Combos/Tech Traps

mikosu

Goderator of pink hearts
Since Yun's gettin' no love I'll start him off. Copied straight from my post on CF and will be updated as such.

All combos involving 236KK can be just ukemied. You can just ukemi any move with a slam-down bounce.

Natural combos (NC)
AA (20)
22A (22)
33AK (38)
WS AK (34)
BB (30)
2BK (42, opponent must be standing)
4BK (40)
KK (18)
11K (30)
236KK (23)
8KKK (54~70)
A+B (35)
A+B MSH B (55)
A+K (33)
CR 2KK (38)
CR auto-evade kick K (60)

33AK
-1K2K (up to 77 with tech, escape with right tech)

33B
-1KK (60)

33[ B ]
-CR 8K (66, JF = 71)
-CR A+B (35)

236KK
-8KKK (56~57, JF = 62~63)
-66A+B (51)

44K
-2B
-1K2K (escape with right tech)

A+K
-RCC 1K2K (escape with right tech)
-66K (50~51)

66B+K
-8KKK (up to 76)
-66K *Wakes (39)
-66A+B (49, to 53 if tech)

9B+K
-66B (51)
-66K (44)

BT 9B+K
-BT B+K 8KKK

CR A
-CR B combos
-CR K, CR 8K (69, JF = 73)
-CR K, CR A+B (65)
-CR 2KK, CR A+B (63)
-CR K:G, CR B, 4B~K:G, CR B (83)
-CR K:G, CR B, 1K2K, 66K (up to 90)
-CR K:G, CR B, 236KK, 8KKK (77-79)

CR [A+B]
-66B (61)
-66K (54)

Natural Combos on counter hit (NCc)
22AB (42)
KKB (35)
1KK (40)
1K2K (42)
6KK (43)
6A+B (32)
WS AKK (43) *2nd & 3rd hits only

1A
-66B (45)
-RCC 1K2K
-66A+B (48)
-3[K], CR B, 3B, 66K *RCC, close range, difficult timing
-3[K], CR B, 1K2K *RCC, close range, difficult timing
-11_77K (47)
-WS K, 1K2K (escape with right tech)

3K
-CR B (36)

WR K
-1K2K (escape with right tech)
-66B (47)
-66K (40)

CR B
-3B, 66K (48)
-1KK *Wakes
-1K2K, 66K
-236KK, 8KKK (49~61)
-4B~K:G, CR B (59)
-A+B MSH B (51)
-6A+B combos (character-specific)

CR K:G
-CR B (40)

CR 2KK
-CR A+B (58)

6A+B *2nd hit only
-3B, 66K
-KKB
-1K2K, 66K
-3[K], CR B

Stun combos
6A_[A] (shakeable)
-CR A, CR K, CR 8K (78)
-6A+B, 3[K], CR B, 3B, 66K (71)
-6A+B, 3[K], CR B, 1K2K, 66K (75, up to 85 if tech)

CH 44A (shakeable)
-6A+B, 3[K], CR B, 3B, 66K (82, if tech)
-6A+B, 3[K], CR B, 1K2K, 66K (85, up to 102 if tech)

44B (shakeable)
-1A, WS K, 66K *initial hit in-close (71)
-44A combos
-3B, 66K
-236KK, 8KKK

4B+K (shakeable)
-1A, WS K, 66K *near corner or edge
-44A combos
-3B, 66K

CH CR auto-evade kick
-CR K, CR 8K
-CR K:G, CR B, 236KK, 8KKK
-CR K:G, CR B, 4B~K:G, CR B

Wall combos
66A W!
-3B, 66K
-1KK, 66K/1K
-6A+B, 3[K], CR B, 1K2K, 66K

CH 22AB W!
-3[K], CR B, 1KK W!, 1K2K, 66K *corner only

CH 3B W!
-3[K], CR B, 1K2K, 66K
-3[K], CR B, 1KK W!, 1K2K, 66K *corner only

22_88B W!
-1K2K

CH 22_88B W!
-3[K], CR B, 1K2K, 66K
-3[K], CR B, 1KK W!, 1K2K *requires alignment

44B W!
-1KK W!, 1KK W!, 1K2K *initial hit must be far range, requires alignment
-1KK W!, 1K2K, 66K *initial hit must be far range, requires alignment
-1K2K

CH 1KK W!
-3[K], CR B, 1KK W!, 1K2K *requires alignment
-3[K], CR B, 1K2K, 66K (85)

8K W!
-6A+B, 3[K], CR B, 1K2K, 66K
-6A+B, 3[K], CR B, 1KK W!, 1K2K *corner only

8KK W!
-3[K], CR B, 1K2K, 66K *range dependent

22_88K W!
-6A+B, 3[K], CR B, 3B, 66K
-6A+B, 3[K], CR B, 1K2K, 66K

44K W!
-1K2K

44B+K W!
-1KK W!, 3[K], CR B, 1K2K, 66K

CH CR K W!/CR A, CR K W!
-CR B, A+BB mash
-CR B, 3B, 66K

CH CR 2KK W!
-CR B, 1KK W!, 1K2K, 66K

CH CR B
-6A+B, 1KK W!, 1KK W!, 1K2K

CR B+K W!
-6A+B, 3[K], CR B, 3B, 66K
-6A+B, 3[K], CR B, 1K2K, 66K

Tech traps
CH 1A, WS K
-9B+K (Catch on roll 7_8_9)

CH WS [A]
-CR A+K

CH 2BK
-CR A+K (Escape with 2_8)

CH 33[K]
-CR A+K

44K
-delayed 44A (catches all, all but right on the "biggies")
-delayed 236KK (catches all but left tech, will not catch side tech at all on biggies like Asta)

CH WR K
-9B+K (Catch on roll 7_8_9)

66A+B
-2A

CH CR B
-delayed 22B (88B catches tech to his left)
-delayed 33B (99B catches tech to his left)

CH CR 2KK
-CR [A+B] (escape with left tech)

CR [A+B]
-66A+B (escape with left tech)
 
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Try this one on for size

CR A, CR B, 1K,2K, 66K the last his it untechable and hits without the damage getting scaled with the combo so it does almost 80 damage and like 70 damage off just CH CR B

Anyone who knows where else you can use this post it up
 
Arrrgh, I spent hours to get the CR A, CR K:G, CR B, 4B,K:G consistently and now there's similar dmg off something that easy...
 
Alrighty. First post updated again. Made some notation changes and simplified combos. Damages will be done sometime I swear lol.

Also, KOing with 4B+K is the best thing ever.
 
i have a question, what is the auto-evade kick from the CR, is it just K,G, or something else because i saw on a vid on the internet a guy with yunseong who did a combo from the CR then some sort of fake kick by which he evaded a atack and then a few kicks, followed by a changed camera position, by which he stands on the opponents head(or shoulders) it was a very cool combo and i did it once by accident and no one seems to know how it is executed
 
The Crane Auto evade happens automatically whenever your opponent tries to hit Yun with a B attack. The first K he does is automatic, you need to manually hit K as he connects with the first kick to finish the attack throw. Also you if the auto evade kick comes out on on CH it generates a shakeable stun you can work with if your opponent doesn't escape.
 
So i have to crane if the enemy atacks with B, or do i allready have to stand in CR en K when the attacker atacks with B, and the just press K a couple of times to perform the attack throw? Ow yeah and also the jumping, spinning atack (thought it was A+B,B) followed by a GB, how do you execute the GB, because i cant get it, does it need Just Input, Press repeatedly, or is it the wrong combo and is it A+B,A or something...
 
yunseongnlx: As long as you are in Crane and not doing anything the evade will work. The easiest way to understand the Auto Evade would be to just go into practice mode and record your opponent doing something like A, then BB. Block the A and then hit B+K and you go into crane and auto evade their BB. Don't hit K until the auto evade comes out.
 
Yeah guys thanks, I pulled it of, but that counter is easy to use in a practice match but in an online battle its almost useless(when I try it anyway) it seems that everyone knows that crane evades B attacks... just have to perfect my skills even more...
 
May be a stupid question here, but for some reason, I can't get the 1A combos down.

They always double over before I can do most of them, since you're left in crouching state. Any tips?
 
May be a stupid question here, but for some reason, I can't get the 1A combos down.

They always double over before I can do most of them, since you're left in crouching state. Any tips?
That's an RCC (roll crouch cancel?). Press a direction after 1A hits to get back into standing. It's not easy but can be done.
 
Can the RCC be done when you've been forced into a crouch by blocking?
Yes that's why Amy's 6BB is an annoying punisher. The forward directional input eliminates crouch frames and lets her go straight to standing. Same for Yun 4K.
 
Yun-Seong forum revival!

mikosu's found a little something. Enjoy.

Tech traps
CH 3B
-delayed 44A (all but right)

CH 1A, WS K
-44B (all)
-delayed 44A (all)
-A+K

66K (in corner)
-3A (all)

66B+K
-dash-in, A+K (all but right, all if side hit)

Lol combo of the year:

4B+K W!
-66A+B (36)
 
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