Haha, yeah I saw you in here and said to myself that you just asked a question in the Gouken forum lol. But like I said, any experience is help at this point…just send me your GT
lol Yeah I picked up Yun to try and cover some of Gouken’s bad matches. He’s fun, but I’m actually picking up Honda instead.
Buuuut I know enough basics with Yun to be at least a bit of a threat. Can’t guarantee I’ll hit my links off of Command Grab online though lol.
Actually if you need Honda experience…
Haha, nooo. Gouken shits all over Honda lol. I dont wanna disrupt these guys’ forum so I’ll add ya
Hey, what are some general cross up dive kick set ups after knock down?
What’s the standard BnB against crouching opponents?
c.lp c.lp s.lp – s.mp xx MK seems to whiff on Ryu and Cody and I suspect others (although I saw Kazunoko do it against Akuma).
According to some guy who was arguing with me. Gouken/Hakan > Yun. He claims it’s a good counter pick if you lose with Akuma. Yeah…
too many set ups for dk after kd because of variables
cr.lp, cr.lp, st.lp, st.mp works on everyone except blanka afaik…shouldn’t be using this unless you’re just doing random jabs anyway (cr.lk, cst.lp, cr.mp, fst.mp or cr.mp, cr.mp, cr.mk xx mp lunge etc etc)
hakan is kinda hard to call but gouken gets shit on by yun.
question :
about focus crumple & resets, i was looking for a safe option against dragon mashing and some ultra, didn’t find any
like
crumple, wait, 2MP, delay, shoulder MP cross down, shoulder HP not cross down
(optional) crumple, st.Mk, forward, st.LP, delay, shoulder MP cross down.
in the video with kaiser, he did stun, st.MK, forward, st.LP cancel shoulder LP => he manage to escape ultra i don’t know how, in training mode, this setup just eat any quick rise dragon & ultra (like ryu’s), i’m not talking about ibuki’s 2frame ultra then…
the only way i see is, 1) ibuki didn’t mash and quick rise ultra, but a slow rise instead, or 2) there is some 0 frame link move to do i missed
thus, i’m still looking for a safe mixup, i looked but found no solution. Worse for these resets are, if the oppponent mashes dragon, it will autocorrect be it a crossdown, or not
anyway, using move cancel shoulder LP is_not_safe, instead of using move delay shoulder
There is no way Gouken beats Yun. Not sure about Hakan.
lol i eat goukens for breakfast… and hakan sucks if you just play your game and not let his shenanigans/no character exp get to you. just dp through all his meaty oil dive set ups.
Does the neutral jump x2>dive kick safe jump after throw work on Sagat? Or is there a reason i shouldn’t use it.
I know you can do dash>cr.fierce jump>j.hp for a fuzzy, but im just wondering here.
you can safe jump this way even ryu & 3frame DPs (without hitting though, i mean, fast enough, dash x 2 neutral jump MK won’t hit, thus it’s safe).
So you can do a real safe jump vs sagat (meaning, with hit and safe vs DP) since his DP his 5frame, problem is, you’ll have to delay the jump manually at the exact frame - well you have a 2 frame window^^- i tried to do some whiffed move to help, but even st.LP is too long a delay.
i usually don’t do this because i’m quite bad with the manual delay, usually i go for the super bar charge with shoulder LPx2 then block or throw (always block the first time to check if the opponent mashes :p), and even most often with lunge HP crossdown, then dive kick cross up, because it forces the opponent to change it’s guard twice.
nobody has a safe option for a fake reset then ?
When people start going into uber turtle mode, what are some good ways of getting in? I try to hit confirm them with a st.mp if they start focusing dive kicks.
uber turtle mod, you have to get in, i discovered recently, you can use dive kick for positioning, so
use the correct dive kick to put you at a distance of st.MP or just slightly further from this range.
then st.MP shoulder LP (as option select, it will not come out obviously if you are out of range:)
thus, the opponent cannot, on reaction, srk, poke, whatever.
for instance i had so much trouble with a turtle poker adon. if i jump in -> srk, if i try to poke, st.HK. My game was just closed. With this, you can get in
"almost safely", and usually will get a lot of counter hit on your st.MP, because the opponent’s reaction is
"uhoh, i’m getting threatened in my turtle mode, time to poke", but it’s usually too late for enough frames
it can be a good idea for instance, at the beginning of a match, to walk back, check if opponent turtle, then you should be at the correct distance for a neutral jump, dive kick HK, land, st.MP farthest range shoulder LP.
you can otherwise land even further away at st.HK range, never tried it because it’s a bit slower and does not really get in.
and then you can use forward jump too, and other dive kicks, and delay the dive kick while landing, to change and control the distance where you will land.
goal is to land at st.MP’s furthest range, without getting poked to death because of opponent strongest footsies
=> then even on shoulder LP on block, you can apply pressure, st.HK for shotos, except gouki whose 2HK will beat everything except quick focus release, you cannot even jump.
or another quick dive kick. Well you are supposed to know the stuff
don’t forget, while applying pressure in close quarter, if opponent is crouched and does not mash, you can instant jump and dive kick LK at the lowest altitude and keep on poking with lights. (then throw, cheap damage, other dive kick LK, frame traps). Remember, everybody will try to mash srk in your pressure though, even 4000k PP or more (can be even worse lol, these do not respect average players). Thus, after the 1st blocked dive kick, just block to check for a masher^^. Then next step do 2x 2LK, then stop, to check further lol.
summary goal there is to use dive kick LK on crouched opponent while applying pressure. Depends on who anyway, beware of mashers.
because dive HK is so often stuffed by srk turtles
another thing i do not understand for player playing against yun.
vs yun :
if yun applies a block string pressing ending by st.MP -> cancel whatever.
=> i’ll srk as soon as i’ll see the st.MP. -5 on block, nothing uber can be canceled from that lol.
because i often do as a wake up pressure, 2MP 2MP st.MP fake palm throw, and it works often, but it should not
Thanks, I appreciate the info.
I was against 2 Chuns yesterday 14k and 20k bp (I know points mean nothing, my Yun is 0), 1 was slightly offensive, one was uber turtle. Before I had to go, I went 5-0 on the 14k, and 2-5 on the 20k. The 20k was the uber turtle and I just found it hard to get anything going. When I did, I stunned him quite quickly, but he made sure I worked for it. I noticed a few things with Yun’s lp shoulder that works against Chun’s jump ins.
Another thing is, what are some good frame traps and block strings to carry out. I noticed in quite a few Kazunoko videos that he ends his strings with lk, then tries to go for a lk divekick, or dashes in and starts the lights again. Except for a few reaction ultras, I feel like my Yun is just auto pilot right now. I just do lights, if I get a hit, go into st.mp > dragonkick, if I’m too far, target combo. After knockdown, divekick and repeat. I almost never grab if they have a dp.
After stun I either do:
Level 3 focus > cl.mk > mk dive kick > lp shoulder for cross up/same side.
or
Level 3 focus > ex palm > shoulder > lunge punch.
I’ve only done GJ about 2 or 3 times in a game. I never have full meter, maybe I burn it too much when comboing into ex dragonkick?
Only combo into ex dragon kick when damage scaling is very low or if its gonna kill.
After stun you can also do
Level 3 focus > cl.mk >JF hp > overhead
For example this setup the overhead will hit meaty allowing you to combo off his overhead, instead of doing the overhead you can do your typical shoulder reset mixup.
So now they have to worry about high/low mixup and left/right mixup because of the shoulder and meaty overhead.
Alot of Yuns dont know pretty much everytime Yun resets someone he can land a meaty overhead.
For example in the corner you can do Palm > Reset with Cr mp > Overhead
You can do the same setup with his target combo but requires 2 meters so instead of palm its TC4 fadc > Reset with Cr mp > Overhead
You can do the typical shoulder mix up as well instead of the overhead.
You can do this target combo mixup midscreen however this is character specific as some characters Yuns pokes won reach not allowing him to combo after the meaty overhead, also unlike the other setups where you can crossup shoulder as well in this situation you can only crossup with mp shoulder.
TC4 fadc > Reset with Cr lp> Overhead
So pretty much any situation where Yun resets he can do a meaty overhead.
s.lp > cr.mp/cr.mk
cr.mp > cr.mp/cr.mk
mix in cmd throw after st.lp and cr.mp
ending in st.lk just puts you at a safe range but obviously is no good for command throw pressure
@immortal. no reset is going to beat DP apart from bait, it always auto-corrects on crossup shoulder
Also, if you notice that chuns are liking to neutral jump RH at about mid range, you can reaction MP. dash punch them.
Thanks for that guys. Gonna give a few games online now while I wait for friends. Also interesting that Yun can combo off of his overhead, I wasn’t aware of this.
Edit: 3 perfects. I tried to go for the meaty overhead twice. 1st time setup failed cause the game lagged, 2nd game the damn Akuma teleported.
thx for all info, didn’t think of the reset cr.MP, overhead meaty than can be comboed
and indeed, didn’t find any fake and safe reset after (crumple, delay) cr.MP (juggle), except fake palm
about st.MK , MK dive kick, shoulder reset, why not going for forward jump HP, shoulder reset ? both are quite obvious for the mind game, but jump hp deals more damage.
seems that st.MK -> forward, st.LP, no cancel shoulder is less obvious as a reset.