Combos/Tech Traps

Yes I know the 66B+K tech trap is useless but it exists lol.

I got creative one day and found a setup for his UB. 66A 44B+K. It's steppable but after 66A everyone techs up and guards. I've hit the UB the 2 times I tried it online on people. Try it and see. If they start stepping once they get used to it cancel it and do something like 44A.
 
You stand to get paid almost every time you land a CR A if you have good timing.

CR A, CR K:G, CR B, 4B*K(delay) -> CR K:G is the combo. Don't tack the CR A at the end. It's not worth it. Instead go for the 3 way mix up between CR A, CR A+K and CR A+B. None of them can be interrupted after the 4B*K(delay) -> CR K:G and each parry/guard option gets countered by one of the 3.
84 damage plus a strong mix up is not too shabby off a CR A.
 
I don't see any reason to do that combo anymore. CR A, CR B, 1K2K, 66K does about the same damage, and much easier to perform. Or you can go with the CR A, CR 2KK, CR [A+B] tech trap. IMO CR A is what makes Yun's 6B good.
 
its still pretty sexy

also i was confused about how it worked and i don't know if anyone else was so here's a quick clip i made


Still working on crouch canceling.. maybe I don't get it... do you like press a direction after 1A HITS or after you recover from the move? And does double tapping help or is it just a single tap?
 
To RCC single tap 4, 8, or 6 right at the point when you can start to buffer moves after 1A, and then immediately perform the next move.
 
I don't see any reason to do that combo anymore. CR A, CR B, 1K2K, 66K does about the same damage, and much easier to perform. Or you can go with the CR A, CR 2KK, CR [A+B] tech trap. IMO CR A is what makes Yun's 6B good.

To each his own. This combo has 2 main benefits. It has the highest damage off CR A (that CR B, 1K2K is not close) and it has a strong mixup after the combo which could mean even more damage. I can explain it if you really need it. The combo only takes timing. Once you start doing it, you build muscle memory for it and it becomes a lot easier.
 
Oops, my bad, CR A, CR K:G, CR B, 1K2K, 66K is comparable damage to the 4B*K combo, might be more with tech. So each to his own, the 4B*K combo ends with better pressure, while the 1K2K combo can be setup for wall damage more easily, and will be more consistent if you suck at 4B*K like me.
 
451 is right in that that combo gives you advantage i.e. mixups and pressure but if you suck at 4B*K there are other options that you all obviously already know about. Anyway it's time to give Yun post-GI game. You have plenty of options but try to have at least one move in mind for either situation.

Post-GI mixups
Instead of listing all the possible moves you can use I recommend the following.

Re-GI: 8KKK, A+K, 66B+K, CR A

No GI: 6A_[A], 236KK, 3[K]

JI: 1A, 2BK, 1KK

In other news I've discovered that his only aGI (6A+B) GIs all higs and mids starting at frame 19.
 
How does K:G work in the CR A combos, what purpose does it serve exactly, My GF has shut me down for the night. :(
 
K:G basically gets rid of delay after the move if you pull it off, and thus gives you time to get another move out.
 
K:G basically gets rid of delay after the move if you pull it off, and thus gives you time to get another move out.

I tried it in the combos and got the JF, but after the CR A it rolls the enemy away from me on the ground, and doesnt give me any guarantee. Whereas without the K:G the entire combo works fine. I understand Im losing damage by not using it, except it seems to be unusable, or am I doing something wrong?
 
I tried it in the combos and got the JF, but after the CR A it rolls the enemy away from me on the ground, and doesnt give me any guarantee. Whereas without the K:G the entire combo works fine. I understand Im losing damage by not using it, except it seems to be unusable, or am I doing something wrong?
If you're hitting grounded with it after CR A then you're doing it WAY too slowly. In the standard combo it gives you more damage but you can forgo that and mix up at high advantage if you like.
 
If you're hitting grounded with it after CR A then you're doing it WAY too slowly. In the standard combo it gives you more damage but you can forgo that and mix up at high advantage if you like.

I could only get JF when it connected on the opponent (and it threw them away from me), before he just cancels the kick entirely. Is is more like CR A:K:G, CR B. . .

How exactly do you do the input?
 
I could only get JF when it connected on the opponent (and it threw them away from me), before he just cancels the kick entirely. Is is more like CR A:K:G, CR B. . .

How exactly do you do the input?
The standard combo off that is CR A CR K:G CR B 236KK 8KKK. The CR K:G is done by pressing G right when the kick lands. You'll know when you've done it.
 
I could only get JF when it connected on the opponent (and it threw them away from me), before he just cancels the kick entirely. Is is more like CR A:K:G, CR B. . .

How exactly do you do the input?

The standard combo off that is CR A CR K:G CR B 236KK 8KKK. The CR K:G is done by pressing G right when the kick lands. You'll know when you've done it.

Yeah, it'll flash white when you do the K:G right. IMHO, if you're having too much trouble with this then you should just move on for a while, and focus on other things.
 
Heh heh CR K:G is pretty darn easy for a jf, just keep practicing the timing. This is one of those jfs u can do 100% from muscle memory when u get the timing down.

I like to CR A-> CR K:G -> CR B -> 3B -> 1K2K or 66A+B depending on their tech. It's damn evil.
 
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