Sup guys, it’s MYK from the Tekken community, from the video series for LUYG and the podcast series Avoiding the Puddle. Lately I’ve been on an AE phase, I’ve played SFIV since the beginning but never really took great interest in the game til now. Been playing AE the most lately, and if anyone knows me from the Tekken community I like to study up on characters a lot. Everyone says Yun is so easy, and all that but I know from personal experience no character is ever as easy as people say they are. There’s still things here and there, little tidbits you need a quick reference to. So here’s everything that I know about Yun as of 5/5/11. Most of this came about, being bored in class and I had to act like I’m taking notes, and this is what I’ve actually been doing, lol. Hopefully I’ll update this as time goes on.
Yun Log 7/4/11
- 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
- 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
- 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
- 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.
- HP Palm > ~
- LP Palm > Dash EX Command Throw/nj.MK divekick or just nj. to bait reversal uppercuts
- 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
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
- 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.
- 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.
- 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.
**Combo Inconsistencie/Character Specific Combos **
Far st.lp Whiffs vs. Certain Crouching Opponents
- Blanka (cst.lp might as well, don’t remember)
HK Upkicks Ender Whiffs After 4 Hit Links
- El Fuerte
cr.mp x3, st.mp xx MK Upkicks Works On:
- Dee Jay
- El Fuerte
- T. Hawk
Level 3 Focus~dash, c.mp x3, st.mp xx HK Upkicks Works On
- Dee Jay
Level 3 Focus~dash, c.mp x3, st.mp xx MK Upkicks Instead Works On
- El Fuerte (Unreliable)
Level 3 Focus~dash, c.mp x3, c.mk xx MP Lunge Works On
Command Throw Combos
- c.mp, st.mp xx HK Upkicks*
c.mp x2, st.mp xx HK or MK Upkicks Works On
- Dee Jay
Meterless Ultra 1 After 2nd Hit Only After LK Upkicks Works On
- In the open you would want to use f+mk as much as possible to carry them into the corner. You can use LP or MP Lunge as well, but scaling seems to reduce much faster with Lunge. Try not to use HP Lunge to wall carry, since a lot of the times it’ll side switch and the combo will go in the other direction, unless that’s what you needed. Generally you can do 3 f+mk’s, then LP or MP Lunge then a few more f+mk or palm (if close enough to the corner) and you’ll be in the corner by then.
- Use whatever ender you need, but the goal is to take them to the corner.
- During genei-jin every normal is cancel-able into itself or anything else, also they are all dash cancel-able and jump-cancel-able.
- Generally Genei-Jin combos will start off from any combo that leads into st.mp_c.mk xx LP Shoulder or mp>hp>b+mp.
- Much like Makoto, when she cancels her recovery off her dash punch with Super she can link into her Ultra 1. Yun can do the same with LP shoulder xx genei-jin, Ultra 1 then follow through with the combo with f+mk or palm when in the corner.
- If you’re Anti-Airing with LK Upkicks and if you got both hits in, and hit them at near the peak of their jump, you can just raw Genei-Jin then followup with st.mp~.
Mid/Full Screen Wall Carry Combos
- HK, LP Lunge, f+mk x3, st.mp or LP Lunge, f+mk x2, Palm… (Should be in the corner now)
One that I prefer using is HP xx MP Shoulder to start off my combos, just easier for me and looks cool, haha.
- HP xx MP Shoulder,f+mk~ and so on
- If you used his TC mp>hp>b+hp xx Genei-Jin in the open, use MP Lunge to followup the combo, HP Lunge goes under in most cases, unless you needed to switch sides of course.
After LP Shoulder xx Genei-Jin
- HK, LP Lunge, palm, f+mk, palm, HP Lunge, palm, f+mk, palm, HP Lunge, cl.mk JC, MK Divekick
(Corner) Mixups After cst.mk JC, MK Divekick Ender
- If you use this ender while you still have meter you can reset the combo, obviously.
- HP Shoulder after the MK divekick will crossup and you can continue the combo in the other direction, or if you still have meter time to keep it going.
- Palm to not crossup after MK divekick ender.
- If you wanna be safer, use this ender at the end of your Genei-Jin. Then just walk behind or stay in front and Hit Confirm into a staple combo.
- Keep in mind if they’re mashing uppercuts it’ll autocorrect for them. Then you’re option is to block.
Strongest Genei-Jin Combo (That I know of)
You’ll only really be landing this one if you stunned or if you’re punishing something huge.
- (Corner) HP Palm xx Genei-Jin, cst.mk xx HK Upkicks Loop, cst.mk JC, MK Divekick
Special Thanks to all of those that have contributed information.