thanks for the help! i didnt know the honda matchup at all so he always beat me, and sagat is probably one of the best yun counters so i watched some kazunoko’s to see how to deal with it.
btw are there any usefull frame traps that i can use with yun?
When doing an anti-air Light Upkicks and then activate Genei-Jin do you use stand medium punch or stand light kick to start the combo? Are their any character specific starters for anti-air Genei-Jin combos?
Not really. Pretty much just pay attention to how high they are when you activate the super, and use the appropriate button.
Leads me to a question though. Does anyone know if you hit a lk upkick on counter hit, does the opponent float higher than if it’s a regular hit? I have been trying to see but I don’t exactly know if it’s the truth or not.
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Best BnB combo
Best punish combo
You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you
Gonna add the damage/stun totals for the previous post.
bnb: cr. lp, close st. lp, cr. mp, far st. mp xx hk upkicks 209/356
punish: EX Palm, lp shoulder, hp lunge 364/620
Just as a comparison, here’s the totals of the combos you see on the regular.
bnb: cr. lp x 2, far st. lp, far st. mp xx hk upkicks/EX upkicks, lp lunge 195/316, 215/391
punish: cr. mp x 2, far st. mp xx hk upkicks/EX upkicks, lp lunge 238/404, 264/494
Finally his actual midscreen meterless punish in terms to damage and stun is:
What are you guy’s command grab setups? I pretty much just use regular throw since I can’t find any other use for command grab other than getting a throw that will kill or lead into super. So far the only thing I’ve ever used is the kara command grab from 2 c.mp like in AE, but I always get crouch teched out from it.
I’ll share two that I personally prefer doing other than the normal setups that people usually don’t think you’ll grab them.
(corner)Whiff dive kick, command grab
f + mk, command grab
The first example that I gave rewards good dive kick spacing. To implement this in your game, be sure to practice hitting dives at their lowest point that you can. Once you get a feel for the ranges that you can do this, then you can usually manipulate the timing to make dives whiff just in front, leaving you in grab range. The origin for this tactic is actually from the SF3 series.
Second one is just something to get creative with. Personally, I like to surprise opponents by grabbing them out of nowhere. Weird situations like this are hidden opportunities for grabbing them. To cultivate looking for fresh situations to grab, take a look at other Yun players to see when they are grabbing. Then look at your own replays for opponent hesitation periods in your pressure. These are times where a grab can be okay.
Finally, it’s also fine to regular grab too. Yun has great safe jump/dives(he is even one of the few who can safe jump shoto dps). So don’t get in the notion where you have to command grab a ton. For example if you go into a command throw attempt, and they neutral jump, you get punished. However if you regular grabbed and they neutral jump, you get a lk dp, which if you have super stocked, means a free juggle.
No he doesn’t. To make a dive ‘safe’ you can’t combo from it on hit and you’re negative on block. If you do one you can combo from you get autocorrected. It makes yun frustrating to play while characters like cammy get to have an ambiguous, safe and high damage/stun mixup.
This is mostly true although there are a couple of exceptions. For this reason I prefer fake safe jumps or empty jumps more as a means of baiting dps. Kazunoko often goes for walk up -> backdash which is surprisingly effective because of Yun’s quick backdash.
Actually, I’ve found a lot of situations off of regular throw to stuff competant reversals or make auto corrects whiff with dives. Granted, I will clarify and say that the slower ones, I can stuff pretty easily with good frame advantage, and the faster reversals I can at the very least make whiff dive wise(vs shotos I actually use the safe jump, but I’ve found setups to make dps whiff and stuff in some cases). I meant that in more broader sense in what I said in my last post.
I guess the thing I’m getting at is that there is still a lot that is unexplored with this character. Even the top Yuns are still finding stuff. I believe the key safe jump/dive wise is to explore timing mechanisms, which a lot of people perhaps don’t do. I mean why would they? some of the old stuff people still use a lot of the cast can’t deal with off of throw.
I recently picked up Yun to offset bad match ups of my mains Gouken and Ryu. Could someone please shortly explain why the following match ups are rated disadventegous for Yun (source: SRK tier list, as compiled by Emanuelb)?
Yun vs. Fei (4/6) - ???
Yun vs. Adon (4/6) - JagKicks beat Yun’s neutral jump shenaningans?
Yun vs. Blanka - variable wake up timing?
Yun vs. Cody - slide vs. dive kick pressure and hard hitter?
And why is Yun vs. DJ 6/4 in his favor? DJ’s weakness on wake vs. ducking lows and getting cornered easily?
@CoosCoos
Yeah there is stuff to be found and certain safe jumps are actually viable. E.g. against Cammy you can time your xu dk to stuff cammy’s dp and even allow you to keep her grounded so you can complete a combo. There’s a similar setup against Fei long, the timing is difficult however!
Also certain setups are not “safe jumps” in the traditional sense since they most often include doing the dk in an angle that either makes a dp whiff or stuffs the dp after its invincibility frames are over. The xu safe jump dks against shotos can actually be stuffed if the shoto player delays their tech or don’t reversal their dp. They are still useful of course, but should be used cautiously against good opponents.
@Mic Witt
Against Fei yun generally struggles on the ground. Fei rekkas are better than Yun st. mp and cr.mk. Also Fei cr.mp can stuff dks and Fei’s focus attack is highly effective against Yun and his dk. Trying to break Fei’s focus with mp - > hp TC can actually lead into a trade + crumple. Fei also has good defensive options making Yun’s mixups riskier.
Against Adon you kind of guessed it, a preemptive st.mp can stuff Adon before doing jag kicks but is actually a pretty bad normal for anti airing. Adon is generally better at the neutral jumping since his jag kicks can stuff Yun’s AA attempts unless the Yun player does them preemptively. I also find Adon’s st.hk to be highly effective at stuffing a lot of Yun’s options mid range.
Against blanka I personally find it hard to open up turtle blankas. Blanka upball pretty much nullifies xu/non-xu dk attempts unless you do a specific setup of fwd.throw forcing you to be a bit predictable. Neutral jumping can also easily lead into Yun getting upballed, and electricity stuffs dks.
The cody matchup is really strange IMO. Although Cody struggles when he gets knocked down, his high damage output, good normals that can AA Yun’s dk and frame traps are outright frightening. Yun’s low health and lack of dp FADC makes Cody’s close range game deadly and a baited dp HURTS. I’ve lost many matches by getting my dp baited-> stun -> death.
Although DJ’s upkicks stuffs most xu dk setups his reversals have a hard time dealing with Yun meaty cr.lk/cr.mp. You can also OS cr.lk with sweep so Yun can cover that option and also rely more on cmd grabs instead of xu dk. Yun’s shoulders are more reliable against DJ so DJ has to be careful throwing out projectiles. I personally feel Dj has a harder time keeping Yun out.
In regards to the Fei matchup, I feel this is one where your own understanding of spacing really needs to come into play. Master the distance of Fei’s rekkas. The jab rekka never goes as far as you think it would, and don’t let Fei bulldog you. Focus and neutral jumping is still effective against Fei, and if out of range Fei’s will have to commit to 2nd/3rd rekka inputs to blow up the focus. Make sure to prove to Fei that you can punish his badly spaced rekkas. At the very least make sure to get a couple jabs in after the first blocked rekka. Maximize punishments when he goes for the 2nd and 3rd rekka on block. To be effective against Fei you really have to prove you know the matchup or else your screwed unless your opponent is significantly weaker than you. It is difficult but winnable. Fundamentals will really shine in this matchup.
Why do people say Yun has a good backdash? Every time I try to bait something (like a DP) out with it I still get hit mid backdash. I backdash exactly like I would with Ibuki, Makoto or Chun, it just doesn’t work with Yun. I either have to do it very soon, or at the last possible moment, and sometimes those still get caught too. Am I missing something to his backdash? Or is it simply not good.
Yun’s backdash is good if you compare with Sagat, Shotos and Cody, but i do wonder were this notion of Yun having a great backdash comes from myself. It covers a decent distance but doesn’t often require the opponent to use any specific OS to beat it, unlike chun, Rose. In other words it’s not particularly great.
Could someone please direct me where i can find a list for the character specific combo in 1hit LK upkicks in U1? Thx
Furthremore, could it be, that the falling animation after f.throw has different frame data by char? I am getting mixed results when looking for safe jumps, maybe my timing was just off…?