i did, sorry it’s late here…lol
TC to ex lunge and st.mp to ex lunge is range specific after a command grab. I have not messed around with it too much yet but I do know you can walk forward on most of the cast a very slight bit and the st.mp or TC will land allowing you to cancel into ex lunge. This is quite hard to do and i was unable to really visually see yun walking forward but it does indeed work. So basically, try walking forward an extremely small amount before throwing out the st.mp or tc after a cmd grab.
Command grab , st.mp, ex lunge or TC, ex lunge works on everyone in the corner.
thanks for this. i saw daigo doing this for fun against a makoto player so i thought i’d try it out…but i just can’t seem to land it consistently at all.
what are the advantages and disadvantages between ending a combo with a lunge punch or a dragon kick?
Upkicks give you better positioning and does more damage. Sometimes you have to use Lunge if certain characters are crouching though.
Is there a list of frame-traps for Yun? I can seem to find only a few.
cr.lp st.lk … st.mp
cr.lp cr.lk st.lk … st.mp
cr.lp cr.lk st.lk … st.hp
st.lp st.lk … st.mp
cr.lp st.lk … cr.mp
close st.mp … cr.mp
close st.mp … st.mp
close st.mp … st.hp (not reliable, stuffed half the time)
far st.mp … st.hp (distance is important. stuffed half the time if not space properly)
cr.mp … st.mp (not reliable. small window between being a blockstring and frame-trap)
cr.lp … st.mp (as above)
Basically, st.lk is good XD
cr.LP , st.LK is a 2frame gap, assuming your timing is perfect and you don’t chain it. You’re not going to be catching anybody decent with that kind of small gap unless they are mashing like they are on crack.
Also, let’s say the st.LK hits, it’s +4 on hit, and +5 on counterhit. Pretty strict timing to be linking a cr.MP afterward.
Guys are there any combos into his u2?
A few:
Corner GJ combo and end it with U2(Must have a little bar left before you input the ultra)
J.FP/J.RH Ultra 2
CS.MK Ultra 2(one hit)
That’s about it, really.
So, to cross up after a quick get up RH dragon kick Yun is supposed to walk just a little bit before doing forward lk dive kick right?
Then, is it just me fucking up or that only works on a bunch characters?
Like, I can’t seem to cross up Juri if she does a quick get up and I walk before the dive kick; while I can instead cross her up if I don’t walk and go straight for the dive kick.
Same thing with Dudley (idk about other characters since it just happened I was trying some stuff on those two).
This is taking in account that they are standing after the quick get up instead of crouching, it they quick get up crouching there’s no problem at all.
It’s really strange since against, say, Chun Li, I can just walk>dive and I’ll cross up everytime, but there was definitly something different about those two…
EDIT: oh let me clarify another thing; when I say “cross up”, I mean being able to cross em up and then also combo cr.lp.
I always get thrown after a dive kick , what am i doing wrong ?
Aim your dive kick at your opponent’s feet.
Yun noob here. I just got AE last week for PC and played yun for 10 days. I think i’m doing ok for that timeframe but i have a bunch of questions, mainly regarding pressure and knockdown follow ups.
first off, i dont know but maybe i can improve on my combos a bit. The standard combo i use 95% of the time as a hit confirm off a divekick is c.lk (os tech) c.lp s.lp s.mp xx upkick/shoulder/tc which can easily be confirmed into super. I have noticed in many videos that daigo/other good yun players usually use stronger damage combos like c.lp s.lp c.mp s.mp xx whatever or cr.mp x2 s.mp xx something. The problem is that I’m always afraid of getting thrown after a divekick so i prefer to start everything off a os c.lk, and also i find it hard to react toward a divekick that hit so i can go straight into a stronger combo. Even if my divekick is blocked i can still easily put pressure using the shoulder or tc instead of the upkick. I also want to know which are the best pressure/frametrap strings on block?
The second problem i have is timing my lk divekick on wakeup. I’m not exactly sure about the spacing for it to cross up and getting a combo off it. Sometimes i just do it and it will hit as a crossup but on the head which means i get thrown right after. Other times it will hit on the leg which nets me a combo and other times it whiffs entirely or doesn’t cross up or just gets dp’d/reversal’d.
Lastly i dont know which footsies/normals are the best to use during just footsie battles. I usually use s.mp into tc or lp shoulder. I notice many people doing lunges but regular versions aren’t really that safe.
Long post but ill be glad if someone can help
I tend to not bother with the cr.jab x2, st.jab, st.mp combo off of a dive kick as I find sometimes I am out of range to finish the combo and the cr.jab,st.jab, st.mp is more than enough for me to hit confirm off of and does something like 3 less damage. Also, hk upkicks works on everyone with jab/jab/mp combos. Most people seem to prefer this combo over the cr jab x2,st,jab,st mp combos and I never use this combo anymore unless I am suprised by something that hits and need the extra time to confirm.
I do see some of the better yuns using cr.mp x3 and cr.jab, st.jab, cr. mp, st.mp off dive kicks. I understand using this on the ground on wake up or whatever but I am not sure why they pick these off of yuns dive kick pressure. I guess it has something to do with them knowing the dive kick already hit and hit low enough to combo whatever it is they want. You can combo U1 after a dive kick that hits low enough which I believe is 9 frames, cr. mp and st.mp is 5 frames so its more than possible to do if you see them wiff something before you land the divekick I guess…
Hopefully someone better at this game can shed some light on why they choose the combos they do in different situations.
How do you perform sMK into Divekick when you are doing Genei Jin? I’ve been trying to copy Daigo’s Genei Jin combo…
Light Shoulder --> Genei Jin --> sHK --> Heavy Lunge --> Fmk to Corner --> Palm (Fmk Repeat) --> Heavy Lunge --> Palm —> Heavy Lunge --> sMK --> Divekick
I can’t seem to perform it at all. I can get everything until I get to the divekick…
You have to do cl.st.MK, and then cancel it into a jump.
Can someone expand more on safe jumps and frame traps?
The only safe jump I know of is fwd throw, dashx2, nj.hp but i am unsure who it works on.
Frame traps - these seems to all revolve around st.mp but for the most part with yun dont seem to be a big deal. Maybe I dont know what a frame trap really is but i am not landing many. Can someone explain frametraps for yun and why/hopw they work?
I found myself not able to punish a lot of regular lunge punches today. Granted I was playing online and I don’t doubt the game magically made a -9 move safe on block. But here’s my question, is Yun’s disadvantage after a regular lunge punch (any version) spacing dependent? Can he make it more or less safe depending on the distance or it’s like EX with a fixed advantage window?
This is a more generic question regarding non charge characters but since my second is Yun, I think this is the correct forum.
When you guys do your standard BnB hit confirm combo do you hold your joystick forward down or down back. So after a dive kick into a crouching lp, where is your joystick position? My friend told me it’s less likely that an unwanted move (ie. command grab) will come out from a down forward (or standing forward) position but wouldn’t an incorrectly spaced dive kick or messed up link make you easily eat a pretty damaging combo? For me it’s such a foreign concept coming from a charge character to hold down forward and I was wondering what the general consensus is here.
Edit. Not easier to combo but prevents other moves to come out like the command grab from a (messed up) DP motion.
Easier to combo from down forward? Never heard of it, dont think its true.
You’ll eat a combo(or at least a throw) if you messed up your dive kick, doesnt matter if youre holding down forward or down back.
As for me, out of habit, down back.