PDA

View Full Version : General Strategy


Xiggurat
04-29-2003, 06:17 PM
Yun. Small...quick...agile. It cant be denied that the bastard is fast, but you cannot afford to take many hits at all.

He has a great selection of his moves at his disposal, and can handle many situations...which is why its a shame that Yun gets reamed in a lot of matches, and in turn, unplayed.

However, a skilled Yun can be a whirlwind of quick pokes and blows, or a punisher of mistakes. Yun is the the person who should control the flow of the match. A defending Yun, as has been noted before, will invariably lose.

So how do you gain that momentum? How do you turn the tides when on the defense? In what situation should Yun act, and with what?

That is what this thread is for. I will return with some info before long...feel free to post to kick us off.

justcusimasian
04-30-2003, 10:27 AM
dive kick and QCF+lp are all I know I suck with Yun

Xiggurat
04-30-2003, 04:08 PM
Heh. Thats certainly a start. Lets take a look at Yun's moves so that everyone knows what we are talking about in regards to these strats...

(I will be using the GGXX notation of numbers for this...i.e. 6 means forward, assuming you are facing right. Also..the official names escape me at this time.)


236+P "That Lunge Punch"

One of Yun's most basic moves. A lunging punch that travels a good portion of the screen based on the strength of the punch used.

This move is something you will be doing quite frequently with Yun. Though it doesnt do great damage, the move is quite fast, and is good at catching the opponent off guard.

This move has a fairly useful property in that it lifts Yun off of the ground. You can travel over SNK style ground fireballs with it, such as the Reppuken. Also, this move is essential to Yun's bread and butter, which is:

l.p, l.k, m.p, 236+h.p

Be careful with this move. If you get blocked when doing this move, You will most likely eat some big damage. Either use it when you see an opening, or from a safe distance. Even then..its risky.


623+P "The Shoulder Ram"

Depending on the strength of the button used, Yun will roll a distance forward, and end it with a shoulder ram that pops the opponent into the air.

This move is fairly slow...and in turn, easily blockable. However, the roll part of the move goes under fireballs, and thats about the only time you may hit this move. You are completely vulnerable to attacks and throws otherwise. You may get lucky every once in a while and hit an opponent as the are jumping in, but dont count on it.

If you DO hit an opponent with this move, you have a wealth of juggling opportunities at hand. More on that later.


214+P "The Double Palm Strike"

Yun raises one of his legs, takes a short moment to rear back, and stomps down while throwing his palms out in front of him.

A favorite of mine. This move is underused in my opinion. Though it has small range, it does really nice damage. In addition, Yun's hands become pure priority. Ive beat out, or at least traded with many attacks using this little baby (I sent Bison, mid psycho crusher, sailing across the screen with it). The palm strike DOES has somewhat deceiving range...it extends a bit PAST his hands....AND it snuffs out fireballs.

And thats not even the best part. You can feign a palm strike by doing the motion and pressing any two punch buttons. When you have an opponent in the corner, and you are mixing them up like mad, a false palm strike is great for nailing that move to keep the pressure going.

Of course...this move is completely stationary...and the timing on hitting the opponent can be tricky. Dont let that stop you from using this in your game plan.


236+K "The Rising Kick"

Yun points his leg upward and sails off the ground at a very high angle. The vertical distance is determined by the strength of the kick.

Sorely underused...and for good reason. This is no dragon punch. Trying it on wake up will get you destroyed, as it has startup before the move arrives. The angle is so sharp, that its easy to whiff it, and if you whiff it, youre in the air for quite a while.

To be fair, the move does a surprising amount of damage. Plus, people may not always expect it, and you can keep people trapped in the corner if they try to jump.


63214+P "Flip Over Grab"

Yun grabs the opponent and flips over thier head to the other side of them.

A pretty useful move in that you can follow the grab with a super. Try ticking into it, as the opponent can get used to the constant poking of Yun.

Urgh. Will return with the command and super moves in a bit.

Sleipnir
05-05-2003, 03:13 AM
Use K-Groove to eliminate all your offensive problems. Just RTSD. For supers use short jumps and also after knocking an opponent down if you're raged qcf+qcf+K (Yang leaps down and performs Raishin Mahanekin) the opponent won't realize it since you can have some decent distance when doing it and thus will usually get nailed.

Kaistar
05-06-2003, 08:40 AM
s.LP, s.LK, s.MK, dp+LP still works, although it can't be super canceled anymore. :(

Xiggurat
05-07-2003, 11:10 AM
Could you clarify what RTSD is?

I assume you mean short jumping forward and pulling out a quick super...which is always a nice surprise. To make sure you nail it, short jump and command grab, and hit the super from there.

I stay away from the Yang super. It has the most potential to go awry even after hitting. If the opponent jumps, even a tiny bit, Yang misses the rest of the super.

In terms of super moves, if you KNOW you are going to land the move, go for the 214214+P super every time. You can juggle the opponent for nearly half life, and its fairly easy to do:

214214+P, 623+l.P, m.K -> Superjump cancel, l.P -> f+h.P

And the s.LP, s.LK, s.MK, dp+LP DOES work in the XBox version. I dont know why, but you can chain the 236236+P super to it for nice damage.

OrochiIori313
05-07-2003, 11:32 AM
Originally posted by Xiggurat
Could you clarify what RTSD is?

I assume you mean short jumping forward and pulling out a quick super...which is always a nice surprise. To make sure you nail it, short jump and command grab, and hit the super from there.

.

Means 'Rush That Shit Down', I think Yun is useful in a few grooves, I love playing with him but his shit for stamina sucks. Although it's pretty easy to catch someone with his lvl3 air super, don't know the name, the one where Yang comes out and helps Yun lay it down. I would say K-Groove maybe the best for Yun since he can JD and counter, get the flow of the match and then if you hit him enough and he's raged, or if you JD enough, you can pull a super out of many circumstances.

Xiggurat
05-07-2003, 06:36 PM
I use Yun in P-groove. Parrying gives you more than Just Defending to counter, but otherwise I think K-Groove would be useful for Yun too.

What I like about P-groove is that you basically become an offensive defense. If you can become good enough with the parry, the opponent can get afraid to do common things, like simply jumping in. That forces them to use other ways of getting in close. Jumping in the air is also incredibly safe, as you can parry anything....you can rule air to air wars, and take care of those damn DPs.

Additionally, the timing for JD is much stricter than Parrying. JD has a 4 frame window as opposed to Parryings 8 frame (if you release the stick to neutral).

What this means for Yun is that if you are good with the Parry, there will be very few times when you are blocking, and the offense can stay on your side for longer periods. Just Defending puts you on the defense a lot longer than comfortable for Yun, and Yun's health combined with taking damage for meter isnt the best equation.

Heh...and that Yun air super can be comboed into.
623+m.P or h.P, m.K ->Superjump cancel, 6321463214+K

Gwai Lo ½
05-08-2003, 09:19 AM
Most useful combos:

c.lk, c.lk, (c.lk), qcf+wp
c.wp, c.wp, (c.wp), qcf+wp

I use the wp one most often because it's a bit faster... the lk one can be used for high/low mind games and such....

Takes 2 dashes to corpse hop after these combos. I think it can be punished (ex. reverse dragon motion)


s.wp, s.lk, s.mp, qcf+wp
s.wp, s.lk, s.mp, qcf+fp

I mention both wp/fp versions because wp takes 2 dashes to corpse hop (again I think the second dash can be punished) and fp takes 1 dash to corpse hop (cannot be punished except for a throw). This is a good mix up for mind games. With the fp version you can delay your corpse hop (make them think you are going to sit there or try to throw) and then hop over, if they do not do the reverse dragon motion they should dragon facing where you were before. Punish with qcf+punch. The fierce punch version can also be followed by a quick dive kick to land on the other side of them, outside of dragon range. Or closer depending on your timing/kick used. RCd palm thrust should also be thrown into the mix, walk back slightly then walk forward and do it just out of the characters throw range. This is a really meaty move so you have some room for error on the timing. Make sure you are close enough that they block it or you will be easily punished.

For all the combos that requires 2 dashes to corpse hop you can stop after teh first and land in front of the person. The only way they can punish this is if they throw you.

Doing c.wp's after a corpse hop sometimes works well. It will punish miss-timed reverse dragons or missed motions (errr... any motion but a dragon that will not wake up and beat everything :D), or any normal move they will throw out (as you recover before they can recover and do their move I dont know why i sometimes get punished by dragons on double hops, i might be miss timing it). You can combo into qcf.wp to knock them down again.

Note against RYU: If you happen to land a combo into qcf+wp in the corner do two corpse hops. I've noticed ryu players will often try to throw out a super hurricaine. You will be in the middle of your hop (clearly off the ground) when the flash starts, but you will be BLOCKING when the first hit comes out.

EDIT: I'll write more later.

Xiggurat
05-08-2003, 09:41 AM
Corpse hopping is something I dont do enough of, yet I know its effective. It sounds like you have a nice Yun game based around it. Do your opponents ever catch on, or are you able to just ream through them?

I think Yun has it fairly easy against Ryu. Ryu can be predictable, and Yun has no problem getting around those fireballs. You just need to make sure you know when he will go for a DP. Block, and continue pressure.

A GREAT tactic I use a lot is during corner pressure, throw his F+m.K overhead into the mix. A LOT. The move is fast as hell, and has great range for an overhead. A couple blocked pokes can lead to an overhead. I guarantee you can hit the overhead more than 4 times in a match if you get a rythm going. They start catching on? Sweep, or command throw.

Gwai Lo ½
05-08-2003, 09:51 AM
Hmm, it's not so much them catching on, but having more mix up so they dont know what is coming, i have just thought about something and im going to go try out more things today .

Xiggurat
05-08-2003, 10:18 AM
Well, yeah, mix-up. I was just wondering how successful you are with it. A player of equal skill may find a way to punish you, or stop you from jumping them, such as tactical recovery or the tech roll thing.

Gwai Lo ½
05-09-2003, 10:42 AM
Corner knockdowns you have lots of control. You should be capitalizing on your damage here.


Overhead

If you put them in the corner but are not close to them (ie c.jab, c.jab, qcf+lp) you can hope once and overhead. I was playing around with this and it seems to work fairly well. They are expecting another hop, they see you leave the ground, and then they get hit with the overhead. This move has VERY good range and is REALLY fast. This is his 3rd longest move. You can also use it just outside their c.mk range. If you do it early it will go over. If they are REALLY fast they can counter you. If they block it it seems to be un-counterable. But I'm not sure of this.


Divekick

This is the safest time to use his dive kick, you dont have to worry about the spacing at all. Just get off as FAST and deep as possible. You will land about 1/2 down their crouching body (unless they block high, they you're even deeper). This works especially well on the 2p side. It's still useful for mixup on the 1p side and to pressure opponent in corner (yes!! with yun!!). On the 2p side of seen the opponent turn around (blocked for cross up) when yun connects if done right he appears to be on the other side of the opponent (it would appear like how some characters magically find themselves on the 2p corner when you are already there) but he will land on the left of the opponent. After the dive kick (blocked or connects) throw in s.lp, s.lk, s.mp, qcf+punch (either weak or fierce). (IF you do not connect the 3 normal attacks do dp.lp instead for an extra hit). Then try to do low pokes into overhead (ie c.lp, c.mk, wait to see what they do, if they move qcf+lp, if they dont f.mk for overhead)


Palm Thrust

RC palm thrust is very good against a knocked down opponent. An example of this is the dragon punch wake up. 1. Yun dodges the hit, which looks fucking badass, 2. smacks him out of the air and puts them at your feet while dealing a fairly good amount of damage. Set this up by walking back a little bit and then walk forward just out of throw range (or at the max range of his palm thrust). I have some theories here that I haven't tried but I figure will work. After you knock them down once with rc palm thrust, do a fake palm thrust. This should theoritically set up a command grab :) Another time to do the fake palm thrust is REALLY early. Do it so when you finish they haven't even recovered yet. You should have enough time after a qcf+lp. I dont quite know what to do after this, perhaps an overhead would be good. I will hopefully get a chance to try this stuff out soon and get back to writing in this thread.

Xiggurat
05-09-2003, 10:53 AM
Tommorow (Saturday) my weekly competition comes around. Ill have some more info coming as well on that day. Until then:

Have any of you guys noticed the P-Groove cancels? I get the feeling this is XBox version only. Anyway, you can cancel Yun's Lunging Punch into his air super.

That is INSANE.

A simple bread and butter can lead to about 60-65 percent damage.
His 236+k can be P-Canceled, as can his 623+P and 214214+P.

Heh. It almost seems cheap.

beak3r
05-09-2003, 01:27 PM
A guy pulled that cancel on me on XBox, freaked me out. I thought he was cheating some how. I've only seen that on the xbox, very nice combo.

Gwai Lo ½
05-16-2003, 09:28 AM
Damn, I had a lot of other stuff posted :(

UnAngel
05-21-2003, 08:53 AM
Originally posted by Xiggurat
Anyway, you can cancel Yun's Lunging Punch into his air super.

That is INSANE.

A simple bread and butter can lead to about 60-65 percent damage.
His 236+k can be P-Canceled, as can his 623+P and 214214+P.



So, you're telling me that Yun can lunge punch into a freakin' super? Like 236236+p? And it will hit???

Cause if thats true, then his command throw becomes a super. Its easy to screw with peoples heads to get that throw in. Just jump d/f+fk when they get up (or anytime really), then mix it up with his b&b, his overhead, or his command throw.

If the command throw connects, a 236+lp is GUARANTEED. Like, very very very guaranteed. Which means you could jump in, command throw, 236+p - 236236+p and it hits???

If that is true... oh...my...GOD!

Just as a site note, after the command throw, you can hold forward and press HP about as soon as Yun can attack, and it becomes his close range 2 hit, which is really easy to super off of. Then do his 214214+p - 623+mp - 214+lp (the double palm DOES connect on that, and looks wicked cool).

Xiggurat
05-22-2003, 03:24 PM
The only super that will connect after the Lunge punch is his Air super, where Yang jumps down on the other side of the opponent, and they beat the hell out of the guy at the same time. Bear in mind, this is in P GROOVE for XBOX ONLY. Which makes me wonder...

Why the hell are P-Groove cancels in the XBox version anyway? My guess is that they tried to compensate for the difficulty of parrying online by giving these obscene cancels. Rock can do his h.P dashing elbow and cancel into the Raging Storm...Kyo can do his punch combos into the Final Showdown...its a bit of a letdown that these dont work on all versions. It would make Yun become a feared character....any lungepunch into the air super. Thats SO much damage.

UnAngel
05-22-2003, 08:15 PM
even if the yang super is the only one that connects afterwards, thats still disgusting.

Command throw -> lp, lk, mp, qcf+hp -> yang super

vile.

I'm going to try that tonight. Now THATS a mixup to fear!!!

Gan2003
05-23-2003, 04:07 PM
another thing to note is in c-groove you can cancel out of the level 2 yang super into a lunge punch or shoulder charge-->close s.rh(or maybe palm strike/lunge punch is possible dont know havent tried)

Hanzo_Hasashi
05-24-2003, 09:24 AM
That seems to be more true to its original form(i mean SF3 super cancelling). Now its really the P-Groove!

scarez
05-25-2003, 02:09 PM
Originally posted by Sleipnir
Use K-Groove to eliminate all your offensive problems. Just RTSD. For supers use short jumps and also after knocking an opponent down if you're raged qcf+qcf+K (Yang leaps down and performs Raishin Mahanekin) the opponent won't realize it since you can have some decent distance when doing it and thus will usually get nailed. The MAIN problem is that when i go to the arcade, i get killed when i use yun becuase i have trouble getting him up and and active in cvs2, i hvae he game and can't seem o work out some nice combos which can't be countered easily, so i need some key tips for playing with him and i do not know what rtsd means so u might wanna help!:bluu: :(

scarez
05-25-2003, 07:40 PM
Originally posted by Xiggurat
Tommorow (Saturday) my weekly competition comes around. Ill have some more info coming as well on that day. Until then:

Have any of you guys noticed the P-Groove cancels? I get the feeling this is XBox version only. Anyway, you can cancel Yun's Lunging Punch into his air super.

That is INSANE.

A simple bread and butter can lead to about 60-65 percent damage.
His 236+k can be P-Canceled, as can his 623+P and 214214+P.

Heh. It almost seems cheap. AAAHHHHH is it jut me or are u typing numbers....i don't understand the numbers, and which is the best groove for YUN?

Xiggurat
05-27-2003, 03:24 PM
The numbers are a notation for controller motions. Look at your keyboard's number pad on the right. 236 is the motion for a fireball.

If I had to give Yuns best choice for grooves...I would say that the best for him, in order would be:

P-groove
C-groove
K-groove
N-groove
A-groove
S-groove

P-groove is good for its inherent ability to parry and counter...Makes you a moving defense. C groove however charges its meter quite fast, and the air blocking and rolling are useful for those Dragon Punches.

I dont like K too much myself. Just Defending is harder to time, and gives less time to counter attack, but safer. Of course, getting hit is not good for Yun. N-groove is the "average" groove. Gives Yun a pretty good run, and a level 3 super that only takes two stocks. Those level 3s make up a lot of Yuns game.

Im sure A-groove has something nasty you can mess with, but I dont like the idea of only level 1 supers for Yun. S-groove is similar. Only level 3s when you're almost dead, and dodge leaves you stationary, which would be ok if Yun had a good damaging move up close.

kobokushi.
06-04-2003, 08:45 PM
I think C-Groove is way better than P for Yun...roll cancels and the C-groove level 2 cancels lead to big damage. I would put the grooves as:

C
K
N
A
P
S

kobokushi.
06-04-2003, 09:33 PM
Also, in C-Groove, cancelling a level 2 Raishin Mahhaken into a level 1 Sourai Rengeki (QCFX2+P)....is it just me or would it be REALLY hard to time this so that all the hits from both supers get in? Like, you'd have to time it so that both of the super's last hits hit at the same time (those are the ones that knock down)....anyone got any ideas for this?

EDIT: I tried it and it seems like it isn't worth it- the Sourai Rengeki only hits 1-3 times and I think it messes up the Raishin-Mahhaken hits. It's better to instead of cancelling into Sourai Rengeki super, cancel into shoulder ram and juggle.

Also, a good, semi-practical way to combo into the diving level 3 kick super:

(optionally tick into) Command Grap-> close s.HP-> DP+MP, standing MK, jump whiff LK dive kick, standing MK, superjump, QCBX2+K

does about 8500 damage.

Also, does anyone have a good GROUND custom combo for Yun? I know that they are rare as most CCs involve some mix of Palm Strike, Shoulder Ram, Lunge Punch.....perhaps a confusion/reset combo involving his F+MK overhead, but otherwise, since Yun doesnt have many moves that don't knock down and move him forward.....anyone have any ideas? If you keep them on the ground you can get full damage from the level 1 Super at the end, rather than only getting 1-2 hits (if you even do the super).

Sleipnir
06-08-2003, 09:59 AM
Originally posted by scarez
AAAHHHHH is it jut me or are u typing numbers....i don't understand the numbers, and which is the best groove for YUN?

The numbers are a different way to annotate more towards the joystick friendly arcade player.

7 8 9
4 5 6
1 2 3

so 236+k is qcf+k
623 would be dragonpunch

etc...

the best groove's for Yun I find to be:
N then K then S then C then P then A

his CC is easy but doesn't do much damage
and I find he needs run to survive, he's a small guy and I find the extra mobility of run helps a lot.

Originally posted by scarez
[COLOR=royalblue]The MAIN problem is that when i go to the arcade, i get killed when i use yun becuase i have trouble getting him up and and active in cvs2, i hvae he game and can't seem o work out some nice combos which can't be countered easily, so i need some key tips for playing with him and i do not know what rtsd means so u might wanna help!

RTSD = Rush That Shit Down
He has lots of combos - use them
middle punch -> fierce punch -> fierce twin palm strike (qcb+fp)
crouching light kick -> standing light punch -> standing light kick -> standing middle punch -> middle lunge punch (qcf+mp)

*note on third strike that combo works as well and you can instead combo the standing middle punch into the lunge OR into the middle shoulder tackle (dragonpunch) and then follow that up; I can't seem to get it in CvS2 but it might work as well.*

kobokushi.
06-08-2003, 10:34 AM
I'm gonna have to disagree with the above poster about supers. Yun doesn't do much damage, we all know that......in S-groove, supers are, for all practical purposes, level 1 only and only available when you're almost dead. Also, in S, AND N, Yun loses Dash, which is his best way to cross over (corpse hop) a fallen opponent to confuse them (since he doesnt have a crossup). Also since Yun doesn't really have a great dodge attack, it's not too useful for him.

As for K, its better than S by far. It gives you rage, and level 3(not just level 1) supers, often 2 or more times per round. But it doesn't work well with Yun because it can't handle roll cancelling well(which yun already has a problem with even in C-groove), it doensnt have rolls (and hence no roll canceling, his best way of punishing moves), and since none of his supers can do much damage at all to airborne opponents, AND the fact that his combos (and hence guaranteed supers) can be sometimes hard to get off. Your best hope is to get your opponent to try and poke you and just throw out the super randomly. Although K does have low jump which adds another dimension to his advancing pressure/poke game.

N-groove also has low jump. It is definately his 2nd best groove if not his best. The lack of dash for corpse hopping hurts it, and run really doesn't do much for yun since he has dive kick and lunge punch and other stuff. It also has counter movement which can help you punish stuff like blanka balls very easily with a big combo (as opposed to just a lunge punch). the "pop" level 3 thing is kind of useful and kind of not. Usually opponents will be more careful not to be hit with a combo during this time, so just like K-groove, its hard to land a super.

The reason I think C groove is his best groove is because he is best protected from damage in it. Air blocking means his comparably poor air-to-airs won't be his only option. Level 2 cancels can lead to big damage (such as a LP, LK, MP, Level 2 Raishin mahhaken, shoulder ram, juggle) which supplements the K-Groove and N-groove damage bonuses. He has supers always at the ready because meter is so easy to build in C and you can use them any time. It has dash to give him a nice corpse cross-over game that scares people shitless and confuses them very effectively. Tactical recovery is far less useful for Yun than Safe fall which the other grooves have but I think C-groove's strenghts make up for it.

Gwai Lo ½
06-08-2003, 10:46 AM
I'd say his best grooves are C and A. Im not sure which is better because I haven't used him much in C. He can cross up with his dive kick, but you can see it coming and it can be countered fairly easily imo. Unless you make it ambiguous (so they are not sure whether you will land before they get up, or land as they get up).

kobokushi.
06-08-2003, 10:50 AM
The dive kick thing is true. But its slower than the dash so often you will eat a fat super or combo just before you land, which is why i say it's not that great. It can punish them if they are constantly trying to safe fall after combos and you are close though.

Xiggurat
06-13-2003, 07:07 PM
Not to mention that crossing up with the dive kick requires a bit of planning due to range.

kobokushi.
06-13-2003, 07:23 PM
Yeah. I usually find it comes pretty easily though. And, you can't make it totally "ambiguous" but you can mix it up- sometimes use the LK version to land on their foot, sometimes use the HK version to land behind them.

Gwai Lo ½
06-13-2003, 11:47 PM
Yea, you can do it midscreen and land at a fair distance behind them... if they aren't expecting a quick lp lunge punch MAY catch them... but it's more likely to happen if you are already knocking someone down lots... and they just dont know what you are doing. Otherwise you probably wont be in this situation. I find yun gets people to the corner quite fast tho...

RevolverHui
06-23-2003, 09:42 PM
I saw someone did a close double kick with Yun....like Kyo's double kick, kinda of like a launcher move. It's been bugging me these few days like where did it come from?!

Can anyone explain this plz.

Gwai Lo ½
06-23-2003, 09:43 PM
close roundhouse.

RevolverHui
06-24-2003, 09:13 AM
Originally posted by Gwai Lo ½
close roundhouse.

I see....is the move a launcher then?

kobokushi.
06-24-2003, 01:12 PM
Originally posted by RevolverHui


I see....is the move a launcher then?

Nope. They'll hit the ground before you even recover from it.

Edma
09-17-2003, 12:37 PM
I'm bored so I thought I'd write some random stuff up on Yun who I've been playing around with for awhile now.

Yun does jack for damage and can't get hit. He just sorta annoys you to death. Once you get the momentum going, he also tends to stun really fast in C-Groove especially. He's actually a fairly solid character and I think you would see him a lot more in tounries if he just did slightly more damage and took slightly less damage.

Important ground normals:
s. jab - hits all crouchers and is chainable. has good range too. doesn't recover super fast but it's good.

s. short - super long range and good annoyance factor. not exactly a stand jab sakura but it can get the job done as far as baiting uppercuts and what not go. too bad it's not cancelable :(

c. short - all purpose, short, short, jab/strong rush punch combo starter

s. far strong - probably his best ground poke. reaches out far and quick. can chain into fierce, palm strike but the far strong you probably never want to to do the palm strike.

c. strong - can link into itself. basically like a lot of c. strongs in the game. up to a certain distance you can link into a jab rush punch.

s. forward - launcher on clean hit. not something you can throw out on reaction like on uppercut obviously but it leads to all sorts of fun stuff. watch for when you can use it. super-jump cancelable blocked or not.

toward forward - super quick and LONG range overhead. use it. ghetto tactic of close overhead into super works every so often with him.

c. fierce - his most reliable anti-air. haven't quite figured out the hit box on it but it's got a pretty large arc to it.

s. far fierce/roundhouse - i just throw these out every so often after i got the guy worrying about jab rush punch. they have very good range on them. roundhouse knocks down which is nice.

close fierce - a nice two hit super cancelable move. think terry close fierce but onyl super cancelable. also, the first hit is regular cancelable and if it it's a counter hit, will combo into strong shoulder :D (i.e. pretend like you will tick throw and then do this instead and hope you get a counter hit or roll through a fireball and counter hit with the fierce)

c. roundhouse - decent sweep. slow but far.

Buttons to hit in the air -
obviously dive kicks make up his jumping mind game. you can really wreck some havok on someone with it especially if they have no uppercut and you are in C so you can air block. immediate dive kicks, delayed dive kicks, and just hitting a regular button are really important. you really, really, really have to learn the ranges on each dive kick so that you avoid hitting high up as much as possible with it.

j. fierce - pretty good air to air since his jump is so high. haven't messed with roundhouse but that should be good too.

j. jab, fierce - also very good anti-air

j. short - kinda like sakura j. short or rolento j. jab but not quite as good. doesn't stay out as long as sakura's and i don't think comes out as fast as rolento's.

j. forward - it's alright. i use it when i'm jumping up and down over an opponent and i decide not to dive kick.

-------------------------------------------------------------------------------
Random stuff:
Basically his ground game boils down to getting the opponent afraid of jab rush punch. It's like a level 3 super as far as speed coming out in that if you do it and the guys not blocking, he'll probably be hit even from a fairly far distance. Once you know the range of where you can do it and still be pretty much safe, you started up his ground game and do all sorts of other stuff. oooohhhh.

Another important thing to learn is how to RC his command grab. If you can c. short, RC grab as the get up that's a nice huge threat to have. It's is even anti-air if you get the timing down. RC palm strike is very nice and good anti-poke.

Again, learning the ranges of his dive kicks is super important. So learn them.

His dash can jump over a downed opponent which is nice as Yun tend to knockdown a lot.

Kick throw into corner leaves the guy with his head facing you. Pick the player two side. :D

His forward launch into sj. short can leave you in a sort of random ground crossup state that you can control. It's kinda hard to time though. Takes some practice. Think Chun Li's sj. roundhouses after her kick super even though hers are really easy to do to set up for the walk under or not game.

Combos:
1. strong, fierce, back fierce - aka robot combo
2. c. short, c. short xx jab rush punch - jab rush punch again right away in case they safe roll. maybe even fierce, don't really know.
3. c. short, c. short xx strong rush punch - nice set up for dash over shenanigans (don't know if you can punish a safe roller)
4. jab, short, strong xx fierce rush punch - another good set up for dash over stuff
5. c. short, jab, short, strong, xx fierce rush punch - starts low which is nice but you have to be quick or the strong tends to miss
6. c. strong/foward xx jab palm strike - nice knockdown combo
7. c. strong, c. strong xx fierce rush punch - i think his most damaging combo
8. command grab, walk up combo 4
9. command grab, walk up close fierce xx super
10. level 2 punch super, jab shoulder (strong or fierce in corner), forward, sj. whatever

Personally, I think Yun gives Blanka a hard time. He loses to Sagat though just because of damage ratio. Ugh. He goes about even with Cammy I think. A very good overall character. Pick up Yun, he's pretty fun.

Assault
09-26-2003, 03:07 PM
how come nobody said anything about his sj cancel dive kick stuff ?

command grab ( or whatever helps u ) s.lp , s.lk , s.mp bb, lv2 yang, dp+HP , s.MK, sjc, whiff dive kick, s.MK, sjc, HK, land, throw. lol

Admiral Akbar
09-29-2003, 09:39 PM
I've got a couple of questions.

First off, the Yang super (where he jump kicks down and does that drill punc... raishen maiken?), whats the best C - Cancel for this? I've this so far.

c. hp xx Qcf x2 + K xx Dp + Hp, QCF + K.

Once I connect with a c.hp, I go for that combo, but is there anything better?

Also, what are some good options after a succesful shoulder lunge (dp + P)? I mean, it doesnt happen often but hwat shoul you do once you connect? I just do the rising kick or close roundhouse. If I have a full bar, I do the level 3 Qcb x2 + P super(middle hit whiffs), and when they comedown, do a double palm strike. Is that a waste of meter?

Edma
10-01-2003, 01:30 PM
Originally posted by Admiral Akbar
I've got a couple of questions.

First off, the Yang super (where he jump kicks down and does that drill punc... raishen maiken?), whats the best C - Cancel for this? I've this so far.

c. hp xx Qcf x2 + K xx Dp + Hp, QCF + K.

Once I connect with a c.hp, I go for that combo, but is there anything better?

Also, what are some good options after a succesful shoulder lunge (dp + P)? I mean, it doesnt happen often but hwat shoul you do once you connect? I just do the rising kick or close roundhouse. If I have a full bar, I do the level 3 Qcb x2 + P super(middle hit whiffs), and when they comedown, do a double palm strike. Is that a waste of meter?

Damage wise, I think if you are going to use a level 3, you might as well use his air super after the shoulder. Just launch with forward and jump and super.

In general, after a conneted shoulder that launches them, the two things you want to think about are whether you want to knock them down or keep them standing. Both setup good crossover situations. If you are in dash, for knockdowns you can dash over their body but even if you aren't in dash, you can time a dive kick to land right on the other side of them as they get up. Often, you can even make it seems like the dive kick will hit them as they get up although it won't. It's REALLY hard to hit super deep and meaty with the dive kick for some reason unlike in 3S.

If you don't knock them down, the best thing to do is something that has you landing first and them landing right next to you. There is a way to set up a walk under or not situation like Chun Li can with her kick super which I mentioned in my last post but it takes a bit of practice. This way you can set up the whole low short or grab guessing game along with a which way to block guessing game.

Originally posted by Assault
how come nobody said anything about his sj cancel dive kick stuff ?

command grab ( or whatever helps u ) s.lp , s.lk , s.mp bb, lv2 yang, dp+HP , s.MK, sjc, whiff dive kick, s.MK, sjc, HK, land, throw. lol

I the super only connects if you start the combo with them in the corner. For distance reasons, Yang just won't combo otherwise as far as I can tell.

Admiral Akbar
10-01-2003, 03:16 PM
Originally posted by Edma


Damage wise, I think if you are going to use a level 3, you might as well use his air super after the shoulder. Just launch with forward and jump and super.

In general, after a conneted shoulder that launches them, the two things you want to think about are whether you want to knock them down or keep them standing. Both setup good crossover situations. If you are in dash, for knockdowns you can dash over their body but even if you aren't in dash, you can time a dive kick to land right on the other side of them as they get up. Often, you can even make it seems like the dive kick will hit them as they get up although it won't. It's REALLY hard to hit super deep and meaty with the dive kick for some reason unlike in 3S.

If you don't knock them down, the best thing to do is something that has you landing first and them landing right next to you. There is a way to set up a walk under or not situation like Chun Li can with her kick super which I mentioned in my last post but it takes a bit of practice. This way you can set up the whole low short or grab guessing game along with a which way to block guessing game.


Errr... well. Bout the orange part, launch with forward? Whoa, what? Shoulder Lunge? Perhaps you meant fierce? I dont see how an air super could connect after a connected shoulder,anyway. Tiger Knee it maybe?

Also about the succesful connected shoulder, I was thinking more combo options, but what you said was useful. Besides Level 3s though,what are good combo options off of a connected shoulder lunge?

Edma
10-01-2003, 03:34 PM
I mean, forward kick. The one where he kicks straight up. It launches (ala marvel) and then you super jump cancel the recovery with down then up to go up after them.

As far as straight combos goes, after a shoulder, you can do pretty much anything. The standard one is either, launch with forward, super jump up or forward and do his jab, fierce air chain or just roundhouse. Both do the same damage/stun. But other then that you can do a lot. Things you do:
his fireball kick move/dash punch
close stand roundhouse
forward launch, whiff short dive kick asap, into:
launch again into whatever
land and dash punch to knock down
land and lev 2 super, cancel first hit into shoulder, into launch again into whatever (hella stun)

Some of the stuff you can do is dependant on whether you shouldered them out of the air(i.e. after lev 2 super) or off the ground because of how high they go. Make up some stuff.

Admiral Akbar
10-01-2003, 08:17 PM
Thank you, that is very helpful.