<YUN 2012>
i tried to play yun since january, what i understood is
usefull frame datas
max range lunge punch are at about -2
ex lunge is -1
shoulder LP is -3 on block, +2 on hit
st.MP exe = 5frames, frame trap (positive) for close st.MP only, far MP is negative, on block
LP & 2LP exe=3
2LK exe=4
2MP exe =5
positive block stun
+1 close LK , far LK , crouch LK
+2 close MP (not far!!) , crouch LP , crouch MP
+3 st.LP, close or far
+learn to plink
important*learn perfectly the distance for safe dive kicks
*learn perfectly the distance for safe lunge punches (very important for zoning)
*learn perfectly your MP links and after tenshin
*learn how to dive kick cross up (LK dive kick), do not work on all characters (i was unable to cross up dive kick balrog, for instance)
*in training mode, to test meaty and cross up dive kick, remove auto guard
zoning
st.MP main tool
cr.MK not as good as shoto but ok
st.HK from far against 2MK pokes, but, as it’s soo slow, check before if your opponent is jumping a lot, or zoning on the ground a lot. use it only if opponent really stands on the floor and pokes a lot of 2MKs / 2HKs
st.MK has a good reach against standing char. might be a good idea after
2LK 2KL 2LK st.LK -> MK (you get the idea, after a blockstring)
palms from far away, it’s quite punishable when whiffe (especially fei long^^), or try to hit with it (as cheap damage)
(new)neutral jumping (i know it’s yun trademark, but i didn’t write it until now)
*far away enough to make SRK whiff, do not be afraid to look stupid and do a lot of empty neutral jump, some opponents will SRK right away if you dive kick.
*if even more far away, neutral jump or forward jump early LK dive kick. Beware of gouki U1, there is a lot of recovery.
but do not spend your life neutral jumping too !!
*uses =if the opponent whiff a zoning poke => dive kick
*uses =if the opponent jumps toward you => HP
this is very important against shoto especially, like ryu, because if he is very defensive, he will play only in reaction of your moves. All you can do is be threatining, without attacking, preventing his fireball and cheap damage game.
about forward jumping : LP has long active frames and will beat most air attack. If you want to jump forward, always have a finger above LP just in case.
about combo**(new)**
most damaging is usually like 2MP 2MP st.MP upkick, you can add a 2MP on some chars like rufus, dhalsim and some others.
i wont go into details, mostly it’s light, hit confirm, MP or MK, special. Let’s says there are some categories, ending by :
*a target MP 4MP 4HP midscreen, you can do a safe HP lunge punch (you will eat invincible reversals though), then throw or upkick for instance, it’s quite effective when the opponent is not used to you/yun. After that, do a LP shoulder instead, to provoke SRK.
*an upkick, on most characters, you can do a LK dive kick cross up then link 2LP
*a LP shoulder : you are at +2, your st.MP is 5 frame, it will beat almost everything the opponent will try to, except invincible reversal. But even then, it happens quite often that the opponent misses the timing of the reversal in this frame window
- and lunge punch : mostly after 2MP 2MP, then 2MK shoulder -> to bring your opponent to the corner
usefull target combo
2HK st.HK -> vs Focus attack sometimes
MP HP 4HP -> sometimes when you fear you might drop the combo finishing with st.MP, upkick, it is a good idea to use this one. easier, and pushes back to the corner greatly. Might follow with a lunge LP to charge super.
jump LP then forward HP -> very efficient vs focus attack, like chun li jump HPxHP. Might open guard if the opponent blocks low too quickly
LP LK MP -> at first i ignored this one, but it is usefull since it allows you to reach the MP part in an uninterruptible way (no SKR in links). Plus this move ends at about -2 / -3, punishable only with chun li super and faster stuff. No srk. Remember, after lights, if you link, you end with a far st.MP, which is at -5.
For instance, a guile will mash flash kick whenever he sees a st.MP, be it canceled into shoulder or not.
This target does a bit less damage, but is a far safer approach method, when needed (mashing opponent $$)
vs fireballs
MP shoulder (very quick reaction, or you read the fireball
)
shoulder EX (on reaction, not so hard, and from far away)
anti air
st.MP from far or slightly in front, not bad but not perfect, really does not work against ryu jump HP at the right height.
st.MK launcher from above (too near jump in like => walk ahead to get straight under him, st.MK, launch, neutral jump cancel
HP, shenanigan => shoulder HP cross down (into U1 without FADC). Not working on SRK mashers 
upkick LK is invincible, but really must be done the latest possible
or upkick HK if your timing for LK is bad, like mine, but might trade a lot (better than getting body press anyway)
finally, i’ve got so much trouble with upkick anti air, that i to use normals when i can. Safer 
after focus crumple
mid screen best damage , no ex = 2MP 2MP st.MP upkick (245-255)
mid screen best damage, with ex = palm EX, shoulder LP lunge punch MP (344)
corner best damage, no ex = FADC forward dash, palm, delay, st.MK (launcher), lunge LP (288)
[doesn’t work on some character, light characters i think, like ibuki]
corner best damage, with ex = FADC backward dash, EX palm, delay, st.MK (launcher), lunge MP (316)
BnB hit confirm
x lights -> st.LP -> st.MP -> upkick (HK if “near”, MK if “far” or crouched i’d say)
edit: MK for crouching caracters. Anyway, for instance against standing ryu,
cr.LP st.LP cr.MP st.MP upkick MK works, HK doesn’t work. Thus there is a distance thing in addition i think 
for more damage
upkick EX -> lunge punch LP
for super
shoulder LP, super, mash HK, as soon as the first HK gets out cancel into lunge punch then you should
6MK for damage & less damage reduce
palm for damage & less damage reduce in corners mainly
lunge punch if opponents is getting too close to fall on the floor, to juggle higher
for more specific stuff, i’m not at that level
BnB pressing on block
x lights kinda cr.LKx3 st.LK (cancel or link, if hit somewhere you can link into st.LK then cancel into lunge punch LP)
x (0-4) light, st.MP shoulder LP for cheap damage then,
x light st.MP palm or fake palm
x light, special throw
special throw 2MP st.MP MK upkicks
BnB punish
cr.MP x2 (more on big like honda, balrog and some) st.MP HK upkick
except of course, blanka & maybe some more, in which case it may be better to 2MP 2MP 2MP st.MP lunge punch
frame traps
2MP 2MP st.MP are frame traps
2LP st.LP 2.MP st.MP, the MPs are frame trap
shoulder LP on block , you are far ->
**st.HK beats a lot of low moves (not fei long 2HP, not gouki 2HK, but against this one, you have the time to walk back a bit then st.HK )
**if opponents like to poke because you’re at -3 on block, jump divekick (LK mostly i’d say)
**on hit , you’re at +2, st.MP is 5 frame, all he can do is a SRK, thus another st.MP shoulder LP is nice until he learns to block
close st.MP (really close…) you might try another 3-6 frame move
into U1
upkick EX in corner
shoulder MP or HP then FADC
cross down shoulder MP / HP without FADC
special throw 2MK LK upkicks
corner target combo MP HP 4HP FADC (and hit) U1 - i mean not focus dash nothing, but focus cancel, hit, dash, U1
st.MK anti air (above head, not in front!) jump cancel HP, HP shoulder cross down, U1
about “special throw 2MK LK upkicks” , check following vid from 1:15
there is a nice use of super in corner at the end with a 2HP->HK upkick loop then 2HP palm 2HK knockdown.
[media=youtube]DexXfPDf1Lc[/media]
character specific :
the setup with grab commmand throw, 2MK -> lk upkick (1hit, the 2nd one) -> U1
works against cammy only
-if you use 2LK instead of 2MK, it works against guile, vega, rufus.
-with rose, use st.MP lk upkick, U1
comboing after U1 (new)
-U1 after any juggle, you can only do shoulder EX
-U1 without previous juggle (like after a FA, or clean)
**HP lunge punch (anywhere)
**LP shoulder forward HP (corner), more damage
reset part 1
launcher st.MK
you can use it as wake up meaty (especially if the opponent shows throw or throw escape mashing)
st.MK launcher (wake up) neutral jump dive kick MK, shoulder LP crossdown, if well done, you can link st.LP
in corner:
st.MK jump cancel, HK divekick, yun looks like he’s in the corner, BUT
-do nothing and yun is pushed outside the corner by the landing opponent => double cross down, meaning no crossdown
-walk toward corner a bit, and you’ll stay in corner, real cross down.
do your meaty cr.MP cr.MP st.MP upkick for instance then 
(very hard to see)
you might end super with a MK launcher in corner too
in corner:
st.MK jump cancel, MK dive kick, HP shoulder crossdown => U1
note, the problem with MK dive kick and crossdown shoulder is, mashed SRK will auto correct.
forward throw 2 dash neutral jump mk safe jump vs >4 or 5 SRK
forward throw jump forward x 2 safe, 2LK meaty
forward throw jump forward x 2, while going up, dive kick mk not cross up
forward throw jump forward x 2, while slightly after reaching peak, dive kick lK , cross up
about the last 2, i’m not sure about the dive kick version, if it’s not working, switch LK & MK version
forward throw, lunge punch HP (crosses the opponent),
->neutral jump, dive kick HK cross up
->forward jump, dive kick LK, cross up
back throw, lunge punch HP if done at the first possible moment, is safe (timing is somewhat hard, anyway, nothing will go out if you input the move too soon). Good for baiting SRK. (don’t forget to do a late tech throw escape anyway)
while super in corner, if you can manage to do a st.MK launcher at the end, there is some cross down shoulder reset into U1 you can do. if someone can find a video of that 
other resets part 2** (new)**
*resets are mainly after a st.MK launcher.
*after a LP shoulder FADC (on hit preferably), tenshin (special throw)
*2MP 2MP (hit or block kara ex special throw)
inputs = 3MP 3MP 2146KK
*target combo MP 4MP 4HP FADC forward dash 2LP forward dash, tenshin
*Focus attack crumple, max delay, 2MP , delay, meaty shoulder LP cross down, you can link LP then.
about MK launcher, you can do it as meaty, or after a jump in HP, or after a well done dive kick
then
forward jump cancel HK, LP crossdown shoulder meaty, link with LP another combo.
you can not crossdown to with a small delay.
Do not work against reversals
[media=youtube]nbmSFumcAy4[/media]
and
[media=youtube]nu1E98xn-EQ[/media]
*about tenshin, if the opponent is not mashing reversal, and you made a successfull tenshin, it can be a good idea to do another one if needed to place opponent in corner if needed to get a U1 (st.MP upkick EX U1)
*last easy one :
fake palm. best setup in my mind is:
go close, [2LP optional] target combo LP LK MP -> fake palm ->throw/tenshin
instant overhead
any jump LP or MP (harder)
for instance, after lunge punch EX (-1 on block), a lot of people will try to throw you, as a [noob] throw escape. jump backward with MP 
after back throw
Lk upkick to charge super
after forward throw (i use a lot of super charge moves there)
-dash forward twice, neutral jump MK =>safe jump (reversal > 3 frame)
-lk upkick, jump forward MK =>safe jump (reversal > 3 frame)
-mk shoulder, jump forward MK =>safe jump (reversal > 3 frame)
-shoulder LP, shoulder LP (charge super), then if you want, wake up throw/2LK/overhead/whatever, scare the opponent
-jump forward, jump forward, just before apex, LK dive kick, not cross up
-jump forward, jump forward, just after apex, MK dive kick, cross up
anti FA or break guard “high then low” like chun li
air = jump target combo 6LP HP
ground = MP HP 4HP
ways to land super
-hit confirm, then st.MP, then super
-special grab command throw, st.MP, shoulder LP, super
goal
getting in 
check if you can outpoke with st.MP shoulder LP, and st.HK,
lot’s of neutral jump from far enough not to get hit by SRK or ryu st.HK
if opponent does a long recovery poke (else than LP & fast anti air…), dive kick, otherwise nothing, just remain threatening “do nothing, or else…”
when you get in, block => block string
*shoulder LP
*palm,
*fake palm
*throw
*special throw
*block ^^ +throw escape
As i said, i’m not good at all, just the basics i learned