2 - And about the change of v2012, it means the LK Up Kick only has 5f invi now or 6f (I read in wiki that “Eliminated invincibility from light version at 6th frame after start.”, still don’t get it)
3 - About shoulder, " Added mid-move strike hurtbox on all versions" <<< what does it mean ?
4 - About the Palm, which the change in v2012, it does not +1 on block anymore, right ? (-6 I think but I don’t know if I am right)
5 - About the Exp Lunch, is it still advantage on block when using in far range ?
6 - About Combo and blockstring against crouching opponent, I am using these:
CrLK, stLP, TC5, Special. However, with the nerf of 2012, the dmg of this combo is not good. So which one is a good blockstring and bnb combo of Yun in v2012
I also use Cr.LK, cl.LP, fr.LP, MP but sometimes the fr.LP wiff on crouching opponent
1 - Character specific combo ender where HK Upkicks whiffs (on Ryu/Ken/Fuerte/few others, command grab c.mp s.mp hk upkicks whiffs, but command grab c.mp s.mp mk upkicks will hit). The hitbox is slightly different but practically speaking you probably won’t use it outside of combos.
2 - makes almost no difference, anti air lk upkicks is still awesome and its still just as awesome at catching certain moves on reaction (like chicken wing)
3 - HP Shoulder in particular seems more likely to get hit by fireballs. Use mp shoulder now instead or EX if you can’t react that close. Shoulder seems easier to stuff in general, but you’re not really going to be throwing it out there for no reason anyways, right?
4 - I don’t know the frames but palm is not advantage on block. It is still safe on block from most everything (maybe not Chun super for example). The main takeaway is palm is easier to punish if it whiffs.
I have a question, when you practising the linking timing, did you use the plinking or just try to timing without it ? (Of course in real match we always use the plinking to ensure not dropping combo but I want to ask when in the lab and practising the timing)
And how many time should I practise the timing for Yun combo per day ?
I usually practise a combo in 10 min, rest and continue, is it ok ?
You should plink while training so that your muscle memory is ready to plink in actual matches.
There’s no correct answer to your other question, though short sessions of focused training on a specific combo or situation seem to be the most efficient.
Whilst plinking will be advantageous to learn for playing with almost any character, it is not needed to do Yun’s B&Bs. As for time practicing, try 2 to 3 times of 15 minutes a night (depending on how much free time you have). It’s better if you take breaks because if you get frustrated from not being able to do it, it’ll hamper your progress overall.
Using mp shoulder during gj could be useful if you are standing with your back against the corner. Opponent in the corner means higher damage and better oki.
Lunge punch isn’t really safe, even if you space it correctly. The best spacing will lead to -2 on block at best, not counting EX ofcourse. I’ll test the distances for each strength when I get home but I think it’s lp= 1/2 screen away mp= 3/4 hp = around full screen.
About juggling into and from U1. If you combo into U1 from lk/ex upkicks, palm, shoulder or AA ex lunge you’ve already used up your juggle. This means it’s not possible to juggle after U1 unless you use ex shoulder (which would only hit once). For a more indepth explanation of the juggle system: http://http://forums.shoryuken.com/t/juggle-property-guide-all-characters-w-video/110015
Another question, I know it’s not about Yun but I post in newbie section and no one answer
“Please anyone help me the timing for the crouch tech throw when blocking a blockstring. When blocking, blockstring I see a blue circle appear, may I use it as a time to press down + back + throw ? When should I press the crouch tech throw ?”
The best way of learning the timing is by setting up a training dummy doing tick throws. Generally you want to time your techs at the end of blockstun.
I play on PC so the 2012 nerfs just came out a week ago. I still find him a very fun character to use and I’m still trying to get better. I wasn’t that great in AE anyway. Either way how did you guys adjust to your rushdown/approach game post 2012. In AE i could just go nuts but his new divekick nerf takes some getting used to. I seem to drop way more combos now after it connects because of the increased recovery. I think you have to time whatever normal a bit later after the divekick hits.
His dive kick is horrible now, but if you manage to hit the opponent every time in the knee and below, it doesnt matter. Its just you will not using it to punish move any more, and if you whiff, 6 frame recovery will kill you. But because block/hit stun are lengthen as well, you will just have to delay your input a little bit when you land compare to Vanilla AE.
Most of the time i got blow up by AA since the dive need reasonable height to start now. Kinda sad
The AE nerfs were infuriating for me because with every “used to be” bad character getting a buff they’ve made the twins and a whole bunch of other characters terrible. And its even more sad when I can’t even add more palms to Genei Jin.