Yun

 

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WHY YUN?

In USFIV, the consensus of the community is that Yun is one of the best (if not the best) characters in the game. He has everything a good character needs (quick and chainable jabs/shorts, easy plinkable combos that don’t require 1f links, an amazing divekick, a command grab, one of the best users of red focus, etc.) His mixups are endless and in my opinion, he is one of the most enjoyable characters to play in SFIV.

TABLE OF CONTENTS

1. SAFE JUMPS

2. KARA THROWS

3. OPTION SELECTS

4. COMBOS

5. GENERAL RESETS

6. USFIV

7. YUN PLAYERS TO WATCH

8. USFIV YUN TUTORIAL

1. SAFE JUMPS

1. f.throw, dash x 2, whiff s.lp, neutral jump attack – use against 4f+ reversals

  •  This safe jump is frame tight. Just mash out the two dashes after the f. throw and immediately hit s.lp and then neutral jump right after.

2. (Corner only) f. throw, dash, whiff cl.hp, neutral jump attack – use against 4f+ reversals

  •  Easier to perform than safe jump #1 but it’s corner only.

3. (Cammy/Sagat specific) f.throw, dash, whiff cr.hp, forward jump attack (neutral jump attack if in corner)

  •  A Cammy/Sagat specific safejump that works midscreen/corner.
  • Against Sagat, you can fuzzy him with jump back mp if you jump in with hp and he blocks the j.hp standing and crouches afterwards.

4. f. throw, forward empty jump, forward jump divekick

5. Neutral jump attack after MK upkicks – use against 4f+ reversals

  •  This is if they quick stand after the upkicks. If they don’t quick stand, whiff cr.lk immediately after landing and do another neutral jump attack.
2. KARA THROWS

1. S.mp kara throw: s.mp~ throw – ~1 training mode square

2. S.mk kara throw: s.mk~ throw – ~2 training mode squares

3. OPTION SELECTS

1. cr.lk/cr.lp OS LP lunge – cr.lk/cr.lp~qcf lp (not too fast to cancel the cr.lp into LP lunge)

  • Universal OS for backdashes.

2. s.mp OS on C.Viper – cr.lp/c.lk s.mp+s.lp

  • Beats burnkick/ex burnkick/ex seismo on wakeup. Loses to HP TK and U1 on wakeup.

3. cr.lk/cr.lp OS cl.mk – cr.lk/cr.lp s.mk+s.lp/s.lk (combo into U1, LP/MP lunge, another cl.mk, or LP shoulder HP lunge)

  • Used for people who like to backdash in the corner. Also used against Blankas who like to EX rainbow roll out of the corner.

4. cr.lk/cr.lp OS U1 – cr.lk/cr.lp qcfx2 ppp

  • Used against short backdashes (Sagat, Cody, etc) and people who like to backdash in the corner.
4. COMBOS
Notes
  • There are a few characters that require MK dp ender (when they’re standing) for the combos off lights because HK dp ender will whiff on them most of the time (when they’re standing). These characters are: Ryu, Ken, Decapre, Sakura (only for cr.lp cr.lp s.lp s.mp xx and cr.lp cl.lp cr.mp s.mp xx), Evil Ryu, and El Fuerte (depending on his standing stance). However, when they’re crouching, then HK dp ender will hit them. General rule of thumb: Always use HK dp ender if they’re crouching and adjust between MK/HK dp ender if they’re standing (depending on the character). You can also remedy this problem by shortening your combo and using cr.lp cl.lp s.mp xx HK dp on these characters.
  • Plinking s.mp with s.lk rather than s.lp makes it so that if you miss the s.mp link, you will get a s.lk link instead (which still combos into any of the enders unlike s.lp). I personally don’t use this plink but it is useful if you’re known for missing your s.mp links.
  • TC5 (lp xx lk xx mp) isn’t too useful but if you want a tight block string into shoulder, then you can do cr.lp TC5 LP shoulder. Normally, an opponent can mash a reversal inbetween s.mp xx LP shoulder but not if you use TC5 LP shoulder.
  • Any combo into EX dp that leads into the corner juggles into U1 in AE2012. Always try to go for this if you have U1 stocked.
  • Generally, you should only combo into EX dp LP lunge ender if the opponent is close to death/stun because that ender does considerable more stun than the meterless enders.

Main BnBs

Off lights (jabs/shorts)

1. cr.lp cr.lp s.lp s.mp xx
MK dp ender – 184 damage/286 stun
HK dp ender – 202 damage/316 stun
MP lunge ender – 184 damage/286 stun
LP shoulder ender – 178 damage/316 stun
EX dp LP lunge ender – 223 damage/391 stun

2. cr.lp cl.lp s.lp s.mp xx
MK dp ender – 174 damage/286 stun
HK dp ender – 192 damage/316 stun
MP lunge ender – 174 damage/286 stun
LP shoulder ender – 168 damage/316 stun
EX dp LP lunge ender – 213 damage/391 stun

3. cr.lp cl.lp cr.mp s.mp xx
MK dp ender – 206 damage/326 stun
HK dp ender – 224 damage/356 stun
MP lunge ender – 206 damage/326 stun
LP shoulder ender – 200 damage/356 stun
EX dp LP lunge ender – 245 damage/431 stun

4. cr.lp cl.lp cr.mp cr.mk xx
MP lunge ender – 206 damage/340 stun
LP shoulder ender – 200 damage/370 stun

These combos do 10 damage less if you start with cr.lk instead of cr.lp

Tight blockstring combos (can’t be reversaled)

1. cr.lp, TC5 (lp xx lk xx mp) xx LP shoulder

2. Any series of chained (cr.) jabs and lights.
i.e.- cr.lk x3 s.lk, cr.lpx3 s.lk, etc. If you want to combo into LP lunge off of these, then you have to delay (link) the last s.lk into LP lunge or else the s.lk won’t cancel.

Main punishes

1. cr.mp cr.mp s.mp xx
HK dp ender – 266 damage/404 stun
MP lunge ender – 245 damage/369 stun
LP shoulder ender – 238 damage/404 stun
EX dp LP lunge ender – 292 damage/494 stun

2. cr.mp cr.mp cr.mk xx
MK dp ender – 245 damage/ 385 stun
MP lunge ender – 245 damage/385 stun
LP shoulder ender – 238 damage/420 stun
EX dp LP lunge ender – 292 damage/510 stun

Genei-Jin

Notes

  • Hit-confirming into GJ itself is very easy from LP shoulder. If you see the LP shoulder hit, input another QCF P to activate GJ.
  • General tip when you’re in GJ. Palm does 100 damage. F.mk does 80 damage. S.mp does 40 damage. Genei-jin combos don’t have to follow a certain set of moves but you want to fit as many palms/f.mks as you can in your Genei-jin combos. S.mp is used when you’re afraid of the opponent falling out of your GJ combos because it lifts them higher than f.mk.
  • If your back is to the corner and you activate GJ, you can do s.hk HP lunge (which puts the opponent facing towards the corner) and combo the opponent into the corner with s.mp, f.mk x n, etc.
  • Yun can combo GJ after ANY anti-air LK dp. S.mp or cr.hp is fine but the timing is fairly tight.
  • Yun can combo straight into U1 after GJ activation for more damage.
  • A nice GJ reset after activation (on hit/block) is xx GJ, s.mp, dash, command throw.

Main hit-confirms

  • Main BnB xx LP shoulder xx GJ
  • s.mp xx LP shoulder xx GJ
  • cr.mk xx LP shoulder xx GJ
  • Command grab, s.mp xx LP shoulder xx GJ
  • Anti-air LK dp, GJ
  • Palm xx GJ (Strongest punish for GJ)

Combos

  • (Near corner) xx GJ, s.hk, dash, palm, f.mk, palm, f.mk, palm, LP lunge, any corner ender
  • (Near corner) xx GJ, s.hk, dash, cr.hp xx HK dp (x3), cr.hp, any corner ender
  • (Near corner) palm xx GJ, palm x2, LP lunge, palm, f.mk, palm, LP lunge, any corner ender
  • (Near corner) xx GJ, U1, palm, f.mk, palm, LP lunge, any corner ender
  • (Midscreen/Away from corner) xx GJ, s.hk, dash, HK dp, cr.hp xx HK dp (x3), any ender
  • (Midscreen/Away from corner) xx GJ, s.hk, LP/MP lunge, f.mk x n (until you reach the corner), any corner ender
  • (Midscreen/Away from corner) palm xx GJ, MP Lunge, f.mk x n (until you reach the corner), any corner ender
  • (Midscreen/Away from corner) xx GJ, U1, f.mk x n, any corner ender (if you reach the corner by the time GJ ends)
  • (Anti-air LK dp) GJ, s.mp/cr.hp, f.mk x n or palm, f.mk (if near corner), any corner ender

Corner enders for Genei-jin

  • …. cr.hk xx LP lunge, whiff cr.mk, max height LK dive (doesn’t work on the entire cast. No specifics atm)
  • … cl.mk, MK/HK divekick, MP shoulder (crossup reset), U1, HP Lunge
  • … cl.mk, MK/HK divekick, palm, U1, HP Lunge
  • … cl.mk, MK/HK divekick, f+hp (done when there’s still a small portion of GJ left), U1, HP Lunge
  • … cl.mk, MK/HK divekick, cr.lp/cr.mp/command throw mixup

FA2/FA3 combos (damage/stun values are for FA3)

1. FA2/FA3 HP shoulder HP lunge – 311 damage/465 stun

2. (Midscreen only) FA2/FA3 EX palm LP shoulder HP lunge – 416 damage/670 stun

3. FA2/FA3 cr.mp cr.mp s.mp xx HK dp – 336 damage/498 stun

4. (Corner only) FA2/FA3 Palm cl.mk LP lunge – 348 damage/505 stun

Post U1

1. (Juggled U1) EX shoulder

  • Only adds a tiny bit of damage after the ultra so I would only do this if it will (almost) kill.

2. (Grounded U1) HP lunge

  • Most common midscreen ender after a grounded U1

3. (Grounded U1) EX lunge EX shoulder

  • 2 bar midscreen ender that does slightly more than the HP lunge ender. I would only use this if it will end up (almost) killing.

4. (Corner only/Grounded U1) LP shoulder HP lunge

  • If you land a grounded U1 near the corner, this is the ender you should use.
  • Instead of doing HP lunge, you can also do HK divekick after the LP shoulder to reset the opponent.

5. (Corner only/Grounded U1) LP shoulder xx Genei Jin

  • If you have full super and somehow manage to land a grounded U1 near the corner, this is the ender you should use (if you’re one round from winning)

6. (Corner only/Juggled U1) whiff jump forward attack, whiff cl.mk, forward jump max height lk dive (crossup)

  • If you juggle into a U1 near the corner and don’t want to do EX shoulder afterwards, you can use this character specific crossup lk dive setup. It avoids most reversals.

Works on:
Ryu (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Ken (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Ibuki (Fake crossup)
Makoto
Seth (Loses to HP dp/EX dp. Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Gouken (Only hits crossup if he’s crouch blocking)
Akuma (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Gen (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Dan (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Sakura (Fake crossup)
Oni (Loses to HP dp/EX dp. Fake crossup)
Yun (Fake crossup)
Juri (Loses to EX pinwheel)
Chun (Loses to EX sbk. Fake crossup)
Dhalsim (Fake crossup)
Abel
C. Viper (Fake crossup)
M. Bison (Fake crossup)
Cammy
Deejay (Cross up if he’s standing. Fake crossup if he’s crouching and blocking crossup)
Cody (Fake crossup)
Guy (Fake crossup)
Hakan (Fake crossup)
Yang (Fake crossup)
Evil Ryu (Fake crossup)
Guile (Almost unblockable. Guile has to block same side crouching)
Blanka (Fake crossup but will whiff if he blocks crossup standing. Only hits crossup if he’s crouch blocking)
Zangief (Only hits crossup if he’s crouch blocking. Will whiff if he’s stand blocking)
Rufus
El Fuerte (Fake crossup but only hits if he blocks crossup crouching)
Vega (Loses to U2)
Balrog (Loses to LP headbutt and EX rush punch. Only hits crossup if he’s crouch blocking)
Fei Long (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
T. Hawk (Loses to EX dp. Only hits crossup if he’s crouch blocking)
Adon
Rose (Loses to EX soul throw. Only hits crossup if she’s crouch blocking)

7. (Midscreen/Corner) Neutral jump attack, whiff s.hp, j.mk

  • 4f+ safejump that is useful after a juggled U1.

Corner resets after FA2/FA3

1. FA2/FA3 Palm cl.mk MK/HK divekick

  • Walk forward after the divekick to end up inside the corner
  •  Don’t move after the divekick to keep the opponent in the corner

2. FA2/FA3 Palm cr.mp/s.mp delayed LP shoulder into cr.lp cl.lp s.mp HK dp

  •  The shoulder should not be cancelled from the cr.mp/s.mp. Input the shoulder after the animations for cr.mp/s.mp are done.

3. FA2/FA3 Palm cr.mp/s.mp delayed MP shoulder into MP lunge

  •  The shoulder should not be cancelled from the cr.mp/s.mp. Input the shoulder after the animations for cr.mp/s.mp are done.

4. FA2/FA3 Palm s.lp f+mk (meaty)

  •  Meaty overhead that can combo into cr.lp cl.lp s.mp xx

5. FA2/FA3 Palm s.mp delayed command throw

  • The command throw should not be cancelled from the s.mp. Input the command throw after the animation for s.mp is done.

Character Specific Combos

1. cr.mp cr.mp cr.mp s.mp xx
Abel
Balrog
Deejay
Dhalsim
Dudley
El Fuerte (depends on his standing stance)
Guile
Hakan
Hugo
Juri
Rufus
Sagat
T.Hawk

2. cr.lp s.lp cr.mp cr.mp s.mp xx
Abel
Balrog
Deejay
Dhalsim
Hugo (crouching only)
T.Hawk

3. After command throw: cr.mp cr.mp s.mp xx
Abel
Balrog
Deejay
Dhalsim
Dudley
Guile
Hugo
Juri
Rufus
T.Hawk
Sagat (corner only)

4. LK/MK/HK divekick cr.mp cr.mp cr.mp cr.mk xx
(crouching) Ryu
(crouching) Ken
(crouching) Ibuki
(crouching) Makoto
(standing) Gouken
(crouching) Akuma
(crouching) Dan
(crouching) Oni
(standing) Yun
(crouching) Chun
(standing/crouching) M.Bison
(standing) Cammy
(crouching) Cody
(standing) Yang
(crouching) Evil Ryu
(crouching) Zangief
(crouching) Rufus
(standing/crouching) Blanka
(standing) Vega
(crouching) Fei Long
(crouching) Hugo

5. LK/MK/HK divekick cr.mp cr.mp cr.mp s.mp xx
(crouching) Honda
(crouching) Seth
(standing) Oni
(standing) Juri
(standing) Dhalsim
(standing/crouching) Abel
(crouching) M. Bison
(standing) Sagat
(standing) Deejay
(standing) Hakan
(standing) Guile
(crouching) Zangief
(standing) Rufus
(standing) El Fuerte (depends on his standing stance)
(standing) Balrog
(standing/crouching) T.Hawk
(standing/crouching) Hugo

6. After command throw: cr.mp cr.mp cr.mk xx
Blanka

7. U1 after command throw
s.lp LK dp: Gief, Hakan
c.lk LK dp: Claw, Guile, Rufus
cr.mp s.lk LK dp: T.Hawk
c.mp s.mp LK dp: Viper, Rose
c.mp c.mk LK dp: Abel
c.mp cr.mp s.mp LK dp: Boxer (corner only), Hugo (corner only)
c.mk LK dp: Cammy

8. U1 after EX lunge (i.e. cl.mp EX lunge, TC5 EX lunge)
Cammy
Balrog
Dhalsim
Deejay

9. Meterless U1 combos
– cr.mp cr.mp s.mp LK dp U1
Rose, Viper

– cr.lk/cr.lp cr.lk/cr.lp s.lp s.mp LK dp U1
Rose, Viper

– cr.mp cr.mp LK dp U1
Abel, Balrog, Zangief

– cl.mp s.lp s.mp LK dp U1
Abel

– cr.lk/cr.lp cr.lk/cr.lp s.lp s.lp s.mp LK dp U1
Balrog

– cr.lk/cr.lp cl.lp s.lp s.lp s.mp LK dp U1
Hugo

– cr.lp s.lp cr.mk LK dp U1
Zangief

– cr.mp cr.mp s.lk LK dp U1
Rufus, T.Hawk

– cr.lp s.lp cr.mp s.lk LK dp U1
Rufus

– cr.mp s.lp LK dp U1
Ryu, Evil Ryu

– cr.lk cr.lk LK dp U1
Ibuki

– cl.mp s.lk LK dp U1
Ibuki

– cr.lk s.lp LK dp U1
Dudley, El Fuerte, Gen, Guy, Ryu, Ken, M.Bison, Rose, Sakura

– cr.mp cr.mp s.lp LK dp U1
Sagat (corner only)

5. GENERAL RESETS

1. Air to air j.hp/j.hk, LP shoulder/MP shoulder on landing

  • You can combo/command throw after the LP shoulder hits. You can combo MP lunge after the MP shoulder hits.

2. cr.lp, cl.lp command throw/cr.mp command throw/any string into fake palm, command throw/s.mp fadc command throw

  • Get creative with how you want to land Zempo Tenshin. Use EX Zempo Tenshin if you’re worried about range.

3. cl.mk, s.jab, delayed MP shoulder, MP lunge

6. USFIV

Yun got these changes going from AE2012 to USFIV:

  • Far Standing MP damage increased by 10 (50 → 60)
  • Crouching MP damage increased by 10 (50 → 60)
  • Jumping MK active frames reduced by 4 (8F → 4F); Crosses up more often
  • All versions of Zenpo Tenshin now do 1 damage (0 → 1)
  • Ex Zesshou Hohou advantage on block increased by 2 frames (-1F → +1F)

Red Focus

Yun benefits greatly from the red focus system because he is able to red FADC from a LP shoulder. Most of the time, when you’re fishing for red focus, you should do as little hits as possible before the red focus. Therefore, you should only really use red focus when you hit s.mp xx LP shoulder by itself or cr.mk xx LP shoulder by itself. The benefits of using red focus over Genei Jin are that it costs 3 meters instead of 4, it’s easier to hit confirm from LP shoulder, and it puts the opponent very close to stun if you get a good enough combo.

1. (Corner only) s.mp/cr.mk LP shoulder red FADC U1 LP shoulder HP lunge

2. s.mp/cr.mk LP shoulder red FADC U1 HP lunge

2. (Midscreen only) s.mp/cr.mk LP shoulder red FADC EX palm LP shoulder HP lunge (one more mixup into a combo after this will lead to a stun)

3. s.mp/cr.mk LP shoulder red FADC cr.mp cr.mp s.mp xx

4. (Corner only) s.mp/cr.mk LP shoulder red FADC Palm cl.mk LP lunge

5. (Corner only) s.mp/cr.mk LP shoulder red FADC Palm cl.mk HK divekick

6. s.mp/cr.mk LP shoulder red FADC cr.mp (reset into Zempo Tenshin) cr.mp s.mp xx

7. (Corner only) s.mp/cr.mk LP shoulder red FADC backdash Palm LP shoulder HP lunge – this combo is Yun’s max damage after red focus in the corner

Other Notes

1. You cannot do cr.lp/cr.lk s.lp cr.mp s.mp xx against Decapre. Instead, you should do cr.lp/cr.lk s.lp cr.mp cr.mk xx. On the same note, there is something strange about Decapre’s standing stance where most of the time, you cannot do Zempo Tenshin, cr.mp s.mp xx against her. Instead, you should do Zempo Tenshin, cr.mp cr.mk xx to be consistent.

2. The inclusion of delayed wakeup in USFIV means that after f.throw, instead of going for a setup afterwards, sometimes it’s best to just build meter by whiffing LP shoulder(s).

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3 Comments Add yours

  1. Rob says:

    Thank you so much for this! Picking up Yun for Ultra and this will be very helpful.

  2. steve says:

    A decapre specific safe jump i found after forward throw is

    mash forward dash x 2 crouch(wait until fully crouched) and neutral jump mk.

    She wakes up weird and i got tired of not being able to safe jump her and went into the lab and found this to be most consistent execution wise.

    and best meterless punish for her blocked dp is hp shoulder hp lunge punch

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