Hi guys, is there anyone who can teach me about the matchup against fei? had a hard time dealing with fei long and some knowledge about what to do in the match would greatly help. thanks
tips for a sagat matchup? s.hk is the death of me
Try and bait it out, its pretty punishable on whiff by pretty much anything. Its actually not that great of an AA as it has a strange hitbox. If the sagat player is uncomfortable or doesn’t have the reactions to upper your closer range divekicks you can actually blow up the far.st.rhk with a couple normals like strong, forward, and fierce. A lot of this match is making sagats feel like they SHOULD uppercut. Try to find the distance of a “safer” neutral jump area outside of st.hk on sagat is. There is the threat of kara-DP’s but since those can never be reversals, without angry scar you can focus them to a big punish.
I have no luck against bison. I play as solid as i can, but he always just wakes up and does ex psycho crusher, and gets out for free. Is there anything thing i can do to shut that down?
I’m not near a console at the moment, but I think you can at least reversal EX shoulder it after blocking.
I’ll test it later and edit accordingly.
If you have ultra stocked and you bait out the ex-psychocrusher you can just ultra as he passes through you on block. Otherwise you may have to work on a safe jump option select using ex. dp. I have been having troubles finding one lately (just came back to the game again) but something similar to what you should use on honda’s headbutts on wake up should work. Ideally you will have to make a bit of a decision based upon who you are playing, I tend to favor the dash punch option select to keep me close if they are teleport happy, I haven’t experimented with the jump option selects to deal with teleports yet.
Hey man! My names Julio and I have tons of experience playing really strong tournament bisons.
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ending your combos with medium upkicks then holding neutral jump afterwards for a safe jump/option select setup.
This will make him super frustrated! He can psycho crusher (and if you block, you can ex shoulder afterwards as a reversal! If he stomps, you can wait and do short upkicks when he falls on you
It’s a strong punish and he’ll think twice before using that psycho crusher again!) -
Im assuming this guy is also just doing ex psycho crushers in between your block strings, just gotta stop yourself and bait him do it and punish accordingly with lunge punch or ex shoulder.
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Bisons love to do stand roundhouse on YUN! For some reason they love pressing that roundhouse button TWICE in a row. Heres something you should try out when you block stand roundhouse.
After you block the first stand roundhouse, press low forward and option select it into lunge. If he chooses to press roundhouse again, the low forward will tag him and cancel into lunge.
The best part about this trick is that low forward will never reach UNLESS the Bison sticks out roundhouse again (at the right distance of course, its easy to eyeball it).
You can also do this trick with low strong xx into lunge. At the right distance, you can block the first roundhouse, Stick out low strong xx lunge and the low strong will cancel into lunge ONLY if he sticks out another roundhouse. So try that, it’ll scare the shit out of that Bison.
other than that you gotta play solid, cross him up and not get hit. I hope this helped you out. Good luck man!
Any advice on fighting balrog(boxer) he gives me problems(Cr.jab lp dash punch Cr.HK/HP) his headbutts can be safe jumped but what should I do to mid screen and close up in that MU.
One of the good things about boxer is that if you get a knockdown, he can’t do anything reversal wise as you stated. All of his options get safe jumped easily by Yun.
Try and get a feel for the ranges on when he wants to do a lp dash straight. Once you get a feel for it, get into a situation where you can get slightly outside of it and charge focus. Charging focus anyway will make him more wary about dash straights, and make him use the armor breaking dash. This is always punishable, so get him to do that.
Midscreen if you have the life lead, you can choose to just kick back since he has to come to you at this point. Just be careful on cornering yourself in the process. If he has the life lead, he can play more defensive, and you need to be very aware of your dive angles(which you have to be already since he does have pretty good buttons vs dive). From far out he has far st. hp, which usually is for far dives, and close st. mp/cr. hp for the closer ones.
Close up, just try and mix up your strings to get a knockdown. Pretty much in this matchup if you knock him down, he can’t escape it. Because he has to block everytime he gets knocked down, this sets you up for command throw him, thus giving you more knockdowns.
This was a little vague, but I hope this helps!
Thank you for your time&help.
I wasn’t really to sure where to ask this but it kind of relates to matchups.
So, my yun is very command grab/mix up heavy. On what characters do you guys switch up the styles, so to speak.
I’m actually a more of a midrange type of person with my Yun play. This isn’t to say that this his optimal distance, but I enjoy neutral situations a lot. I can usually start my offense around a little inside of fwd + hp range. However, this is just me and my personal comfort zone.
That said, once I get a knockdown, it’s the usual get them to guess with a 3 way mix up(usually, when Yun gets a knockdown he can choose between dive[choosing to xup or not], throw[or command throw], and empty jump crouch tech), which all lead to the same situation.
One thing that I have incorparated into my gameplay, is to not be so pressed to rush in when I have the lifelead in the terms of a situation being reset in neutral after having an advantage. Sometimes just chilling out with a comfortable lifelead is really good especially when the character you’re fighting against doesn’t have great comeback potential. Situations like this shine a lot the more meter that Yun has because the more meter you have to work with, the more damage and escape options that you have availiable.
Speaking of meter, this character has a good comeback potential the more meter he has too. He has good ways to close the gap by the slightest mistake. Just like all of us know he can end matches off of one touch, but he can make up a life deficit with as well.
I don’t know if this answered your question as well, but I hope it helps!
It really depends on the opponent you’re playing. Some people have a play style that “forces” you to slow down. Commonly though, the Ryu and Fei players that know what they’re doing are the best example of characters where you have to play pretty solid to deal with their characters inherit fundamental strengths. Less so for Ryu, and more so for Fei.
Yun vs. Cammy v.2012_____________________________________________________________
**AIR Game:**
Cammy’s Shoryuken:
Her uppercut is active for a long time, the best time to tempt her is on her wake up by
neutral jumping in the range of it but the timing is to land as she is getting up so it looks like you cannot block it but you will. This safe jump requires you to make the Cammy believe she can shoryuken you, the point is to start jumping before Cammy’s wake up is completely so that you land before the first active frames of Shoryuken.
When Cammy jumps in:
Your answers are : close or far st.mp , all versions of upkicks accordingly*, cr.mp (in certain cases where she is dive kicking without a setup and is in range.) all take care of her.
If she neutral jumps st.mk might catch her if you are in range, besure you are still not holding forward if you needed to walk a little closer otherwise your hopkick will come out and get you shoryu’d in the face(by her OS and or mash).
Cannon Strike (Her dive kick): Her dive kick if done correctly it can be a one frame block on Yun’s wake up. (And upkicks will miss 100% of the time, sometimes it is ok to just use EX upkicks to miss and get out of a choke situation like a corner).
If it is done wrong, light & EX upkicks can take care of it. If the cammy did not knock you down and is going for a raw dive kick for whatever reason, this is where medium and heavy upkicks can knock it. As well as crouching medium. Another way is if cammy goes for the cross up unblockable on your wake up, you can forward dash out of it without even needing to focus dash it.
The one frame block spike maybe able to be focus attack lvl 1’d to score the counter-hit crumple. Don’t Focus-dash or cammy WILL win the exchange in the situation that follows.
If it is a cross up spike and you know it is a cross up spike then Focus Dashing is perfectly fine. But the OFB spike will stay on the left meaning anything she does after it if you focus will lead into you right into a full punish + white damage.
EX versions of CANNON STRIKE:
This can easily be answer with LK/EX upkicks you would be surprised. If she is in a position where it is safe on block just block it and don’t be fancy and try to counter it. If she is doing it randomly and is trying to get a free hit without a setup because she wants to jump in and scare you with it, then you can upkick it (if it is high enough only). Cammys love using this when they have one bar and it can lead to their victory, or when they have many bars and think you are a push over they will spam this if they aren’t particularly SUPER oriented.
So in conclusion
-Always expect the EX one.
-If she does it at the highest it can be done – light upkick & Focus attack works out.
- If she jumps in and activates it late, block it or reaction EX upkick it is possible but risky to react 100% of the time.
-It is safe on block
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Hooligan Combination:
gets stuffed with St.mp and EX hooligan takes priority over all of Yun’s NJ’s for the most part. When Cammy is close enough with Ex hooligan all it takes is a timed shoryu or even YouHou if you got the eye and the reaction for it. Yomi is the most part of seeing EX Hooligans coming. I came across 2-3 clever Cammy cunts who actually EX Hooligan’d in my face, it is clever but they only got it on me because I didn’t HK Upkick. If they do it really close to up, even a bad timed upkicks wins the exchange.(JUST DON’T GUESS IT) //
Cammy’s who get outzoned usually use this, especially when they have more bars to fall back on, they use this to get in free you know, because cammy’s strength much like Yun’s is up close.
**GROUND GAME:**
Heavy spiral arrow can get fully punished on block, where as Light kick spiral has a very small window of disadvantage for cammy. Throwing her or mashing DP seems to be a viable option however cammy really revolves around you missing. Always remember that 2 combos from Cammy on Yun and it is over.
Try zoning her with Kobokushis, Bait the two hit spirals by standing (Farther than the light kick one reaches, and if its light kick spiral test the waters.) then blocking immidiately and you get a free Shoryuken. Sometimes Cammnys like to just use the light kick spiral as a manuever and then they mash DP in your face. Slick shit, it is good stuff just be aware of it. So that means if you see her spiral don’t jump or dive kick either.
Spin Knuckle: gets beat by reaction upkicks. If it misses though she may be safe or use it as an oppurtunity to Cannon Spike on you. EX Spin knuckle should be blocked or You Hou’d on reaction if you perceive it as a spin knuckle that will make contact with you (Or comes in the proximity of You Hou’s hitbox for full anitmation). NJ.mk Dive kick might stop her in her tracks where as nj.mk would trade.
Focus Attack: Her Focus is pretty good, I don’t think it is wise to try and poke it out but take note that it is highly unlikely that Cammy goes for the whole thing but it still might happen, I always see Cammys bait with this (Your judgement on the player will have to come into play here).
If you can, reaction Lunge punch it.
or just Kobokushi that shit
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**THINGS TO REMEMBER (CAMMY) : **
If she is getting a killer combo on you, just keep blocking.
Why this is important for Cammy in particular is because many players do not pick her unless they are confident in their execution, so if they do miss, because humans miss, then you get a chance to fully punish her with whatever you want. If she stopped and you mashed DP, she gets to do whatever SHE wants all over again and not stop this time. Mash DP on her if you know the Cammy is lacking knowledge about block strings and is being predictable. However, if you screw up it is a free victory you are giving to her, make her work for her win patience is what kills Cammys most of the time. Make sure to be in a safe spot before you neutral at all times. Tease her with focus back dash where she can do nothing about it. To maintain the lead , you need to give her something to be scared about and how you do this is to negate all her jumps with st.mp and do a random mp.kobokushi once in a while at a nice distance where it looks like she can spiral her way in.
Make sure you pick You Hou for this match.
-It covers all her jump ins.
-It can punish many of her stuff after you are done blocking them.
-With reaction you can catch everything, even her Ultras.
Baiting her on wake up:
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whiff cr.hp at a time that you are sure recovery will be over before she can do anything. (baits ultra, spiral, shoryuken when cammy is desperate // when she has no rounds on her belt)
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Kobo feint.
Some punishes: If she misses light kick C.Strike you can You Hou the landing (before she reaches the ground counter hit style), cr.mp, cr.mp~lp.lunge, cr.mk~mp.lunge/lp.shoulder (Buffer OS it because if she is in a safe distance then you will be fine.
If she misses Focus Attack -> St.hp, Dakai, Hp.lunge, Mp.shoulder (haven’t tested HP Shoulder)
If gets blocked doing heavy spiral arrow – some options are Full punish when it comes to combos. Ultra I & II, Launcher, etc.
Dealing with Ultra II :
Cammy usually picks Ultra II for this match up, what this means is do not get predictable with your dive kicks, cross ups, resets. Just use an empty jump once in a while. Mix up your respect for her ultra half the time and disrespect it. If anything disrespect it earlier on purpose so you can get the big damage out of the way then destroy by respecting her the second time around. By whiffing a light kick dive out of her range out of the blue she will use it if she is scared enough.
Hope this helps anyone.
sorry, wrong thread
What do you guys think about Yun vs Honda match ? It’s not a match I’m too familiar with, and I’ve seldomly saw it at high level. So, how do you think it goes ?
I love this matchup. Its pretty close to being free if the Honda player doesn’t try and get crazy or isn’t solid. You can build meter in this matchup with very little chance of punishment (at full screen) and a lot of free jump ins. cr.fierce beats ALL headbutts at any distance, if you whiff though that headbutt is a free punish so don’t spam it. Honda’s crouching hitbox is pretty wonky so you have to aim “deeper” than what you’d normally do with other characters when going for divekicks (Guile is also like this when standing) but you can jump in with j.strong to beat the headbutts. Jump strong is king in this matchup. Once you can get Honda’s to force going to neutral jump fierces (the stop sign) or jump back fierce to punish your jump strongs, is when you should start baiting him out and punishing his jumps with lunge punches. After knockdown you have a ton of options against Honda. The safejump divekick for him is really easy in both timing and execution.
A lot of Honda’s will not let you try and play a heavy neutral game against him, and will usually expect you to be divekick happy. I usually don’t divekick in this matchup until I get knockdowns or to bait things. Honda doesn’t deal with 3frame jabs very well so abuse it. Outside of the stuff I posted, just walk Honda into the corner and from there go crazy. There are a million things that work on him, fake crossups, safejumps, etc. He is also one of the characters that is EASILY crossed up by j.forward midscreen. Work stuff out guys, this matchup is fun and creative…for Yun.
I play Yun vs. Honda a TON. My training partner mains the character(Druseph) so we play this often.
Onr of the things that I emphasize in this match is when Honda has meter, you take away his back charge on knockdown. The reason I say this is that EX headbutt does so much for Honda on hit or block. Only having to deal with wake up lk/EX buttslam is a way better situation for Yun, so I taylor my setups to make hiim lose charge.
Other little things are Honda can’t throw out a lot of headbutts/buttslams to check Yun to punish him for trying to escape ch/throw games and such. Yun has good ways of dealing with these especially buttslam. Also, Yun has to alter the trajectory and spacing of his dives due to Honda’s hitbox. Thus, in offensive situations this hinders how Yun stays in on Honda. One mistake and you get EX headbutted and now Honda has space.
That a few things. I would write a huge post but I’m on my phone. Neither character has an advantage really though. Usually it comes down to if Yun can create opportunities by way of baiting missed reads by Honda since a single good read by Honda hurts a lot more and in more ways for him than the other way around.
I think your explanation of this matchup is probably better than mine. I do play people who main Honda pretty often and I will say this matchup can definitely be problematic if Honda gets the spacing, but I do think this matchup is in Yun’s favor. What makes you think this matchup is even, if you don’t mind me asking Coos.
Honda yun is in yun’s favor. There’s many things that you can punish against honda.
I fought with a friend who mains honda and there’s nothing he can do.
Btw my friend honda beat tokido akuma 3:0 his name is shogoku