Yun Q&A: Ask simple questions here!

another tip.

d pad players- instead of going for cr.mp, st.mp, up kicks…you might find it easier to do** cr.mp, cr.mk, up kicks**

i personally find it’s more consistent.

I have a few questions, as I really don’t get Yun but I want to pick him up as a 2nd.

I’ve had a strong Bison and now main Dudley. So obviously I really don’t get Yun on a few different levels.

  1. Footsies, how does it work? Lots of mp mp b+hp target combo? Cr.mk to lunge punch? Should you play footsies often?
  2. What is the basic dive kick mix up? cr.lk combos/flip grab?
  3. Where does Yun want to be screen range wise?
  4. What will get you the win at an early stage of character development?
  5. After I score a knockdown, what should I be doing?

Basically I play characters with strong whiff punish, normals and footsies, so I want to know what I can incorporate from what I already do.

Hey gentlemen, I have a couple of questions as well…

  1. I drop hit confirmed GJ combos left and right because my execution is atrocious. What is the best way to continue a GJ combo after a command grab? I’ve been using crouching strong xx medium shoulder then what have you.

  2. Is there a difference in the command grabs when in GJ? Do different strengths give you more time to combo, is the start up different, yadda yadda

Thanks!

  1. I had the same question till last night, I think what you’re doing is fine though. A friend of mine said he does st mp xx st hk, lunge etc… Anything into shoulder or palm I imagine is good enough.

  2. No, cmd grab is the same…5f startup and 1.1 range.

A question that’s been on my mind a lot recently has to do with Yun’s divekick. I have a decent idea of how they work, however, half the time I hit someone with a divekick I get blown up by my opponent mashing throw or doing some kind of reversal that hits after my divekick is blocked. I’m pretty certain I’m blocking as well…

So I guess, my question is what are some of the things that you look for in order to be able to tell if a divekick is safe enough to continue going with a blockstring or combo? Also, are there any options that I can use to punish crouch teching?

Look at where the dive kick is blocked. ie: how high. Usually you’d want to aim for the ankles.

Dive kicking again usually pwns crouch tech.

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 I’m gonna post this in another thread here since everything is all over the place.

Is EX upkicks a better reversal then HK/LK?

LK isn’t a great reversal when your opponent is on the ground because a lot of character’s crouching attacks are so low that the LK Dragon kicks whiff completely and you land next to them and eat a full combo. HK and EX are great reversals with huge hitboxes, being able to combo off of EX Dragon Kicks.

LK should be your anti-air of choice though, as HK starts up too slow and you don’t usually need to use EX unless you want the extra damage from lunge punch off it or Ultra 1 in the corner.

I use EX up kicks for antiair every chance I get for max damage (followup LP Lunge for 190dmg total and some meter back). I dunno if this is the best decision or not, but Yun builds meter like a champ anyways.

I’m having problems having having Yun’s cr.mp link together and I was wondering if anyone had any tips on doing so. I’ve been trying to do cr.mp cr.mp st.mp dp hk. Any help would be greatly appreciated

Try plinking.

plink is the best way. unless you can get your timing to or around 176 on the metronome. http://www.metronomeonline.com/
try that to get muscle memory on timing.

ah thanks for the help guess i will try the metronome, not good at plinking at all

I’ve had some strange occurrences with non EX shoulder where it would go under projectiles. Can someone explain how this is possible?

MP and HP shoulders go under fireballs… that’s normal.

Hmm, well now I feel like a noob lol.

More like they go through FBs, it goes thru sagat low shot also.

It can go under Fei Long rekkas also, but the timing for it is tricky, you can’t do it too late or too early.

Shouldn’t be throwing out mp shoulder against fei though, his cr jab has a lot of range and it’s 3f startup, so it can be punished if he blocks it.

I’m sure there are other things that shoulder can go through/around/evade that we just haven’t found out yet.

Sagat standing Heavy Kick gets raped by it

  1. What’s the best way to bait a reversal after Upkicks knockdown?

  2. Is there a way to (reliably) stuff wakeup dp after Upkicks knockdown?

  3. Why would you want to go for a Lunge knockdown instead of Upkicks knockdown?

  4. Does anybody know the frame data for Yun’s forward dash and back dash?