Yeah, LK dp is a godlike anti-air. I’d argue it’s one of the best in the game, shit, I feel like you don’t even have to time it that well. Ryu’s, you have to time well. I just throw LK dp everytime they jump and relatively close to the ground.
Anyways, during a typical GJ corner combo, if I use kara palms can I get the double palms on everyone?
Your opponents are doing really bad jumps if you don’t have to time Yun’s LK DP. Definitely not one of the best AAs in the game - it’s great, but has flaws. Only one active frame is invincible, the hit box isn’t very good, it isn’t active for long, and there is a sizable gap in the active frames as well. Compare that to Seth’s HP DP (the second or third best no meter AA option) - 2 active invincible frames vs 1, hit box that might as well be described as a wall, 18 active frames with no gaps vs 2 (6) 4…starting to sound like I think Yun’s LK DP sucks lol…anywho.
Kara palms will get you double palms on everyone if you start with GJ, st.HK xx Palm iirc.
I’ve been having some trouble apply mixups on knockdown. So maybe someone can help me out with some nice mixup setups or something. I usually try to neutral jump normal/ grab, or cross up dive kicks but i usually never land them in the corner.
Maybe i’m just modest and very good at anti-airing where the timing is very easy for me. Obviously i know you can’t do it at the peak of their jumps. But i’m just saying that it’s certainly easier than say, ryu’s HP dp. I don’t have to do any specific crouching shortcut dp to anti-air with Yun’s dp. And I play against a lot of very good players offline, who don’t jump often, but when they do, my LK DP has traded or lost maybe 1 out of 100 times, barring things like crossup tastu’s/air trajectory changing moves.
Yeah, I was exaggerating about Yun’s LK DP. I don’t really think it’s the best; Akuma and Seth obviously have better DP’s, probably cammy too, stupid s-tier slut. But still, I find it pretty fucking easy to time Yun’s LK DP to never trade/get stuffed.
As far as mixups go, it always depends on which knockdown… But let’s say after MK/HK DP… Easiest one being crossup or not crossup divekick. Once you condition people into doing that, you can do empty meaty divekick into low or command grab/regular throw, crossup into tick command grab (once they’ve learned they can’t mash dp out of it) if you’re feeling ballsy/not giving a fuck you can empty dive kick into dp or something silly if they try to press buttons. But you gotta play more and learn what works for you. There’s more mixups i’m forgetting at the moment but i’m sure some other people can chime in.
I was messing around with it a few days ago, its very character specific and to the frame execution. If you press the medium kick to early you kand infront, press it too late it will whiff, its extremely strict and not viable imo.
whaaa. nah, i’m pretty sure it’s viable against some characters. i’ll try to throw a few vids together later.
edit: lolok this is harder to set up than I remember it being. Some application on Cammy but I need to iron out the set ups (if anyone wants to give it a crack, I’m basically seeing something with fw throw ~ neutral jump, ? dive kick, jump over, j.MK)
I was getting it to work on cammy as well, but like i said it seemed to br very strict timing, you cant just find a good range and jump and do it, you have to press the medium kick at a specific time as well, at least thats what it seems to me.
What should be go to combo on characters that st.lp’s whiff on? I’ve noticed it happens on Blanka, and Vega.
I’ve noticed that U1 misses sometimes after ex kicks in the corner - it pushes Yun too far forward and they land behind me while the ultra goes off. Am I doing the ultra too fast or slow or something?
What’s the GJ combo for across the screen (the s.hk, fw.mk, fw.mk, fw.mk one)? I can only find corner GJ combos on here.
If the opponent starts using jabs to counter dive kicks, which of Yun’s aerial attacks can I use to jump in with?
Can I do anything after an anti air lk dp?
Midscreen GJ
St.hk, f.mk x3, st.mp, f.mk, lp lunge, palm or w/e. this obviously depends on how far you are from the corner.
If your ultra whiffs it’s because you did the ultra too late. Try I double tap to make it connect.
About crouching blanka. You could do cr.lp, st.lk xx lp lunge or you could also use TC 5. Personally I delay the st.lp to hit blanka after the reel back from cr.lp.
To beat st,lp mash use j.mk. If it trades you have spaced it wrong and put yourself in the jabs hitbox. Deep jumpin mk will stuff st.lp guaranteed.
After AA lk dp you can do GJ or ex shoulder. To get the GJ to work you have to hit them while they are still high in the air. As they fall you activate and use st.mk/st.lk or cr.hp in the corner and go straight into overhead into whatever.
thanks for the answers. I have some more questions, these questions are coming up as I continue playing him:
After landing forward throw and doing the jump, jump dive kick setup on a shoto, I thought MK dive kick is meant to be a safe cross up? but they always seem to auto correct dp it. is there a way to be DP safe from that setup?
After landing mk/hk upkicks, I can walk forward a small bit and lk divekicks for a crossup. Is there a way to land this on the front as a mixup, maybe walk forward even a smaller amount and lk dive kick?
If I dive kick into a focus attack low on their body can I continue with a clp to beat it without getting crumpled, or should I be hk upkicking on reaction/just blocking?
So I can just delay the st.lp after the cr.lp on blanka and continue his bnb combo without whiffs?
After landing a lunge and they quickrise can I safe jump a 4f+ reversal?
Should I be doing any OS’s when or after landing a dive kick?
What normal do I use to when they go for a close jump cross up? I was trying cl.mk but it kept getting stuffed.
Combo you should do on characters where the 2nd st lp whiffs, is cr lp st lp cr mp cr mk xx mp lunge this one is best against characters where hk upkicks whiff, cr lp st lp cr mp st mp xx hk upkicks.
Btw for GJ combos, start it kff with St.HK dash cr.hp, overhead x4, does a lot more damage then the one i see everyone else using and it took me minutes to get down.
You can technically OS any jump in, but since the OS has to be done rather late and dive kicks have so much active frames, its really strict and you will probably just get the DP even when they block unless you can time the OS for the few frames before the dive kick is suppose to connect.
I am new to Yun. But have they nerfed some of the ultra setups? I remember you used to be able to get ultra off ex lunge punch and stand hk in the corner, but it doesn’t seem to work anymore even if I tried to mash out ultra as fast as i can. I couldn’t get the lp lunge follow up after ex lunge neither.
EX Lunge, Ultra 1 has to be done pretty far away now. A few characters bypass this (forgot off the top of my head, Cammy is one of them though.)
EX Lunge, LP Lunge doesn’t seem to work at all anymore, although it might work the same way EX Lunge, Ultra 1 does in the corner…never really tried it.
fst.HK, Ultra 1 and fst.HK, LP Lunge still works in the corner. Nothing changed here (thank god, this is pretty important for Yun’s corner game.)