Yun Q&A: Ask simple questions here!

yang has better normals (I guess you can argue that yuns are just as good but…) he has safer footsies options and generally plays more defensive. They both have very suffocating knockdown mixups that are not affected by DWU much. Yun is more offensive and has a better dive kick. Basically take your pick between safe and more footsies oriented yang or offensive decent footsies but better divekick yun. Yun also does more damage.

Yun has less bad MUs. His bad MUs are also not as bad as Yang’s can be.

Question: how do you guys, with Yun, like to use lvl 1 and 2 FAs? Outside of, like, Chun, I never been the strongest with focus, and would like to fix that. Any advice on Yun focus play? Or does he not much use em?

Actually, shortly after I asked that I learned that I had it backwards, and the plink would be LP to MP… I was kind of expecting you were gonna correct me on that. Lol so now I’m confused. Lol its LP-MP, no? (Can’t do a tilde on my phone)

Yeah someone told me yang had a better command grab and I was wondering if one had a better dive kick than the other. If its Yun, any idea why/how? Good to know, just curious why.

I’m pretty sure you hit the button you want before you hit the other button or plinkee? So mp, then lp 1/60 a second later…
http://forum.hardedge.org/fighting-games/capcom-fighting-games/super-street-fighter-iv-ae/11895-srk-com-the-plinking-faq-everything-you-want-to-know-about-plinking/?s=670bd325e56a9d69be6f7a64af2616aca45e40eb
If I read that right…
Yun’s divekick and command grab are better. Yun’s command grab has better range on both versions… I believe Yang’s footsies are better than Yun’s (though I think Yun has good enough footsies), and Yang’s crossup is slightly more reliable with 5 active frames. And Yang’s damage is heavily meter reliant…

is Yun bnb’s Combos 1-frame?

Here’s a question… would it be so detrimental to use cLK then target combo LP LK MP xx special move as ones bnb, or even block string (though stopping at diff times for mixup). I’m assuming this would reduce damage output or something, but unless that is the case by a serious margin, are there any other reasons not to do this?

I’m asking from a place of link inconsistency admittedly, but id be more than happy to trade a lil damage to hit my combos every time w/ ease. I’m guessing some other reason(s) exist, but had to check…

I would say do what you can til you can up your execution.

I think that particular target combo is also plus on block too, someone correct me if I’m wrong. If you can, try and do the links though since the links are fairly simple with a bit of practice.

Thanks. I’ve actually been improving at em, but still figured, “why not?” Lol

I have a few problems I play on arcade sticks and one of the things I dont know is how you buffer a srk shoulder from a crouching mk. I can easily buffer the push but every single time I try to buffer it the push comes out. Next what is with the link between c.mp and st.mp I have a hard time with this. All my combos with Yun seem to do below 200 damage does he just do low damage?

Usually I make sure to do df, d, df lp for my cr. mk xx shoulder. Just a matter of preference for me

For the cr. mp far st. mp link, you could plink the st mp with lk to ensure you get the ender to connect.

  1. TC5 is not a legit BnB replacer. But it is very good for pressure because it is only -2 on st.MP (+1 at st.LK), builds tonsometer, and is also a true block string into LP Shoulder.
  2. Yeah SFIV lenient inputs suck. I do what coos does with df. It stops super from coming out on accident as well.
  3. Yun’s damage output is fairly high all things considered, especially with the addition of rfc.
  4. you should always plink/double tap once you get it down.

if you are having trouble with cr.mp, fst.mp … you have to grind it out. 2f combos are extremely common (and often important.)

@Shottanuhmis… what? Yun does godlike damage! cr.mp , cr.mp , st.mp xx hk upkicks are all 2 frame plinkable links and does 266 meterless… Not to mention all the crazy corner specific and meter punish combos.

So do you always go for c.mp instead of c.lk or c.lp?

If you can, yes definitely go for cr.mp.
It won’t work at certain dive kick heights and what not though, which is where cr.lk is easier to confirm but obviously does less damage.

definitely learn to get into the habit of plinking any of yun’s medium attacks whether it’s his kick or punch because you’re going to be using them very often.

How come? I’m not saying you’re wrong, or being argumentative, just legitimately curious. I messed w/ it for a.few min and found the main downside is that it won’t work outside of standing close range. But in that case its easy to just use something else.

I assumed damage would be the main downside, but get this: starting both from a cLK, cLK TC5 xx DK did MORE damage than cLK cLP sLP sMP xx DK! Without the initial cLK, the TC5 bnb did slightly less (20).

Also, TC can’t be done off a command grab, but that’s no biggie, can just do cMP sMP xx DK.

first off double check that as i just did cr lk, cl lp, st lp st mp xx HK upkicks (182) and its beats cr lk TC5 xx HK upkicks (168) in damage.

Also it kills your ability to frame trap.

cr lk st lp leaves you plus 3 on block for tic throws, command grabs, and frame traps into cr mp or walk forward cl lp.

it also means you cant do cr lk cr lk st lp st mp/cr mk or cr lk cr lk cr lk st lk xx lp lunge to tag people stand teching/mashing backdash/mashing reversals

further more you lose out on more damaging combos like cr lk st lp cr mp st mp/cr mk.

Its ok as an option or as a starting point but in no way is it a replacement for bnbs

The only real advantage it has is that it is a true string into lp shoulder and it builds a bunch of meter.

Seperate question: After a shoulder, RFC, I’m under the impression our ideal sequence is EX palm, shoulder, lunge. But I’ve found the shoulder doesn’t always reach, and in the corner sometimes they fly over you (I’ve seen this mitigated, but am not sure how). Basically I’m just wondering if anyone has it figured out exactly how to proceed after an RFC, corner and midscreen, with and without an additional meter stocked (someone told me it can be done w/ HP Palm, but I haven’t been able to get a shoulder to connect from it).

It appears red focus is gonna be huge thanks to its stun properties. Its funny to me that before the games release, Capcom made a big deal out of red focus’s defensive capabilities (look how many hits you can absorb!!), but it appears Ultra could be largely about offensive red focus. Basically a lvl 1 FA that crumples and beefs up stun… not too shabby. :slight_smile:

That makes some sense. And I wasn’t gonna abandon trying to get the real links workin. I just can’t plink w/ the “pad scrub” curse cast upon me, though I must admit Yun’s basic links are pretty easy compared to the rest of the cast’s (id pay a weeks salary for Rufus’s sLK sHP to work as easily as Yun’s sLP sMP lol).

Its just annoying not being able to count on the bare-bones basics consistently working. Which is why I’m more than happy to sac a lil damage for it. :slight_smile: Anyway, you guys as a whole have been awesome about prompt and helpful replies in general. Thank you to you all!

  1. (Corner only) s.mp/cr.mk LP shoulder red FADC U1 LP shoulder HP lunge

  2. s.mp/cr.mk LP shoulder red FADC U1 HP lunge

  3. (Midscreen only) s.mp/cr.mk LP shoulder red FADC EX palm LP shoulder HP lunge (one more mixup into a combo after this will lead to a stun)

  4. s.mp/cr.mk LP shoulder red FADC cr.mp cr.mp s.mp xx

  5. s.mp/cr.mk LP shoulder red FADC cl mk, LP Shoulder, HP Lunge

  6. (Corner only) s.mp/cr.mk LP shoulder red FADC Palm cl.mk LP lunge

  7. (Corner only) s.mp/cr.mk LP shoulder red FADC Palm cl.mk jump cancel HK divekick

If you are missing the shoulder midscreen it is because you timed it too late. i always double tap it as i sometimes miss it otherwise

What strength do you use for the lunge in the corner after U1? I’ve heard medium but I can’t land it

HP lunge. also it only works if you land a grounded ultra 1 or an ultra 1 after a cl mk or ex palm as they dont eat up your juggle count.

In the corner though you can do lp shoulder, hp lunge. its just a matter of timing. you can cancel the last frames of U1’s recovery into a special so try buffering it as the screen is shifting from looking up back to neutral