Yun Q&A: Ask simple questions here!

thats a weird Genei Jin combo, Idk why he would go for that since it would scale the damage pretty badly. Best one damage wise to go to the corner would probably still be st.HK, f+mk,f+mk,f+mk…Etc

Which OS are you talking about with viper? did you mean the cr.mp, up kicks OS?

Viper OS beats backdash and ex seismo but loses to dp.

Hey Amoni,
I’m having problems with this setup in 2012, in AE it was golden.
Focus lv 3, back dash, delay palm, LP SHoulder, HP Lunge
Due to the Palm nerf on Hitbox and Frames the timing must be changed.

The other thing I was wondering about: whats the best combo vs crouching opponents?

…is it just me or can you not dive kick if you jump immediately after HP lunge punch? lol wtf.

edit: figured it out. if you do HP Lunge on Ryu, and jump over the opponent immediately, you have to dive kick in reverse. weird…

should lunge punch be used as a sort of balrog dash punch, a midscreen poke? I know it’s not safe up close but I see a lot of yuns nowadays use it to get it. If so which version of it? Also, sorry if this has been asked, what version of upkicks should I use for anti air?

No, you should not use it like Boxer’s dash punch. It’s got four primary uses: getting in, punishing focus attacks, OSing purposes, and carrying the opponent to the corner in a combo.

LP has too much recovery from what I can tell to be used for getting in. MP and EX let you press buttons after getting in (MP = 0, EX from 0 to +4.) Close range EX and perfectly spaced HP leave you at -1 though, so you can be punished with 1f Super/Ultra or counter hit for pressing buttons. You have to use various ways of getting in with Yun, because if you get predictable, you get punished. Lunge is no exception - it has slow start up, and can be stuffed easily if the opponent reacts in time. Keep in mind that you have to get the spacing down to take advantage of this (perfectly spaced MP Lunge may be as good as +1 while a terribly spaced MP Lunge is like -6 to -7.)

Punishing focus attacks is rather self explanatory. If you’ve got the reactions, you can pretty much stop all focus attacks. It’s armor breaking after all.

OSing generally falls under LP Lunge only because of chains.

Carrying the opponent to the corner is not used enough. cst.MP can combo into HP Lunge (including Target combo st.MP), fst.MP can combo into LP or MP Lunge. If you want a mix up attempt, you can use LP Lunge to carry and go for the mix ups. MP pushes them farther but has more recovery. HP screws up your dive kicks but pushes them even farther than MP while not having much more recovery. Wouldn’t bother with EX Lunge in a combo outside of a few characters that EX Lunge, U1 still works on.

In order of reward and effectiveness: EX Dragon Kicks, LK Dragon Kicks, HK Dragon Kicks, MK Dragon Kicks.
EX has 5f of invincibility, 4f start up. Combos into all sorts of stuff, but most importantly, it combos into your Ultra if you’re near the corner.
LK has 6f of invincibility, 5f start up. Was 7f of invincibility, but nerfed in 2012. Can combo into stuff if only the second hit connects, including your Ultra. Can go into Genei Jin with good timing regardless of hits. Won’t hit crouching opponents.
HK has 7f of invincibility, 8f start up. The hit box angle and reach make it better suited for opponents out of LK Dragon Kicks range.
MK only has 7f of lower body invincibility, 6f start up. The hit box angle and reach make it better suited for opponents jumping at specific distances to screw with your dive kick attempts (and this takes some practice, but you NEED to know when to do this if you want to make your Yun scary.)

thanks

for the quick reply! Just one more thing - for air to airs, the best seem to be jump forward mk and neutral jump hp. Are those the best options?

All of Yun’s air to airs have uses…kinda hard to pick a best one. Even nj.LK is a solid air to air, and nj.HK hits at an interesting angle. For straight stuffing attacks, j.LP/j.MP/nj.HP are probably the best…it really depends on what character and what angle you’re at when you do it.

Also, why don’t more people use ultra 2? I know you can do GJ comobs with U1 but they seem to do no damage, and the only common way to get ultra 1 is in the corner. U2 seems to me like rolling thunder - it can punishes lots of stuff, goes through fireballs etc.

U1 can combo from alot of things, works as anti-air…overall it has more utility, you’ll land it way more than U2. I really only find U2 useful in the Sagat match-up, and I guess against Honda if you want to punish headbutts

an easy way to ultra 1 mid-screen is do a medium punch shoulder and just FADC into it

what is the timing on m.punch m.punch standing m.punch upkicks

I cant get the crouching punches 2 connect

lol learn to plink or double tap. heck, actually, not even, cuz those links are 2 frame links… -.-;;

just grind it out is the only way.

remember, if it doesnt come out u’re doing it too early, if the dummy blocks u’re doing it too late.

In the corner i like to blow up crouch tech with ex upkicks to u1, but mid screen, anti-air can be done as long as they don’t jump over or safe jump. Another useful way is to activate GJ and then do ultra 1, and then follow up with more combos. That’s always big damage if you didn’t scale it to much prior. I can do over 600 damage with some of my gj-u1 combos. Also, you can jump in hit confirm to ultra. One i like to do is the jumping target combo because there’s plenty of time to see if the first hit connected to land a pretty strong ultra combo. As previously stated, the MP shoulder fadc to ultra one is alright too. It’s more practical to try and wait and push your opponent into the corner with pretty much any combo and then land your ultra. If you land ultra raw into the corner, without an air juggle, you can do lp shoulder into lunge punch for nice extra damage. don’t forget about mid combo ultra can be followed up with ex lunge, than ex shoulder put your opponent deep in the corner and awaiting mix up options.

How do you go about comboing off of Yuns divekick? I never seem to be able to so it right because by the time I’m out of recovery to go into his BnB, it can never connect in time to make it a combo.

You want to aim your divekicks as low as possible. Below the knee should be enough to even be able to pressure on block.

  1. is it possible to cross ryu up in the corner with dive kicks? j.MK can but he can walk out of that.
  2. why does dive kick act differently against ryu depending on what corner he’s in…?

am i gonna have to come up with double the set ups against other shotos because of this too??? crap.

You mean when he wakes up or when he’s already standing?

as he gets up
this is a problem I’ve found happening quite often in the past 50 games I’ve done over LIVE today.
MK/HK Dragon Kicks > “hop around like a fairy praying to god it’ll work” > dive kick into “he blocked it both ways wtf” or "that got tagged by DP."
or my favorite: “Let’s hit the lab! Leaving the lab, I have came back with … let’s see, 0 cross up set ups, 30 variations of blockable both ways, and 10 variations of blockable one way, walk away the other way!”

but in particular Ryu seems strange. To see what I mean, take Ryu to the left corner with Yun and have him stand there. You cannot HK Dive kick over him no matter what. Now take him to the right corner…and repeat the experiment. Surprise, Yun lands behind Ryu now.

Seems like I have to come up with a butt load of different set ups for everyone just to apply dive kick pressure now, lest I want to get mashed out. What works for Ryu will not work for Seth or Oni, etc.

You can definitely cross him up after Dragon Kicks even in the corner. If you hit it meaty, they can’t walk out of it and you can combo after, but it’ll lose to DPs. However, I never actually recorded a dummy Yun and tried to block it to see what direction you had to hold - until now. I managed to record a dive kick timing for cross up after a quickstand following MK Dragon Kicks. Outside of the corner it crosses up as you’d expect, but in the corner it behaves strangely: the dive kick itself doesn’t cross up even though Yun visually hits on the other side and Yun himself changes side. This leads to a possible mix-up, since Ryu has to block the dive kick on one side and the next attack on the other.

False edit: More testing: A few times, the dive kick would be blockable both ways, sometimes you could walk away. I guess it’s space-dependant.

Second edit: I don’t know what’s going on anymore: [media=youtube]SC3crIc7c2E[/media]

Third edit: It seems if Ryu crouch blocks, he avoids the mix-up completely. Currently in search of a new timing.