The Wind Gust Dragon and Water Storm Dragon, otherwise known as Yun and
Yang are the adolescent gang leaders of Hong Kong. The pair of them
live with their uncle and keep a small shop in the heart of the city.
They both attain great support from their "God fathers" the crime lords
of Hong Kong and are also known to cause a fair bit of mischief all in
the name of good "fun".
Both Yun and Yang fight in a style of Chinese Gong (Kung) Fu which
seems to be rooted deeply in Kempo. Since their grandfather, none
other than Gen of original and Zero Street Fighter fame, taught them
their fighting style, I wouldn't be surprised if this was true (Gen
actually fought in the "animal" arts of Mantis and Crane). Despite the
fact that their fighting style is the same, the two have very branched
techniques. Yun concentrates on instantaneous and fast hits like gusts
of wind while Yang prefers a flowing style which moves like the sea.
"Be shapeless, like water... water can flow, or it can crash" (Bruce
Lee).
In terms of the game, I remember back in the original Street Fighter
III when Yun and Yang were nothing but palette swaps of eachother.
Those days are far behind now as Yun and Yang are different enough to
be considered completely different characters! First it should be
noted that Yun is far from an "easy" character to use. He isn't
exactly strong and is far from taking a "good" amount of damage (i.e.
he takes way too much) and thus he MUST be played on an attack and
dodge basis. Due to his hyperactive nature you REALLY have to know
what your doing, but isn't that what makes the game worth playing?
+ Extremely fast, outdone only by Ibuki
+ Long chain/juggle combos
+ Confusing mind games in the hands of a master
- Physically weak (dishes out low damage, takes high damage)
- Average priority
- Laggy moves
Standing: A palm to the face. What's to say? It's a jab. It is
quite quick but low priority. Due to its speed you can use it to hit
certain characters out of moves, but I wouldn't count on it
consistently to do such.
Crouching: A crouching palm forward. Again, fairly quick (enough so
to stuff a few moves) but mainly just used to push opponent's
away/combo.
Jumping: An elbow very similar to Guy's from the Zero series of SF
games. The move is extremely quick and has surprisingly high
air/ground priority. Mainly use it to start into his LP -> f+HP air
combo.
MP
Standing: Yun steps forward, lowers his head and pokes his elbow out.
A great move with superior range and priority. Add to this the fact
that it can be chained into a HP and Palm strike and this will be one
move that you will be abusing quite often. The recovery time is also
minimal so you don't have to worry about any big retribution... if any at
all.
Crouching: A stronger, laggier version of his crouching jab. It's not
great by itself but note that you can chain combo it into a crouching
HP not for damage, but simply for a good amount of distancing to avoid
counter attack.
Jumping: A stab punch downwards at a 45-degree arc. I rarely use this
since his jumping HP is almost as fast and stronger (both physically
and priority-wise).
HP
Standing: Standing close Yun takes a step in place and thrusts his
clenched fist forward. HUGE reach and priority but HORRIBLE startup
and recovery lag. I choose not to use this move very often because I
constantly find myself being punished for it but its reach opens up
some poking possibilities. I warn you, this is parry bait though.
Standing Far Yun does a 2 hit knifing hand upwards. This move cancels
into any special move/super after the first hit but is pretty weak.
I've seen some people use it as an air counter, but I really don't
think it's worth it.
Forward + HP: Yun steps far forward, turns around and thrusts his
hands outward as far as he can. The move is decent as a poking move
but it has horrible initiation time. You can use it to catch up with
back-dashing characters but just bear in mind that it is very slow.
Personally I like to play with this move having opponent's jump at me
and then pulling it off. What ends up happening is Yun passes under
the opponent and hits them backward! Looks very cool but not exactly
the most proficient air counter.
Crouching: A strange double Palm forward. Relatively weak but quick
to initiate and quick to finish. It makes for a decent close-range
move to try and keep an opponent at bay, but again I rarely use this
move.
Jumping: The same type of stab punch as his jumping MP except with a
greater amount more priority and damage infliction. Be careful since
the range is very short.
LK
Standing: A quick shin kick. It won't combo into itself and it isn't
really the greatest/fastest poke, but it's decent.
Crouching: A dinky little kick that hugs the ground. The range is not
very far at all, but it's a good move to stick out after landing from a
Toe Press since it must be blocked low. Unfortunately it can really
only combo into itself and the damage is pretty laughable.
Jumping: An awkward looking jump kick which is aimed pretty
horizontal. While its laughably weak, the range is actually quite good
and can be used to snuff air attacks with relative ease.
MK
Standing: Yun has three versions.
Up close (within a throwing distance) Yun will perform a vertical
version of the splits (ouch) which launches the opponent high into the
air. Feel free to follow this up with any air attack but personally I
prefer a Lunge Punch. There is quite a bit of recover in terms of lag
though. While this use to be Yun's primary (or mine at least) air
defense, it is now nearly useless as your opponent must be extremely
close for you to be able to use it. As it stands, it can be used as an
air counter only AFTER a parry, but good luck timing it.
Far away Yun will perform a quick headshot. This move is a great poke
with only minimal recovery. This is negligible however taking into
account both its speed and range. Throw this out periodically to annoy
your opponent (some people actually walk right into it!) but beware as
smaller characters can duck under it.
Holding Forward + MK will make Yun do your infamous Gong Fu hop kick.
This is Yun's overhead, and not a bad one at that. The speed is pretty
good, and if you know how to mix it up then you won't often be punished
even when it is blocked. The damage isn't that heavy (are any of Yun's
moves heavy?) but you can generally hit opponents quite often with it.
One thing to note is that even though Yun appears to be off the ground,
he can still be hit by certain moves (Ibuki's sweep comes to mind) but
avoid others. I advise you be careful. Still, its eons beyond his
leap attack.
Crouching: This will soon become one of your standard moves. Yun gets
low and runs his leg across the ground quite a ways. The damage is
only moderate, but the move is both fast and can be comboed into the
Lunge Punch. Its priority is very high for such a quick move, and I
often use it in my footsie game or to punish missed moves (buffered
into a quick Lunge Punch of course). Beware however as there is a
teeny bit of lag afterward.
Jumping: One of your primary jump-ins. Yun performs your typical Gong
fu style jump kick. The range is pretty good as is the priority (it
has semi good stuffing power). Unlike Yang you CANNOT combo this into
a Toe Press
HK
Standing: Yun raises his leg and kicks forward rather violently. This
move isn't too bad as a poke but a bit too laggy (both in initiation
and recovery) to warrant constant use. The damage however isn't too
bad and it just looks so painful that you have to use it sometimes (he
aims right for the cherries!)
Crouching: Nowhere near as good as his brother's crouching HK, Yun
whips his leg around quickly into the air to sweep his opponents at the
knee area. This move has decent startup but horrible recovery so
expect to be punished if this is blocked or parried. It should be
noted that you can chain combo this into a standing HK if you are
EXTREMELY FAST. This chain combo is FAR more useful than the sweep by
itself because it pushes the opponent to a range where it is hard to
counterattack.
Jumping: Yun's "stolen" kick from Chun-li's olden days. Yun will
perform a mid air kick which reaches up to his face. This move has
EXCELLENT priority in an air-to-air scenario but it is just a tad slow.
I would never use this as a jump-in however (with a possible exception
against Hugo) as it just is not aimed in the right direction.
Throws
Knee Bash
Motion: LP + LK
Yun will grab his opponent's head and continually smash it into his
knee. The faster you mash the buttons, the more hits you are likely to
get. Has the potential of being his strongest throw.
Foot Propel
Motion: Forward + LP + LK
Days of Lei Woolong from Tekken come to mind as this is his exact
throw. Yun will grab his opponent, place his feet on his/her chest and
kick off. Cool throw, low damage.
Back Toss
Motion: Backward + LP + LK
Yun will drop to the ground, grab his opponent and push him up and over
with his legs. Good move for getting out of the corner (and actually
switching places with your opponent!)
Cartwheel
Motion: Forward, down-forward, down, down-back, back + Kick
See "Special Move" Section
1.3 - Special Movelist
Ze-sho or "Lunge Punch"
Motion: Down, down-forward, forward + Punch
EX-able: Yes
Yun winds up and then leaps forward with his arm extended forward. The
harder the punch the farther Yun will "lunge" but the longer the
startup and recovery lag of the move. LP is a short hop forward (about
half the distance of his dash) but with very little recovery. MP goes
about as far as his dash with some bad recovery and HP almost gives you
a full screen leap but with HEFTY startup and end lag. All versions do
moderate damage.
This is easily Yun's most useful move. It is lightning quick and
surprising (considering you don't just spew it out constantly) but
there is much more to it that meets the eye. The Lunge Punch is all
about distancing. To use it effectively you must gauge your opponent's
distance and use the Lunge Punch in such a way that only the tip of
Yun's fist will hit the opponent. If you follow this rule than it will
be VERY hard for any opponent to counter your punch. Alternatively,
this move is also easily combo-able from a variety of moves. Just
avoid using it in blocked combos because you WILL be punished for it.
In the EX version of the Lunge Punch Yun will delay for a half second
before leaping forward lightning quick covering the entire screen
length in a fraction of a second. The move isn't bad to surprise
opponent's trying to charge their super bar (or certain individuals who
like to taunt) but its initial starting lag makes it almost completely
useless at a close distance. Certainly you can't combo it which
severely limits its use. In play I tend to avoid using this move often
simply because his EX Shoulder Charge is far more useful.
Yun crouches down, weaves forward and then hits the opponent with the
back of his shoulder. The harder the punch used, the farther Yun
travels and the more damage the move inflicts. LP basically has Yun
perform the weave in place, MP has him move about the distance of 1/3
the screen length and HP has him go a good 2/3 screen length. The
damage on each is pretty low but the MP and HP versions will knock the
enemy up into a position where you can juggle them.
I don't use this move nearly as much as I should because it has the
potential to be excellent. First off, the initial lag time is actually
quite long as Yun steps into his weave but after the shoulder there is
almost NO recovery time whatsoever. This move will duck fireballs if
timed correctly. The LP version I never use outside of the LP -> LK ->
MP chain since it does not travel anywhere and deals laughable damage.
The MP/HP version makes for a good surprise move and fireball croucher.
The EX version of this move hits twice and has Yun travel at lightning
speeds. Unlike the normal version the initiation time is nearly
instantaneous and thus can be comboed into almost anything you choose.
The damage is pretty good but it should be noted that the EX version
causes your opponent to fly backwards and not up thus negating any
juggling possibilities (unless you are in the corner).
Yun performs what resembles his jumping HK twice in succession while
moving at an upward-forward angle. The LK version barely leaves the
ground, the MK version goes about half a screen's distance to the top
while the HK version goes all the way to the top of the screen. Damage
is low.
I RARELY use this move at all simply because its not that great. The
angle that Yun travels at is very awkward and the damage/priority is
quite low. Other than an average wake-up move, I don't use this at
all.
The EX version travels twice as quickly at the HK version's height.
Despite the gain in speed the priority is about the same so, again, I
cannot really warrant its use unless in obvious situations.
Kobu Kushi or "Tiger Twin Palm Strike"
Motion: Down, down-back, back + Punch
Ex-able: No
A nasty move and one which only expert Yun players can really put to
effective use. Yun will pair his hands together and then push forward
with his palms. Unlike Yang's version, Yun has slightly less range on
his Twin Palm Strike. The LP version has minimal startup and damage,
the MP has slightly increased startup but more damage and the HP
version is SLOW but takes a nice chunk of the opponent's life-bar away.
Since my days of writing my Yang FAQ, I have found this move to be
EXTREMELY useful due to the fact that 1.) The stun damage inflicted by
this move is mind boggling and 2.) The priority on this sucker is
unbeatable! In dealing with number one, I generally find that 4 to 5
Twin Palm Strikes will dizzy just about any character in the game (yes
this includes Hugo!). Naturally after dizzying an opponent you're free
to do whatever you want but as an added bonus I've found that you can
COMBO this move in certain situations adding massive stun damage to
your combos. Dealing with number two, with proper distancing the Twin
Palm Strike has unlimited priority over every single move in the game!
It is important to realize that the actual hit location of the move is
the air that is slapped directly in front of Yun and NOT his actual
palms. By using this idea it is not difficult to carefully place
yourself to use the Twin Palm Strike to smack jump-ins, kill dashing
special moves or to pop get-up moves such as the infamous Shoto Dragon
Punch. It is very important to get this distancing down straight in
order for the Twin Palm Strike to be of any use. Aside from this, try
pulling off a Twin Palm Strike which is blocked. Hesitate a moment and
then pull off a LP Lunge Punch or a Super Art (preferably number II).
You will OFTEN find yourself catching your opponent as they flinch
after the palm strike (this happens very often, at least in my
experience).
Another note to make about the Twin Palm Strike is that it can be
cancelled. By this I mean it both ways. 1.) You can cancel it into
Supers but more importantly 2.) you can abort the move by performing
it with 2 punches instead of one. If you do this, Yun will begin the
motion for the palm strike but stop just as he brings his hands back.
Naturally this opens up the doors for all kinds of sadistic mind games
as you can really mess up opponents by giving them what they THINK is a
window of opportunity and then canceling quickly. For example, when
fighting an opponent you can try pulling off a Twin Palm Strike a few
times doing nothing but harmlessly pushing you away as they block from
their get up. The next time, abort the move and you will often find
that you have cancelled your Twin Palm Strike right at the time they
decided they'd try to parry you. There you go, an open window to pull
off a nice damaging combo. Another trick to try is pulling out random
Twin Palm Strikes during a match, then cancel one when up close. Often
times the opponent's immediate reaction is to simply block fearing to
take damage and those with slower reactions may not notice until the
last second when you walk right out of the move and throw them.
Remember, it's all about mind games.
Toe Press
Motion: [During a jump forward/straight up] Down-forward + Kick
EX-able: No
Yun spreads his arms out in the air and quickly drops down at an angle
with one leg extended downward in a diving kick fashion. LK results in
a very steep descent, MK a medium descent and HK ends up with him
kicking down in nearly the normal landing trajectory.
The Toe Press is one of THE moves which must be mastered to play Yun
effectively. Although in no way as good as Gouki's own version (but
let's face it, why would it be?) it is still exceedingly useful when
placed in a variety of confusion tactics. First of all, as an actual
attack, the Toe Press is pretty weak. The priority is pretty good, but
it's parried rather easily. If performed at the wrong time, can get
you seriously punished even if you manage to connect with it!
This being said, the Toe Press is FAR from useless. First off, you
must use all 3 versions to get the absolute most out of this move. The
LK version should be used to stop short of your opponent, placing you
right in front of him/her and poising you in the perfect position to
either start a high low game or possibly even throw. If you expect an
attack, parry low and go into a big combo. The MK version should be
used intermittently with the jump-in MK/HP and LP -> forward + HP
chain, especially against parry-happy opponents. Indeed, it is a thing
of wonder to find an opponent who can accurately telegraph the three
every single time! If you use the Toe Press by itself, make sure to
aim low so Yun connects with the attack lower than the opponent's
chest, this way you can immediately move into a combo and avoid such
counters as the Powerbomb/Megaton Press. Alternatively you can also
use the MK version of the Toe Press as a quick overhead supplement
since you can perform it as Yun is moving up. If you find your
opponent ducking in front of you, try jumping straight up and quickly
going into a MK Toe Press (just as Yun is leaving the ground) and you
have yourself a combo-able overhead move. HK Toe Press is the most
difficult to use, but also the most reliable once you get it down.
First, there are two situations you will find the HK the most useful.
First, it can be used from nearly a full screen's distance in the same
fashion as the LK version. Use it to stop just short of your opponent
and then confuse the crap out of him with a high-low game he wasn't
expecting. However the second, and infinitely more useful use of the
HK Toe Press is to use it very early as a cross up attack. The idea is
to perform the Toe Press early enough in the air that Yun will connect
with your opponent in the head, just around the forehead area. This
will cause Yun to pass over to the other side of the arena thus causing
your opponent to block in the wrong direction. Follow this up with
your quickest, meanest combo for a very flashy and skillful move or a
Cartwheel/Teleport to add more confusion to the madness. Either way,
your opponent will be dazed and confused by the time you finish leaving
you with a very satisfied grin. Probably my most used way of setting
this up is by quickly back flipping then super jumping forward and then
using the Toe Press early.
Cartwheel
Motion: Forward, down-forward, down, down-back, back + Kick
EX-able: No
Yun leans forward and grabs, if he connects he'll perform a cartwheel
over his opponent's shoulders landing him on the opposite side and
giving him a margin of time to strike his opponent as they stand dazed.
If he misses, he'll lose his balance and grab the air while taking an
eternity to recover.
This is, in no way, like Ibuki or Necro's command throw. It's slow,
really slow. Slow enough that the opponent can throw you before you
can throw them (though few people have reactions that fast). This move
isn't without its uses though. In certain instances of turtling, you
may want to confuse your opponent by Cartwheeling them into a combo,
and it can be useful in moderation with the Toe Dive. Unfortunately
the move immediately makes anything chained afterward combo-buffered
meaning that damage will be greatly decreased. This being said, it is
actually quite difficult to get that combo on the end of the Cartwheel
because the window of opportunity after the flip is about 1/2 second, so
I suggest you react quickly.
I - You Hou
Motion: Down, down-forward, forward, down, down-forward, forward +
Punch
Bar Length: Long
Number of bars: 1
The easiest super for beginner players to come to grips with, think of
this super as a mini-Shin Shoryuken move with slightly less power but a
lot more speed. Basically Yun does a knife hand upwards, followed by a
comboed shoulder charge knocking the opponent up into the air and
finally finished with a juggling fist putting the opponent into orbit.
As I stated earlier, this is probably Yun's easiest super to use. The
super is easily the strongest of the three in terms of raw power but
the long super bar means you'll have to wait for the next one. Even
after connecting with the super, you can juggle ANYTHING afterward
(preferably a MP Shoulder charge and then a MP Lunge Punch) adding
further to its impressive nature and strength. However, it should be
noted that the move has MASSIVE recovery meaning if you whiff, you can
pretty much kiss your sorry butt goodbye.
The super can be connected in a variety of ways. The first, and most
popular, is an easy little 3 hit chain (MP -> HP -> Back + HP) buffered
into it. I should note that while easy and impressive, this is
probably the WORST way to use the super because the damage of it is
GREATLY reduced after the first 3 hits. The second way to use this is
buffering it out of a crouching MK which is far better and gives Yun
what basically amounts to a super which hits low. In failing this, the
super can also be used as a wake-up move due to its great priority but
beware as its range is quite limited (you must almost be within
throwing distance). Aside from this it also has limited uses as an
anti-air move but I would definitely advise against this as the last
hit has a tendency of whiffing completely.
In general I avoid this super simply because of its LONG bar. I find
that Super Art II and III can cause more overall damage.
II - Sourai Rengeki
Motion: Down, down-forward, forward, down, down-forward, forward +
Punch
Bar Length: Medium
Number of bars: 3
Yun whips alternating elbows forward. If the second one connects than
he performs a short auto-combo on the opponent.
I find this super MUCH more useful than the You Hou. Why? First of
all you get 3 stocks with short to medium sized bars. This means that
not only do you get 3 supers to use, but you can also have the choice
of whipping out a ton of EX moves as well! This has obvious advantages
over its Shin-Shoryuken counterpart. In terms of the super itself, it
does about 75% the damage of a You Hou in one bar. Considering that
you get 3 of them that means in total you can do 225% the damage of a
You Hou. Easily enough to kill an opponent wouldn't you say? I also
like the fact that Yun gets a LOT of distance and near invincibility
while performing this super thus making it an excellent counter move
for an opponent's missed move while at the same time being WAY less
laggy than the You Hou.
In terms of connecting with this move, there are a number of ways to do
it. After a blocked MP -> HP -> back + HP chain, hesitate a second and
then whip out the super. Just like the You Hou, you will be surprised
to see the amount of times you catch an opponent as they flinch.
Secondly, the super combos nicely after a crouching MK making a rather
nice low hitting Super Art. Alternatively it also combos after a LP ->
LK -> MP -> LP Shoulder Charge chain but it must be done EXTREMELY
quickly and at an extremely close range thus limiting its use in this
fashion (generally only on dizzy opponents).
Thirdly, I personally like to use the super as a "catch up" move. In
essence, after an offensive spurt, back flip. This generally causes
bells and whistles to go off in the opponent's mind to dash after you
to start their own offensive. However upon finishing your back flip go
into a super. Watch and laugh as a bewildered opponent smacks
themselves in the forehead for falling for your trap.
Finally, the invincibility of the super makes it ideal as a get-up
move. Find an anxious Dudley ready to pull one of his confusing High -
Low getup games on you? Super Art and you'll have no problem dealing
with him. This adds a new level of defense to Yun's game which he
sorely lacks.
III - Genei Jin
Motion: Down, down-forward, forward, down, downforward, forward +
Punch
Bar Length: Small
Number of Bars: 1
Yun gathers energy around himself and multiple images of him appear.
During the duration of the super (about 7 or so seconds) Yun's damage
is decreased, but he gains the coverage and damage of a pair of images
that trail and perform all the actions that Yun himself performs.
My new favorite super to play with, the Genei Jin is without a doubt
the hardest super to use in the entire game (I don't care what Makoto,
Remy or Urien players say). First of all, the super goes away FAST.
You have to make use of every second that you have coverage because
every second is precious. Second, human players will tend to run and
hide if they see you activate this meaning you must activate it at a
time when they will be pinned down and unable to escape. While damage
wise it is very hard to inflict a lot of damage with a single super
alone, the fact that you have a TINY bar means that you can activate
this super over and over again in a quick time span meaning that as an
offensive player, you should almost constantly have a bar charged and
ready to activate.
First and foremost I like to combo this super thus ENSURING that I get
maximum damage out of it. Of the man ways to do this my favorite is
the general MP -> HP -> back + HP buffered into the super and then a
VERY QUICK MP Shoulder Charge -> LP Lunge Punch -> LP Twin Palm Strike
-> LP Lunge Punch -> LP Twin Palm Strike, etc. This little combo can
nab you about 40% of an opponent's energy bar and a whole LOAD of
respect. Aside from that there are other combos which the super can be
buffered into, all of which (well not ALL, but all the ones I know)
will be explained in the combo section.
Second, you can perform the super after knocking an opponent down. As
they get up, go into a high - low game but keep them trapped in the
corner! If you can keep a confusion game going on then the opponent
generally makes a mistake before you do. If at all possible, get them
with a Twin Palm Strike (its unbelievably fast with the super
initiated) or MP/HP Shoulder Charge which will knock them up into the
air giving you freedom to do whatever you please. It is very important
to keep your opponent pinned in these situations or they will generally
play keep away until the super meter expires.
It should be noted that while in this state your target combos will not
work at all. On a similar note, it is very unsafe to use your Lunge
Punch if the opponent is on the ground so I would advise against it.
Under most circumstances, try to connect with a Shoulder Charge or Twin
Palm Strike because you WANT to knock your opponent into the air so
that you can juggle them unlimitedly till the time limit is up.
To make a simple list of significant moves:
1.) Shoulder Charge: LP is normal, MP or HP hit twice and juggle the
opponent high into the air.
2.) Lunge Punch: On a grounded opponent it hits a few times but
allows them recovery before you. On a juggled opponent it hits 3
times and then juggles them back into the air.
3.) Twin Palm Strike: On the ground it knocks them forward and up, on
an airborne opponent it knocks them pretty far upwards (easy
juggle).
4.) Forward + MK: No useful affect on the ground, excellent for
catching up to juggled opponents already in the air traveling
away from you (juggle move).
5.) Forward + HP: On the ground it will knock opponents high enough
for a juggle (generally forward + MK), no useful affect on an
airborne opponent.
General Strategy
Truth be told that many individuals have claimed Yun to be the very
best tournament character in Street Fighter III 3rd Strike.
Unfortunately I cannot say I am at the point where I know how to
utilize Yun to his full potential. Luckily I am not 'bad' with him
either.
Yun is primarily an offense-based character. With is quick speed and
long strings of combos he is very effective at close range. However it
should be noted that he doesn't exactly deal out the healthiest amount
of damage (about on par with Yang and Ibuki) and his priority is only
average. His lag times are also unhealthily long. Keeping this in
mind, your basic strategy involves non-stop assaulting and
evasion/parrying. Much easier said than done... but it takes effort to
unleash a tournament character's potential...
Defensive
Definitely not a position you want to be in, Yun has very few options
open to him in a defensive posture. First, should you ever find the
heat up close getting a bit too frantic, a quick double tap backwards
makes for an excellent backdash to safety. Few moves can catch up as
Yun's back flip covers a lot of ground and is quite quick. Once in
this position however you may find yourself in trouble. In terms of
countering jump-ins, Yun's Flying Twin Kick has some uses, but not
many. The arc must be exact and the priority on the move is sadly
lacking. You can use it in scenarios should you choose to, but I find
it much safer to parry any air attack and perform a close standing MK
thus knocking the opponent into the air giving you a free hit. Should
they be on the ground, keep the enemy away with LPs, LKs, MPs and MKs.
I would advise against using his Lunge Punch, Shoulder Charge or HP/HK
in a defensive posture because they are simply too slow (if any, I only
use the crouching HK to try and knock the opponent down giving me time
to escape). It should be noted that Yun's Twin Palm Strike actually
makes for an excellent defensive tool if timed correctly. First of
all, the move has unlimited priority meaning you can use it to counter
any approaching overheads. Second, it deals decent damage but more
importantly, knocks your opponent backwards so you can press an
offense. The only foreseeable problem is the massive amount of startup
lag it has. If you find your opponent bearing down on you at close
range REFRAIN from using the Twin Palm Strike... instead try a Cartwheel
or regular backwards throw to send the opponent into a defensive
position once again (Kara throwing helps infinitely here).
Mid-Range
Not really Yun's specialty either, this is where he actually falters
under his brother Yang. Mid-range for Yun should only be for a few
seconds as you try to make your way to an offensive position. Unlike
Urien and Remy, Yun has no abusable poking attacks which makes it hard
for him to fight at mid-range. First off, Yun's best pokes are
probably his crouching MK, standing MK and standing HP (and forward +
HP variation) or HK. The crouching MK has decent range and pretty high
priority. Generally you want to lead this into a buffered Lunge Punch
maximizing damage and getting you as close as possible. Yun's standing
MK is fast and has decent range. Unfortunately, smaller characters can
crouch under this move leaving you quite vulnerable so be sure that you
have the opponent either get hit or at least block it. Finally, the
standing HP has great range, but slow initiation time making it parry
bait if you poke with it too often. Use it only when countering a
close range move which your opponent has whiffed. A HK can be used the
same way. In terms of the forward + HP variation, you can really only
use it to counter the LONGEST of delayed moves since it takes so long
to come out. You get really good range with this though. Again, the
Twin Palm Strike makes a good effective deterrent at this range. Try
to keep just outside the range of your opponent and, when they pull out
a move, pull out the Twin Palm Strike to nail their extended appendage.
Often times you will nail them and send them flying into a corner. In
terms of overheads, Yun's pretty sorry overhead has almost no
distancing so I'd count it out of using for mid-range fights. Stick to
quick Toe Presses to get the overhead job done.
Offensive
Here is the meat of Yun's game. Indeed, at close range Yun can be a
devastating enemy. First off, to get inside one needs only to make
clever use of the Toe Press. Generally you want to aim in front of
your opponent or land so that you hit their legs which positions you
close enough to pull off whatever you imagine. Be careful, if you aim
to high the move is exceedingly easy to parry so make SURE you aim low.
Mix this up with jumping in MKs and HPs. The jumping MK is what you'd
expect but the jumping HP has deceptively long range and high priority
making it an ideal jump-in. Mix this further with Yun's jumping LP ->
forward + HP air chain for those players who love parrying.
Alternatively Yun's Shoulder Charge is also a very quick and effective
alternative for covering distance and I would recommend it (mixed with
your EX version to thwart parry-happy players), especially in the wake
of players who like to use fireballs. Beyond that, advancing with the
forward + MK is relatively effective although not really the safest
alternative. Use this strategy sparingly and only if your opponent is
playing very defensively (especially those who enjoy turtling low).
Beyond that, Yun's walking speed is already relatively fast making it
easy to wade in and dash back out. What I would NOT under most
circumstances advise is to dash forward. Yun's dash is SLOW and way
too long (distance wise) making it very unsafe to use. The only time I
ever dash forward is when I want to catch up to an opponent when they
are on their back.
Once inside, you may want to tick away with one of your myriads of
combos. Both the MP -> HP -> back + HP and the LP -> LK -> MP -> LP
Shoulder Charge chain combos are quick to initiate and quick to
recover. Personally I prefer the MP -> HP -> back + HP because of the
sheer reach from the MP leading into sure hits (but also easier
parries). The latter is a more reliable combo but make sure you are
DEEP if you want to use it because the range is very short. Note that
both combos push you far enough away that only the quickest and LONGEST
attacks will be able to counter attack you (i.e. not many). It is also
pretty safe to use a Twin Palm Strike after the latter chain and often
catches opponents as they try to initiate a counterattack.
If you find opponent's who like to parry after you get inside, simply
throw them or use a Cartwheel. Yun's throw is very quick and effective
for wakeup (though without the range of grapplers like Hugo, Alex or
even Urien). Try for a high low game aside from your combos to keep
opponent's guessing. My favorite is probably going into a few standing
LPs then a crouching LK, crouching MK and a Lunge Punch if the
crouching MK connects. Should the crouching MK not connect there are a
few options. You can catch up with a forward + MK (also hitting
crouching opponents), perform a Twin Palm Strike (to nail them in their
counter attack) or use a MP Shoulder charge to possibly hit them in
their counter attack and pop them up into the air. The main aim is to
STAY INSIDE. This is where you are most deadly, so make sure you try
to stay put and consistently put pressure on your opponent.
With the Genei-Jin activated it isn't hard to push your opponent
backwards very quickly. However in an offensive position with such a
short time to land something you may find yourself more panicked than
the opponent. The key here is NOT to lose control. No matter what,
don't just try to spew out moves because more likely than not you will
initiate a Lunge Punch somewhere which will get you seriously crunched.
Instead, while Yun charges up for the super, use this opportunity to
quickly make note of your opponent's position. If they are blocking
high, go for a crouching LK -> standing MP -> Forward + HP (this is not
a chain it is a combo). You may find this difficult to begin with but
practice a few times and the timing will become second nature. If your
opponent dashes or jumps backwards in a hurried frenzy to get away from
you, execute a MP Shoulder Charge. With the power of the Genei-Jin
behind it the speed is easily enough to overtake your opponent and
launch them into the air. From here you can wade in and juggle to your
heart's desire. If you see your opponent crouching, go for an overhead
and repeat until they stand up, then do the crouching LK into the chain
to knock them up. Major headaches. If they play their turtle game
REALLY well, then just walk up and throw them to break their
concentration. Sure once they're grounded your super bar is almost
gone, but it charges so fast that its FAR from a waste.
Character Specific
Alex:
Unlike Yang, Yun has little trouble with Alex due to his superior speed
and stamina. Here you want to play a major offense game because Alex
is pretty slow and thus, can't deal with countering many of your
attacks on a consistent basis. Your jumping HP has priority over
almost all his anti-air moves save for his Knee Smash (which can be
deftly parried with little difficulty) and if you jump-in on him when
he's getting up there is little he can do to retaliate. Attack with a
constant flurry of combos and high-low games to down the brute easily.
Under most circumstances you can stop Alex before he can do anything
(thus beating him out of his own moves)! In cases where he may
actually get a move out here and there, proceed to counter his
loooooong lag times with the attack of your choice. Alex's main
weapon, the Power Bomb, shouldn't be too hard to avoid since Yun can do
attacking from outside its range (use the MP -> HP -> Back + HP chain)
but be mindful of the Hyper Bomb because it does reach a bit further.
Constantly be darting in and out, like a mosquito around a bear, and
you'll find that Alex isn't too difficult to finish off. He also makes
an absolutely monstrous target for the Genei-Jin juggles.
Chun-li:
Trouble here, Chun-li is stronger, more durable and almost as fast as
you. Her priority also tends to beat you in a lot of cases and her
moves are difficult to parry. What to do? In her case it is hard to
swarm Chun-li because of her high priority supers and EX moves so count
this out as a strategy. I tend to play her in a constant dash-in,
dash-out strategy instead. First of all, truth be known that Chun-li
has the crappiest fireball in the game. It barely goes anywhere, is
easily parryable and takes a while for her to recover from. This being
said, should you ever see this thing get whipped out make sure you
either parry it and then follow up with an attack, jump it and Toe
Press into a big combo, or Shoulder Charge under it into a juggle
combo. Second truth to be known is that Chun-li is devoid of a truly
good anti-air move. Generally you will see her use a standing MK to
try and swat you but your jumping HP easily has priority over this.
Keeping this in mind, don't get TOO overconfident because she always
has the Tensei Ranna (Super Art III) which can easily destroy you when
you jump. In the case where she is not using this super art I would
not hesitate to jump-in on her with the HP or low aimed Toe Press
because there is little she can do aside from parrying (but you aren't
THAT predictable are you?). In a case where she IS using this super, I
would advise a few cases in which you jump forward but stop your
trajectory almost immediately by using a LK Toe Press. This will, in
essence, cause you to land almost straight down. Of course after
having seen you jump in, she may try to pull the super art to hit you,
only to find she has whiffed completely!
When dealing with her at close range, be weary of her back + HP (it
looks like your Twin Palm Strike but faster and weaker), her crouching
MK (which she likes to buffer into a Hokyou Sen super) and her standing
HP (which has EXTREME POKING RANGE). To combo this use your crouching
MK often (she has trouble countering it) as well as mid-range Twin Palm
Strikes. Go easy on the Twin Palm Strikes however as they tend not to
work as well on Chun-li as other characters. The forward + MK overhead
works quite well on her due to her wide crouching position making her
an easy target and sailing over her MK. Unfortunately there is little
you can do about her back + HP or standing HP other than
blocking/parrying (if you can see it coming) and then jumping in again
afterward. On a side note, Chun-li is one of the more difficult
characters to juggle with the Genei-Jin (her descent speed is faster).
Dudley:
Dudley is a walking powerhouse who relies on reach, priority and POWER.
Dudley is ludicrously strong for a character of his speed and can pose
quite a problem to the un-informed Yun player. First of all, Dudley
likes to poke a lot with his long punches. With the priority and
intimidation to do so this could prove a problem since you can't really
compete reach-wise. This is where parrying comes in real handy.
Dudley falls prey to parrying more severely than most characters
because he reaches out so far that it usually spells doom to execute a
punch without the safety of block recovery time. Moves you may want to
keep an eye out for is the standing HP, Forward + HP, crouching MK and
Forward + HK. The standing HP is a high priority, long range move that
can put an end to any attempt to walk in. However note that this move
loses out on priority to any of Yun's special moves. I wouldn't really
advise parrying it because it is rather difficult to see coming (both
due to its reach and speed). Dudley's Forward + HP is basically his HP
with a slight dash at the beginning. While the range is incredible on
this move, the speed is NOT which makes it easy parry bait. Failing
that, the Forward + HP has all the weaknesses of the regular HP. The
crouching MK is very difficult to deal with because it is fast, but
luckily does not do much damage. While you may find yourself being hit
by this from time to time, concentrate more on your get-up. Parry high
or low as you get off the floor because you will find many Dudley
players to be overly aggressive as you stand. This is NOT as hard as
it sounds. Finally, Dudley's standing Forward + HK is a very quick
overhead with high priority but not too much reach. All I can really
say is don't be crouching because it isn't too easy to parry this one.
Dashing in and out is Dudley's game but you may find that he pulls the
periodic Machine Gun Blows to spice up his dashing. While he may think
this a safe way to tick damage, I should mention that the Machine Gun
blows (from a range in the middle of the screen or farther) are rather
easy to parry. Just parry in tune to your heartbeat. Once all the
hits are parried you have a HUGE margin to whip your opponent silly.
Beyond this, many of Dudley's jump-ins are also parry bait with the
exception of his jumping HK. While you can parry this, it is rather
difficult so I would just block it or, should you see fit, back-dash.
You CAN use the Flying Twin Kick but I wouldn't advise it. While its
priority beats that of Dudley's jumping HK, the initiation time could
get you hurt. In terms of offense, facing Dudley offensively is not
too different from facing others. Wade in with combos and high-low
games. While Dudley's defensive game isn't too great just beware of
his Jet Uppercut as you jump-in. This is easily parried (including the
EX version) if you can simply see it coming. Again, this takes some
practice and knowledge of your opponent's tendencies. Aside from this
he may also try to use the Cross Counter special on you. The thing to
know about this is that it can be PARRIED. So if you attack him and
hear those magic words, simply parry quickly and you should be okay.
Practice makes perfect. Once Dudley is stuffed in a corner and unable
to escape, he's as good as gone. Just be sure he doesn't push you into
a corner because the same thing works in reverse.
On a side note, Dudley is one of the hardest characters to juggle with
the Genei-Jin.
Elena:
Now that I've become a little better at the game, all I can say about
Elena is two words. Parry Bait. This is partly Capcom's fault for
animating her so fluently.
First of all, Elena players (what few there seem to be) generally stick
with high - low as their main type of offense, and with good reason.
With a multitude of high and low attacks it can get very confusing very
quickly. This is where parrying comes into play. Firstly, her main
source of getting inside is to either jump in or dash in. The jump in
can be stopped, believe it or not, by the Flying Twin Kick as it beats
out most of her moves (and with enough speed to boot!). Alternately it
isn't too difficult to parry her (make sure you double parry her
jumping HK) jumping attacks because they take a while to come out and
have about the same reach and speed.
Next to this, Elena's second source of getting inside is using her
incredibly fast dash attack. Often times players will dash in and use
a LK Scratch Wheel (okay... the computer mainly does this actually). It
doesn't take more than a quick walk backwards to thwart this and
counter with a crouching MK into a Lunge Punch (don't try chain combos,
she generally crouches under them). Alternately she may do this and
try for a crouching HK slide or overhead kick. This is very hard to
deal with and, if possible, I'd simply dash backwards as it can be
difficult to telegraph where to parry.
Elena's final, and probably most dangerous (for her) way to get inside
is to perform her Rhino Horn attack. This is absolute PARRY BAIT and
goes into the books as one of the game's easiest moves to parry.
Problem solved. In the case where you can't parry, then simply block
but beware. Many players like to follow this with a LK Scratch Wheel
which can pretty much take you out of anything you can do.
Now that we have covered how to thwart her offensive attacks, how do we
attack her? First, unlike most characters, it is actually safer to
whip out Lunge Punches against Elena as opposed to Shoulder Charges
because you need the initial speed to beat out her attacks. The main
aim of your game should be to get her on the floor so try to attack
with attacks that knock her down. If you want to try jumping in on
Elena, note that you will generally be faced with a Scratch Wheel.
There are few ways to deal with this as her priority is quite high
(even a well aimed Toe Press has nothing on this move). If you want to
try dealing with this, my only suggestion is to parry (generally you
need to parry at least 2 of the 3 hits before you are clear). Once
inside, I would not really advise using too many chain combos because
Elena has an easy time crouching underneath blocked combos and
countering with nasty moves. I would also advise against using the
Twin Palm Strike as I have met many a defeat by trying to push her down
with this move. However you do it, you should note that once she is on
the ground you can safely jump at her with a JUMPING HP without fear of
ANYTHING. Indeed, the HP has priority over anything Elena can do
meaning she is left with a block or a parry. The key is to be landing
with the punch just as she is getting off the floor meaning that even
if she starts to pull off a Scratch Wheel Yun will reach up and over
her leg smacking her in the face. If she parries there is still little
she can do so wade in with a high-low game. In terms of Super Arts,
the only super your really have to worry about is the Spinning Beat
since it has pretty high priority and damage. Generally she will combo
this in with a Scratch Wheel so just follow the ways of avoiding this
move and you will be okay. If you are playing Yun correctly then you
should have absolutely no problems with a healing Elena.
One a side note, Elena is a relatively easy character to juggle with
the Genei-Jin.
Gouki:
Hugo:
One thing I have learned from many fights with said giant is that Hugo
has a real weakness against the Twin Palm Strike. Indeed, if you can
get the distancing on this down then you have pretty much won the
fight. How can I speak so confidently? From experience. Your perfect
distance for the Twin Palm Strike is outside of his forward + MP
slapping range. From this range, even if your move is parried or
whiffs you are completely safe. Your initial aim in the fight should
be to get Hugo on the floor. Whether you sweep him, chain combo him or
what not make sure Hugo hits that pavement. Once he has, stand at your
anti-Hugo range and perform the Twin Palm Strike as he is standing up.
Inexperienced players will block and after which try to attack you only
to find that you are pulling off a SECOND Twin Palm Strike. Good
players will parry and try to attack you realizing that you are too far
for them to do anything (except Kara Throw... be VERY weary of those who
can Kara Throw) meaning as they counterattack you are free to do
whatever you wish to them.
Past the Twin Palm Strike there are myriads of strategies against Hugo.
Most individuals cannot perform a 360 or 720 without jumping first
which means you are looking at a LOT of jump-ins. Aside from being
able to, you guessed it, Twin Palm Strike Hugo out of any of his jump
ins, he is also one of the characters on whom the Flying Twin Kick
actually WORKS. If that weren't enough, Hugo makes an absolutely HUGE
target to use the launching MK on as long as you can get the timing
down. Other Hugo players will dash in or walk in or possibly perform a
Lariat to get inside. Dashing players can be downed with simple
crouching MKs, Twin Palm Strikes or anything else you really want.
Walking players you have to be a bit more weary because they can parry
or block meaning you should play a little more conservatively by trying
to bat them away with series of LPs or a MP -> HP -> back + HP chain.
I would not recommend at ANY point to use the Lunge Punch on him simply
because it is obscenely easy for him to Moonsault Press you afterward.
Having dealt with defense, offense is really quite easy. It isn't hard
to jump in and use your LP -> forward + HP air chain since he is such a
huge target. It also has considerable priority over him meaning you
won't have to use your Toe Press or even jumping HP very often. Other
than that, stick with your simple chain combos and high-low games to
down the brute. Just make sure you back off when he's getting up
because his Moonsault Press is a great get-up move. If you are going
for full offense it should be noted that Hugo players have huge
difficulties with the Genei-Jin simply because Hugo is slow to react to
changing conditions (which is what the Super Art is all about)
On a side note, Hugo is one of the easiest characters in the game to
juggle with the Genei-Jin.
Ken:
The middle-man when talking about the difficulty of fighting shotos.
In terms of fighting style, Ken has a few unpredictable kicks which
separates him from the other shotos and makes him a bit difficult to
parry. First of all, parrying Ken's jump-ins isn't too difficult. Be
careful of his cross up MK however as it can spell trouble (you still
parry forward BTW). Since Ken's jump-ins have a lot of priority, there
isn't much you can do to thwart him beyond this unless you want to
quickly backdash and then Lunge Punch forward (praying you catch him
before he reaches the ground). Once on the ground, Ken players like to
pull off the typical crouching MK -> fireball combo followed by
overheads. If you can't parry this 2 hitter (I advise you practice as
it works on ALL shotos) then simply block low and then block high or
try to tag him after the fireball. Tagging him after the fireball can
only be done when Ken is extremely close since he'll lag after it.
After this you can typically expect one of two things. He'll either
wait for you to try to jump out in which case he will Dragon Punch you
or he'll use a Hurricane Kick to cover the distance back and then
assault you again. If you see him pull a Hurricane Kick you can either
parry (not hard at all) or crouch under it. The former gives you a lot
of time to counterattack while the latter gives you less time but
reverses your positions putting him back in the corner. In the case of
the Dragon Punch you can either jump and parry or simply walk up to him
and block (he'll usually still pull it off as the opponent is in this
frame of mind). Once he's down you can take an offense. On offense
you want to avoid jumping in unnecessarily since his Dragon Punch has
supreme air priority. Again, you can parry but this takes practice.
Typically I like to jump to about half a jump's height and then use the
LK Toe Press to trick the opponent into pulling a Dragon Punch that
whiffs thus giving me the time to counterattack with ease. Against Ken
your best offensive weapons are your chain combos, throws, Toe Press
and Shoulder Charge. I would advise chain combos over high-low games
because Ken can generally out prioritize you in terms of combos which
don't have him constantly blocking. Throwing generally used when he
turtles after a few chain combos to wake him up (be careful about that
Dragon Punch though!). The Toe Presses must be aimed and timed so that
you hit Ken as he is getting up, not while he is on the floor or after
he is up. This way you avoid the patented Shoryuken get-up and also
the Shoryken anti-air. Finally, the Shoulder Charge can pass easily
under his fireballs and has a quick recovery meaning you will be safe
even if he manages to block it. I would advise a careful game of
running in and out of your opponent's range of attack to slowly widdle
Ken down to nothing.
On a side note, Ken juggles rather easily with the Genei-Jin.
Makoto:
This woman has been dubbed the "Dizzy Bitch" by many players I have had
the pleasure of meeting, and for good reason. Makoto is pure and utter
strength, simple as that. With high priority, awkward to parry moves
and the ability to dish out disgusting amounts of damage, she is an
opponent who is feared by many, but played by few. This being said,
she is far from impossible to defeat, but play carefully. First off,
getting in on Makoto isn't too difficult. Mixing up your Toe Presses
generally makes short work of this (considering you are not so
predictable that you will be parried) and even jumping HPs can do it
since Makoto is devoid of any really useful anti-air move. Be aware
that crossing her up, while looking easy, can be difficult against a
player ready to use her Shoryuken-type special move (she punches the
air directly above her). I would NOT recommend using a Lunge Punch to
try and cover ground because should she manage to block or parry the
move you are in for some real pain. If you need to get inside on the
ground, I would recommend the Shoulder Charge or even simply walking
back and forth while poking. Makoto's walking speed makes it easy to
catch up with her and her limbs are generally not long enough to catch
you after a poke. Now that you are inside, play high-low to the best
of your ability ending with a quick dash backwards and then a palm
strike. Many players like to dash forward after they see your backflip
in an effort to push an offensive but they will generally meet doom in
the form of two palms. If she jumps in, your Twin Palm Strike will
generally take out almost anything she chooses to use (except for a
well timed HP) because most of Makoto's jump-ins are not that useful.
After you have safely left her range of attack you can either press a
second attack or try to bait her into using a Hayate (the dashing
special move). Many Makoto players tend to abuse this move without
realizing that Yun is fast enough to counter the move after it is
blocked (a simple crouching MK -> Lunge Punch will do). The key to
fighting Makoto is to outmatch her in speed and overwhelm her.
Makoto is on the harder side to juggle with the Genei-Jin, but she also
seems to have difficulty dealing with the super outside of combos.
Necro:
This can be trouble if playing an opponent who is actually experienced
simply because Necro can pound you at far range before you ever have a
hope of getting inside. Naturally, parrying is always an option but
not always the easiest thing to see coming. What to do? The basis of
your game in this case should be to try and knock Necro down. There
are a few ways to do this. The first is try and Toe Press low, but
this has a habit of getting stuffed pretty easily (either by his
electricity or a simple parry). Jumping in and parrying is generally
pretty safe since Necro's air counters are all rather easy to parry
(this includes his electricity, just parry 3 times slowly). If you
can't parry, then try landing Toe Presses just before Necro. He often
performs his back + HP uppercut which has great vertical range but
lousy horizontal. This also covers you if he uses his electricity
(often you are out of range). However watch out for his Magnetic Storm
super, and be ready to parry or simply be a little more defensive
should you see his Super meter charged. Alternately, if you want to
get inside directly it is relatively safe to use a properly distanced
Lunge Punch since it has priority over most of Necro's moves and Necro
is slow enough that he has a hard time countering a blocked/parried one
with anything big. Once Necro is down you can proceed to jump on him
with a HP without fear of much more than a parry. Your jumping HP has
priority over even his electricity move as he's getting off the floor.
Beyond this, stick with constant ticking but be weary of playing high-
low because Necro's crouching LP will destroy your overheads (its quick
and has massive range for a LP). You can be a bit more lenient about
whipping out laggy moves since Necro has a hard time countering but
beware of his infamous MP -> Spinning Punch -> Magnetic Storm combo.
For the most part, Necro takes a LOT of damage so you should be able to
down him with quick consistent hits that give him no room to breathe.
In terms of dealing with Necro's offensive, he likes to play high-low a
lot with his Snake Fang and Flying Viper moves. I tend to block low
more often since his Flying Viper is easy to see coming. You can
counter it with a LP Lunge Punch, or just parry it into whatever you
want. The Snake Fang is much harder to deal with but remember you CAN
block it and it has pretty hefty lag times.
On a side note, Necro juggles rather easily with the Genei-Jin.
Oro:
I remember when I use to make fun of Oro. Those days are way behind me
now, as I have discovered that Oro can be one of the toughest little
SOBs to square off against. He is small enough to crouch under a
number of moves, his power is respectable and it can be a bitch to
parry him. Your best bet to assault him is, again, aim for a low Toe
Press. Although this is a bit dangerous considering his rising elbow
move, it is still rather effective and, if aimed properly, can take him
out even if he does it. Once inside, I suggest using the LP -> LK ->
MP -> LP Shoulder Charge combo as opposed to his MP -> HP -> back + HP
combo because Oro has a very easy time crouching under the latter and
smacking you silly. High-Low is the name of the game here and try to
keep him pinned up against the wall. Once you have ticked him enough,
poking Oro is not a bad idea because his limbs are short enough that he
has a difficult time countering you even if you miss. Keep an eye out
for his Sun Disk Palm however and be ready to parry if you see it.
Many Oro players will also execute a back + MP launching punch after
the Sun Disk Palm anticipating your jump-in. This WILL destroy your
Toe Press so I would suggest either jumping in and parrying it,
crossing up with an overjumped Toe Press or simply just don't jump over
a Sun Disk Palm. Another little move Oro players like overusing is the
Jinchuu Nobori (the move where he jumps up and lands on you kicking).
This move can actually be parried rather easily and I would suggest you
learn it because it is the easiest way to defend against it. If you
can't do this, remember to block high often and remember that you can
hit Oro before he lands with a Lunge Punch. Also be weary of his
standing HP which is a very painful overhead attack. Oro players also
have the advantage of a wide variety of Super Arts. The Tengu Stone,
although weakened since Double Impact days, is still very strong and
hard to deal with so I would suggest you simply flee for the duration
of the super (with Yun's speed it shouldn't be too difficult). The
Yoroi Doshi super is little trouble and is easy to avoid (just block
the big one). This finally brings us to the Kishin Riki, which is not
so reeky anymore. It looks like Capcom has increased the damage and
idle time on this super so be cautious to keep Oro at a distance if he
activates it. The 3 punch version is a little hop that throws you
straight up and slams you down and you can pretty much bet he'll use it
anytime you go for a low kick. Solution? Keep a constant game of in
and out so as to make him whiff the super. Finally there is the issue
of his jumping HP and double jump. The jumping HP hits twice so be
sure to parry accordingly. Alternately it takes little more than a LP
Lunge Punch or jumping HP to knock him out of it. As for the double
jump, he may use it to get around some of your moves, but in the long
run the recovery is pretty long on it so you have time to even Lunge
Punch back and STILL smack him.
On a side note, Oro juggles rather easily with the Genei-Jin.
Do's
- Try to keep him pinned, Yun doesn't work very well under pressure
or in any kind of defensive position.
- Learn to parry the Toe Press, you will be ever grateful for
having learned it.
- Keep in mind to use low risk moves against Yun because he can
punish you quickly and painfully for a single mistake.
- Be mindful of his high-low game, not only is it fast but his
overhead is pretty useful.
Don'ts
- Rush out to attack him after missed or blocked combos, Yun
players have tendencies to delay moves making you think there is
an opening which really doesn't exist.
- Buy into his mind games, especially in terms of the Twin Palm
Strike. Learn to see the instant in which Yun will attack or
not. Once he commits, THEN you can counterattack.
- Panic if Yun has just creamed you with consecutive chain combos,
remember that he takes a lot of damage and thus the match can be
brought into perspective very quickly.
Jump-in LP -> Forward + HP (chain) -> land standing MP -> standing HP -
> Backward + HP (chain) -> (optional) You Hou
- Basic chain combo you will use 90% of the time, does decent
damage and knocks the opponent down. Chaining the Super Art is
great for beginners but knocks the super's damage to about 2/3 to
1/2.
Standing LP -> Standing LK -> Standing MP -> LP Shoulder Bash ->
(optional) Any Super Art.
- Second Basic chain combo. Does slightly more damage than the
first combo but the range is much shorter. Learning to buffer
the Genei-Jin after this combo unleashes Yun's potential as a
high-level character.
Crouching MK -> Lunge Punch
- Another bread and butter, I suggest only using the LP Lunge Punch
to avoid risk.
Crouching MK -> Any Super.
- Difficult to use since the crouching MK doesn't give much time to
evaluate using a Super Art or not. Requires QUICK reaction.
Close (launching) MK -> any juggle (preferably cancel into high jump
and LP -> forward + HP chain)
- The juggle kick that brought Yun/Yang to fame, easy to use after
an anti-air parry.
Opening Animation(s)
1.) Yun stands tapping his foot impatiently before performing a
Kung-fu bow and entering his fighting stance.
2.) Yun stretches his back leg while saying "Oreniwa katenai Ektay"
(You cannot defeat me) or "Kataze kono ken ka" (Allow me to join
this fight)
3.) Yun comes from the side of the screen jumping off his skateboard.
4.) (Special against Makoto) Yun bows
5.) (Special against Yang) The two flip past eachother
Standing Animation: Typical Kem-po style stance. Yun bounces up and
down more while his brother Yang bounces back and forth.
Taunt: Yun circles his hat around his finger and says "Tsuman ney na"
(This isn't fun), "Kakka te koi yo" (Come and fight me!) or "Yoi you
daze" (I can handle this).
Ending Animation(s)
1.) Yun strikes a Tiger Kung-Fu pose
2.) Yun strikes a Crane Kung-fu pose and says "Zato kona mon" (This
is the least I can do!)
3.) Yun bows and says "Soh-jin" ("Done" - strangely, his only Chinese
phrase)
4.) Yun simply bows.
Teo - For endless matches of SF goodness, truly your Ibuki is something
to be feared... but beware the JUMPING HP!
Morrigan - For at least trying... = )
Red Sheep - You've shown me that Hugo's strength knows no bounds
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2.1 - Legal Stuff
Feel free to distribute this FAQ so long as MY NAME IS ATTACHED TO IT!
(EGM< This means YOU!)... Yes, we do have a copyright thing here in
Canada...