Yun Q&A: Ask simple questions here!

Honestly I believe almost all of his lights and medium attacks have frame trap potential as most provide frame advantage on block.

Personally I really like far.lk which provides on counter hit an 1fr link into far.mp or cr.mk (x lp shoulder). But cr.mp ist also great for frame trapping or even cr.lp… You can be really creative with Yun in that regard…

Agreed. Yun’s frame traps are pretty much built into his BnB combos.

I can’t tell you how many people try to crouch tech or mash jab through Cr. LP, St. LP, Cr. MP, St. MP and get lit up for it. Then they do it again when I’m doing meaty Cr. MPx2, St. MP.

Alright, a few questions if any of you don’t mind answering!

  1. Start of the round. What do you typically do/think is the best way to start?
  2. Dive Kicks are awesome, but I gotta stop using them willy nilly/just for going in. Does any one have an explanation for each use of his dive kicks? And what about delaying/using it early?
  3. As I said, I gotta stop using his dive kicks willy nilly. What should I be doing in the neutral/on the ground? I feel Yun has mediocre buttons.
  4. Besides safe jumps, what are some other things I can do to the opponent after a knockdown?

Thanks for the helpful posters that decide to help. Appreciation to the max!

  1. Depends on the matchup,if the opponent is across the screen you can do some palms to build meter/bait jump in etc.
    or just go in slow and safe.
  2. lk dive is usually used after a knockdown since its very ambigious or used to bait anti airs.
    mk/hk dives are for going in but hk should be used with very good spacing.
  3. His nuetral jumps are very good j.mk is an overhead and can even crossup sometimes,n.j.hp hits very far too.
    on the ground st.mp and cr.mk are very good pokes and can be canceled to light shoulder and also gives a very good space to use st.hk which beats alot of crouching moves like ryus that spam cr.mk.
    also st.lp>st.lk>st.mp>light shoulder is the only true blockstring,
    and he has a target combo in the air that beats focus spammers.
  4. cr.mp is very good against slow reversals,you can do os light lunge if the opponent backdashes or do the command grab if he blocks.
    you can do palms/fake too after a knockdown but not too much

Thanks kryuremw! I guess I’ll do some follow up questions/make them more specific.

NEW AND IMPROVED QUESTIONS:

  1. When would I implement st. MP vs cr. MK? As Yun doesn’t have that much health, I don’t want to be just randomly throwing them out. How’s cr. MP or st. MK as a poke?
  2. What kind of set ups does Yun have after a block string into LP Shoulder? Should I retreat? Dive Kick/Dash into another block string?
  3. I know Yun has resets off his Launcher (cl. st. MK), Dive Kick, Shoulder. Does he have any other resets? Is there a way to combo into his Launcher (without GJ) or situations where I can set it up?
  4. I feel like Yun’s throws (normal and command) are extremely important. What are Yun’s best tick throw set ups? Does he have anything off his Dive Kicks/Jump-Ins?
  5. Yun’s meter. Besides GJ, what is the best use of it?
  6. How useful would you say Yun’s sweep is?

Thanks guys for the help!

  1. Really depends on the situation and matchup. I use both as pokes, but go to st. strong a lot to whiff punish. cr. strong is not a bad poke, but again, in some matchups is pretty damn good

  2. You can neutral jump roundhouse divekick to hit in the “foot” area of some of the cast. As for going on the defensive or offensive that is just something your going to have to think about depending on the player and character they play. I recommend not getting too used to just doing shoulder pressure, even after a “block string” the shoulder is still punishable by things. (Chun’s/Ryu’s supers come to mind)

  3. This stuff has been written down more than once in the forums.

  4. Yun’s throws are not as important as you think. How effective throw and command grab are is completely based off how you use them in a matchup. Its a mixup tool. Some people you play will be scared enough of that fact that you have the option to throw that they’ll make mistakes or gaps in their defense. Best tick throw setup is the same setup he has for a lot of effective pressure and mixup. cr.jab into st. jab. Also your a divekick character, you can abuse tick throws more than some other cast members.

  5. Mixup, abusing kara command range, ex-dp, ex-lunge, etc…

  6. Yun’s sweep is ass.

but dat sweep target combo doe.
coughsogoodcough

hat trick using it to bait out whiff punishes is pretty fun. Not effective doe…

I actually… entirely accidentally finished a round using that badboy the other day. Poorly spaced akuma air fireball, sweep target combo’d that bitch for the victory~

Thanks for the response. I’m definitely learning more and more as I play.

I know I haven’t searched all the pages of this forum, but from the videos I’ve watched, I’ve mostly seen raw launchers (or off a Focus crumple)->Dive Kick/Air attack->Shoulder reset. Is that really his most viable set up? It doesn’t seem like he has any other ones…

Its the easiest to use. Also being able to manually delay shoulders to choose a side is pretty neat. I wouldn’t really call it a set up though, this is only viable against people who don’t choose to reversal or mash out ultras. Against some of the people I play often, after hitting cl.st.mk into either an air normal or divekick I sometimes mash out a dp input and then block to bait those things out. Always keep in mind that Yun scales well based on personal player skill. The more you can understand your opponent, the more anime of a game SF4 becomes while playing Yun. The less you can understand the opponent, the more risks you’ll have to take. None of Yun’s hat trick “setups” are really safe.

Hi I don’t usually play as Yun but I was messing around with him a bit today and I couldn’t combo after the command grab. How strict is the timing on it? Any tips for hitting it everytime like the pros? Also I noticed the pros always use ex command grab I hardly see them use normal command grab why is that?

One more question what exactly is the option select for punishing back dash or teleports with the lunge punch?

Really? I see all the players use normal command grabs as much as ex. Ex, does have advantages. It has a faster start up, it has a slightly longer reach, and when kara’d it has kind of ridiculous reach.
As for getting a combo after command grab, if you’re missing the link then plink your buttons at a slightly advanced timing. Like you stated, you don’t usually play Yun and its more of a muscle memory thing.

The OS for basic backdash punish is cr.jab into st.jab, doing a slow quarter circle for the st.jab.

Any advice on going around fireballs on the ground? I seem to get DP’d for my troubles if I try to dive kick or jump in (to approach)/empty neutral jump (to dodge).

If I dive kick and they focus absorb, then let it rip, resulting in a crumple, does that mean I did an unsafe dive kick? I guess, I just have troubles against focus…any solutions to counter it?

get into a range you can use Cr.mk to check how they are reaction to pokes (max range if you can).If you get hit by a FA+crumple then you did the divekick to high or hit a button.Yun’s air target combo kills FA its easy to use on shotos and tall characters.If you keep getting hit stop committing so much on jumps mainly neutral jump use the timing after you land or during the jump to advance towards,Cr.mk range,jump again or watch their reaction.The extra landing frames on yun and yang’s make their divekick game weak as it has a small hitbox and huge hurtbox that overlaps it.Divekick is less of a offensive tool but can be used to confuse the defense on anti-air timing,even (+2)~(-2) divekicks on block can be used to bait a SRK FADC.

I’m sorry,but I’m a little confused at the bolded part? Could you maybe explain in a little more clearly/in more detail?

I try to use the dive kick to confuse the opponent’s timing, however, I don’t want to be landing into a fireball…

There are a good share of ways to combat fireballs with Yun. The thing you need to be aware of is the spacing. You can FADC into throw/lp, mp shoulder (midscreen fadc this into U1/ or xx Genei if resources are available, if in or near the corner, you can meterless juggle with upkicks/lunge/U1 or xx Genei), EX shoulder, as well as dive or jump in.

With the second question, it seems like the issue you are having is in your placement. Granted you can’t place your kicks every time, but something I like to do is to just use lk dive for movement. This is a good way to inch closer vs. fireballs, and also at times cheat your way into cr. mk range.

In general though you’ll need to spend some time labbing to get comfortable with ranges of dives in conjunction to characters’ hurtboxes, standing and crouching.

Sorry, am bad at explaining things sadly.^^^CoosCoos said it best.

I don’t know if anyone was watching Shadowloo Showdown, but Grand Finals was Gamerbee (Yun) vs. Tokido (Akuma).

Anyway, as I was watching, Gamerbee used the Palm a lot in his blockstrings. I’m curious what you guys think about this tactic. I’ve never done it myself, since it seems punishable. Just wanted to see if it has any uses.

someone that knows the yun match-up will most likely focus through a shoulder and get a free punish. using the palm condition them to think twice before going auto pilot with focus dash.