1 & 2. I’ve found that Upkicks >> wait slightly >> neutral jump mk.dk either makes reversal Dps whiff, or stuffs them from the backside of their crossed up hitbox. Pretty sure if they delay it, though, they can get you with a late autocorrect DP. If they do reversal, though, Yun wins.
The only instances I can find so far would be positioning them in or closer to the corner so that you’re right on them, or when they’re crouching and you’re too far for HK upkicks to hit them. I’ve had matches where my Hk.UK whiffs even after a combo, so when I think I’m too far away, I do a lunge. It also helps with option selects, for me. I feel like I hit the Viper crouching short, standing medium punch, standing jab option select a lot more often when I do a lunge, instead of doing upkicks. my timing from upkicks must be off, somehow, though. There no real reason to do that instead of upkicks. lol
The Mook I have says his forward Dash is 18 frames, level 1 Focus dash (I assume on block or hit) is -2, Level 2 (on block, obviously) is +4.
His backdash is 27 frames, invulnerable for the first 8, airborne for frames 9-22. They give the range as 1 for his forward, which is the same as Blanka, Rufus, and Yang, and 14.5 for his backdash, which is about the same as Dhalsim, Cammy, Dan, Makoto and Yang.
For this I press the button right as Yun’s feet touch the ground again. That’s what I use to time it and it’s working out for me.
What exactly are you messing up? I think the only quirk in this combo is the timing between cr.mp cr.mp and cr.mp st.mp is different. You have to wait a tiny bit longer for the st.mp link.
For this one you kind of press the button right before the super flash ends and not after.
thanks for those tips. i’m a pad player and i just find these the most awkward things to do consistently right now. and yea, with number 2, it’s the speed change from 2 relatively slow cr.mp’s to a faster st.mp. it feels unnatural to me at the moment.
just wanted to confirm - I keep on missing my DK when I am doing yun’s bnb (cr.lk, cr.lk, lp, mp, dragon kicks). Is it because I am doing the mp to dk cancel too fast?
What can I do ? Because his dragon kick can’t be canceable.
What are your mixups at okizeme ?
And finaly (maybe a question about SFIV in general) : a friend of mine can counter throw me at about 80%. What can I do and HOW to be more effective with my throws (or against OS throw) ?
He’s not mashing throw, he uses the OS (pressing lk,lp during blockstun). Maybe I don’t understand something about throw but when I play against him, I can’t thtow him :’(
Ok well then you have a few options, which depends on what he’s doing.
If he’s just doing standard crouch tech, then you can either dive kick again depending on his cr.LK hitbox to hit its recovery, or you can frame trap. In this case, dive kick is probably easier.
If he’s doing crouch tech with something like cr.MP, then a dive kick attempt will most likely get stuffed unless your timing and aim is perfect. In this case, frame trap is probably easier.
It also depends where in your blockstring you’re going for a throw. And spacing. And hitboxes. For example if you do like cr.LK , cl.st.LP , throw, at this spacing you may be able to simply do cr.LK , cl.st.LP , walk back few frames , st.MP to whiff punish his crouch tech attempt. The problem here is that you have to be sure his crouch tech whiffs, which is going to depend on spacing and the hitbox of his cr.LK (or other crouch tech option select). For example, Cammy’s cr.LK reaches pretty far, so this may not work too well against her, but Dhalsim’s cr.LK is awful, so this may work very well.
Abel: yes
Adon: yes
Akuma: yes
Balrog (Boxer): yes
Blanka: no
Cammy: no
Chun Li: no
Cody: yes
C. Viper: yes
Dan: no
Dee Jay: yes
Dhalsim: yes
Dudley: yes
E. Honda: no
El Fuerte: yes
Evil Ryu: yes
Fei Long: yes
Gen: yes
Gouken: yes
Guile: yes
Guy: yes
Hakan: yes
Ibuki: yes
Juri: yes
Ken: yes
M. Bison (Dictator): yes
Makoto: yes
Oni: yes
Rose: yes
Rufus: no
Ryu: yes
Sagat: yes
Sakura: yes
Seth: yes
T. Hawk: yes
Vega (Claw): yes
Yang: yes
Yun: yes
Zangief: no
For Balrog, Dee Jay, Dudley, El Fuerte, Guy, Hakan, Juri, and Oni you have to let them crumple to their knees as you start the first palm. With a palm that hits as late as possible the combo is possible on all of the cast without the focus attack crumple.
Taken from baceski in the Yun moveset/combo thread.
So I’m practicing his combos and right now I do “c.lk c.lp st.lp c.mk lunge punch” is it better to do “c.lp x2 st.lp c.mk lunge punch”. Another question I have is if it is better to use s.mp in place of c.mk? Also I see these combos being ended in mk up kicks, is it better to end it like that and what can I use to go into that?
His BnB combo is cr.LP, cr.LK, st. LP, st.MP xx mk/hk Dragon Kicks.
You can replace the DK ender with lp Shoulder or lp/mp Lunge Punch depending on the situation. The lp Shoulder ender is mostly for mix-ups, a safe blockstring, or canceling into Genei Jin. The other two set up knockdowns where you can then start your divekick pressure, bait wake-ups, etc… Which one you choose is up to you.
As for st.MP or cr.MK… st.MP is usually the better choice since it has more range and is generally easier to combo into. You can, however, condition your opponent to block high by mixing Yun’s overhead into your blockstrings, then go for cr.MK xx mp Lunge Punch.
He has sooo many options. You just have to experiment.