Yun
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qcf+P - approach move, safe when spaced, FADC to make it safe, Super EX Move, Ex->U1/qcf+LP, EX when blocked mix up
- u1->hplunge, ex upkicks->lplunge, ex lunge->lplunge,hpshoulder(corner)>lplunge
qcb+P - LP Fake, HP = MP, Meter build, neutrals balls, on wakeup against reversals
- corner FA qcb+p x2,
dpf+K - LK AA, only HK hits crouchers, HK for reversal also best combo ender
dpf+P - LP for Blockstring, MP/HP against balls, ->qcf+P/Super, only combo into LP, Ex best through balls
hcb+K - from cr.LP/cr.LK/cr.mp!!/cr.lk,lp,EX/fake plam, Ex with amazing range and throw invuln. One of the best EXs, (cr.mp,mp,special)
U1(PP)- AA, from Ex Lunge (qcf+PP), HP Shoulder FADC (dpf+HP), Light Dragon Kicks 1hit (?), Target combo 4 FADC in corner
j.lp,f+HP - Against AA focus
MP,HP,b+HP - Target Combo 4, first 2 safe on block, high priority
lp,lk,mp - Special cancel
df+K - lk bait, mk usual, hk long range
f+MK - Overhead, cross up mixup
MK - AA, jump cancel
f+HP - Poke, Go under Aerial
LK - fastest normal, special cancel, ->lp lunge, long range
MP - fast, into lp shoulder on block -> MP, on hit hk upkicks
MK - Good poke
HK - Good poke against grapplers
cr.lk - Hit confirms
cr.lp - dive kick follow up
cr.mp - frame trap, into cr.mp or st.mp, dife kick on legs, combo after grap (cr.mp,mp,special)
cr.mk - into lp shoulder, good poke
cr.hk - bad move but on trade into Ultra or even throw
j.MK - Range
j.HK - A2A
j.HP - Combo
cr.mk/mp/lk/cr.lk>lpshoulder pokes
cl.hp,hkupkicks Punisher
cr.lk, s.lp, s.mp xx hk upkicks hit confirm
Target Combo 5 (s.lp, s.lk, s.mp xx special) hit confirm
cr.lp, s.lp, s.lp, s.mp xx special hit confirm
cr.mp, cr.mp, s.mp xx hk upkicks stun hit confirm
cr.lp, s.lp, cr.mp, s.mp xx special hit confirm
Grab cr.mp, s.mp xx hk upkicks
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
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.
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