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Yun

by Xenomic

Yun FAQ

                                 .-----------------------------.
                                 | Copyright 2006 Steven Marr  |
                                 | By Steven Marr (aka Xenomic)|
                                 | [email protected]       |
                                 | [email protected]       |
                                 | [email protected] |
                                 | AIM: Xenomic                |
                                 |                             |
                                 '-----------------------------'


                         ---------------------------------
                                       Legal Script
                         ---------------------------------

All copyrights and trademarks are acknowledged where are not specifically 
mentioned. If you wish to reproduce this document AS IS, you may do so after 
asking my permission, and not for profit. If I see fit, I, however, will 
revoke permission and ask for it to be taken down if necessary.


---------------------------------------------------
                Table Of Contents
---------------------------------------------------

1. The Basis of this Guide
2. Keys
3. Breakdown of Attacks
4. Yun's Moveset
5. Breakdown of Yun's Moves
6. Speed is the Key!
7. Yun's Game
8. Credits
-----------------------------------------------------
1. The Basis of this Guide

This guide is to help those get acquainted w ith Yun.
This FAQ will also attempt to breakdown Yun in terms of offense and 
defense. 

------------------------------------------------------------
2. Keys

Use this Legend to help you understand the different definitions that I will 
be using throughout this FAQ.




u=up
f=forward
d=down
df=down-forward
db=down-back
b=back


qcf=quarter-circle forward
qcb=quarter-circle back
hcf=half-circle forward
hcb=half-circle back
360=360 degree rotation of directional pad
720=720 degree rotation of directional pad
fdp=Forward Dragon Punch (forward, down, down-forward)
bdp=Back Dragon Punch (back, down, down-back)



LP=Light Punch
MP=Medium Punch
HP=Heavy Punch
LK=Light Kick
MK=Medium Kick\
HK=Heavy Kick
PPP=Three punches together
KKK=Three kicks together


Ch.=Charge move
(air)=Move can be done in air.
(AIR)=Must be performed in air




----------------------------------------------------------------
----------------------------------------------------------------
3. Breakdown of Attacks



Here is a breakdown of what category each attack that each fighter in
this game uses. Consult this chart if you're unsure as to what attack falls
into what category. Moves that meet certain special requirements will be
listed by their name.





-Projectiles-


Moves that can be fired in a fireball-type style, and can hit from across
the screen.


The following attacks fall into this category:


 -Hadoken (Ryu)
 -Shakunetsu Hadoken (Ryu)
 -Shinku Hadoken (Ryu)
 -Hadoken (Sakura)
 -Shinku Hadoken (Sakura)
 -Gou Hadoken (Shin Akuma)
 -Messatsu Gou Hado (Shin Akuma)
 -Chaos Flare (Demetri)
 -Demon Billion (Demetri)
 -Sonic Boom (Guile)
 -Ichimonji (Kenji)
 -Bakuryusho (Kenji)
 -Soul Spark (Rose)
 -Aura Soul Spark (Rose)
 -Dio-Cega (Jedah)
 -Sunshot (Ingrid)
 -Sunburst (Ingrid)
 -Metallic Sphere (Urien)
 -Temporal Thunder (Urien)
 -Aegis Reflector (Urien)
 -Arctic Stream (Tornado Mist) (Hydron)
 -Kikouken (Chun-Li)
 -Kikou-Shou (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Air]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air]
 -Soul Smasher (Pyron)



-Anti-Air-


Moves that are used to counter air attacks and jumping opponents. Typically
bad when blocked or when they miss.


The following attacks fall into this category:


 -Shoryuken (Ryu)
 -Shin Shoryuken (Ryu)
 -Gou Shoryukne (Shin Akuma)
 -Messatsu Gou Shoryu (Shin Akuma)
 -Somersault Kick (Guile)
 -Aerial Russian Slam (Zangief)
 -Demon Cradle (Demetri)
 -Somersault Strike (Guile)
 -Air Knee Grapple (Alex)
 -Sunrize (Ingrid)
 -Sunarch (Ingrid)
 -Sunshine (Ingrid)
 -Delta Kick (Felicia)
 -Hydro Spin (Hydron)
 -Venom Funnel (Hydron)
 -Tempest Fall (Hauzer)
 -Hoyoku-Sen (Chun-Li)




-Air-


Moves that are done while in the air. Great against Rush attacks and some Other
attacks, but bad when against Anti-Air attacks.


The following attacks fall into this category:


 -Flower Kick (Sakura)
 -Royal Judgment (Anakaris)
 -Bat Spin (Demetri)
 -Head Stomp (Alex)
 -Devil Reverse (M. Bison)
 -Head Stomp (M. Bison)
 -Zessho Hohou (Yun)
  -Nishou Kyaku (Yun)
 -Sun Dive (Ingrid)
 -Violence Knee Drop (Urien)
 -Dangerous Headbutt (Urien)
 -Bushin Hasso Ken (Guy)
 -Sakura Otoshi (Sakura)
 -Hazan Shu (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile]
 -Hyakkisu (Shin Akuma)
 -Orbital Blaze (Pyron)




-Rush-


Moves that force the character to dash and attack at the same exact time. These
are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, 
but can be useful against Other attacks. These also help the character get 
across the screen faster.


The following attacks fall into this category:



 -Ransetsu Jin (Kenji)
 -Flash Chop (Alex)
 -Dashing Elbow (Alex)
 -Boomerang Raid (Alex)
 -Stun Gun Headbutt (Alex)
 -Jumonji (Kenji)
 -Achilles Rush (Leo)
 -Chronos Rush (Leo)
 -Hercules Rush (Leo)
 -Flying Powerbomb (Zangief)
 -Chariot Tackle (Urien)
 -Tyrant Slaughter (Urien)
 -Rolling Buckler (Felicia)
 -Dancing Flash (Felicia)
 -Hayakage (Guy)
 -Bushin Gorai Kyaku (Guy)
 -Hydro Spin (Hydron)
 -Psycho Crusher (M. Bison)
 -Mega Psycho Crusher (M. Bison)
 -Deluge Assualt (Hauzer)
 -Deluge Crisis (Hauzer)
 -Sakizakura Ken (Sakura)
 -Midare Zakura (Sakura)
 -Zodiac Fire (Pyron)




-Other-


These are moves that don't really fall into any one category, and can be 
classified by their own self. How these moves work against others 
depends on the situation at hand. 


The following attacks fall into this category:



 -Tatsumaki Senpukyaku (Ryu)
 -Tatsumaki Zankukyaku (Shin Akuma)
 -Shunpu Kyaku (Sakura)
 -Bushin  Senpu Kyaku (Guy)
 -Pharoah Magic (Anakaris)
 -Hole of Hell (Anakaris)
 -Midnight Pressure (Demetri)
 -Midnight Bliss (Demetri)
 -Total Wipeout (Guile)
 -Knee Press (M. Bison)
 -Knee Press Nightmare (M. Bison)
 -Rasen Kyaku (Kenji)
 -Flying Powerbomb (Zangief)
 -Enmazuki (Kenji)
 -Soul Reflect (Rose)
 -Soul Throw (Rose)
 -Aura Soul Throw (Rose)
 -Soul Spiral (Rose)
 -Nero Fatica (Jedah)
 -Spreggio (Jedah)
 -Ira Spinta (Jedah)
 -Prova-Del-Cervo (Jedah)
 -Powerbomb (Alex)
 -Double Lariat (Zangief)
 -Punishing Flat (Zangief)
 -Tetsuzankou (Yun)
 -Kobokushi (Yun)
 -Sourai-Rengeki (Yun)
 -You-Hou (Yun)
 -Guren Ken (Karin)
 -Hosho (Karin)
 -Mujin Kyaku (Karin)
 -Rasen Cho (Karin)
 -Ressen Ha (Karin)
 -Yasha Gaeshi (Karin)
 -Kanzuki-Ryu Shinbi Kaibyaku (Karin)
 -Kanzuki-Ryu Ko'ou Ken (Karin)
 -Sunupper (Ingrid)
 -Sunlower (Ingrid)
 -Sun Delta (Ingrid)
 -Cat Spike (Felicia)
 -Mars Slash (Leo)
 -Hozanto (Guy)
 -Tadpole Spawn (Hydron)
 -Lightning Mast (Hydron)
 -Strangling Spark (Hydron)
 -Haru Ichiban (Sakura)
 -Spinning Bird Kick (Chun-Li)
 -Hyakuretsu Kyaku (Chun-Li)
 -Negative Stolen (Demetri)
 -Gigas Driver (Leo)
 -Gaia Driver (Leo)
 -Spinning Pile Driver (Zangief)
 -Hyper Bomb (Alex)
 -Final Atomic Buster (Zangief)
 -Atomic Suplex (Zangief)
 -Finale-Rosso (Jedah)
 -Zenpu Tenshin (Yun)
 -Arakuma Inashi (Karin)
 -Sand Splash (Felicia)
 -Please Help Me! (Felicia)
 -Hellcat (Felicia)
 -Bushin Flip (Guy)
 -Volcano Breath (Hauzer)
 -Gust Flame (Hauzer)
 -Planet Burning (Pyron)
 -Piled Hell (Pyron)
 -Cosmo Disruption (Pyron)






-Teleport-


These moves can move the character across the screen, and at
anywhere on the screen, depending on which version and button
the player used to initiate the move.


The following attacks fall into this category:




Teleport moves
 -Ashura Senku (Shin Akuma)
 -Teleport (M. Bison)
 -Psycho Vanish (M. Bison)
 -Kagerou (Kenji)
 -Utsusemi (Kenji)
 -Galaxy Trip (Pyron)






-Miscellaneous (Misc.)-


These are attacks that hold one or more properties.


The following attacks fall into this category:


 -Zanku Hadoken (Shin Akuma) [Also classified as Air and
Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air
and Projectile]
----------------------------------------------------------------
4. Yun's Moveset



-Normal Moves-

Dakai...................................................F + HP

Senpuu Kyaku...................................F + MK

Raigeku Shuu (AIR)  .......................DF + K


-Special Moves-

Tetsuzankou.....................................FDP + P

Zessho Hohou.................................QCF + P

Kobokushi........................................QCB + P
(Px2 to fake)

Nishou Kyaku..................................FDP + K

Zenpu Tenshin................................HCB + K


-Super Special Moves-

Sourai-Rengeki................................QCFx2 + P

You-Hou...........................................QCBx2 + P


----------------------------------------------------------------
5. Breakdown of Yun's Moves



-Normal Moves-

-Standing Moves-

LP (Quick Hand Thrust)

-Not nearly as fast as some of the other fighters LP, but it's
still good for combos. 


MP (Elbow)

-A little slow, but its comboality is good enough to use it.


HP (Strong Staight Punch)

-Has slow startup and recovery time if blocked. Comboing
off of this move is not recommended.


LK (Shin Kick)

-Fast and is great for combos. Low damage, but high startup
and recovery times.


MK (Chin Kick)

-A high kick that has a fragment of slow startup and recovery
time. Nice for combo starters.


HK (Powerful Front Kick)

-A bit of a slow start-up time, but it moves Yun forward towards
the opponent, and if it connect, knocks the opponent back.
Don't bother trying to do combos off of this move.


-Crouching Moves-

LP (Quick Hand Thrust)

-Same as with the Standing LP.


MP (Slow Hand Thrust)

-A little slower than the LP. Nothing else here.


HP (Double Hand Thrust)

-A little slow, but hits twice. You can most likely combo off of
this move as well with attacks like Nishou Kyaku and Zenpu
Tenshin to You-Hou.


LK (Foot Kick)

-Has very short reach, but is quick and can be used for combo
starters.


MK (Slow Foot Kick)

-Same as with the LK, except much slower and has slow recovery
time.


HK (Forward Sweep Kick)

-This move is useful, due to the fact that it's both Yun's trip move
and it moves Yun a little towards the opponent. Try comboing
a Zenpou Tenshin after your opponent gets back up. You'll
annoy them when you knock them right back down.



-Jumping Moves-

LP (Falling Elbow)

-Lasts the whole time that Yun is in the air. Can be used for combo
starters once he lands.


MP (Quick Diagonal Punch)

-Good for knocking opponents out of moves, and good for attacking
opponents on the ground if timed properly. Lasts about 2 seconds.


HP (Quick Diagonal Punch)

-Same as with the MP, but stronger.


HP Straight Up (Mantis Thrust)

-Pretty fast, and useful to knock opponents out of the air without
moving towards or away from them.


LK (Falling Kick)

-Same as with the LP.


MK (Quick Falling Kick)

-Lasts about 2 seconds while in the air, then Yun is wide open to
attack. Use this move wisely.


HK (Air High Kick)

-Only really useful when attacking opponents in the air. Other
than that, nothing too special about this move.



-Special Normal Moves-

-Dakai-

-This is great for pushing the opponent back and for rushing
your opponent down. However, it's not good if blocked, as the
recovery time on this move is horrible. Still, it's a great move
nonetheless.


-Senpuu Kyaku-

-A very good move in the fact that it's unbelievably fast. You can
even combo off of this move as well, making it even more versatile.


-Raigeku Shuu-

-Yun's annoying overhead attack. This move will make Yun come
down on the opponent with a kick, but it's bad due to Anti-Air
attacks. A great way to go into combos.



-Throws-


LP + LK + <- or -> (Knee Bash)

-Yun bashes the opponent's face on his knee up to 5 times.


<- or -> + LP + LK (Foot Toss)

-Yun leaps on the opponent and pushes them back with
his feet.



-Special Moves-

-Tetsuzankou-


STRONG VS.

Rush attacks
Projectile attacks (if timed right)


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks (if timed wrong)
Anti-Air attacks
Air attacks
Other attacks



-A pretty good all-around move to use. You can
air combo off of the HP version, and combo off of
the LP version. This move also bypasses projectiles, making
it safe to use against fighters like Ryu and Demitri. However,
do note that it has somewhat of a slow start-up.



-Zessho Hohou-

STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks
Other attacks
   -Hole of Hell (Anakaris)
   -Midnight Bliss (Demitri/If blocked)
   -Midnight Pressure (Demitri/If blocked)


-This is an all-around great move as well, though not as useful
as you might think. Sure, it makes Yun move closer to the opponent,
but the problem lies that a lot of attacks can beat this move, and it's not
particularly safe on block. You're best bet to use this move is when
your opponent is rushing you down, and you want to counterattack.



-Kobokushi-


STRONG VS.

Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Other attacks
Air attacks
Anti-Air attacks


-To me, this move is a waste of time to use. It's nice in the fact that
it knocks the opponent back when it connects, but it has such a slow
startup and recovery that it makes it hardly worth using. Ignore this
move unless you're on the defensive.



-Nishou Kyaku-


STRONG VS.

Air attacks (except Zanku Hadoken)
Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Other attacks
  -Hole of Hell (Anakaris)


-This is a great Anti-Air move, and a great Juggler as well. You
can even combo this move off of a HP Tetsuzankou for 3 hits
total. It also moves Yun across the stage pretty quickly, which
can cover ground if you need to. However, don't use this move
too much as a ground coverer, otherwise Yun may end up taking
a lot of damage.


-Zenpu Tenshin-

STRONG VS.

None....


NO EFFECT VS.

Teleport moves


WEAK VS.

Everything....


-This move does no damage at all, and Yun HAS to be next to the
opponent to use it. So why bother? Simple! This move is one of
the best ways to set up combos and to go right into his You-Hou
or Sourai-Rengeki Super Arts. You can even chain this together
with more Zenpu Tenshins to annoy your opponent. Also makes
for a good mix-up and counter game.




-Super Special Moves-


-Sourai-Rengeki-


STRONG VS.

Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Other attacks
Anti-Air attacks
Air attacks


-Not that great of a Super Special, as the damage it does fails
in comparison to You-Hou. It comes out pretty fast, and has
some invulnerability at startup, but IMO, it's not worth using
at all.




-You-Hou-

STRONG VS.

Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Other attacks
Projectile attacks
Anti-Air attacks
Air attacks


-Despite this move being weak against a lot of other moves (though
the Other attacks may change...), it's Yun's best Super Special. It's
great for the fact that it does great damage, has combo potential
after the move, AND can be used as a counter. Hard to beat a move
like that.

----------------------------------------------------------------
6. Speed is the Key!

Yun uses the Street Fighter III system, as described below.


Data from psychochronic's faq.

Link to faq:

http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt

2 Super Meters, Leap Attack to break their crouching
guard, Dashing to rush opponents down, Quick Standing
to get right back up, Parrying to build meter and turn the
match around, Super Jump, Super Cancels to cancel a
special move into a Super Art and EX Special Moves to
create uggle your own juggle combos.

*Dashing: Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward
twice commands to dash forward and pressing backward
twice commands to dash backward.

*Leap Attack: MP + MK:
An overhead attack which must only be blocked standing.
Great for mix-ups and to attack opponents who use crouch
excessively in their gameplan. Has a very quick startup but
hits later down the animation and is extremely difficult to
link an attack after.

*Parrying:
-High: Tap F before a high attack hits
-Low: Tap D before a high attack hits
-Air: While jumping, tap F before an attack hits
The known sub-system which made 3S famous around
the world and seen in CvS2 playing under the P-Groove.
Parrying is another form of blocking which enables to
react from a regular block and attack instantly. The
opponent freezes for a split-second which makes the
player to freely strike in that opportunity. Instead of
losing damage, a parry gains meter in return. This effects
all forms of attacks, whether it's normals, projectiles and
even supers. As it's past counterpart, parrying is for the
risky-type players, allowing to have sorts of blind guesses
of the opponents attack patterns throughout the match.
Parries are also vulnerable to throws, making it more harder
at a close-range game so use it strategically as it's one of
the most risky sub-systems out there.

*EX Moves: Any Special Move using Multiple Buttons
instead of one:
Uses 50% of 1 gauge, this enables to extend the damage
and hits of the move, similar to ES moves for the DS cast.
Some EX moves can juggle which can leading to long
combos and some characters' moves don't have it EX
classified so watch the timing and the move as it costs
meter.

*Quick Standing: Tap D as you touch the ground before
getting knocked down:
Seen in the SFIII series and uses the CvS2 Safe Fall sub-
system. This ability allows the player to simply bounce
back from a knockdown attack before hitting the floor.
A quicker way to get right back up, a defensive purpose
and to avoid follow-up attacks. Be careful as each
character has their own animation frames for this
ability.

*Super Cancel: Doing a Super Art after a Special Move:
SFIII characters have the ability to do a Super Art right
after a Special Move and it works exactly like a normal
attack cancel. Even EX moves can be cancelled too.

*Super Meter: 2 Gauges:
SFIII characters has 2 gauges as their meter. When the
meter reaches "1/2",  it indicates that they are available
to execute a Super Art. Each character has 2-3 Super Arts
in their move list, which gives multiple options to strike.
The ability to have 2 gauges gives the opportunity should
that one attempt misses, you're safe to attempt another one
and few characters having to use the whole meter in one
combo.

*Super Jump: D then UB, U or UF:
This action enables the character to jump slighty higher
and further than a normal jump. It can be used for far
crossup attempts and increasing the chances of avoiding
projectiles.



Yun's speed is what's going to get you through most of your fights.
You'll want to work on getting to know when and how to use his
attacks, and on how fast you can pull them off in a chain. This is
important as Yun doesn't have high Vitality (mediocre at best), and
his strength is a little lower than Ryu's and Jedah's. 

A couple things to note here:

1) Avoid using attacks that have long recovery or start-up times.
This will slow Yun up considerably, and we don't want that.

2) Sometimes the fastest attacks are not the best attacks. These
can leave Yun open if you mess up on doing another move off
of a very fast attack.

----------------------------------------------------------------
7. Yun's Game


Yun is a rushdown character, hands down. His repretoire of
attacks makes it so that regardless of the situation, Yun can
counterattack or push the opponent back away from him. However,
due to the lack of strength, you'll have to rely on speed and combos
to get through fights using Yun. He has many useful combos as well,
and plenty of them to boot. Here are 4 that I've dug up while
experimenting with Yun:


1) Tetsuzankou, Nishou Kyaku, Zenpu Tenshin, Super Special

2) Standing HK, Jump, Koboukushi, Jump, Zessho Hohou, Zenpu
Tenshin, Super Special

3) Crouching HP, Zessho Hohou, Crouching HK, Zenpu Tenshin x2,
Nishou Kyaku, Zenpu Tenshin, Super Special

4) Jumping LK, Standing LP, Koboukushi, Nishou Kyaku, Zenpu
Tenshin, Super Special, Zessho Hohou, Tetsuzankou, Nishou
Kyaku, Zenpu Tenshin, Super Special



Close-Range:


Focus on pressuring the opponent into making mistakes and
punish them for it. Avoid using any HP or MP versions of attacks,
just to avoid being counterattacked if they were to be blocked.
Zenpu Tenshin will be of use here, as it will help confuse your
opponent and set-up for a Super Special


Mid-Range:


Here, you still have options available to use against your
opponent. HP versions of moves are of great use here, so
use them to cover ground and get close to your opponent.
Raigeki Shuu will be helpful in setting up combos against
your opponent, and Tetsuzankou will be useful in avoiding
projectiles.


Far-Range:


You never want Yun in this situation, as he has no way
to attack or defend himself against opponnents like Ryu
and Demitri. You'll need to get him to at least Mid-Range
for him to be of any use to you. His dash and Super Jump
will assist in this, but avoid trying to use any attacks
to cover ground, as this will most likely result in Yun
being punished.


----------------------------------------------------------------
8. Credits


Thanks to Gamefaqs, for hosting this faq.

Thanks to psychochronic, for allowing me to do these faqs.

Thanks to assassin17, for giving me ideas on how to do these faqs.

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