Doing palm instead of lp shoulder is just a way to counter focus dash as mentioned above. As seen in the Grand Finals of that set, Tokido was aware of it in the later rounds and just swept Gamerbee for a free vortex opportunity. So it should be used in conjunction with the regular normals you do into lp shoulder, ending a string in with nothing, and ending strings in palm.
Using palm instead of shoulder does help in some matchups vs. characters that have specials that absorb armor. For example, Boxer can just EX upper a normal xx shoulder into a full combo if he has a meter. Another example is that Abel can EX COD xx FADC or EX COD xx armor cancel tornado throw to punish the attempt. So, you can use palm to break glass and score a counter hit at times if you know they are going to do things like that.
Something else to consider is to just do like FenTamu and do a normal xx EX Lunge. I don’t know what you can get off of counter hit EX lunge, but I guess it’s helpful at times too.
Hey guys, I just want to say thanks again for the tips, they’ve been extremely helpful in leveling up my Yun.
For the most part, I’ve been working on my ground game/blocking and staying patient. I’m ready to play more aggressively and am starting to work on my dive kick spacing, which means taking advantage of Training Room.
Any box counts I can be using to help myself visualize where I should be placing my dive kicks?
Are there Record/Playback setups you guys use/recommend to aide this?
Differences between/instances to use neutral jump dive kicks vs forward jumps?
As I said in the previous response, you won’t place your dives at the right spot all the time. This is because of the nature of another opponent moving, character hitboxes/hurtboxes, or the reactions of the other player. So pretty much just do the best you can.
One thing that I do personally, is if I am unsure of a range and I’m already in the air and want to dive kick, I tend to wait until after the peak of the jump to do the dive(slightly after, since any lower you can’t dive at all). This is pretty good if you know the character you are fighting against doesn’t have good ways of anti airing your dive properly. The downside to this is that many times you won’t be able to tell if you get a good angle on the dive kick, but it helps sometimes.
I tend to use neutral dives more in the corner than forward jump dives. For example, in the corner you can do a neutral jump dive to whiff right in front of them, and then go for a grab/cr. lk mixup. It’s harder to do this in the corner with a forward jumping dive. That’s just one application though. Just use your best judgement in the heat of battle is the best experience when using dive kicks.
I believe it works on everyone and for the most part starts the same way midscreen.and corner. I probably should do some testing on that route to compare damage totals honestly.
You can’t always throw a poke and anti-air.I suggest you block jumping attacks if they jump your pokes.Yes you can use Light Up Kicks but its 5 frames start up with little invincibility so you need to use it deep so you don’t trade takes time to use right try training mode and record the dummy doing their jumping attack from a block string example: Ryu’s doing Cr.mk,fireball jumping HK/HP.If you anti-air with light up kicks 10/10 times should improve your anti-airing.
Really? I think Yun’s lk.upkick is amazing in its hitbox and angle for anti-airing. Its one of the few special move anti-airs that I can consistently hit out cammy jf.rh and adon jag kicks without trading. Make sure to crouch buffer and use the start up invincibility to get through clean. I really don’t think Yun has bad anti-airs, I think its the exact opposite. Delay your timing and crouch buffer to see if you can get more success.
As a note though, if you can really predict opponents doing jump in moves, buffer your crouch with cr.short into upkick. You can do the shoto trick with cr.forward also but cr.short lowers your hitbox more. I use this against adon the most. Really effective against zangief jumpins also. Try to make it a habit if you can.
HK up kicks start up is 8frames 1~7f invincible used to trade stop them from mashing Cr. normals also it hits them in them crouch.Ex up kicks 4frame start up 1~5f invincible does the same thing as hk less damage but leads to lunge punch/ex Shoulder/U1(corner) a huge threat compare to HK up kicks.
The more i do that cr.fp xx heavy upkicks genei jin combo, the more i like it. you can do it 4x, or do it 3 times… land. cr.mp, launcher into mixup, and i just like the idea of going up, down, up, down, up down ~
to answer the guys question from before, its actually quite easy… seems like you have quite a lot of time to get cr.fp out every time you do it.
Been practicing KARAs with Yun and kinda need some clearing up.
Palm: The input to do it is QCB MK~HP, correct? If so, I’ve been doing it, and I don’t see THAT much of a range increase…
Command Grab: What’s the input for it?