Street Fighter 3: 3rd Strike/Yun/Combos

From SuperCombo Wiki

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

Mp.png > cMp.png
D.png+Mp.png > cD.png+Mp.png
D.png+Hk.png > Hk.png
Air Lp.png > F.png+Hp.png
Lp.png > cLk.png > cMp.png
cMp.png > cHp.png > B.png+Hp.pngSC (link onHp.png)
D.png+Mp.png > D.png+Hp.png(2hit)

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, 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

KO's Variation vs. Urien - st. MP > f.HP > Hopkick x2 > Palm > Hopkick x2 > Palm > HK Kicks > LP Shoulder > walk up > c.MP > LK Kicks (both hits connect) Then gives you time to taunt to power up without Urien doing anything to you even if he safe falls.

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. 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
  1. 2 (Easiest IMO)- f mk x2, palm, f mk x2, Palm, Fierce dash punch, st. mk, F fierce, kara jab dash punch
  1. 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. 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.


  1. 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

AS SEEN HERE

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

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill