Mentioned by Oroku_Saki and Rafael2487.
@3: According to the notes, this is as high as Desk can get the damage. No matter how he mixed it up, the counter never got any higher.
I still don't think we've seen the last of this SOB.
@3
Damage scaling pretty much makes increments of 100 damage exponentially harder after 600 or so damage. So, there are quite a few characters who can get to 600+ with little/no problem. Making the jump to 700, 800 and beyond is much harder.
800 is still mighty impressive though.
Umm, is there some kind of mistake with inputs? There's no pnch button registered at the second palm strike. xD
Is that the only character that can do that much damage with ultra and full meter? I thought makoto or gen could get high damage somewhat close to that
Gouken can reach 900+. Makoto has to struggle a lot to reach 700. Gen can only get around 750, when using mantis U2, which isn't real damage. Balrog with his TAP can also reach over 900, he can one-shot Gen with it if he uses it to counterhit Crane c.HP.
And suddenly Fireinthehole's "Yun isn't OP" argument doesn't look so good XP
@19
Did you even watch the video?
Ultra 1 to Genei Jin isn't the part that is being debated as feasible here, everyone knows that happens all the time. It's the two palms on a cornered neutral-jumping character that is not feasible, nor is that part possible to do outside of a corner without a neutral-jumping character because the first palm would just knock them away. On top of that, to reach THAT much damage, it needs to be done on a character with a large hitbox like T.Hawk's so you can get the most out of Genei Jin. Without the corner stuff and a large hitbox, you're looking at about a 250-300 damage difference. Try again.
Balrog's fully-powered Turn Punch to Super requires far less situational setups. Both combos are not feasible in real play, but Yun's is much less feasible between the two.
If you want high damage combos that you can actually expect to see, Sagat's (minus a neutral jump HP, replace that with any other jump-in) and Dudley's combos are both feasible. Gen's 700+ damage combo can be done anywhere on the screen as well and requires nothing more than mantis super and mantis ultra 2 after a meaty combo, but then his requires that extra hit after to get rid of the BS ultra 2 gray damage.
Dudley's combo is for show. After two EX duck straights, the damage is garbage and ending it with U2 is enough.
Yun isnt as op as people make out imo like snakex pointed out it would have to be a jumping large character in the corner, catching them with a palm strike to start it off. Plus the player would have to have EX meter plus full Ultra. You could easily drop the combo at times, even with good amount of pratice with the combo
Personally, the only big problem with yun and yang is the amount of meter they gain from palm strike, ridiculous.
@Bullitt23 What makes Yun/Yang/Fei op isn't sheer damage output. If OP was decided by how fast you could dish out damage then Gief would always be SSS tier.
It is a combination of things. They have too many safe ways to approach an enemy. They generate too much meter safely. They have too many tools at their disposal (pokes, dragon punches, juggles, command throws, zoning tools, anti air tools, anti-fireball tools.) And while most other rushdown or close up fighters have to take risks and chance being punished, Yun/Yang/Fei have a lot of extremely safe and effective moves that also are extremely difficult to punish.
Look at Makoto, she is top tier for sure. However her mix ups are far more punishable than Yun/Yang/Fei, and she doesn't have tools for every occasion. Hell, Yun's lunge punch is better in ALMOST every situation than Makoto's dash punch. It is harder to punish, it has longer range, it knocks down without EX, it is airborn for the majority of its duration, and in many situations leaves Yun at an a frame advantage even on block.
Karakusa has longer range. But it counts towards your combo damage scaling. Yun/Yang/Feis flip command throws do no damage so they don't count against your combo damage scaling.
@ eternal, cheers responding dude and not replying something like "GtFo sCrUb a$s loser" etc. Very indepth and reasonable
I know its not just damage output, just some guys were overreacting about this video, this video is nothing, especially due to the conditions it must be started in. Don't think we'll ever see online or tournie footage of this combo ever appearing.
Again you're points are very good, i didn't actually know the lunge punch is not punishable on guard :S. I can only assume eventually the safe approaches will actually become too predictable, people will eventually adapt around these moves, working out how to punish them efficiently.
Even if this doesn't happen, i am certian there must be some obvious weakness than damage/stun and their "all or nothing" approaches, capcom are vets in this area and know what they are doing and why.
I know these arguements are very weak and not very technical and really boil down to blind hope but i think its too early to say just nerf them down. Give it a few months with people experimenting in training, online and tournies, and if its all too true then capcom need to release a update (aslong as we don't have to pay blindly for a forth edition which i would personally lose respect for capcom, i know its like protocol for them but seriously i've paid 105 for ssfiv versions not including two arcade sticks so me and friends can actually play this game without pulling off random moves by accident, but thats another gripe hehe :D)
Also I can only assume the makoto Karakusa command counts toward damage scaling as it does inflict damage (not much i know), therefore the mechanic would consider it whilst excluding the yun grab as no damage is dealt.
BTW, im not a yun groupie/fanboy, i've actually hated him since SF3
@bullitt23 That is precisely why Makoto's does scale with combo, because it does damage. However its very low as you said (40/50/60) and thus lowers the overall combo damage.
@jamheald On block Yun's lunge punches are only -2, regardless of strength used. Spiral Arrow is -15 on block.
@bullitt23 Err sorry, was looking at wrong data. Karakusa is 40/40/40 with 60 on EX. Karakusa does have longer range, than Yun/Fei/Yang's flip throws. However Yun and Yang's have almost the same amount of startup and recovery frames (though Fei is noticeably slower)
I can't really see a situation where Yun would want to risk trading hits or eating an SPD to get this kind of damage. Yun takes a lot of skill and understanding to make him god tier.
I think Yun and Yang are supposed to build meter quickly. Yun in 3rd Strike could get 3 supers in one round. In SSF4: AE he only gets it once a round, he wouldn't be very good without it. It's what makes him imo.
You also can't call someone OP from a combo showoff. Real matches have a variety of situations. In a tournament you don't just get to do whatever combo you fancy, you take what you can get.
@jamheald you're right my mistake, was looking at the stats for Genei Jin version.
+1 on EX though is insanely good. Esp considering how easy he builds meter. And the normal versions have a fairly huge amount of safety attached to them even if you remove the idea that they are sometimes not safe on block (depends on spacing)
Airborne/Armorbreak and large amounts of invincible frames.
Plus of course the fact that you mentioned, his palm strike is safe on block for non-ex. It also does COPIOUS amounts of stun (250) large amounts of damage (160) and is safe close up, or at range since its active frames are so long vs its only 5frame recovery time.
Happy 4th of July