Ehhh the OP is severely outdated lol. I might try and make a new organized topic if I have time this week because I’m going to pick up Yun :X
Yeah, instead of making a new one just ask a moderator to transfer over ownership of this one. There’s good content in here.
What are some good air-to-air moves for Yun?
When u fwd jump and they are close air to air with hk.
When u fwd jump and they are far air to air with lk.
When u nuetral jump and they are far air to air hp.
When u nuetral jump and they are close air to air with hk.
I already tried that about 2 weeks ago. Never heard anything back.
If dafeetlee wants to do it and is committed to updating it then I’ll help him anyway I can.
I’ll probably start on it today or so. It might take a while though because I want to add video examples with each combo.
Yun’s Moveset
Normals:
cr.LK: Damage/Stun/Meter: 20/50/20 Startup/Active/Recovery: 4/2/8 Hit/Block: 4/1
cr.LP: Damage/Stun/Meter: 30/50/20 Startup/Active/Recovery: 3/2/8 Hit/Block: 4/2
cr.MP: Damage/Stun/Meter: 60/100/40 Startup/Active/Recovery: 5/4/6 Hit/Block: 6/2
Description: Main hitconfirms. If you’re dive kicking, OS crouchtech (with c.mp if you can)
cr.MK: Damage/Stun/Meter: 60/100/40 Startup/Active/Recovery: 5/3/14 Hit/Block: 0/-3
Description: Pretty good range for a low ground footsie tool. If you hit confirm, cancel into Lunge Punch or Shoulder.
s.MP: Damage/Stun/Meter: 60/100/40 Startup/Active/Recovery: 4/4/10 Hit/Block: 4/2
Description: Yun’s main ground footsie tool. This move is so good. Abuse it in ground footsies. Combos into TC4, Lunge Punch, Shoulder, Dragon Kicks, etc
cl.MK: Damage/Stun/Meter: 60/80/40 Startup/Active/Recovery: 7/4/15 Hit/Block: 0/-5
Description: Yun’s launcher. Can jump cancel. Creates juggle state. Also can be used as antiair in some situations.
Far s.HP: Damage/Stun/Meter: 120/200/60 Startup/Active/Recovery: 9/3/20 Hit/Block: -1/-5
Description: Good long range footsie tool.
Far s.HK: Damage/Stun/Meter: 110/200/60 Startup/Active/Recovery: 12/4/16 Hit/Block: 0/-4
Description: Good long range footsie tool.
Combos into lunge punch: [media=youtube]QqEpOFUBSww&feature=feedu#t=0m24s[/media]
Aerials:
j.HP: Damage/Stun/Meter: 110/200/60 Startup/Active/Recovery: 6/4/0 Hit/Block:
j.HK: Damage/Stun/Meter: 100/200/60 Startup/Active/Recovery: 5/4/0 Hit/Block:
Description: Jumpins. Alternatives to divekicking.
nj.HP: Damage/Stun/Meter: 110/200/60 Startup/Active/Recovery: 5/5/0 Hit/Block:
Description: Good air to air. Keeps opponent from jumping out of the corner.
Throws:
Forward Throw (f+LP+LK): Damage/Stun/Meter: 110/150/40 Startup/Active/Recovery: 3/2/20
Back Throw (b+LP+LK): Damage/Stun/Meter: 130/110/40 Startup/Active/Recovery: 3/2/20
Video: [media=youtube]AfzPCTkfidc#t=0m47s[/media]
Focus Attack:
Description: Regular stuff. Decent range.
Video: [media=youtube]QqEpOFUBSww&feature=feedu#t=36m20s[/media]
Unique Moves:
Senpuukyaku (F+MK): Damage/Stun/Meter: 70/100/40 Startup/Active/Recovery: 20/4/13 Hit/Block: -1/2 6~23F throw invincible, 7~23F airbourne
Description: Standard overhead. Use when necessary. Can be used during Genei Jin to juggle.
Dakai (F+HP): Damage/Stun/Meter: 110/200/60 Startup/Active/Recovery: 14/6/20 Hit/Block: -/-8
Description: Long range footsie tool. Has large knockback. Can be used during Genei Jin to juggle. Can also force cross-ups on jumpins due to Yun stepping in. Has a small hitbox from the back.
Dive Kick (Raigekishuu): DF+K (during neutral or forward jump)
DF+LK: Damage/Stun/Meter: 60/100/20 Startup/Active/Recovery: 7/till land/after land 4 Hit/Block: 3/-3
DF+MK: Damage/Stun/Meter: 60/100/20 Startup/Active/Recovery: 8/till land/after land 4 Hit/Block: 3/-3
DF+HK: Damage/Stun/Meter: 60/100/20 Startup/Active/Recovery: 7/till land/after land 4 Hit/Block: 2/-4
Description: Jump in with dive kicks only (alter trajectory using different strengths). Frame data varies for dive kicks depending on where you hit the opponent’s body when you land. You should always be aiming to hit their knees so you can combo after.
[media=youtube]AfzPCTkfidc#t=0m50s[/media]
Target Combos:
Target Combo 1 (j.LP xx j.f+HP): Damage/Stun/Meter: 90/150/60 Startup/Active/Recovery: 3/5/-*
Description: This TC blows up focus attacks. If your opponent is trying to focus your divekicks, switch it up with this TC and combo after.
Target Combo 2 (cr.MP xx cr.HP): Damage/Stun/Meter: 40-50/50-100/30-30* Startup/Active/Recovery: 5/2(4)4/18 Hit/Block: 0/-4
Description: Don’t see much use for this TC.
Target Combo 3 (cr.HK xx HK): Damage/Stun/Meter: 70/100/40 Startup/Active/Recovery: 9/4/24 Hit/Block: 0/-9*
Description: Don’t see much use for this TC.
Video: [media=youtube]AfzPCTkfidc#t=2m1s[/media]
Target Combo 4 (MP xx HP xx B+HP): Damage/Stun/Meter: 75/62/30 Startup/Active/Recovery: 13/5/24 Hit/Block: -/-8*
Description: AWESOME TC. Yun’s main TC during ground footsies. Can cancel ender into Genei Jin. Standing Strong to Standing Fierce hit confirm target combo is -3 on block (if your close enough they can reversal uppercut with ryu for example, but they must be close).
Video: [media=youtube]AfzPCTkfidc#t=2m4s[/media]
Target Combo 5 (LP xx LK xx MP): Damage/Stun/Meter: 50/80/40 Startup/Active/Recovery: 5/5/14 Hit/Block: -1/-2*
Description: Used to be awesome in 3s but doesn’t see much use in SSFIV. Stick to hitconfirming from cr.lp, cr.lk, c.mp, etc.
Video: [media=youtube]AfzPCTkfidc#t=2m17s[/media]
*Frame data is for the last hits of the TCs
Specials:
Lunge Punch (Zesshou Hohou): QCF+P (Armor break properties/FADCable)
**QCF LP: ** Damage/Stun/Meter: 90/150/30+30 Startup/Active/Recovery: 9/7/10+land 12 Hit/Block: 0/-9 9~19F feet invincible, airborne after 9F
QCF MP: Damage/Stun/Meter: 110/150/30+30 Startup/Active/Recovery: 14/9/6+land 11 Hit/Block: 0/-7 14~22F feet invincible, airborne after 14F
QCF HP: Damage/Stun/Meter: 130/150/30+30 Startup/Active/Recovery: 17/11/8+land 6 Hit/Block: 0/-9 17~30F feet invincible, airborne after 17F
QCF P+P: Damage/Stun/Meter: 80+60/100+100/-250+0 Startup/Active/Recovery: 17/7+2/4+land 11 Hit/Block: -/1 17~25F feet invicible, airborne after 17F
Description: Frame data varies depending on distance. Lunge punches can be made safe if distanced correctly. EX Lunge punch is extremely useful (Come on +1 on block?!). Mix it up after if blocked (either c.lk, command grab, regular grab, dp, etc). If EX Lunge connects on hit, you can combo into LP Lunge punch or U1.
Video: [media=youtube]AfzPCTkfidc#t=0m52s[/media]
Dragon Kicks (Nishou Kyaku): DP+K
DP LK: Damage/Stun/Meter: 70+50/100+50/30-20+20 Startup/Active/Recovery: 5/2(6)4/14+land 8 Hit/Block: -/-5 7F invincible
DP MK: Damage/Stun/Meter: 70+60/100+50/30-30+20 Startup/Active/Recovery: 6/2(6)4/18+land 14 Hit/Block: -/-23 7F invincible
DP HK: Damage/Stun/Meter: 70+70/100+100/30-30+30 Startup/Active/Recovery: 8/2(6)4/24+land 14 Hit/Block: -/-29 7F invincible
DP K+K: Damage/Stun/Meter: 60+40/100+100/-250+0 Startup/Active/Recovery: 4/2(6)4/18+land 14 Hit/Block: -/-23 5F invincible
Description: Great antiairs/reversals. You cannot FADC these. Very hard to punish if you use HK Dragon kicks as a reversal and it whiffs. Main one to use for antiair is LK Dragon kicks (fastest startup). If used when opponent is in the air, you can follow up with Geneijin. EX Upkicks can connect into regular lunge punch.
Video: [media=youtube]AfzPCTkfidc#t=1m10s[/media]
Shoulder Slam (Tetsuzan Kou): DP+P (Armor break properties/FADCable)
DP LP: Damage/Stun/Meter: 100/200/30-60 Startup/Active/Recovery: 16/6/14 Hit/Block: 2/-3
DP MP: Damage/Stun/Meter: 125/200/30-60 Startup/Active/Recovery: 21/5/18 Hit/Block: --/-6
DP HP: Damage/Stun/Meter: 140/200/30-60 Startup/Active/Recovery: 25/4/22 Hit/Block: -/-7
DP P+P: Damage/Stun/Meter: 80+70/150+100/-250-0 Startup/Active/Recovery: 13/1(1)4/20 Hit/Block: 0/-6
Description: LP Shoulder doesn’t knockdown and is only -3 on block so you can play footsies with S.MP/cr.MK xx LP Shoulder. MP, HP, and EX can punish fireballs. Can hitconfirm shoulders into geneijin.
Video: [media=youtube]AfzPCTkfidc#t=1m16s[/media]
Palm (Kobokushi): QCB+P (Armor break properties)
QCB MP/HP: Damage/Stun/Meter: 160/250/30-60 Startup/Active/Recovery: 23/15/5 Hit/Block: -/1
QCB P+P: Damage/Stun/Meter: 160/300/-250-0 Startup/Active/Recovery: 23/13/21 Hit/Block: -/-13
Description: LP Palm is a fake palm. Can be used to setup grab/command grab. MP/HP Palm knock down and have large amounts of active frames so use them as meaties. They also count as projectiles and can cancel out projectiles. EX Palm wallbounces so you can follow up with lunge punch/shoulder.
Video: [media=youtube]AfzPCTkfidc#t=0m56s[/media]
Flip Grab (Zempo Tenshin): HCB+K
HCB K: 1.1 range Damage/Stun/Meter: 0/0/20-30 Startup/Active/Recovery: 7/2/45 Hit/Block: 7/-
HCB K+K: 1.3 range Damage/Stun/Meter: 0/0/-250-0 Startup/Active/Recovery: 5/2/45 Hit/Block: 7/-
Description: All strength grabs are the same. Nasty command grab that can be combo’d after. Do not whiff these or else you’re gonna get hurt bad. Main combo after command grabs is: cr.mp s.mp xx dragon kicks. On certain characters, you can do cr.mp cr.mp s.mp xx dragon kicks. EX command grab has MASSIVE range and you can tick into it after a whole bunch of stuff (c.lp c.lp, c.mp c.mp, etc). It also has 5 frame startup so you can even use it as a reversal if you know your opponent is gonna be blocking.
Video: [media=youtube]AfzPCTkfidc#t=1m14s[/media]
Super:
Genei Jin: QCFx2 +P
Description: This super is what makes Yun Yun. Can be cancelled into from TC4 and shoulder. Does not add stun. Yun’s frame data changes completely upon activation.
imgur: the simple image sharer
Video: [media=youtube]AfzPCTkfidc#t=1m26s[/media]
Ultra’s:
Ultra I: Lift and Burn (Youhou): QCFx2 + PPP
Damage/Stun/Meter: 105+45x2+135(375)/0/0 Startup/Active/Recovery: 9+0/3(14)3(20)4(34)3/39 Hit/Block: -/-21 11F invincible
Description: Yun’s main ultra choice. Can be used as antiair if you can predict the jumps. Can be used during Geneijin (and follow up after!). Combos after EX lunge punch and in some cases, LK dragon kicks.
Video: [media=youtube]cYiI2TJTIBM[/media]
Ultra II: Speared Lightning Barrage (Sourai Rengeki): QCFx2 KKK
Damage/Stun/Meter: 60+45x3+255/0/0 Startup/Active/Recovery: 10+0/3(6)3(7)3(10)3(9)1/46 Hit/Block: -/-26 12F invincible
Description: Only use this ultra for punishing fireballs/long range punish.
Video: [media=youtube]vQ8XCspQKUU&feature=fvwrel[/media]
Somewhat revised version of OP post. Rough version. Gonna adjust it as the week goes on.
Nice shit, was looking all over for Yun frame data. Seems like cr.mp is a nice meaty alternative to palm. Will try this out later.
Dafeetlee good shit. I was looking through the info and was wondering if you had the frame data for his st lk. Far st lp whiffs on characters with small hitboxes like blanka, yang, juri, ect…
I want to use st lk as alternate, but I don’t know if it links with st mp. I know it’s cancelable.
I got all my frame data from hfz’s translation.
From the looks of it, it’s a 1F link from s.LK to s.MP. I’ve seen Yuns go for c.lp cl.lp c.mp s.mp xx dragon kicks as an alternative bnb. I’m probably gonna work on the combo section next.
According to the AE Mook, close/far st.lp, cr.lp, and cr.lk are chain cancels.
I don’t think this combo is possible unless it’s counterhit. cr.lp is +4 on hit and cr.mp has 5 frame startup. If you were close enough you could do cr.lp, close st.mp xx whatever, making it a one frame link at best.
On another note, the best Genei Jin starter from command grab is st.mp xx lp.shoulder xx GJ, st.HK…continue combo. This has provided good damage for me.
I just repeated OP on that first part lol.
Also the combo I said was c.lp CLOSE LP c.mp s.mp. Then again, when I see top Yuns play those small hitbox characters, they just go for c.mp c.mp s.mp dragon kicks.
Good stuff, any frame data available for the other 3 new characters?
Oops, my eyes were playing tricks on me.
Sorry if this was posted already:
[media=youtube]q3tL_hCMaJs#t=24s[/media]
Daigo does, hk upkicks (stun), FA3, backdash, palm, palm, lunge
Does 430ish damage meterless in the corner.
Need to know if it works on everyone though. What about those whacky hitbox characters (Blanka)
I hate Yun’s upkicks. Just looking at their trajectory and how far away from a potential punishment it puts him is ridiculous.
Yeah, that daigo combo looks like it abuses hitbox properties with that meaty palm. Still, that is a ton of damage for no meter.
Combos
Main bnbs (Meterless)
cr.lk/cr.lp cr.lk/cr.lp s.lp s.mp xx Lunge punch, Shoulder, Dragon kicks
Video: [media=youtube]AfzPCTkfidc#t=2m34s[/media] - bnb into dragon kicks ender
[media=youtube]AfzPCTkfidc#t=2m23s[/media] - bnb into lunge punch ender
[media=youtube]AfzPCTkfidc#t=2m55s[/media] - bnb into shoulder ender
cr.mp cr.mp s.mp xx Lunge punch, Shoulder, Dragon kicks
Video: [media=youtube]AfzPCTkfidc#t=2m25s[/media] - bnb into dragon kicks
[media=youtube]tcrkBAVYHhY&feature=related#t=0m14s[/media] - bnb into lunge punch
[media=youtube]tcrkBAVYHhY&feature=related#t=3m13s[/media] - bnb into shoulder
cr.lp cl.lp cr.mp s.mp xx Dragon kicks
Video:[media=youtube]q4zD-SOM3vA&feature=channel_video_title#t=0m20s[/media]
Other meterless combos:
cr.lk cl.lp cr.mk xx shoulder
Video: [media=youtube]QqEpOFUBSww&feature=feedu#t=26m32s[/media]
Corner only: Palm s.mk SJ dive kick
Video: [media=youtube]tcrkBAVYHhY&feature=related#t=0m22s[/media]
Corner only: FA3 backdash Palm Palm Lunge punch
Video: [media=youtube]q3tL_hCMaJs#t=28s[/media]
cr.mp cr.mp cr.mp (!!!) cr.mk xx Lunge punch
**Video: ** [media=youtube]spjBmRGekmI&feature=feedu#t=0m39s[/media]
Post Zempo Tenshin
cr.mp s.mp xx Dragon kicks
Video:[media=youtube]utvCKdKkFYc&feature=channel_video_title#t=8m15s[/media]
s.mp xx EX Lunge punch
Video:[media=youtube]utvCKdKkFYc&feature=channel_video_title#t=9m15s[/media]
[media=youtube]A7HJvgmuIaY&feature=channel_video_title#t=18m35s[/media] - U1 after EX Lunge punch
s.lp xx LK Dragon kick U1
Video:[media=youtube]wZWOoP_0IEI#t=1m46s[/media]
Updating this as days pass through. Hopefully we get the OP changed or something.
Quick question, how do you combo LK upkicks into Genei Jin?? Was trying it last night, but I couldn’t get it down.
I know you have to activate GJ right after you AA, but I have no idea on how to continue my combo.