without a “search this thread” option… this whole one thread for all questions kinda sucks. I’m not digging through all these pages and I wanted to ask who are people using u2 against? I’ve found it very useful vs this zangief that always goes u2. You can punish him with u2 no matter where he lands (since they can control how far they fly off).
Hey guys,
I play online for the most part and 80% of the players so far like to back away from Yun and throw random stuff out and so I get them to the corner real fast even though I take some damage and have a life disadvantage . But I can’t seem to fully exploit them being in the corner and they manage to escape again and so I have to chase and lose more life. Any tips for some good corner lockdown? Like blockstrings, things to look out for, spacing advice?
Thanks
Why dont people use the s.mk hk upkicks loop GJ combos? It seems like they do the most damage and can be set up fromo palm or shoulder easy enough. They arent too difficult either…
any ideas?
It doesn’t push people to the corner fast enough, and it doesn’t setup a reset for Yun at the end (smk --> divekick).
Why wouldn’t it? Just skip the last upkicks and do dive kick instead…?
I haven’t attempted it, but I know that you have to set your opponent at a certain height/distance for smk to work for some apparent reason. I usually attempt lunge punch --> palm —> lunge punch --> smk --> divekick at the end and it ends up working. However, sometimes it doesn’t work when I add an extra palm between the lunge punches. If it still works, and If it can apparently push characters to the corner fast enough, then I’m frankly not sure why people don’t use it.
That’s because you’re doing far.st.MK, due to the distance after palm. You want cl.st.MK, which both Lunge and Upkicks set you up for.
This is assuming your opponent is in the corner. Upkicks loop doesn’t work midscreen.
I’m probably just a bit inaccurate then. I know that palm --> palm --> HP lunge —> cl.st.mk --> divekick works on some characters, but I don’t seem to get it. Frankly, I’m not sure why Daigo, Kazunoko, and the other top yuns don’t attempt this in the corner then.
Why would you attempt upkicks loop in GJ when the damage isn’t that much more than your standard GJ combo? And by the way, c.hp upkicks does more than the regular s.mk upkicks. I’ve seen Daigo start ending his GJ combos in c.hk too so he can get the most damage in GJ and end in an untechable knockdown rather than going for the s.mk divekick reset. In the end, it really doesn’t matter how you do your GJ combos because they all end up doing around the same damage.
I’ve always felt most GJ combos do about the same damage until i tried the hk upkick loop combos. Its not a ton more but its more and its easy, why not do it?
But yes, its not a must do and its not going to win you any extra rounds because of the small damage increase. I still dont understand why we dont see more players doing it.
Hey, guys! Spent a couple of hours on training tryimg to get his kara palm down to little avail. Is it feasible to gj kara palm reliably for 500++ or should i just settle for the 450 damage from his standard palm, palm, lunge loop insead?
Would someone mind telling me which of Yun’s attacks link (if not all, at least the most important ones to know) and how many frames the links are? I apologize for being unable to understand how to read frame data :(. Thank you in advance for all responses!
Has anyone tried to Kara Command Grab / Kara EX Command Grab with Yun yet? Would it be effective in gaining even more range for the command grab?
This is assuming your opponent is in the corner. Upkicks loop doesn’t work midscreen.
Wrong. It does. It is just you need to use HK DK and the timing for the S.MK after the DK is pretty tight, i would say aroudn 3-4 frames may be. It is hard because you sort of need to press MK right after you land. I try it, but not worth it, since it take quite along time for 1 loop to be complete. Still nice damage and making people furious though
If it’s possible, then it’s very hard, a lot harder than a basic 3 or 4 frame link.
What are the most common Yun’s frametraps and option selects?
It works, and you get a lot of range, but it’s quite uncomfortable to do with a normal
LP-MP-HP
LK-MK-HK
layout, being that the input asks you to basically plink LP and HK.
cause when people do it in a match its usually a reversal which all moves when done as a reversal break armor.
im a beginner and need help. how do u beat frame traps (while not getting thrown) without uppercutting, backdashing, etc. i heard of delayed crouching tech but how do u do that? also, what do u against delayed frame traps and such…is there a different methods to beat frame traps with gaps of 1 frames, all the way to 10 frames (without getting thrown)?
Block.
Delayed crouch tech is exactly that. A delayed crouch tech. You do it by crouch teching later.