Is Yun’s ex lunge into ultra gone? Also exlunge into lp. lunge?
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Only available for a few character. Cammy and Dhalsim are the two I have tested and the combo still work on them so far.
But the timing is very, very tight, especially the ultra. Plink ultra is required (2 x QCF + PPP~LK or 2 x QCF + PPP ~ Select/Back), similar to the lunge (plink QCF + LP~LK or QCF+ LP~Select/Back) otherwise, you should just use ex Upkick since it is easier.
For other character, only way to connect lunge and ultra after ex lunge is to use at max range, since Capcom nerf the active frame of Ex Lunge from 12+7 some think to 7+12, at max range Yun would not get 2 hit any more but just the 2nd hit, which is easier to combo into ultra and lunge
I tested in the corner though, dont think it still work mid screen anymore
I’m having trouble with the Bison matchup. I understand you have no choice but to walk carefully and patiently towards him if he has charge, but random slides from full screen that always hit me keep me from closing the distance even when he’s walking back and forth. When close, his St.HK and St.MK cover all my attack angles and I never seem to be able to get in.
Edit: Just read Ben’s post on the matchup, but is there anything new to consider after 2012? I would guess the dive kick nerfs would make keeping the pressure much more difficult.
No, you want to be in footsie range, where you can neutral jump HK divekick and get in quick, as well as footsie. If he tries to do st.HK/MK at this range in reaction he can be stuffed due to your speed which is still legit, but not braindead like AE. And as you walk forward keep doing down back so if he does a random slide that’s a block into full punish. And random ex psycho crusher is a guaranteed punish with EX shoulder, and do cr.mp on wakeup meaty since 5 frames of recovery he has few things to punish with.
Is there any advice for Cody match up ?
there is no reason for cody to be beating yun,just knock cody down and mixup your divekick crossups combos.cody player would have to pray each time they get knocked down
Any tips on the seth match ups?
do not get knocked down,dont drop combos,watch out for srk mash or spd mash.Also never give seth a chance to jump in on you
Seth is basically at a fairly significant disadvantage as long as he doesn’t knock you down. You can pretty much go crazy and do what you want until he has Ultra 1, then you have to ditch palms and be very careful with your dive kicks. fst.HP is a free Lunge Punch when he’s closer to you, Booms aren’t that hot so you can MP Shoulder them fairly easily. Blocked booms at close range are -5 (non-ex) so do something appropriate if he ends with that. cr.MK xx Tanden/Boom aren’t true block strings. His SPD does not catch LP Shoulder on block, and he has no other 3f attacks - so it’s pretty good pressure. Teleports are free Lunges. EX Upkick combos are generally worth it because of 800 health/900 stun. Instant air overheads work well because Seth is tall as fuck. Don’t try to jump, palm, or shoulder any booms unless you are OK with potentially eating 240-310 damage when he has Super stocked (actually you can’t palm period when Seth has 4 bars.)
Getting knocked down sucks but it’s not totally hopeless. Hyakuretsukyaku knockdowns are usually not much of a problem if you aren’t cornered. Hes likely not +1 or even -1 if he teleports in, back dashing avoids DP/SPD/normals and trying to catch your back dash with an OS means trying to compete with your 3f normal off a 5f normal (no good risks, basically.) Resets are tricky. If you’re hit by stomps, dive kick, it’s pretty hard to tell where Seth will end up. This is a manageable risk mid-screen but getting hit near the corner piles on damage/stun fast and puts you in another really bad situation. DP knock downs are kinda like the half way between SPD and Hyakuretsukyaku knockdowns. You have to deal with DK, j.HK, or empty DK cr.LK. Empty DK is the only one that is actually safe, but its hard to autocorrect reliably. SPD is probably the worst knockdown situation you can be in, short of U1. Pay attention to what Seth does after the SPD. You can usually tell if hes going for an ambiguous cross up / DK mix up or a safe jump depending on how far he walks after dashing. If he doesn’t dash forward then hes probably not going to cross you up and is going for a safe jump/shenanigan. The ambiguous cross up is not safe but again, it is hard to autocorrect with DK. Safe jumps are easy to see most of the time but Seth can start a safe jump set up, whiff dive kick, then either block, delay crouch tech, etc. etc. This is pretty hard to deal with, there is no way to really deal with it outside of trying to back dash out or just blocking and risking another SPD (it is only 130 damage, but 200 stun might put you in 500 damage if you got hit before that.) Empty jump cr.LK/SPD is hard to deal with, but you can spot it because Seth has to jump fairly early compared to everything else. Finally, U1: basically the worst knockdown situation you can be in. There is no way to really tell what Seth is going to do. Most average Seth players will just throw a sonic boom and make you guess between teleports, but better Seth players will walk back a bit then throw the Sonic Boom. Then Seth can teleport behind you, teleport in front of you, SPD you before the boom hits, do a safe jump, fuzzy guard set ups, head stomp gimmicks, or wall jump j.HK because you’re expecting him to teleport behind you. A lot of these options lead into a full BnB punish combo, so you’re looking at 300-340 (Ultra) + 300-470 (combo) + 400-700 stun (combo) + mix up (leading to you getting stunned and then dying.)
Basically, don’t get knocked down and you should win. Hit him with the real hard shit if he tries to DP out of something cuz 2 good combos is a dead Seth. Don’t be afraid to guess if you get knocked down because he doesn’t like the odds and he has to use less options if you’re not willing to block. Also while those numbers look ridiculously stupid, they’re generally only happening if Seth has two bars and puts you in the corner, so don’t get too worried.
HOPE THAT HELPS. or something.
jesus christ…why dont you update the matchup thread
i finally made the switch from ae 2k12 yang to yun about two months ago, and jesus christ! he is head and shoulders above yang. i don’t think i can ever go back to that character even if he gets buffed. but i’m not hear to talk about why i ditched yang for yun, i’m hear to request match up advice vs blanka. it’s pretty annoying with st lp whiffing on him and all.
Anyone know anything about adon I’m having a hard time dealing with jaguar kicks
well timed st mp works for me vs predictable jag kicks.
Would you guys use U2 against Blanka? It punishes all Blanka balls on block but it is possible to hit him too early. But still I figure this is a case where you should pass up U1 to eliminate him from using blanka ball at any range. And yes, it’s annoying when st. LP won’t connect on a crouching Blanka. He has that weird hit box like Chun Li.
Tips for Viper? I think this match is fairly even, but Viper is a stupid character as it is. When I’m snowballing a Viper to the point of stun, they can still come back just by spamming burn kicks and getting a free ultra off in some cases. The most frustrating point of the match is dealing with random burn kicks. Other than focus, any good ways to beat them reliably?
cr.lk can go under burn kicks. After you knock her down, just bulldog her. meaty cr.lk dash punch OS on her wakeup, mixed with with divekick mixups will destroy her. Capitalize on your momentum, and don’t let her start her BS.
Oh, and guys be sure to let Capcom know your suggestions for the upcoming AE balance patch! http://www.capcom-unity.com/street_fighter/go/forum/view/7411/241285/sf-character-balance-suggestions