It depends on the character. Characters without a DP meaty divekicks and time them so its very hard to guess which side its on. Against DP characters i’ll mix between those xup/non xup setups and DP whiffing divekick setups. I’ll sometimes go for your standard meaty pressure because yun has pretty decent frame traps. Heres an example against ryu:
end in MK upkicks, neutral jump and at the apex mk dive kick will make DP whiff and if it hits it hits crossup.
How exactly are you plinking w/ pad? Just hitting LP and MP together but trying to make sure MP is slightly first?
I absolutely do not care about style, at least not yet. I have no idea why the sMP link is eluding me so much. I’m willing to practice if it seems like there’s a light at the end of the tunnel, but 1 out of 10 in training is discouraging. Lol between linking sMP off cLP, scLP, and sfLP, should either be significantly easier or harder than the others? Or basically all the same?
I just did a short set and landed the combo more than expected (bout half the time?) (Edit: played another set, landed it even more often. Hopefully this struggle is something ill be laughing about in a week), but lead to these 3 questions:
Say I get them blocking a cLP or two, what are some good options if we ‘confirm’ they’re blocking? (Aside from tick grabs… got them locked n loaded).
If I’ve resolved to use my meter for EX moves rather than stocking for Genei Jin, where do I really wanna do this in general? Ending combos w/ EX DP kick when possible? Extended corner juggling? Or is that just a mistaken philosophy and I should be all about GJ? If EX command grab offers significant extra range, ill use the shit out of them.
Of the 4 DPkicks, anyone know the number of invincible frames of them, if any? Just so I know which to be AA-ing with. If EX DP has significantly more, that def informs question #2.
Your options would be, throwing, command grab, setting up a deep dive kick, or baiting your opponents reversal. “Good options” depends on your data about your current opponent.
It depends. Usually conserve your meter for ex rfc/GJ, or if you can end the round using it, do that instead. You’ve stated 2 reasons for using it, corner juggle and ex upkick follow ups. Just depends on the matchup.
@ThisguileKillYa you want to use lk dragon kick for anti airing it has a 5 frame start up and 5 invincibility frames (covers the start up) or EX which has a 4 frame startup and a I think 6 iframes? i forget this one but I know they cover the start up. You want to use hk or ex for waking up. Hk has an 8 frame startup with 7 iframes (does not cover start up so don’t AA with this one) however there are enough iframes to wakeup with unless they use a move with a ton of active frames.
As @Khaoticsymbiote you want to use your meter for red focus or genei jin. If you get a stun feel free to spend a bar on EX palm , lp shoulder, hp lunge. I’ve also adopted some pretty nice set ups from Julio that involve ending combos in EX shoulder (you can check these out from last nights WNF’s or last weeks).
LK and EX are the best AA kicks. EX is also his best get off me move. HK is “ok” but good set ups will stuff it, it’s fairly easy to safe jump, and now it’s throwable.
Meter usage is entirely match up dependent. Saving meter for RFC is great but you have to keep some things in mind. Above all, Yun builds meter fast. EX lunge allows him a much easier time on the ground game in some MUs. EX kicks give you Ultra combos quite often. The LP lunge juggle after EX kicks can be worth it too if your opponent has already eaten a combo and still has their stun meter around 450. While taking EX shoulder into a RFC is tempting, it’s probably a better idea to punish any fireballs as soon as you can with EX shoulder. Genei Jin into U1 into finisher does about 100 damage more than any RFC combos (…well…unless you land a j.HP, maybe) which is important for closing out games. GJ will always do more damage alone too, which is probably preferred in a MU against characters you don’t want to be next to (ie Zangief or Hawk.)
EX Grab is something I’m kinda torn about. It’s something I know shouldn’t be used but I do. Karagrab is hard to pull off consistently and that’s the main reason I use it. Maybe the st.LK thing posted will help. If I want speed I do cr.MP cancel. EX Palm is basically something you only land after RFC, focus, and stun. Pretty good when scaling isn’t a problem.
I’m having a ridiculously hard time anti-airing. I just can’t go all the way from holding back to a dp motion in time. Whenever somebody jumps from about Ryu’s c.mk range, that’s it for me. I can’t do anything about it but block, and that’s almost as bad as getting hit for me because I hate and am bad at guessing.
And the HK version can be thrown in Ultra? Is that causing problems?
Thanks to everyone for the great answers. As long as I can get the sMP links consistent, I am completely all-in on Yun.
For this I was refering to specific sequences, whether for counter-hit traps, extended strings, or ways to safely start the pressure over (like blockstring into divekick into blockstring, yadda yadda). At first, just for the sake of “practicing” I was just going right into Dragon Kicks or Lunge even on block. Obviously that’s no good, hence the question of what kind of stuff we might do on block.
Also, is there a blocked normal from which command grab flows particularly naturally? Kind of like how THawk gets a sort of ‘ready-made’ tick setup w/ his scMP. I def intend for command grabs to be a prominent part of my game plan (when the matchup allows for it at least).
Sorry if my questions are annoying, but as mentioned, i really want to dive into this character. And aside from a little bit in 3rd strike, I basically never played em before. Hopefully the answers are helping other like-minded folks too.
You can find a lot of the things you’re asking for in the Yun Guide by dafeetlee. And in the other threads, especially in the other matchup threads because I’ve asked those same questions. Just take your time and read through them.
Hehe, yeah I’m actually readin the matchup thread now. Some really great info in there, fer sher. And i know first hand the annoyance of people asking questions the answers to which are already firmly established, so I understand.
And oooh, had no idea about the dafeetlee guide, thats great! Can you say, “on it?” Thanks again!
You want to be careful with the command grab. You should use it when you’ve made your opponent scared to cr.tech. You can do this with frametraps or divekicking to beat the crouch tech.
Speaking of frame traps, I’m sure Yun has several good ones, and I’m sure they’re easily found, but just wondering if any of you guys had a particular ‘go-to’ frame trap you like in particular? For any kind of trick or tactic, I like seeing players’ “personal favorites.”
Id cite some of my own, but I’m too new with Yun to really have favorite anythings. Though I must say the linking of 3 cMPs is quickly becoming a favorite combo when it applies. Hehe
Gj does not build meter or stun. The only good use for gj right now is to close out a rnd. Rfc combos flat out beat it everywhere else.
If you have good D, you can use cmd grb on your first blk strg, the pressure it puts on your opp is worth the risk regardless of if you hit it or not.
I am just s training mode monkey right now but, has anyone been using st. Lp xx st. Lk xx st. Mp xx ex lunge on blk? Seems like it has alot of good follow up options plus corner push?
You guys see that forward s.HP trade into ultra (standing opponent) by Kazunoko in the corner vs Mike Ross Honda at Southeast Majors? Is that trade setup into ultra a viable option for all matchups when someone jumps back and buttons in the corner?
basically what you said second making sure with my thumb I hit MP first. Sort of like a tilt my thumb towards mp then bring it down onto lp… but I use a ps pad so i dunno about any other pads…
Yeah i saw that, i would assume so. Gonna test it out later.
Yeah, The Breaker is right, it works on all the cast. Some are harder to get the trade in your favor due to their jumpins being too good, or knocking down.
Outside of characters that have a knockdown jumping attack (dudley/juri/gouken/dan?) I don’t see why it wouldn’t be. It’s kinda slow and unsafe but fw.HP has the same juggle as fst.HK.
I’m thinking about trying Yun or Yan as a second character. Which one do you guys think is more rounded and better overall?
Who has the least amount of bad matchups?
I main gouken ATM and would like a character that has a different play style.