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===Kara-Techniques=== | ===Kara-Techniques=== | ||
Yun's standard kara is his Light Kick (LK), which moves him forward approximately 10 frames. This kara has numerous purposes, most notably: | |||
Kara-Dash | {| class="wikitable" | ||
Kara-Palm: | |+ | ||
Kara-Kara- | |- | ||
! Name !! Motion | |||
|- | |||
| Kara-Throw || lk~throw | |||
|- | |||
| Kara-Dash Punch || qcf, lk~p | |||
|- | |||
| Kara-Palm: || hcb, lk~p | |||
|- | |||
| True Kara-Palm (SA3 only) || mp, hcb, lk~hp | |||
|- | |||
| True Kara-Zenpo (SA3 only) || mp, qcb, lk~hk | |||
|} | |||
Furthermore, Yun can use his Hard Kick (HK) as a kara for his command grab, zenpo: | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Name !! Motion | |||
|- | |||
| Kara Zenpo || hcb, hk~k | |||
|} | |||
Ensure that the HK is done within the downback input of the half circle back. In numpad notation, this would look like 6321(HK)4(K). | |||
==== True Kara Techniques ==== | |||
True Kara techniques combine two kara normals into a move within SA3, extending the reach even further. This is done by first pressing St.MP, the motion, then LK and the desired move normal. For more information regarding these techniques, refer to the below videos: | |||
* https://www.youtube.com/watch?v=sNkfvQzVOrk | |||
* https://www.youtube.com/watch?v=0H4ejn91oAE | |||
==== Daipan loop ==== | |||
Daipan loop is a technique whereby St.HP is repeatedly canceled into St.MP and looped. This is done by recovery cancelling the St.HP into walk forward, then kara cancelling St.MP into St.HP again, repeating. The numpad notation for this can be seen as follows: 5HP(6)5MP>5HP (repeat). | |||
* https://www.youtube.com/watch?v=qlo93LbjnF0 | |||
* https://www.youtube.com/watch?v=8P424g1heB0 | |||
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kara palms | kara palms | ||
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remember. Don't use LP to kara palm. | remember. Don't use LP to kara palm. | ||
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{{Navbox-3S}} | {{Navbox-3S}} | ||
[[Category:Street Fighter III: 3rd Strike]] | [[Category:Street Fighter III: 3rd Strike]] |
Latest revision as of 22:39, 30 April 2024
Strategies
Kara-Techniques
Yun's standard kara is his Light Kick (LK), which moves him forward approximately 10 frames. This kara has numerous purposes, most notably:
Name | Motion |
---|---|
Kara-Throw | lk~throw |
Kara-Dash Punch | qcf, lk~p |
Kara-Palm: | hcb, lk~p |
True Kara-Palm (SA3 only) | mp, hcb, lk~hp |
True Kara-Zenpo (SA3 only) | mp, qcb, lk~hk |
Furthermore, Yun can use his Hard Kick (HK) as a kara for his command grab, zenpo:
Name | Motion |
---|---|
Kara Zenpo | hcb, hk~k |
Ensure that the HK is done within the downback input of the half circle back. In numpad notation, this would look like 6321(HK)4(K).
True Kara Techniques
True Kara techniques combine two kara normals into a move within SA3, extending the reach even further. This is done by first pressing St.MP, the motion, then LK and the desired move normal. For more information regarding these techniques, refer to the below videos:
Daipan loop
Daipan loop is a technique whereby St.HP is repeatedly canceled into St.MP and looped. This is done by recovery cancelling the St.HP into walk forward, then kara cancelling St.MP into St.HP again, repeating. The numpad notation for this can be seen as follows: 5HP(6)5MP>5HP (repeat).
kara palms
the pyrolee method: This is the true kara-palm during GJ:
Press strong punch while moving the stick half-circle backwards, when you get about 4/5 of the way done you then press short then an IMMEDIATE punch button (usually jab but fierce works too) and then finish moving the stick to back so the punch button causes the palm to come out. It must be done VERY quickly because remember with each button press you are cancelling a very quick move, the 4/5 way motion is done so you do not get a crouching animation, you want every move to be done standing.
Keep in mind when the strong button is being pressed in the stick should be 4/5 of the way done then you kara-cancel the strong by pressing short -> punch button. To give you an idea of where your fingers should be, place your middle finger over strong press it while moving the stick back, then do an immediate throw, let your thumb hit the short first though and your index finger hit the jab, then finish the half circle back motion and release the jab.
In reality this is almost like a double kara move, you must first kara-cancel the strong with the short but at the same time u press the jab (or fierce) to kara-cancel the short as well. The reason this works better than the strong-short(or jab) method is because first the strong comes out which is canceled by the short. However the short is actually cancelled before you can see it by the palmstrike. This eliminates the additional move animation frames compared to the slow “strong then jab then palm” method. With the extra speed of this method you can do palm strikes faster and move in quicker which was a problem with the other way which would eventually drop the character after about 2-3 reps.
While in japan I saw only 2 yun players use the kara-palm, neither KO nor nitto did it. I guess it's too risky to use in tournament play so don't be too frustrated if you can't get it down it is pretty hard to do.
the c-royd method: strong,qcb lk~strong (he says always kara palm with strong so if you mess up you still continue the juggle with strong using pyro's method you get a grab whiff animation
for example: C-Royd Kara Juggle note: The reason why Ryu is jumping is because i wanted to simulate ryu getting launched by a stand MK xx genei cheap (just to show that it could be palmed after a stand MK) However, I started complaining to myself that if i did that, we wouldnt see how much damage all the palms really do...so i just made him jumping...you can easily land 6 palms on a standing ryu.
(in response to a question about timing) dont really know what to tell ya aside from what is in the video. after the first palm, you wait a split second before pusing MP. If you kara palm too early, your opponent wont be low enough for the palm to hit.
make sure you're cancelling the MP into the LK, and cancelling the LK into the palm. If you push MP, let it recover, and then push LK and let it recover, you'll notice that yun doesnt move forward at all. But if you repeatedly tap MP, LK, MP, LK, MP,LK, yun will move forward. This is because you're cancelling the moves.
To make kara palms easier, use strong punch. Or fierce punch. Never use jab.
in response to another question: The kara palm has to be executed pretty fast. The LK is cancelled really early and therefore you wont be able to see it in my videos because of the lowered frame rate. If you were to perform it on your own you'd see the LK just barely.
The LK cancelled into the palm is pushed at the same speed that you'd perform a kara throw.
remember. Don't use LP to kara palm.