Yun-seong Combo Thread

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[14] Master
CR Crane (K6 or 8WR 3_9(B))
LW Land Walk (214)

CH WR AB
→ BB (85)

3B
→ BB (55)

4(B)
→ 33B (76)

9B
→ 11B (72)
→ 33B (67)
→ 22B (66)

33_99(B)
→ CR A+B (64)
→ CR [A] (62) Ends in CR.

CH 22_88B
→ BB (65) Unreliable on deep hit.

WR B
→ 33(B) → CR B (70) Reliable on shallow hit.

44K
→ 33B (54)

CH WR K
→ 9B (59)

4A+B
→ BB (53) Unreliable on deep hit.

B+K
→ 33(B) → CR A (85)
→ 66A+B (74)

CR [A]
→ CR B → BB (92) Reliable on shallow hit.

CR B
→ BB (53)

LW A
→ 9B (58)
→ 11B (57)
 
B:B is a JF that makes the second hit do more damage. I don't think they can AC out of it, but you'll forgive me if I'm wrong, it's been a long time, haha. I always remembered going for B:B whenever I landed 3B or whathaveyou.
 
B:B is a JF that makes the second hit do more damage. I don't think they can AC out of it, but you'll forgive me if I'm wrong, it's been a long time, haha. I always remembered going for B:B whenever I landed 3B or whathaveyou.

If you do 3B > B:B, you will be able to AC out of it. B:B should be used more as a poke rather than a combo filler.
 
Yo, does anyone have some Edge combos? I'm looking for them for an advance game play in the future.
We all know that SC2 doesn't have a Wall combo system. However, a good damage Edge combo is possible in SC2 because a lot of moves can track one or both side of AC (but they don't have long range to reach AC4_1_7.)
For example:
CRNB --> 6K > 33(B]
B+K --> 33(B] > CRNA > mix-ups.
44K --> ????

Another question:
Which follow-ups are good to catch the opponent on the Wall. Throw?


Crow and NetherSpecter, I think 3B(close range + front hit) --> Time B:B is guaranteed.
 
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Yunsung's optimal combos:

AA(26)
(ch)AAB(52)
(ch)AAK(47)
AA(ch)KK(43)
(ch)6AA(49)
(ch)3A -> 11K(49)
33AB(60)
(ch)22AB(64)
(ch)22A6 -> CR2KK(78, close range only)
(ch)WSAB -> 2B+K(82) / 3B(81)

BB(39)
B~B(43)
6BB(38)
(ch)6B~B(50)
3B -> 2B+K(52) / TimeBB(55, not work on specific characters)
2BB(45)
4(B] -> 3B(72) / 11K(72)
9B -> 33(B](67) / 11B(72)
(Crouched Hit)9B -> 33(B](69) / 2B+K(65) / 22B(67)
33(B] -> CRB(56) / CRA+B(64) / CR8B(65)
66BB(57)
66B~(hit)B -> 11B(71) / 33(B](66)
22B -> 2K(43)
(ch)22B -> 2K(49) / 11K(62, not reliable on side hit)
WSB -> 33(B](52) / Run>Time33K(60, JF shallow hit)
(ch)WSB -> 33(B]>CRB(Harder to escape) / Run>Time33K(JF shallow hit)

KK(30)
6KK(29)
6KK(hit)AA(34)
(ch)1KA(38)
(ch)1KK(38)
66KK(44)
66K(ch)KK(54)
1K(ch)K > 2K(34, Mid-FarRange, FHit, Not reliable TechL in Close range) / StringB(44, FHit, StandHit) / String4A+B(43, NotTechR, FHit)
(ch)WSK -> 33(B](53) / 2B+K(51) / 11B(57, not work on specific characters)

4A+B > 2K(38) / KK(48, Front Side Hit only)
B+K -> 33(B](59) / B+K(61) / 2B+K(57) / 33(B]>CRA(83, wall combo)
(Side and Back Hit)2B+K -> 11K(54, close range)

CR[A] -> CRB(66+) / CRB(58, ground hit)
CRA -> 2BB(83) / 33K(88)
CRB -> 2B+K(50) / 33(B](52) / 22A6>CRB(65, Hard to escape?)
CR8B -> 33(B] / 11B
CR2KK(43)

CRDK -> Time2K(34) / 11K(44, not reliable on side hit)

LW A -> 33(B](52) / 3B(50) / 2B+K(50)
LW KK(29)
LW K(ch)K~K(31)
LW KK(ch)K -> 9B(47)

(ch)FH KK(55)
 
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