Section 2 - Knowing Yun
In order to fully explore the potential Yun has and why he's rank 1 on the tier list, you will need to study the normal moves, special moves, and character specific combos and set ups. Yun requires training and patience to master, but the time it takes is worth it in the long run. For now, lets begin with Yun's extremely important normal moves. Yun has much more variety in his normals than the majority of the cast. The properties of his normal moves change depending on the distance you are from the character. They can also change if you press
(depending on the normal).2.1 Normal Moves
) Surprisingly an ok poke if you're not too far away. It beats out some characters normal pokes and even some special moves. It can also be linked into a rush punch, but you can't hit confirm so you're committing if you rush punch. You can use it if someone is attempting to parry on a jump in. (+1 on block)
) Can be used as an anti-air if you use it fast enough, a little slow on start up. Also moves Yun forward as he takes a slight step forward. Can be used to kara, but we'll explore that more later on. (-3 on block)
) Very bad poke, bad start up, and bad recovery. No really good use overall, although sometimes you can surprise your opponent with it. (-5 on block)
) Very good normal. Great start up and moves a good distance so you don't need to be be directly next to a character. Can be linked into Yun's target combo 5. (+4 on block)
) An extremely useful normal. Can be cancelled into all 3 SA's, although the last hit of SA1 whiffs (not sure if it does on all characters). Useful hit-confirm as it leaves the opponent in a lot of block/hit stun. Can also be cancelled into any special moves, leading into damaging and meter building combos. It can also be linked into target combo 4. (+6 on block, +7 on hit)
) Not a very good normal, long start up and can be punished by 1 frame supers. This move can be used to trick your opponent though. If you stand directly next to your opponent, the majority of the time, they will predict a throw and try and tech. When you use this move, you become unthrowable. If your opponent does try to tech, he will be hit instead. It can also be cancelled into rush punch. Good damage if you ever do manage to land it. (-2 on block)
Basically the same as his standing (close
) version. Very good for a quick combo into rush punch or shoulder. (+4 on block)
Extremely good poke, beats out most pokes (specifically far pokes because of the extremely fast start up) and can be cancelled into rush punch or shoulder. It's even better than the crouching light punch version, the start up is faster, it does more damage, and leaves the opponent in longer hit/block stun. It can also be linked into target combo 2 although you're better off doing rush punch. This will be your primary meter building tool. (+5 on block)
Not a very good normal. The start up is bad and it's two separate hits. The second hit will miss if the opponent is too far. (+1 on block)
A good poke. Good distance for a light kick. Can also be linked into his rush punch. Since the start up is relatively fast, it will stop any slow special moves or pokes. (+2 on block)
(far) Good as an anti-air, although you need to time it and know the distance perfectly
. Can't be cancelled into anything, mostly used for spacing. Using it at extremely close range is giving away free damage to your opponent. (-4 on block)
(close) Yun raises his leg into the air and launches the opponent. This move is extremely useful, but should be used with caution. The recovery doesn't make this move safe by any means but if you do manage to land this move, you will earn a free launch. You can perform Genei-Jin after this move and can continue to juggle your opponent (although the timing is a little strict). If your opponent blocks and you cancel into Genei-Jin, you will be safe and continue to mix up your opponent. You can also perform a rush punch after and get a great knock down and damage opportunity. Try to be careful using this move as it can be punished fairly easily. (-2 on block)
Not a very good normal. Distance is ok, but the start up and recovery is too bad for this normal to be used effectively. (-5 on block)
A good normal to use if you're close to your opponent. The reach is a bit on the small side, but you can link 2 into rush punch. (+2 on block)
A really good poke. It's a little on the slow side, but it has a long reach. Faster pokes will beat this move, but it can be cancelled into rush punch or super as a bonus. (-1 on block)
Shouldn't really be used at all. Extremely slow and unsafe. Causes knockdown, but you'll get better damage/positioning if you just link a rush punch off a normal. Can be linked into Target Combo 3. (-5 on block)Jumping Options
(Divekicks are not included in this section because they are a special move and can't/shouldn't be used in air-to-air situations)
The fastest option for Yun in air-to-air situations. Bad damage, bad range, a lot like any other jumping light punch. Although, it can be linked into Target Combo 1 for decent damage.
A good option if you manage to use it early in air-to-air situations. It does more damage than a light punch and is only slightly slower on start up. Also has slightly better range.
Start up is a little bit slow, but the damage is decent. Still haven't found a use for this really besides the decent hitbox.
Same as his light punch version, not a lot of use and it can't be linked into any target combo. If you're going to use a light attack, stick with punch as you can link into a target combo for moderate damage.
Kind of an awkward move if you ask me. Not very useful and start up is slow.
Mostly a bad move. The start up is bad and it can't be linked into anything. The only upside is the hitbox is relatively large so it's almost guaranteed to hit your opponent if you do it at the right time.Special Note
: You probably won't be using these moves much, your options are limited, and you should rarely have any air-to-air situation with Yun.Unique Normals 2.2
Yun has several things that make him different from many other characters. Divekicks, unique normals, command grabs, and a good amount of target combos can all be used effectively. For now, lets explore Yun's unique normals.
An overhead move. It has good range, but the start up makes it Yun's slowest move. Try not to use this move too much because Universal Overhead (UOH) is a better option overall. You will often be hit out of this move because it's so slow. (19 frame start up)
Yun swings his body forward and extends his palm out. It will also hit behind Yun. Not a really good move although the distance Yun covers while doing it is huge
. You can sometimes catch your opponent off guard because of the reach it has, but you can't be too predictable about it. The start up makes this Yun's second slowest move by 2 frames. (17 frame start up)
Divekick. A deadly tool you need to learn to use effectively if you're going to main Yun seriously. There will be a sub section describing divekicks below.Divekicks 2.25(In air)
A very good move. This move should be used most of the time you're in air. The distance of the divekick changes depending on the version of the kick you decide to use. It goes as follows:
Travels a short distance and will typically hit the lower body at the usual distance. Use this version to keep your opponent on his toes. If you get too predictable about which version you're using, your opponent will begin to parry your divekicks and punish you. If you switch between all 3 versions, it adds an extra layer of mix up to your game. You can use the light version to hit your opponent for small damage. However, you can also use this version to land directly in front of your opponent if you predict they're going to parry and then throw them.
The version you should use most often. At the usual distance, it will hit about the middle of your opponent's body. This version can also be linked into Target Combo 5 if you do it at the right distance. Alternate between this version and the light to mix up your opponent. It can also cross up in the corner on a knockdown.
Also can be used to keep your opponent guessing, but don't use it too often. It travels a far distance but if you do it from too far, an experienced player will parry and punish you. You can also use this version to cross up an opponent after a knockdown.Divekick Special Tips Notes:
Divekicks should be used frequently. They add a separate layer of mix-ups to your gameplay if you manage to utilize them effectively. Be sure to switch between the different versions of divekicks and also change the timing of when you do them.
Example: Target Combo 5 into rush punch will knockdown. You can use a medium divekick after and link another Target Combo 5 into knockdown again. This time, your opponent may expect a medium divekick and attempt to parry. Proceed to continue the same way you did before, but DELAY
your divekick so the needed timing for the parry is different. It will hit your opponent and you can continue into your preferred mix up.
Out of all the characters in 3S, only Yun and Yang have a divekick. Use them effectively and you'll fluster your opponent in no time. Special Moves 2.3
Yun has 5 special moves, all of which you will need to learn how to use in order to improve your game dramatically. One reason why Yun is such a good character is because of the diversity of his normal moves and special moves. Yun's special moves are all unique and continue to add yet another layer of mindgames. Zesshou Hohou (Rush Punch):
Whenever you are able to land a standard normal combo, this will be your primary special move finish. The range it has is extremely useful, although you can't use this move recklessly. Most players will be able to see it and parry in time to punish you if you try and use this move full screen. Try only using this move during a combo and not for trying to get free chip damage. You can try to space this move so that it becomes a little safer on block, but it's difficult to space it correctly and you still run the risk of being parried. This move is extremely unsafe if you're close to your opponent (-11 on block).
The light version travels the shortest distance and does the least amount of damage.
The medium version travels a medium length and does a good amount of damage.
The heavy version travels the farthest and does the most amount of damage.
Avoid using the ex version of this move. It's extremely quick, but is also equally unsafe. The only upside to this move is the speed and damage.
Due to the knockdown effect of this move, you have a plethora of options after landing it successfully. You can continue to pressure your opponent on the ground or proceed into your preferred divekick mixup. The damage table for this move is below:
(EX 60+120)Tetsuzan Kou (Shoulder):
This can be used as an alternate special move finish to your standard combos (BnB). It does more damage and builds slightly more meter, which may or may not be make the difference in a match. You can also use this move to cross under your opponent in tricky situations. This move can be cancelled into all three SA's and you can even continue into a juggle if you SA cancel into Genei Jin.
The light version does not launch your opponent and travels the least amount of distance.
The medium version launches your opponent so you can combo a rush punch after. It also travels more than the light version.
The heavy version travels the farthest and also launches your opponent.
Avoid using the ex version of this move, unless you're absolutely confident. You may manage to catch your opponent off guard and land it successfully, but it's still risky. It's extremely fast and travels very far, but you can't be predictable about using this move. It is also two separate hits, so you may land the first hit and miss the second. You can, of course, combo into rush punch after as well.
Be extremely cautious using this move outside of a combo or Genei Jin, as you can be thrown or hit out of it. The damage table for this move is below:
(EX 80+80)Nishou Kyaku (Dragonkicks):
This move builds more meter and does more damage than the previous two special moves. However, this move is also extremely unsafe if you miss and will not hit on most crouching opponents. This special move is also two separate hits. If you manage to miss the second part of the special move, you will miss the extra damage and end up losing damage and meter (compared to if you went for a rush punch or shoulder).
The light version travels a short distance into the air and does the least damage but also has slightly less recovery than the other versions (still extremely bad recovery).
The medium version travels a bit farther and also does more damage but is also slightly more unsafe.
The heavy version travels the farthest and will launch Yun into the air. The heavy version is a little harder to punish due to the distance Yun covers, but it's still extremely possible for well-trained players. Don't abuse this.
The ex version of this move is the only viable ex move Yun has (in terms of defensive properties). It's mostly used for defensive purposes as the priority and damage is decent. If you find yourself being rushed down and can't get out, try using this ex move. However, if it does get blocked, you can guarantee a punish. It's extremely quick but also unsafe. The use of meter may also be a bad decision in the long run.
This move (non-ex) will primarily be used to punish missed specials or super arts, as it does the most guaranteed damage (on a standing opponent). It will also knock down your opponent and give you an opportunity to apply pressure. The damage table for this move is below:
Decent range and active frames, not nearly as much as AE so don't abuse this move, you will be punished. There are 4 versions of this move in total.
The first version is the light punch version. It comes out the fastest, but the start up is extremely slow. Doesn't have a lot of active frames so you can't really use this move outside of Genei Jin.
The medium punch is the same as the light punch, but it does more damage and has longer start up.
The heavy version follows the same pattern. This move is somewhat safe if your opponent blocks it however (-1 on block). The only real use this move has outside of Genei-Jin is the 4th version.
In order to cancel the palm move you will need to do the following inputs:Kobokushi Cancel (Palm Cancel):
You will need to input two punch buttons in order to get the palm to come out as a fake version. Yun will do the animation for a regular palm and stop just before the palm should come out. Most players will either try to hit you out of this move or wait for it to completely come out. In the case of the player who wants to hit you out of the animation, simply block. If they use their own special move, block and punish accordingly. For the player who waits, you have several options. You can use Yun's command grab (will be listed below) and link into a standard combo. However, you need to be extremely close to your opponent in order to land the command grab so keep this in mind when trying to fool your opponent. You can also go into the air and use your preferred divekick mixup. The palm fake will add a completely new layer to your mindgames. You can use it to intimidate your opponent so they continue to block or bait out a DP (Dragon Punch) or any other special. The damage table for this move is below:
(N/A)Zenpou Tenshin (Command Grab):
Yun grabs the character and flips over them, landing on the other side. This move does not do damage, but does build meter. This is Yun's only command grab and there is no ex version.
The light version has the least amount of range, but also has the least amount of recovery.
The medium version has a medium amount of range and the recovery is slightly longer.
The heavy version has the most range and most recovery.
Even though the heavy version has more range than the previous versions, don't be fooled. You still need to be relatively close to your opponent in order for this move to land. Be careful when using this move, the recovery is by no means good. Many players will be able to punish you easily for whiffing this move. However, the risk may be worth the reward in this case. If you do manage to land this move on your opponent, you will build meter and have an opportunity for a simple combo. After landing this move, you have the two following possible options:After landing a command grab: Crouching Medium kick into a Rush Punch.After landing a command grab: Crouching Medium punch into a Rush Punch.
Both ways utilize the Rush Punch because of the knockdown it causes. Crouching Medium kick is used because of the range it has and Crouching Medium punch is a better version of the standing version (in terms of start up and block advantage). After the knockdown from the rush punch, you can proceed to jump into the air and mix up your opponent with divekicks. You can also stay on the ground and apply pressure with Target Combo 5 and a combination of light kicks and light punches.
All of Yun's special moves can be used effectively if you learn how to use them. Practice your combos and hit confirms, you will need to know how to be safe due to Yun's low health. Practice your set ups and you'll begin to feel the power of Yun's rush down.2.4 Grabs
Yun's neutral grab is similar to the rest of the cast. He brings your head in and knees you repeatedly. This can hit up to 6 times if your opponent decides not to mash out of it. The majority of the time you will only manage to get 4 hits because your opponent will attempt to mash out. Each hit does 40 damage and can total 240 if you manage to land all 6. Decent damage and you will most likely get more damage off this throw than his backthrow.
This is a very good throw in terms of positioning and opportunity. Yun grabs his opponent and flings them behind him. You will usually be able to get into the air and start your divekick shenanigans before your opponent can react. When you're in the corner, use this grab to switch positions with your opponent. It will allow you to get better position and shift the pace of the match towards your choosing. You can also divekick after this throw and begin to mix up your opponent. The damage is only 120, but it's guaranteed damage unlike the neutral grab.2.5 Target combos and Uses
Target Combo 1: Jumping
This move isn't used too often because divekicks are an overall better option. If you do decide to use this move, it may be to throw off an opponent who has been consistently parrying you in air-to-air situations. The second hit will most likely manage to hit. Probably one of your better options in air-to-air situations.
Target Combo 2:
Not really used for anything. Crouching medium punch alone is a better option because you can combo into rush punch. I can't really see this being used for much.
Target Combo 3:
Not really a useful target combo either. If you're going for a knockdown, chances are you'll be using rush punch instead. It does knock your opponent a good distance forward, but that can't exactly be good. Yun excels at flustering opponents with his plethora of mix up opportunities. Try not to use this combo often.
Target Combo 4:
(can be super art cancelled)
A good target combo all things considered. You may not end up using this target combo too often, but it will be useful in some situations. You can use this move to regain control of the match and set things in your favor. It will fling your opponent forward on the last hit and you can hit confirm this target combo to keep safe. This move can also be super cancelled although the scaling won't be very favorable. It causes a knockdown which may just give you the opportunity you need to win the match. If you're having trouble hit confirming, don't use this move at all. It's extremely unsafe if you don't stop at the heavy punch.
Target Combo 5: Close
(can be special move cancelled or super art cancelled)
Easily Yun's best target combo. Extremely fast and safe. Can also be cancelled into shoulder or rush punch as well as all 3 SA's. This move comes out extremely quickly and leaves your opponent in a large amount of block stun. The block stun for this move is extremely deceiving. Yun keeps his elbow out for a bit longer than usual and can often throw off new players. Newer players may attempt to mash out and due to the block stun, either a move will come out late or not at all. This can also be cancelled into Genei Jin and you can apply pressure if the opponent blocks the target combo or continue into a juggle if you manage to hit your opponent. Also, if you need longer time to hit confirm a super or special move, you can add an extra light kick at the beginning of the target combo. This Target combo can also be linked off a well placed and timed divekick.2.6 Super Arts
Super Arts make the character. Not completely, but Super Arts are the main factor for determining whether you win or lose a match. The damage and mix up potential of a Super Art is extremely key in determining which SA you should use. In Yun's case, it's easy to figure out which one to choose, but for now, we'll start with SA1.Super Art 1 (Youhou):
(2X) Popular hit confirms:St. (Close or Far)Target Combo 5:
The same as Yun's Ultra 1 from SSFIV AE (in terms of style/movement). The timing to link this super off a St. mp
is extremely strict. If you're too slow, the entire first hit of the SA1 will miss. In some cases, even if you do manage to land the first hit of SA1 after a St. mp, the last hit of the super will whiff. Using Target Combo 5 will cause SA1 to scale more which doesn't leave you with many good options for this super. But, if you're completely convinced on using this super, try only connecting this off Target Combo 5, it's a safe bet and will always connect for full hits. After landing a full SA1, the last hit will launch your opponent extremely high into the air, giving you a free juggle opportunity. Try only following this up with Rush Punch because of the knockdown (and there's not much else you can do). Overall, this super does give you more freedom with EX moves because of the large super bar, but you shouldn't be using EX that often anyway. This super only allows for 1 bar maximum to be built (large bar). In my personal opinion, this is Yun's worst Super Art.Super Art 2 (Sourai Rengeki):
(2x) Popular hit confirms:St. (Close or Far)Target Combo 5:
Similar to Yun's Ultra 2 in SSFIV AE (in terms of movement). This super can be hit confirmed off a St. mp
or Target Combo 5
. Unlike the first super, this will always hit your opponent completely (if you hit confirm off a St. mp). If you try to hit a crouching opponent who blocked the super, the 2nd half of this super will cause you to fly over your opponent, leaving you extremely vulnerable to a punish. The super allows for 3 bars to be built (only costs 1) and the bar is medium sized. The damage is good and it's fairly easy to hit confirm (no difficult timing is involved). Also allows for free use of EX moves. A good alternate super if you feel you don't want to learn the tricks of SA3. Yun's second best super in my personal opinion.Super Art 3 (Genei Jin):
(2X) Popular hit confirms:St. (Close or Far)Target Combo 5:
Oh boy. The reason Yun is top tier (and considered broken by some) in 3S. I won't go too in depth on this super (there's another section coming up completely devoted to tricks, set ups, resets, etc, for this super specifically).
Similar to Yun's super in SSFIV AE (in terms of given properties). The start up on every single one of Yun's moves are decreased significantly. Some moves (such as far
) will put your opponent in a juggle state if they're hit in the air. Yun also gets added damage and hits on his special moves. The bar for this super is extremely small, which doesn't allow for much liberal use of EX (although it won't matter in the long run). You can cancel both of his popular hit confirms into SA3 and then follow up several different ways to begin juggling your opponent. You can also try for more tricky/advanced set ups and reset your opponent which may allow you to build 1/2 of your special bar back. Easily Yun's best super and often debated as the best SA in the game. As good as this super is, learning to use it to it's maximum potential will take a lot of practice and knowledge. Character specific set ups, juggles, resets, etc, makes it difficult to master. However, the reward in the long run is more than worth it.
Frame Data:Yun Frame Data