cr.LK does lower your hit box still, just not as much as it used to. I think kara grab still works but I’ve been unable to do it with my execution…
forward dash is 18 frames
backward dash is 27 frames
FA1 dash -2 frames on block
FA2 dash +4 frames on block
Does anyone know which normal or target combo canceled into fake palm has most frame advantage (or disadvantage?)
LOL any normal canceled into fake palm is disadvantageous going by the book and frames. No Yuns care to find out the disadvantage because it’s used as a highly situational and advanced tactic that does not depend on “on-paper” legitimacy (just like shoulder; on paper it’s unsafe but the distance at which it puts you at is so great and awesome for Yun that it is a good tactic).
On that note, the reason it works is because of the space you do it at (for it to be effective) and the fact that there’s a threat of it being the real palm.
You first gotta teach them that it can be the real palm, as it will catch a lot of strong-crouch-tech mashers. Only then will they see that palm animation and wont do anything which then you can go for a dive kick or poke to continue the pressure.
I DO do the real palm first, to make them think it’s a block string/pressure tool I’ll regularly use, to blow up crouch teching and to make fake palms more tricky. You make it sound like i’m saying this is a be-all end-all pressure tool to use all the time, i’m just asking a simple question.
For the record, doing the math which I think as far as finding this, I did it the same way you find Guy’s frame data off a run stop. You take the frame advantage/disadvantage of a normal and subtract/add the difference onto recovery frames, then add any active frames above 1 (IE 4 active frames so you add 3) and then subtract the recovery frames from the move (like run stop or palm feint) and that’s what it leaves you at. Unfortunately there is no frame data for palm feint, so I dont know what the recovery is. But theoretically the best moves to do it off of would be cl.hp at +18 (not taking into account feint recovery obviously) cl.mp at +15 and far mp. at +14.
lol i know how to do the math, but like i said, no point of it for the reasons I already covered. If u really want to find it then do it. palm feint is just 23f of recovery. I mean the fact that you’re asking such bad question is why I made it sound like you’re making it out to be “be-all end-all pressure tool,” no offense. It’s not gonna be used like Guy’s run-stop at all, if that’s what you’re getting at.
I just figured it would be handy to know. Thanks for the frame data
Hey, what’s the deal with Yun’s Kara command throw? In training mode it looks like he gets a decent little leap from the towards+FP kara, but I don’t see much said about it.
I’m assuming his TC5 would be the best, since it’s the only true blockstring into shoulder that I’m aware of.
Why isn’t TC5 used a lot in AE anyway? It was the go to combo starter in 3S.
The damage was hugely “meh” in AE and in 2012 it’s basically “lol.” You don’t build as much meter and you’re able to use other block strings to be at better frame advantage.
ah, so would the hit confirm cr.lp, cr.lp, st.lp, st.mp also double as a blockstring? I tried testing it in the lab and ryu’s ex srk wouldn’t come out, but I’m not entirely sure. If it is, then why are other block strings like 3x cr.lk, st.mp more popular when you have to react to the block and change to the aforementioned block string in time?
fst.LP, fst.MP is not a true block string. You have years to confirm if you can throw out fst.MP after a typical block string though (basically any chained normal, my typical “true blockstring” is cr.LK ~ cst.LP ~ fst.LP) and you’re +3 by the time you realize that cr.LK ~ cst.LP has been blocked.
Dunno exactly why cr.LK ~ cr.LK ~ cr.LK, fst.MP is popular, but Yun doesn’t go as far back as he does from cr.LP when blocked, so it’s probably a relatively safe frame trap.
That’s a true blockstring? I thought nothing was a true blockstring that combos into lp shoulder? If so would adding a cr.lp or cr.lk before TC5 change that, or would it still remain a true blockstring?
Not sure about c.lk, but c.lp can blockstring into TC5 > shoulder for one big space eating blockstring.
Just wonder how ppl press the combo CrMK into LP Shoulder ? Is there any shortcut for it ? Seems I usually input the shoulder slowly
I can press far standing MP into shoulder by input forward + MP and down, down forward + LP but I don’t know how to input the CrMK into shoulder fast
:df:+:mk: :d: :df:+:lp:
So i’ve been studying Yun Matches all weekend long, and I see a lot of Yun players Plinking, does that really help them link s.lp into s.mp? I read into Plinking but i’m still not fully understanding what it actually does.
Yeah, it helps. I find that with using Yun, there are a lot of situations where you want to use multiple button press techniques. Using Option select for cr.lk off of dive kick, or double tapping it. Double taping makes the jab link rhythm pretty easy to nail. Option selecting the cr.MP with throw for the first hit off of meaty and of course plinking the next cr.mp into st.mp or cr.mp…it all helps execution and really covers Yun. I’ve been mostly in training mode so my spacing is really off with Yun, but execution is rock solid with this character if you approach it properly. With the right training, I don’t think he has too many combos that will drop down the road because of how he can cover himself with the aforementioned techniques.
If you’re curious about why plinking works, check out twitch.tv/ultrachen for James’s episode on it.
Plinking imo is mandatory for 1 frame link combos, nice for 2 framers, and kinda unnecessary for the rest. Plinking essentially increases whatever link it is by 1 frame, IE a 1 frame link to 2, etc. This works not by actually lengthening the gap you have to make the link, but essentially giving you two chances to make it. But, you have to do it earlier better than later. Plinking has no effect if you time your links late.
I say just go into training room and practice just doing the motion for plinks while looking at the inputs. If you see the right inputs (should show medium punch immediately followed by mp+lp) then keep doing that. Plinking will make combos slightly harder at first because you’ll be concentrating on doing plinks correctly, but after you’ve got it down it makes combos much easier.