Dienstag, 8. Juli 2014

yun

:punch-light: : Relatively standard 3f jabs that provide decent frame advantage on hit (+6f) and on block (+3f). Yun's stand jabs link directly into his stand strong (one of his strongest normals). Far standing light punch whiffs on some smaller, crouching opponents (such as Chun-Li and Blanka). Beyond that, stand jab also begins Yun's target combo 5 (s.lp, s.lk, s.mp xx special), which is one of Yun's easiest hit confirms.
:kick-light: : A deceptively powerful normal. Yun's s.lk comes out quickly (3f) and has one of the longest ranges of any 3f normal in this game. In addition, s.lk can be special canceled. This means that when you block an attack (such as Fei Long landing an unsafe rekka), Yun can easily counter using s.lk xx special because of s.lk's speed and distance. Beyond that, you may see s.lk used in option selects because of the long distance it reaches (i.e, s.lk OS lp lunge to beat backdashes).
:punch-medium: : Without a doubt, Yun's stand strong is one of the strongest normals in the game. It's relatively quick normal (4f close, 5f far) that can be hit confirmed. If the opponent blocks, Yun can cancel into lp shoulder (safe on block) which leaves him in the perfect position to do another s.mp xx lp shoulder. If it hits, Yun can cancel into hk upkicks for huge meter gain (1/2th to 2/3rd of a bar), stun (cr.mp, cr.mp, s.mp xx hk upkicks has 400+ stun) and strong oki positioning. It's also worth noting that it has a disjointed hitbox: Yun's s.mp extends slightly above his head and far in front of him, leaving Yun's hitable body far behind his hitbox. Finally, s.mp cancels into Yun's target combo 4 (s.mp, s.hp, b+hp) which allows him to cancel into Genei Jin for heavy damage.
:kick-medium: : A decent poking tool that comes out fast (6f). Although it looks like it has a good angle for anti-airing, it really should not be used for that purpose because lk upkicks is such a strong anti-air that builds 1/3rd of a bar (and, unlike s.mk, lk upkicks barely trades). The close version of s.mk is Yun's launcher, but it's not very effective outside of Genei Jin because of how slow it hits and how low it launches.
:kick-hard: : Although it's one of Yun's slowest normals (8f), stand roundhouse is a good poke in match-ups against grapplers because of its range and the ability to use it to keep people out. It also knocks down the opponent on hit (techable knockdown). During Genei Jin, this move serves a whole different purpose: launching. Yun's s.hk can launch the opponent high enough so he can use lp lunge and f+mk to carry the opponent to the corner and begin the more damaging portions of his Genei Jin loops.
cr:punch-light: : This move is slightly faster than cr.lk (3f start-up vs. 4f start-up) but it can be blocked standing or crouching. Beause of this 1f start-up difference, you usually want to use cr.lp after a dive kick because of dive kick's variable hit stun. Besides that, though, you should be using cr.lk rather than cr.lp.
cr:kick-light: : Typical short, but it's a 4f short (so, it's usually better to cr.mp OS crouch tech). When doing hit confirms, you're better off using cr.lk because both cr.lk and cr.lp have the same amount of frame advantage on hit (+4), so combo timings are essentially the same.
cr:punch-medium: : A fast (5f) punch that rivals that of a shoto's. It has an extremely disjointed hitbox (Yun hits with his entire arm, but his arm cannot be hit) and serves as a strong frame-trap. In addition, it can combo into itself or s.mp for strong hit confirms. If you land a dive kick near the opponent's feet, you can go straight for a cr.mp combo. finally, it combos after a command grab (cr.mp, s.mp xx special).
cr:kick-medium: : Although not as fast as a shoto's low forward, Yun's cr.mk is relatively fast (6f) and has no hurtbox on his shoe. It's a relatively good normal to use in footsies when cr.mp or s.mp would otherwise whiff, and can be special canceled relatively safely into lp shoulder. However, like a shoto's cr.mk xx fireball, Yun's cr.mk xx lp shoulder is not a true blockstring (you can DP between the two hits if the first is blocked).
cr:kick-hard: : Yun's sweep is rather terrible in terms of start-up, range, and recovery. The reason it's worth mentioning is because Yun's sweep puts an opponent in a jugglable state (because of the cr.hk, s.hk target combo). So, if Yun trades with his sweep, he can combo into anything he wants. This includes either ultra, a punisher combo, or even a throw.
1. Zesshou Hohou (Lunge). :joystick-down: :joystick-down-right: :joystick-right: :punch:
FADC-Able? Yes.Can be combo-ed into? Yes.Link-able? Yes.Armor Breaking? Yes.
if you space it correctly (hitting only with the tip of Yun's fist), this move is safe on block and does good chip damage, along with getting Yun close for free. If you misjudge the distance and hit with your lunge too deep, you can FADC backwards to make this move safe. In addition, this move juggles after certain moves (you usually use lp lunge). Important juggles with lunge include after ultra 1 (hp lunge), ex upkicks (lp lunge), ex lunge (lp lunge), and hp shoulder in the corner (lp lunge).
EX lunge does two hits and is one of Yun's strongest normals because it's safe on block (leaving Yun at +1f, which leaves Yun in control) and juggles if the second hit connects. If the second hit connects, lp lunge or ultra 1 can juggle at full screen. It is worth noting, however, neither regular or EX lunge are entirely safe. The opponent can punch you as you lunge at him (usually an SRK or ultra will punish you for lunging at full screen) if they're watching for it. However, if you use lunges sparingly, they often will surprise the opponent and let Yun get in for free.
2. Kobokushi (Palm Strike). :joystick-down: :joystick-down-left: :joystick-left: :punch:
FADC-Able? Yes.Can be combo-ed into? Yes.Link-able? Yes.Armor Breaking? Yes.
Yun's palm. The lp version serves as a feint whereas the mp and hp versions are identical. This attack is actually a fireball that extends beyond Yun's hands, which is why it cancels out fireballs (and thus can be punished by any projectile invincible move). In addition, it can be used in the corner to combo into itself after a focus attack for extremely high meterless damage (450+). Palm is extremely slow, but it is completely safe on block (like many of Yun's specials). If palm lands, Yun knocks down his opponent. Palms are also used to whiff and build meter; 8 whiffed palms makes an EX bar.
EX palm is extremely unsafe on block and much slower than regular palms (which are already slow). You'll probably only be using EX palm to punish a whiffed SRK or as a FA/stun punisher. EX palm provides a wall bounce which allows Yun to combo afterwards with many moves (such as lp shoulder, lunge, and hk upkicks). The most damaging follow-up in this situation is EX palm, lp shoulder, hp lunge. It's also worth mentioning that Yun has lower body (his ankles) invinic. This means that sweeps and cr.mks will pass right through your body when you're performing an EX palm.
3. Nishokyaku (Dragon Kicks). :joystick-right: :joystick-down: :joystick-down-right: :kick:
FADC-Able? No.Can be combo-ed into? Yes.Link-able? Yes.Armor Breaking? No.
Yun's upkicks. LK works well as an anti-air because of its priority and angle. HK works well at the end of a hit confirmed combo because it does not whiff on crouchers and does good damage and stun. As far as a wake-up reversal, upkicks are too slow for this purpose. LK upkicks is a 5f move and whiffs on crouchers (as well as having little invinic). HK upkicks is 8f (thus easily safe jumpable) but has the most invincibility. Of course, upkicks cannot be FADCed and are rather unsafe on block and/or whiff.
EX upkicks are faster (4f) and are harder to safe-jump. In addition, EX upkicks juggle. This allows Yun to follow up with a juggle (usually lp lunge, unless in the corner). Also, like HK (but not LK) upkicks, EX upkicks hits crouchers. It's worth noting that EX upkicks, LP lunge does less damage when ending a combo rather than ending with HK upkicks, so save your meter. The reason this does less damage is because of damage scaling and EX upkicks does less damage than LK upkicks. If your combo takes less than 3 hits before the EX upkicks, then EX upkicks, lp lunge is a superior combo for damage (but not oki).
4. Tetsuzankou (Shoulder). :joystick-right: :joystick-down: :joystick-down-right: :punch:
Can be combo-ed into? Yes.Link-able? Yes, in the corner.Armor Breaking? Yes.
LP shoulder is a good move to end hit confirms where you confirm that the opponent is blocking. MP and HP shoulder knock the opponent in the air for juggles (particularly in the corner). Both MP and HP shoulder are projectile invincible. All forms of shoulders cancel into Genei Jin and allow you to cleanly hit confirm and combo into your Genei Jin strings. It's worth noting that LP shoulder does not knock the opponent down. This is important because Yun can perform s.mp xx lp shoulder and be in range for a s.mp xx lp shoulder. It's also worth noting that s.mp xx lp shoulder is not a true blockstring and can be DPed in between the two hits (but it's a valuable tool for characters without DPs). HP shoulder can be FADCed and combos straight into U1.
EX shoulder hits twice and juggles, but is unsafe on block (like MP and HP shoulder). Similarly to MP and HP shoulder, it juggles better in the corner.
5. Zenpou Tenshin (Command Grab). :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :kick:
Link-able? Yes
Yun's command grab. LK, MK, and HK are exactly the same. EX command grab extends slightly beyond the range of a regular command grab and is quicker (5f, rather than 7f). In terms of range, regular command grab is similar to cr.lk whereas EX is similar to cr.mk (slightly shorter). Because Yun forces the opponent to block with all of his pressure, his command grab is what makes him scary; command grab lets Yun open up opponents who otherwise would be too defensive. After a command grab, Yun can cr.mp, s.mp xx hk upkicks (universal option). In Genei Jin, it's easy to slip in a command grab to score an easy reset. EX command grab is immune to throws. It's also worth noting that using an EX bar for command throw is not a waste of meter. After landing the command throw, cr.mp, s.mp xx hk upkicks refills 2/3rds of your EX bar.

Yun's Ultra 1: Youhou
U1 has high comboability and can be tagged at the end of many combos (or Genei Jin loops) for extra damage. For this reason, U1 is usually used with Yun players, rather than U2. U1 also has an upward hitbox which allows Yun to use his ultra as an anti-air if the user has good enough reaction (of course, Yun is also invincible to strikes during U1 which prevents trades). U1 also launches at the end of its full animation and allows for a further juggle. The timing on this juggle is slightly awkward for new players because you need to perform the move slightly before you think it would be possible. The strongest meterless juggle is following U1 with a hp lunge. The strongest single meter follow up is using an EX shoulder, where both hits of EX shoulder hit (EX lunge also works as a follow-up for slightly less damage). If you're in the corner and have a super bar, you can follow up a U1 with lp shoulder xx Genei Jin. Common ways to combo into U1 include EX lunge, HP shoulder FADC, target combo 4 FADC (s.mp, s.hp, b+hp) in the corner, and set-ups where lk dragon kick only hits with one hit (these set ups will be described later, as they are character specific).
1.) cr.mk xx lp shoulder
s.mp xx lp shoulder / s.lk xx lp lunge / cr.lk xx lp lunge / cl.s.hp xx hk upkicks
These are the special cancels Yun will use most. These are the most basic combos Yang has; they're simply placed here to let you become familiar with common moves Yang special cancels from.
A special cancel is where you cancel a normal move's animation with a special move. Of course, the move has to hit.
Yun's cr.mk is a good poke that cancels into his special moves. Both cr.lk and s.lk are quick (though limited range) pokes that special cancel and can be used in punishing (i.e, Fei hitting with his rekkas too deeply can be punished with s.lk xx lp lunge). Both s.mp and cl.s.hp are stronger normals that could be used in a basic punisher. You can special cancel into other moves. You'd use hk upkicks in a hit confirm or punisher. LP shoulder would be used in cases that you're not sure if the opponent blocked or not (because it's relatively safe on block and allows for another s.mp xx lp shoulder). LP lunge is usually done in anti-backdash OSes, but you'll find yourself canceling into lunge from time to time
2.) cr.lk, s.lp, s.mp xx hk upkicks
Target Combo 5 (s.lp, s.lk, s.mp xx special) / cr.lp, s.lp, s.lp, s.mp xx special
Simple Hit Confirms (Combo Explanation)
These are Yun's basic hit confirms. Hit confirms are combos in which you perform two or three normal moves and watch to see if they hit. If they are blocked, you can simply elect to not end your combo with a special move. If they hit, you can safely perform your stronger special moves. Typically, if the opponent blocks, you'll perform a LP shoulder. If your opponent doesn't block, you're perform a HK upkicks.
There are some means for variation. You can add cr.lks and s.lps pretty liberally as long as you stay to 4 hits in total and end with s.lp, s.mp. So, using cr.lk, cr.lk, s.lp, s.mp is just as viable as using cr.lk, s.lp, s.mp. It's worth noting that far standing light punch whiffs on some smaller crouchers (like Blanka and Chun Li), so limiting yourself to three moves in a hit confirm will help in combo consistency and damage (because damage scaling will make you do less damage overall).
If you have full super, ending with a lp shoulder can be reasonable because you can then cancel into Genei Jin and begin your Genei Jin loops.
3.) cr.mp, cr.mp, s.mp xx hk upkicks
cr.lp, s.lp, cr.mp, s.mp xx special
Because cr.mp combos into itself and s.mp, Yun can use this tool to perform combos that do massive amounts of stun. For example, cr.mp, cr.mp, s.mp xx hk upkicks does 404 stun; two of these and a poke or two will end up in an easy stun. If you're performing a dive kick, it's usually better to start off with a cr.lp or cr.lk because of their speed. You can combo into cr.lp, s.lp, cr.mp, s.mp instead of cr.lp, s.lp, s.lp, s.mp for more damage and stun, but it's a tighter link.
There are a few character specific options listed, but they are usually worth performing. If you can get extra damage, why not?
4.) Post Command Grab, cr.mp, s.mp xx hk upkicks
Yun's command grab is one of the things that makes his offensive so scary. It's because of this that you need to practice Yun's strongest post-grab set-ups. His cr.mp, s.mp is a universal option, whereas cr.mp, cr.mp, s.mp only works on some characters (but is the stronger option).
5.) EX lunge punch, U1
Target Combo 4 (s.mp, s.hp, b+hp) FADC U1 (corner only). / lk upkicks (1-hit), U1 (set-up and character specific).
HP shoulder FADC U1
Pretty basic combos, but EX lunge punch, U1 will be your main set-up if you can consistently get that juggle. Other details can be found in the U1 section of this guide. 
Tips
- Build Meter with Palms safely vs. characters jumps/specials/etc. All of Yun's EX moves are great, and genei-jin is a given.
- Anti-air with LK Upkicks as much as possible.
- Learn to use divekicks properly. The goal is to try and range them so that they hit from the waist down.
- Stay solid on footsies and learning how to delay tech imo is crucial with Yun. People mash throw after divekick a lot, delay techs if done properly will result in 1 of 3 things: blocking uppercuts, teching throws, and scoring CHs if they tried to OS throw tech.

Setups and Mixups after Knockdowns
HK Upkicks
- nj. LK divekick safe jump (dive kick will whiff, delay tech after you land. I like to delay tech with c.mp+throw)
- j.LK divekick to crossup (combo with c.lp afterwards, everything else is too slow to combo unless opponent wakes up with a crouching attack)
- nj. MK divekick to not crossup or nj. LK divekick at the peak (can be reversal-ed)
- HP Palm for pressure/chip/punishment vs normal to short backdash characters/trades with 3f DP type moves (ie. Ken/Ryu's), loses to 5f DP moves though since later invincibility (ie. Sagat/Cammy's)
- LP Palm for a fake into Command Throw/c.mp vs people trying to jump away/c.lp OS LP Lunge punch for jump away and backdash/Normal Throw to be safer than using a Command Throw

Forward Throw
- HP Lunge then dash j.LK divekick or HP Lunge nj.HK divekick for crossup
- f+mk, slight pause, jump-in (safe jump).
- LP Lunge, j.LK divekick
- (Corner) 2 forward dashes, HP Palm/LP Palm
- (Corner) 2 forward dashes, j.LK divekick

Back Throw
- HP Lunge, safe and baits uppercut reversals. (Delay tech recommended if going for this)
- MP Lunge, leaves you right out of normal throw ranges.
- Forward dash HP Lunge for chip and safe on block, but not safe vs. reversals.

LP Lunge
- HP Palm > ~
- LP Palm > Dash EX Command Throw/nj.MK divekick or just nj. to bait reversal uppercuts

mp>hp>b+hp TC
- Dash f+hp against jump away/backdash (not safe from reversals and focus-able)
- HP Lunge for chip and safe on block only if they quickstand (not safe from reversals and loses to some backdashes)
- HP Palm for meter

LK Upkicks AA
- Dash into same oki as HK Upkicks

Staple Combos
Easy Hit Confirm that works vs. every character
- c.lp, cst.lp, st.mp xx HK Upkicks
- c.lp, cst.lp>lk>mp xx HK Upkicks_HP Lunge_EX Lunge

Strongest Hit Confirm Combos
- c.mp, c.mp, st.mp xx HK Upkicks
- c.lp, cst.lp, c.mp, st.mp xx HK Upkicks*

Safer Alt for Combo Above
- c.mp, c.mp, st.mp>hp>b+hp

OS Crouch Tech Combo Starter
- anything with c.mp+throw
- c.lk x3, st. lk xx LP Lunge_HK Upkicks
- c.lk, c.lk, st.lp, st.mp xx HK Upkicks
- c.lk, cst.lp, st.mp xx HK Upkicks
- c.lk, cst.lp, c.mp, st.mp xx HK Upkicks*

Canned Staples/Day 1 Combos
- c.lk, c.lp, st.lp, st.mp xx LP Lunge_HK Upkicks
- c.lp, c.lk, st.lp, st.mp xx LP Lunge_HK Upkicks

Combo Rule-of-Thumbs
- c.lp_c.lk only links into other crouching or st.lp_lk
- st.lp close/far version is the only way to link into crouching or st.mp along with c.mp itself.
- All mp or c.mk xx MP Lunge works.
- cst.lp>lk>mp has the most hit stun and links easily into HP Lunge_EX Lunge.
- All combos that cancels off st.mp link into LP Shoulder.
- c.mp also links into c.mk, but didn't list it since st.mp has more range.
- The ones listed above with a "*" the ender will whiff vs. certain characters, use lunge instead.

Combo Tips
- Plinking is part of the game, quit trying to be a hero and learn to plink.
- When doing c.mp, c.mp, st.mp xx, use this plink method c.mp~lp, c.mp~lp, st.mp~lk. If you mess up on the st.mp timing the st.lk will still link and it can still be canceled into HK Upkicks_LP Lunge.

Block Strings
- If you see that your combo doesn't hit, end the combo with LP Shoulder. Keep in mind that st.mp_c.mk xx LP Shoulder is NEVER a true block string. Can always get reversal-ed in between. You can use LP Palm Feint as well to keep the pressure going, though LP Palm has some recovery itself.

Command Throw Combos
Main Staple
- c.mp, st.mp xx HK Upkicks*


Footsie Tools

st.lp
- Both close and far versions hit the majority of the cast even when they're crouching. It's great in combos and I like to use it just to annoy my opponents and get a reaction from them. I like to walk st.lp, walk st.lp just to pester opponents at times. Otherwise imo, st.lp is only really used in combos.

st.mp
- Probably his best footsie tool, imo. Since I can't find any frame data posted on AE Yun, I can say from as far as I know his st.mp starts-up in at least 5f or so and the great part about it is it has a large active frame window.
- St.mp can also kara into focus/throw, seems as if it's the only move that really inches him a tiny bit forward during it's animation. Also it's weird, but it seems as though if you cancel at that last few frames, it'll give him more of a step forward.
- st.mp>hp is a great tool vs players that like to focus a lot. st.mp>hp>b+hp is also very hit confirmable, with a Super this simple TC poke becomes even deadlier. Though keep in mind that when you hit st.mp>hp against an opponent's extended limb, the b+hp followup tends to whiff and you can be punished even if the first two hits connected.
- st.mp xx into almost anything works. St.mp xx if canceled on it's earlier frames and EX Lunge actually combos. St.mp xx LP Shoulder like st.mp>hp can blow up focus attacks, but keep in mind kinda like focusing Ryu's c.mk xx fireball, they can let it go before the 2nd hit hits, and get a CH crumple.

st.hp
- The close version has two hits and the first hit is cancel-able into special moves. Though IMO I wouldn't really recommend using close st.hp in combos, since c.mp, st.mp links are more dmg and pretty easy to link as it is, and st.mp is the same move close or far. Though close st.hp is not bad for an Anti-Air, LK Upkicks is still far more reliable.
- The far st.hp reminds me of Akuma's st.hp. Feels to be about 7f or so, I like to use it vs opponents that try to jump in from a distance. So it can definitely be used as an Anti-Air at that certain range, and it's not bad vs other divekick characters when they're whiffing divekicks in front of you trying to bait out LK Upkicks.

c.lp
- I'm pretty sure it's safe to say this move is 3f. It's also the easiest way to combo after a divekick, especially after a crossup LK divekick as well, so getting c.lp, st.lp, st.mp or c.lp, st.lp, c.mp, st.mp combos are pretty important, imo. Other than that it's pretty much for combos from what I've been using it for.

c.mp
- Similar to Ryu's c.mp, probably around 4~5f.
- Links into itself, and st.mp and c.mk.
- I like to use this move to hit confirm into his main max damage staple. Also I like to use c.mp as a tool for frame trap game.
- c.mp>c.hp is a TC but I really don't see the use for this TC.

c.hp
- Two hits, and pretty much starts off with a c.mp in the c.hp move itself. 2nd hit is actually not a bad Anti-Air for some odd reason. I also personally like using this vs Dhalsim right outside of his st.hp range, just to clip his limbs. Though c.mp does that job as well.

st.lk
- Kind of like Yun's own version of Vanilla Sagat's st.lk. It's cancel-able and also combos into LP Lunge, EX Shoulder, or HK Upkicks. Good range, really fast (4f), andddd it's +1 on block! Lately I've personally liked using this to pressure/annoy opponents up close, sort of like how Dhalsim's like b+lk when close to opponents.


st.mk
- The far version looks similar to Bison's (Dictator's) st.hk, though the hitbox on it is really not very reliable at all for Anti-Airs. Though the animation looks like it's kicking upwards, it has more of a horizontal hitbox than a vertical one. Though for Yang, Yang's feels like it has a bit more of a vertical hitbox, and Yang has st.hk for that purpose as well.
- The juice in this button is within the close version. I haven't thoroughly tested this, though from my experience it might blow up low attacks, since his front leg is lifted off the grounded (though again, I have not tested this and I'm not 100% on it). Cst.mk can also be jump canceled into any air-to-air attack, or into a divekick. Even when not jump canceled in can be comboed off lunge or any normal that reaches I believe.

st.hk
- Other than st.mp, this is my favorite footsie tool. Great range, large active frame window, good damage, and knocksdown. I like to use this move against characters like shoto's or characters that really rely on long range low attacks. It's sort of slow, but once his front leg is lifted up, it seems to eat up low attacks at a distance. One common setup I like to use it after is a blocked Palm in the corner immediately followed up by a st.hk, since palm pushing back a bit and if the opponent mashes a poke out, st.hk puts them in their place. Though this is not 100% versus any attack, it's still one of my favorite ones to use in footsie battles. Though keep in mind, if you use it like Boxer's use c.hk, and the opponent jumped, you're getting f-ed.

c.lk
- Very fast, probably 3~4f or so. Also I believe his c.lk also dips him down the lowest out of all of his crouching attacks, might be possible to duck under certain attacks using c.lk, though I haven't had the opportunity to really test it.
- Unlike Yang's where Yang has to actually link c.lk's into itself, Yun can easily rapid-fire it into itself.

c.mk
- Definitely not nearly as good as a shoto's, though definitely has it's uses. I personally like using it just outside of opponent's farthest poke range, and buffer a LP Shoulder or Lunge if I clip their extended limb out.
- Can't really use it like shoto's to go under certain moves.
- Also not as good as Yang's simply because of the fact that his safest followup option can still be interrupted, and if the c.mk was focused, the opponent can release it before the shoulder hits to crumple.

c.hk
- I pretty much never use or used this move, so I can't really say much about it.
- c.hk>hk is a TC, though I don't see much use for it, and I also believe the 2nd hit is quite punishable on block, though I haven't tested it myself.
- C.hk also doesn't have very good range at all.

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