Combos
For more intricate combo breakdowns, consult Shodokan's compilations ("Advanced" Corner Zenpo Combos) (Geneijin Corner Combos) (Free Style Combo Information) (Yun 101: Basic Combos - Non Geneijin)
Target Combos
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Notation
- Hopkick - f.MK
- Lunge - qcf + P (Zesshou Hohou)
- Palm - qcb + P (Kobokushi)
- Shoulder - dp + P (Tetsuzan Kou)
- Kicks - dp + K (Nishou Kyaku)
- TC xx GJ - cl.LP > LK > MP xxx Genei Jin (qcf qcf + P)
Bread and Butter Combos
Taken from True_Tech's post on the forums: http://forums.shoryuken.com/discussion/42625/basic-yun-combos
- cl.LP > LK > MP >
- Fierce Lunge (qcf + HP) (26 damage, works on everyone) - A simple combo every Yun player should know.
- Roundhouse Upkicks (dp + HK) (29 damage, works on everyone but Oro, Ibuki, the twins, Chun, and Dudley) - Gives better damage than Fierce Lunge.
- (slight delay) Forward Upkicks (dp + MK) (30 damage, Remy only)
- cl.MP > HP > b + HP (23 damage, works on everyone) Easy chain combo after a divekick.
- cr.MK > Strong Lunge (qcf + MP) (22 damage, works on everyone)
- cr.MP > Strong Lunge (qcf + MP) (25 damage, works on everyone)
- cl.MP, s.LK > LP Lunge (qcf + LP) (28 damage, works on everyone) - Requires a bit of timing for the cl.MP to s.LK.
- Strong/Fierce Shoulder (dp + MP/HP), Any Lunge (qcf + P) (34 to 40 damage)
- cr.LK x 2 > LP Lunge (qcf + LP) (22 damage) - Harder to land on some characters.
SA1 You Hou
very fast super, naturally meaning it can be comboed into easily. It deals high damage and allows for juggle followups afterwards, allowing for better positioning and damage as well as building some of the meter back. It's main weaknesses are in that it's range is limited (so it may drop at the further ranges of cr.mk) and that it offers a single, long bar having you committing to building the super and limiting use of ex moves. It's a very fun super to use, but that good
- cl.LP > LK > MP > qcf qcf + P, dp + MP, qcf + HP
Jab, Short, Strong, You Hou, follow up with strong shoulder (Tetsu Zankou), fierce lunge (Zesshou Hohou)
77 damage 8 hits
your punisher combo deals great damage which can be a big bonus due to yun's low defense
- cl.LP > LK > MP > dp + LP > qcf qcf + P, dp + MP, qcf + HP
Jab, Short, Strong, Jab shoulder(Tetsu Zankou) You Hou,follow up with strong shoulder (Tetsu Zankou), fierce lunge (Zesshou Hohou)
75 damage 9 hits
same as above but there are only 2 reasons to do this one.
1.You cant' do the jab short strong cancel in which case stop reading this and go learn it its a valuable asset
2.That last jab shoulder will give you the bar needed to perform the combo
- cl.MP > HP > b + HP > qcf qcf + P, dp + MP, qcf + HP
Strong, Fierce, b + Fierce, You Hou, follow up with strong shoulder (Tetsu Zankou), fierce lunge (Zesshou Hohou)
67 damage 9 hits
basic combo works anywhere on the screen use this when your cl.jab won't reach to do the jab short strong
- air df + K, cl.MP > HP > b + HP > qcf qcf + P, dp + MP, qcf + HP
Divekick, Strong, Fierce, b + Fierce, You Hou, follow up with strong shoulder (Tetsu Zankou), fierce lunge (Zesshou Hohou)
72 damage 10 hits
easy combo off a divekick, use it when you land a divekick and combo into strong, fierce, b + fierce
- cl.MK , dp+mp > You Hou (qcf qcf + P), dp + MP, qcf + HP
80 damage 6 hits
most damaging combo not guarenteed unless you parry into it. In order to super jump cancel into the super you must tigerknee it, I personally do qcf,tigerknee to do it.
- neutral grab, You Hou, dp + MP, qcf+ HP
Thats right - you can combo into You Hou from your neutral grab! it deals pretty good damage as well. the link is tight, but pianoing helps quite a bit. However, this doesn't work on everyone: it only functions vs. the shotos, the twins, dudley, elena and ibuki.
SA2 Sourai Rengeki
The sad part thing about this super is that if genei jin wasn't as strong, this would have probably probably been yun's recommended super - 3 shortish bars allows liberate access to supers and ex moves, it has great range meaning you can combo consistently and use to punish whiffs from midscreen, good corner carry and allows for oki afterwards. it's only real weakness is that it deals small damage compared to other supers.
- cl.LP > LK > MP > dp + LP > qcf qcf + P
Jab, Short, Strong, jab shoulder (Tetsu Zankou), Sourai Rengeki
55 damage 10 hits
your basic punisher however in this combo adding the shoulder does more damage then without
- cr.MP > Sourai Rengeki (qcf qcf + P)
49 damage 7 hits
to far away to do a cl.jab to start your combo this is what to go for, you can hit confirm it
- cr.MK > Sourai Rengeki (qcf qcf + P)
46 damage 7 hits
use this when you're to far away to hit a cl.jab, or a cr.strong, it is possible to hit confirm the super
SA3 Genei Jin
If you want to play Yun optimally, that's the super to use. Fills very quickly, allows for versitile and strong combos with great corner carry and positioning afterwards, can be easily confirmed into, lasts for quite a bit, speeds up all of yun's moves and give his normals Super priority
- cl.LP > LK > MP xx Genei Jin
learn it. know it. love it. use it.
- cl.LP > LK > MP > LP Shoulder (dp + LP) xx Genei Jin
ONLY AND I MEAN ONLY use this one when the shoulder will give you enough bar to activate as it does take away from the damage of the overall combo
- cl.MK > Super Jump Cancel xx Genei Jin
the most damaging combo you can do is Cl.St.Foward xx gj,kara palm x n
(note: due to the juggle limit. from this set up...you will only get 3 palms and then they will fall through. so to reset the juggle counter do something like Cl.St.Foward xx gj, t Forward(hop kick), palm, kara palm * 4, ender. or Cl.St.Foward xx gj, palm, hop kick, kara palm * 4, ender. the second is more damaging then the first but only by 1 pixel.)
Genei Jin Combos
Note:even if not mentioned in the combo all combos are done after a landed TC xxx GJ (cl.LP > LK > MP xx Genei Jin) chain
Midscreen Combo
- TC xx GJ > cr.MP > st.HP > MP Shoulder > HP Shoulder x N to corner
Your midscreen to corner carry option
- TC xxx GJ > st.MP xx HP Shoulder till the corner then MP Shoulder till the meter runs out > f.HP > kara Lunge
This combo can be seen HERE. It works on everyone and is the standard mid/full screen combo.
Corner Combos
- TC xxx GJ > st.MP f.HP > Hopkick x2 > Palm > Hopkick x2 > Palm > dp + HK > LP Shoulder > LP or kara Lunge
To kara the Lunge, input qcf, LK and then LP as quick as possible and it will cancel the st.LK into the Lunge adding a little extra range
This combo can be seen HERE. It works on: Shotos, Urien, Necro, Alex, Q, Chun-Li, Makoto, Twelve, Elena, and Hugo.
- TC xxx GJ > st.MP > f.HP > Hopkick x2 > st.HP > Hopkick x3 > st.HP canceled quickly into HK Kicks > MP Shoulder > walk up a bit cr.MP canceled into LK Kicks
This combo can be seen HERE. It works on: Dudley, Ibuki, Remy, Yun, and Yang.
- TC xxx GJ > st. MP > f.HP > Hopkick x2 > Palm > Hopkick x2 > Palm > HK Kicks > LP Shoulder > walk up > c.MP > LK Kicks (both hits connect)
KO's variation vs. Urien. This ender gives Yun the time to safely taunt in order to get extra damage, even if Urien quick stands.
This combo can be seen HERE. It only works on Urien.
Another Urien Variation
- Most damaging
st.MP > f.fierce > Hopkick x2 > Palm > Hopkick x2 > Palm > MP Lunge > LP Shoulder (side switch) > f.HP (another side switch) > walk up > c.MP > LK Kicks
Invented by Grahf Swe
Here's a full/midscreen combo vs almost any character:
- TC xx GJ > st.MP > MP Shoulder > dash > st.MP > hopkick x 2 and juggle them to the corner accordingly.
By adding the dash you can connect normal moves which do more damage in the genei-jin than shoulder-only mid/fullscreen combos.
- Hugo and Alex as taken from post by Pyrolee
Hugo - Ok. I swear I switch between like 3 combos vs him. I do whatever I feel at the moment. None of the 3 I can get consistently.
Note: Put st. strong, F fierce in the begining of all of them
- 1 (Most damaging one by like 4 points) - f mk x2, palm, f mk , WALK up palm, walk up again st. fierce into dp fierce(or MP), dp mp, f fierce, kara dash punch
- 2 (Easiest IMO)- f mk x2, palm, f mk x2, Palm, Fierce dash punch, st. mk, F fierce, kara jab dash punch
- 3 - F mk x2, palm, f mk x2, Palm, fierce dash punch(or mp depending on his fall), wait a milisec, jab shoulder(Side switch), F fierce(another side switch), kara jab dash punch
Alex - Ok vs him I do these 2 which both do the same damage. I find the first one a lot more easier.
- 1 - St. strong, st. rh, palm, F mk, walk up st. rh, palm, f mk, walk up st. rh palm, mp dash punch (or fierce), jab shoulder side switch, f fierce(another side switch), c. rh st rh chain.
I get this almost 100% for some reason its very easy for me and it does hella damage.
- 2 - st. strong, st. rh, palm, then walk up st. rh palm x3, mp dash punch (or FP),
2 enders - jab shoulder(side switch), f fierce(another side switch), c. rh st. rh or walk up a bit c. fwd into short upkicks(1 hit)
st. rh, c. fwd into short upkicks (this ender does less damage)
K.O Finisher
Finisher- st.mk, early palm, lp shoulder, f-HP, KARA lp dash punch (TIMING IS CRUCIAL...if timing is even the slightest off the finisher can fail)
This combo was created by Japan's top player K.O , hence the name, the basic purpose of this finisher is to regain a genei-jin bar after one has been depleted
There are many variations to this combo..specifically ones that deal with resets which is what makes the this combo the most useful The most important part it to be order to get the reset fully then execute a jab, short, strong, lp shoulder combo which should be enough to build the super bar back to full
on a side note if you have about 1/4 of a meter left during genei jin and you perform a cr.lk, palm, mp dash punch, (immediate) st.mk you can be able to perform the finisher and with good damage i might add and a good amount of super bar
1,2,3- (lp,lk,mp) starter
Now onto a few combos
- 1,2,3 XX GJ st.mp, f-hp, 2x f-mk, palm, f-mk, far hp, mp dash punch, (immediately) st.mk, palm, lp shoulder, f-hp, kara dash punch (MUST be Kara)
- 1,2,3 XX GJ st.mp, f-hp, 2x f-mk, palm, st.hp, hp shoulder, jump mk (Reset), st.mk, palm, lp shoulder, f-hp, kara dash punch
- 1,2,3 XX GJ st.mp, f-hp, 2x f-mk, palm, 2x f-mk, st.mp, walk up (a little) st.mk, palm, lp shoulder, f-hp, kara dash punch
PLEASE note that for the characters listed...the full finisher might not work 100%...you will have to omit the lp shoulder in order to connect with these characters
Finisher- st.mk, early palm, f-hp, kara dash punch
Different K.O Finisher will work on the following:
Chun-Li, Makoto, Q, Elena, Necro, Twelve, Urien, Ibuki
K.O Finsher works perfectly on shotos
may not work at all on the folowing:
Hugo, Remy, Yun , Yang, Alex, Oro, Dudley
Have fun learning this...should take a while to master but here is a playlist for reference on some variations
http://www.youtube.com/view_play_list?p=02A1767687056B45
Good Luck!!-Nica K.O
Command Grab Combos
with almost full bar
command grab,mk kicks,mp shoulder,jab shoulder,strong shoulder,strong shoulder,f.fierce,lunge
command grab mk kicks,mp shoulder hop kick hop kick,palm,dp rh,jab shoulder,f.fierce jab lunge
againt chun,mak,q
command grab,st.mk,dash,palm or mk depending on meter,ender
bar ending right after kicks: command,mk kicks,strong shoulder,c.mp,dp lk
Command Grab combo i stole from sako: command,mk kicks,st.shoulder,walk up a bit palm,lunge,ender depending on how much bar you have
Example sorry for those that can't view putfile vids i'm gonna put the vids on youtube from now on
note:doesn't work on small people twins/ibuki/oro