Yun Q&A: Ask simple questions here!

After say a mp and activating genei how many frames do I have to link hk or ultra???

Do any of you know if Yun is capable of doing a cross up lunge punch(EX) on wake up like Ryu’s cross up ground tatsu and Sagat’s cross up tiger knee?

I feel it would be safe to say, probably not lol

It would be awesome though if it did. The lunge punch has some interesting properties from certain distances, sometimes it looks like it will cross up.

Does he have a hitbox behind him while he does a lunge punch? Otherwise i don’t think it’s possible.

just picked up yun and i have a few questions regarding his air normals

This is my perception of them. Let me know where im wrong

Aerial Normals
J MP – good a2a due to hitbox, startup and active frames; hitbox is 2nd to to j HP, also a solid jump in option. Use for twitch reactions A2A and jump ins vs grounded opponents. Sets up a Jump forward A2A dash/x up lp shoulder mixup

J FP – most damaging air 2 air with the best hitbox and most damaging jump in, 2 frame more startup and 2 less active frames than j mp. Use when confident in A2A or jump ins you know will hit (ex: jumped projectiles). Sets up a Jump forward A2A dash/x up lp shoulder mixup

J MK – good ass jump in vs grounded opponents; most range and active frames, shit startup. weak as an air to air. Great hitbox for jump ins vs grounded opponent

Target combo: St LP, F+ FP – blows up focus attacks [caveat: some make the 2nd hit wiff idk what ones]

NJ LK – fastest NJ a2a and has a great hitbox but it does shit damage, only use when unprepared

NJ Fierce – fantastic Air 2 Air covers different angles than NJ HK

NJ HK – fantastic air to air, covers different angles than nj FP

Jump Back Fierce – best jump back A2A for when you have less time to react or you against a normal like saks jump fierce

I’m having trouble keeping up the pressure up against opponents. They either reversal out or back dash/block, forcing me to try and get back in their face. Any tips?

What start of the round tactics work for you guys?

i like starting my first block string in a match with with 2 chained lights, walk back, walk forward sequence. This allows you to get a read on you opponents tendencies safely. Whether they mash reversals, stand tech, cr tech, do nothing, or deley tech in most situations. Reversals wiff or are blocked, stand throws can be wiff punished, you can walk back in on blockers with a frame trap/throw, and you will identify cr techers/jab mashers

to deal with back dashing do a cr lk/cr lp OS lp lunge string or let them back dash and walk them into the corner.

vs reversals shimmying like i said above with the walk back walk, forward is a good way to bait reversals in during block pressure

frame traps are the obvious choice vs cr techers and jab mashers

chained low strings blow up stand teching and anything that makes them stand such as backdashing/jumping/ reversals that arnt dp motions that you can wiggle with 1,2,1 or 3,2,3
[ex cr lk, cr lk, st lp, st mp or cr lk cr lk cr lk st lk xx lp lunge (2nd one is a 1 frame link)

also dont be afraid to use strings like cr lp/cr lk, OS lunge (with st lp), st lp, st lk.
the normals are all chained so you cant be reversaled and they cant late backdash, it tags early backdashes, and on hit you can confirm into a combo like cr lp, st lp (confirmed hit by now), ender with slp st mp xx or cr mp, st mp xx.

If you leave a gap in your string instead of chaining lights it should be for a reason [ex: reversal bait, throw attemp, frame trap]. which one you do depends on your opponents tendencies which is why i like starting off with the 2x chained lights -> shimmy early

This is pretty much how i look at it when i use cody but i feel like it works fairly well with yun as well.

lastly make sure you know your reversal safe setups off knockdowns so that if someone screws up you can force them to block on your way back in.

Hey, in Ultra Street Fighter IV is Yun’s hard kick Nishokyaku no longer going to be a reversal? The change list says that the invincibility time was removed.

No one is sure if the changes will be final or they were just put there for the location test. Will have to wait and see until USF4 comes out.

Yeah word around the boards is that you can be meaty thrown out of wake up heavy nisho

I think I heard something about all reversals having an equal amount of invincibility frames could it have something to do with that?

Does anyone else get a command grab half the time when trying to mash upkicks?

Even when only mashing the shortcut motion going down back to down forward with a kick button the command grab comes out. Strange that Fei doesn’t have this input issue but Yun does. I hope they fix this in Ultra…

I assume you’re doing this whenever you’re getting crossed up? That what usually comes out if i try mashing for whatever reason, cmd/ex cmd grab will come out.

Not always, it happens when mashing upkicks as a reversal during frame traps too. Annoying as hell…

This happens when your inputs aren’t clean and your “mashing.”

Happens to me sometimes when my character is at the left side of the screen. Never have this problem at the right side though

I usually walk slightly forward before using any upkick as an anti-air. but if you’re just mashing through block strings, then it’s probably because you’re alternating between blocking high, low, and upkick motion. But what’s the point of that when upkick counters any high or low after a block string? Either turtle it out or only mash the upkick motion.

I’ve heard that Yun has built in frame traps in his hit confirms/combos. Exactly why are they considered frame traps?

Because most of Yun’s buttons leave you + on block therefore granting your moves better advantage against your opponents buttons. That and most of his combos double as his frame traps. So if you happen to drop a combo and the opponent is pressing something slow or if the gap is tight enough, you will get a counter hit.