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Capcom vs SNK 2: Millionaire Fighting 2001
Yun FAQ written by ‘IGreyfoxI’
Version 4.5
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Email:
[email protected]
Email me if you have any questions on Yun, and I’ll try to find out about
it.
Legal Stuff:
You may not use this FAQ in any manner to profit off of without my
permission. Ask me through email before using this FAQ anywhere on the
internet. You may, however, print this FAQ for yourself.
Capcom vs SNK 2: Millionaire Fighting 2001 and its characters are all a
registered copyright of Capcom Japan 2001.
If there’s anything needed to be changed in this FAQ, I’ll revise. Comments
are welcome also.
____________________
Contents:
1:Yun Bio/Backround
2:Why choose Yun?
3:Movelist
-Normals & Misc. Movements
-Specials
-Supers
4:Combos
-Combos without Supers
-Combos with Supers
-C-groove exclusive combos
-A-groove exclusive combos
5:Grooves for Yun
6:Yun Strategies
7:Intros, Win Poses, Colours and Taunt
8:Credits
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1:Yun Bio/Backround
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Yun and his brother Yang were both taught by their rumored grandfather Gen
from the Alpha series, who is a practitioner of Mantis and Crane style Gung
Fu. After their parents split up, Gen taught both Yun and Yang the deadly
art of Kempo style Gung Fu. Yun and Yang were both trying to help the
businesses and people in their small village in China in the 3rd Strike
storyline, and succeded in defeating Gill. The people residing in their
village call the brothers the ‘Twin Dragons’. Yun also has a girlfriend
named Hoimei, whom Yang would like to have for a girlfriend himself. Yun,
the socialist brother, enjoys skateboarding, while Yang, the quiet brother,
enjoys rollerblading.
Yun has appeared in Street Figher 3: New Generation, Street Fighter 3:
Double Impact, and Street Fighter 3: Third Strike.
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2:Why choose Yun?
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Well, despite the fact Yun has been weakened severely from 3rd Strike, he
can still be a force to be reckoned with if played as properly. He’s still a
pretty fast character, and has excellent comboing abilities. Most of his old
bread & butter combos are still intact, thankfully. My personal reason for
choosing Yun is that he’s not a complete imbalanced character like Sagat &
Blanka. For this game, he’s more like a character that when you play wisely
with and win against ‘top tier’ character users in the arcade, you feel good
because you didn’t resort to using an extraordinarely powerful character.
He’s good for casual play and perhaps tourney play if you’re confident with
him. Yun is also a very stylish character, sporting some cool intros and end
poses, unlike some boring people...*cough*..Hibiki..*cough* Sadly tough, Yun
is reported to have very low endurance.
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3:Movelist
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Abbreviations:
WP-Weak punch (Jab)
MP-Medium punch (Strong)
HP-Heavy punch (Fierce)
P-Any punch
WK-Weak kick (Short)
MK-Medium kick (Forward)
HK-Heavy kick (Roundhouse)
K-Any kick
F-Forward
DF-Down & forward
D-Down
DB-Down & back
B-Back
BU-Back & up
U-Up
UF-Up & Forward
QCF-Quarter Circle Forward
QCB-Quarter Circle Back
HCF-Half Circle Forward
HCB-Half Circle Back
DP-Dragon Punch (F,D,DF-P)
XX-Cancel
____________________
Note: All normals, specials and supers were performed on a ratio 2 Ryu with
a C-groove ratio 2 Yun...(If you’ve played a professional Ryu player in CvS,
you’d know why...hehe)
Ryu’s lifebar vitality is worth about 14400 damage points. (Thanks to ghouki
from SRK.com for pointing this out.)
=======================================================================
Normals & Misc. Movements
=======================================================================
Nothing really special about Yun’s normals. He doesn’t have the range of
Hibiki, but he doesn’t have the dinky range of Athena either. So he’s kinda
your average Joe (not Joe Higashi) in the normals department. And contrary
to my previous thought, Yun *does* have a cross-up, but it is nearly
impossible to hit. You’ll see if you try it out on a crouching Zangief
(nearly anything crosses a Zangeif, actually…^_^;), Yun’s jumping forward
crosses him. I wouldn’t advise using it in a fight.
___________________
***Standing***
Jab:
A quick poke the to the mid section of Yun's opponent.
This is a very good poking normal to string multiple times. Normal jab
range.
Strong:
Yun makes a short shuffle forward while lunging his elbow at the high
section of the opponent. He no longer stays advanced like he did in 3rd
Strike, meaning he returns to his original spot. Bleh...nothing great about
the reach, but the specials you are capable of linking afterwards are nice.
Fierce:
Yun does an extended fist punch the the gut. Probably Yun’s best poke to use
from afar. You can no longer press forward and fierce for Yun to do his palm
strike attack from 3rd Strike.
Fierce (Close):
Yun crosses his hands up and down resulting in two hits. An extremely useful
attack to link supers or specials with. It acts pretty much like Terry’s
standing close fierce punch. All of Yun’s ground supers will easily connect
after this punch hits and you can use a level one or two Sourai Rengeki if
you haven’t attained a level 3. You can also cancel the first hit into a any
of his specials, although only the Zesshou Hohou and Tetsuzan Kou, and a
Senkyuutai (on big characters) will actually connect.
Short:
Yun does a small low kick. Nothing really special here, except maybe that
it's part of his B&B combo. You can’t combo two of his shorts in succession
like most or all characters, but it does have pretty good range...
Forward:
Yun does an upwards kick, seeming almost vertical.
Great anti-air normal is it’s done early, and although its been slowed down
since 3rd Strike, it can still be useful. Yun is able to jump immediately
after this hits and go into any jumping attack, whether it be a normal, a
Reigeki Shuu, his air chain of Jab then forward Fierce, or better yet, his
Hiten Souryuu-Jin super! You can also cancel into a super whether or not the
normal is blocked. This can create some good rush-down opportunities.
Forward (pressing F):
Yun does a quick and small spinning areal kick.
One of Yun’s normals that has actually been improved in terms of speed since
3rd Strike(*gasp*) This overhead is a huge part of Yun’s confusion tactics.
Unlike most character’s overhead, this one has barely any start-up time.
Abuse it so you’re opponent gets annoyed. Hehe. Experiment with the distance
of this attack too, as it goes quite the length for an overhead.
Roundhouse:
Yun delivers a hard middle section kick. He ends up slightly forward after
this kick. Use this whenever you are far away and want to poke the opponent
while moving a tad bit forward at the same time. Sometimes they probably
won’t even see the coming. Don’t use it when you’re too close though. This
is slightly slower than his standing fierce.
Roundhouse (Close):
Yun does sort of a mini Nishou Kyaku (his anti-air double kick from 3rd
Strike)Do not use this as anti-air, as you’re prone to hitting his regular
roundhouse if not positioned right, or just hitting one of the double kicks.
However, it has excellent juggling ability. The kicks also has a lot of
priority.
***Crouching***
Jab:
A quick poke. Same as his standing version, except crouching. Very
combo’able.
Strong:
A quick elbow. Good powerful poke from close up. You can still combo into a
special move, and link a jab, a short or crouching fierce after it.
Fierce:
Yun does rising chop from the ground. This move qualifies as Yun’s best
anti-air. The only way to use it should be to do it early to hit air bound
opponents, as you’ll trade hits if you’re too close. Don’t use it to poke
though. It’s bufferable into supers.
Short:
Yun sticks out his front leg not too far forward. Excellent crouching poke,
as you can string three hits together. Nothing
really different from his crouching jab though...
Forward:
Yun sticks out his behind leg slighty further than his crouching short. Can
combo into a special like the crouching strong.
Roundhouse:
Yun sweeps his leg around forward. Sadly, Yun’s trip can no longer buffer
into his standing roundhouse, and its also been slowed down. Decent range,
but louzy priority.
***Jumping***
Jab:
A small elbow shot. Not that great.
Strong:
A diagonal poke. You’re better off with his jumping fierce or jumping
forward.
Fierce:
Yun does a straight out poke. He will do a downwards poke if you jump
forwards or backwards. This is exactly like the jumping strong, except a bit
more powerful.
Short:
Yun does a small horizontal kick forwards. May be good for air-to-air
tactics.
Forward:
A diagonal kick. Use this if your jumping in, but not in air-to-air combat.
Great reach.
Roundhouse:
Yun kicks upwards. This reminds me of his second kick
for his Nishou Kyaku from 3rd Strike.Umm...not really a great move for air
priority, nor for jumping in. Stick with his jumping short for air-to-air
combat, and his jumping forward for jump-ins.
Back Dash:
Yun does a back flip. Unfortunately, the length of this back dash has been
really shortened. He used to back dash practicly across the entire screen in
3rd Strike.
Forward Dash:
Yun hops forward. This goes over ground projectiles like Rugal’s reppukkan.
Pretty fast too. Also, an excellent tactic with this his dash is too do it
over knocked down opponents. He will jump over him/her, leaving the opponent
wondering which side to block.
Throw #1:
Yun pulls his opponent into him, then knocks them away with an
elbow to the mid section. This throw will knock the opponent closer, while
throw #2 will knock the opponent further. You’re better off using the other
one for more damage.
Throw #2:
Yun will flip over and use his legs to toss the opponent away. Use this more
often than throw #1 for slightly more damage.
Roll: Yun does a cartweel without hands. Look pretty cool.
Average roll speed.
Run: Yun will run fast keeping low to the floor.
A pretty fast run. Use it to zone in on the opponent.
Dodge: Yun sidesteps into the backround temporarily.
Many find this maneuver very useful to Yun, as it would be to any other
character. More explained in the ‘Grooves for Yun’ section.
=======================================================================
Specials
=======================================================================
Yun’s specials have nearly all been weakened or slowed in some way or
another. But if you use them in a safe manner, you’ll be fine with them.
Unfortunately, all of them excluding his special throw are 1 hitters,
meaning they can easily be parried/just defended. But try to be
unpredictable with your movements.
Zesshou Hohou:
QCF-P
Damage:(WP)1050, (MP)1155, (HP)1260
Yun lunges across the screen with an extended fist at a certain distance
(depending on which punch used.)
Yun’s main attack. The lag time if blocked on this has been severely
expanded since 3rd Strike. But if it’s done at the right distance, you’ll be
safe. However, I’d advise you don’t use the fierce version from afar on
small crouching characters, as his arms goes over their head, and Yun is
left vulnerable. This move can be used to finish off several of his combos.
It also goes over ground projectiles.
Tetsuzan Kou:
DP-P
Damage:(WP)840, (MP)945, (HP)1050
Yun charges forward then rams the opponent with his shoulder.
As you’ve probably figured out by now, this is another move in Yun’s
arsenal that has been weakened since 3rd Strike. The same rule applies for
the actual juggling though, the jab version doesn’t knock down, but can be
connected after a standing strong or a close fierce (right after the first
hit), and the strong or fierce version will knock the opponent into the air
setting up some nice juggling opportunities. This move goes under air
projectiles like Guile’s sonic boom. Oh, and you’re also safe if the move is
blocked, at any version.
Senkyuutai:
QCF-K
Damage:(WK)1260, (MK)1365, (HK)1365
Yun does a rising spring kick.
This is below average anti-air because the move gets stuffed a lot of the
time by air attacks. Sadly, Yun does not roll forward, then do a spring kick
like he did in SF3: New Generation. The kick used determines the height of
Yun’s kick, but I suggest the weak version, as it’s safer.
Kobokushi:
QCB-P
Damage:(WP)1470, (MP)1575, (HP)1680
Yun winds up putting both his palms together, then stomps the floor striking
the opponent with his palms.
The priority and a bit of range have both been removed, but the speed has
been improved. This move is Yun’s most powerful move, and knocks the
opponent across the screen. Still eliminates projectiles. Pressing three
punches instead of one will make Yun do a fake Kobokushi, winding up, but
never striking the opponent. Useful for confusion tactics, I suppose.
Zempu Tenshin (Close):
HCB-K (Throw)
Damage: 0
If Yun grabs the opponent, he will flip over onto the other side of the
opponent, leaving them vulnerable for about half of a second.
Although it is no longer exactly instant, the throw itself is extremely
useful. Yun can’t do most of his combos after the throw is landed since he
is a bit spaced from the opponent, but he can do any ground super of choice.
Oddly though, he can hit a standing forward only on certain characters like
Kyo, and go into a Hiten Souryuu-Jin. One of the best features of this is
that the damage is no longer decreased like it was in 3rd Strike, meaning
any super executed after the throw will take off as much as if you would do
the super regularly. Also, if you happen to be using a SNK groove, and your
opponent turtles when you have a super which the time is draining for, get
to them (preferrably running) and use the throw on them and hit a super. If
your opponent has a teleport though...well than you’re screwed.
Raigeki Shuu:
Down-forward-K (In air, while jumping directly upwards or forward)
Damage:(All)630
>From the air, Yun dives downwards with one foot extended.
So it’s been slowed down, weakened, and given less priority. I still find it
to be quite a useful move. It’s still an overhead, so that’s what can make
this move abusable. It’s even worse when the opponent is in the corner and
has no solid anti-air. Try to use it when you have your opponent trapped in
a corner. But don’t abuse it, as the opponent will see it coming and
parry/just defend, or just roll/dodge. Mix this with some crouching shorts
and his overhead for confusion. Oh, it can also cross-up at the right
distance.
=======================================================================
Supers
=======================================================================
Note: All supers were performed in C-Groove.
Yun has received two new supers; one of them being extremely useful, and the
other...not so useful. His old supers are still alright. He’s lost the
Genei’Jin though (that’s why they have A-groove you Genei-Jin Yun fans!)
Sourai Rengeki:
QCF,QCF-P
Hits & Damage:
Level 1: 4 hits-1995
Level 2: 6 hits-3150
Level 3: 8 hits-4515
Yun charges forward with a flurry of punches, and leaps into the air
finishing the super with a few kicks.
Yun’s charging assault super. There’s nothing special about this super
except maybe that it’s his third strongest super (?!?) You shouldn’t really
need to use this super actually...There’s nothing really great about it
except the level 1 version which is safe when blocked. You’re better off
using a You-hou instead with a level three on the ground, with its juggling
capabilities and all. Don’t use the super as anti-air.
You-hou:
QCB,QCB-P (Level 3 only)
Hits & Damage:
Level 3: 3 hits-4095
Yun first does his close standing fierce, then a small Tetsuzan Kou, and
ends with a very strong fist sending the opponent sky-high. He now bends his
arm for the last hit, instead of keeping it straight like it was 3rd Strike.
The almighty You-hou super that made Yun a force to be reckoned with
(besides the Genei’Jin) has been severely weakened in terms of damage. It is
surprisingly his weakest super! But the juggling capabilities after a landed
You-hou make this super one you should use often. There are several options
that can be done after, which I’ll explain in combo 7 in the combo section.
This super is still great anti-air too.
Raishin Mahhakken:
QCF,QCF-K
Hits & Damage:
Level 1: 11 hits-2100
Level 2: 15 hits-3360
Level 3: 19 hits-4200
Yun summons Yang to dive into the screen from above, and if he hits the
opponent on the ground, he will will do his neck slashing Raishin Mahhakken.
He then leaves the screen while saying “Zenbu yomitte da!” (I read all you
do!)
First of all, never use this as anti-air, as Yang will just hit the person
away from him and do a poke with no one around. In fact, this should be your
least used super. The damage is not worth any level 1 or 2, and you even
have to be in a corner for a level 1 to connect from a regular combo. Combo
into it with a level 2 or 3 only if you know your opponent will die, just
for the sake of style and variety. The level used determines Yang’s distance
of his kick. If his kick is blocked, prepare to get your arse handed to
you...unless you’re in C-groove and cancel into a safe move like the
Tetsuzan Kou. Beware, you can be tripped out of this super unless it’sa
level 3.
Hiten Souryuu-Jin:
QCB,QCB-K (In air/Level 3 only)
Hits & Damage:
Level 3: 13 hits-5880
If Yun connects with this, Yang will dive to the other side of the opponent,
and they will both begin to do symmetrical strikes, pummeling the opponent
to death. After the 9th hit the brothers will knock the trapped opponent
into the air, do back dashes, and both jump into the air with a ‘Kung Fu’
kick, crisscrossing eachother. Yang then jumps out of the screen saying
“Zenbu yommite da!” (I read all you do!)
For what all Yun has been screwed over for in this game from his 3rd Strike
incarnation, this super makes up for a very large portion. Yun’s most
damaging, and probably to most, his coolest looking super. If you jump in
with an attack, it’s most probably instinct for the opponent to do an
anti-air attack. That’s why having a level 3 makes to opponent very hesitant
to try to anti-air Yun, so they will probably automaticly go on the
defensive. Well, against good parry/just defend players, there’s not much
you can do for this situation, unless you yourself have the parrying/just
defending also. The super acts like Kim’s air super, where if the first
doesn’t connect, Kim will just bounce back. Did I mention you can also hit
this super on an airborne opponent too, like Kim’s?
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4:Combos
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This is where Yun shines. He is a very combo happy character, which is
pretty much the only way to inflict good damage on your opponents. Master
these, and you’ll master one of Yun’s major strategies. Thankfully, Yun
sustained most of his combos from 3rd Strike. ‘Difficulty’ is just my
personal opinion on how hard to the combo is to
land. One star being the easiest, and five stars being the hardest.
If you have any other Yun combos you’d like to mention, email me.
Note: Most of the following combos could have an extra hit if jumping in
with a MP, HP, or HK. I’ll only post the ground combos themselves. Oh, and
if you see brackets with a punch or kick version in it (example-(MK) or
something), it won’t always neccesarily mean that another version cannot
combo, it’s just that I’ve posted the most damaging version. And any
combination of three jabs or shorts will all string together, so if there
are combos with these first three strikes to begin the combo, keep in mind
they can also be changed.
=======================================================================
Combos without supers:
=======================================================================
C.WP,C.WP,C.WP, Zesshou Hohou (MP)
Damage: 1785
Hits: 4
Difficulty: **
A pretty simple combo to executed. Pretty good damage, but there are better
combos for Yun anyways. Although it’s easy to set up.
C.WK,C.WK,C.WK, Zesshou Hohou (MP)
Damage: 1785
Hits: 4
Difficulty: **
Nothing different from the combo above. Use whichever one you want.
S.WP,S.WP,S.WK,S.MP, Zesshou Hohou (HP)
Damage: 2415
Hits: 5
Difficulty: ***
Yun’s bread & butter combo. Master this one and you’ll have the opponent
hesitant to being close to you...Always
discontinue the lunging punch if the first four hits are blocked. If you
can’t get the hang of two punches to start the combo, then just practice
with one at first, then progress to the 5 hits. You can substitute the
lunging punch for a light shoulder ram.
S.MP,S.HP, S.HP (Holding back)
Damage: 1680
Hits: 3
Difficulty: **
You may combo a You-hou after this, but the second hit (and usually the
third hit) will always whiff. You can also pull off various other supers
too. (Thanks to Kmegura for pointed this out.)
Tetsuzan Kou (FP) S.MK,J.WP,J.Forward HP
Damage: 2730
Hits: 4
Difficulty: **
Yun’s main air chain combo. Try to do the juggling part after hitting the
Tetsuzan Kou under a fireball.
S.HP (Close) XX Zesshou Hohou (FP) or Tetsuzan Kou (WP)
Damage: 1785/ 1365
Hits: 2
Difficulty: *
Yes, I know, I’m posting even the worst of the worst combos. ^_^;
=======================================================================
Combos with supers:
=======================================================================
S.HP (Close), You-hou, (From this point you can either do:)
1-Tetsuzan Kou (MP), S.MK, J.WP, J.HP (pressing forward)
2-Tetsuzan Kou (MP), Zesshou Hohou (LP)
3-Tetsuzan Kou (MP), Standing Roundhouse (He will do the double kick)
4-Tetsuzan Kou (MP), Senkyuutai (HK)
5-Any normals
Damage: (1)7263 (2)7221 (3)7566 (4)7510 (5)Varies
Hits: (1)9 (2)7 (3)8 (4)7 (5)6
Difficulty: (1)**** (2)** (3)** (4)* (5)*
Obviously, variation 1 is be your best choice. If you ever have the chance
to hit a vulnerable opponent, this combo should automaticly pop into your
head. This nine hit combo has immense power, and can be done if the opponent
jumps in! But of course you’d have to go directly into the You-hou, skipping
the close standing fierce. Get into the hang of how long it takes for Yun’s
opponent to come back down from the You-hou. So your opponent makes a
mistake and your Yun happens to be holding a level 3? Show them just how
much a force Yun can be. This should be your main combo with a super in it
if you want big damage.
C.WP, C.WK, C.WK, You-hou, Tetsuzan Kou (MP), S.MK, J.WP, W.HP (pressing
forward)
Damage: 6633
Hits: 10
Difficulty: ***
This is nearly the same thing as combo 7, but with an extra hit and a bit
less damage. Should be used in the same case as the combo above.
S.HP (Close), level 2 or 3 Raishin Mahhakken or Sourai Rengeki
Damage: 5460/ 5775
Hits: 21 or 10
Difficulty: **
Use these for variety and style or if you know your opponent will die,
because a You-hou after a close standing fierce is a much better choice than
these two. In mid-screen, any level of the Sourai Rengeki will
connect, and only a level 3 Raishin Mahhakken will connect. However, in a
corner, any level of the Raishin Mahhakken will connect.
S.WP, S.WK, W.MP, Level 2 or 3 Raishin Mahhakken, Sourai Rengeki, or You-hou
Damage: 5145/ 5460/ 5355
Hits: 23/ 11/ 5
Difficulty:
As stated already, the You hou is the best choice here.
Tetsuzan Kou (HP), S.MK, Jump, Siten Souryuu-Jin
Damage: 6405
Hits: 15
Difficulty: **
The only way for the Siten Souryuu-Jin to be combo’ed into. The damage is
nothing but the super’s damage itself, with an added forward and Tetsuzan
Kou added to it.
=======================================================================
C-groove exclusive combos
=======================================================================
Note: As you can see, I haven’t gotten many C-groove combos down. If you
wish to submit any C-groove combos, feel free to do so. You can include a
description if you wish. All credit will go to you.
____________________
S.WP, S.WK, S.MP, Level 2 Sourai Rengeki, cancel into a level 1 Sourai
Rengeki
Damage: 4515
Hits: 10
Difficulty:***
Umm...nothing really special about this combo, just maybe cool looking in
the effect of cancelling. Hehe. Cancel into the second Sourai Rengeki 6 hits
into the combo.
S.WP, S.WK, S.MP, Level 2 Sourai Rengeki, cancel into Tetsuzan Kou (WP),
S.MK, J.WP, J.HP (pressing forward)
Damage: 4993
Hits: 11
Difficulty:****
The ending for this one is pretty much like combo 7, but the starting is
different. Cancel into the Tetsuzan Kou 7 hits into the combo.
(Credit goes to KMegura for telling me about this combo. Featured on the DC
fan disk)
S.WP, S.WK, S.MP, level 2 Raishin Mahhakken XX Tetsuzan Kou (HP), S.MK,
jump, Raigeki Shuu--misses (WK), S.MK, Raigeki Shuu---misses (WK), S.MK,
Raigeki Shuu—misses (WK), S.MK, J.WP, J.HP (pressing forward)
Damage: N/A yet (It’s huge though!)
Hits: 24 (!!!)
A whopping friggin’ 24 hit combo. Yep, Yun has one. This combo is sure to
embarrass your opponent to no end. Insane hits, insane damage, this combo is
godly. Too bad it can only be done in C-groove...Oh, and the Raigeki Shuu’s
should all miss.
Submit folks!
=======================================================================
A-groove exclusive combos
=======================================================================
Note: As you can see, I haven’t gotten many A-groove combos down. If you
wish to submit any A-groove combos, feel free to do so. All credit will go
to you.
____________________
(Credit goes to tragic for this combo. Featured on his first A-groove combo
video)
Damage: 5472 (Performed on Kim...hehe ^_^;)
Hits: 12
Difficulty:
Screen: Middle
Activate CC: C.HK XX Kobukushi (HP) XX Tetsuzan Kou (HP) XX Kobukushi (HP)
XX Tetsuzan Kou (HP) XX Kobukushi (HP) XX Tetsuzan Kou (HP), S.HP, S.MP
(MP), S.MP, Sourai Rengeki
(Credit goes to Chatswood Game Wizards for this combo.)
Damage:
Hits:
Difficulty:
Screen:
Activate CC: S.WP, S.WK, S.MP, Zesshou Hohou
***********************************************************************
5:Grooves for Yun
***********************************************************************
In my opinion, Capcom grooves are better than SNK grooves for one reason: No
friggin’ timers on your supers! Argh...how it pisses me off when the person
I’m playing turtles while my super bar is decreasing...I myself use
P-groove, despite it’s disburbingly weakened flaws.
C-groove: Obviously this groove would be good for anyone, since the meter
builds up so friggin’ fast, and all the groove’s features. If you’re an
absolute beginner at Street Fighter, this should be your groove to use. Yun
doesn’t really exceed in any special aspects of this groove, except maybe
the cancelling of the super option.
A-groove: Yun could have many variations in this groove, which I think, is
Yun’s substitute Genei’Jin. I believe the only way to combo into a custom
combo for Yun is to do either a strong or fierce Tetsuzan Kou. Like nearly
everyone’s custom combo, Yun’s aren’t really that strong. That statement
made excluding any further discoveries for better, more damaging Yun
A-groove combos.
P-groove: Why must Capcom always screw their best features? A once strong
option, the parrying has been toned down to requiring extremely precise
skill. The timing for parry inputs are now much harder for CvS2, and 3rd
fans that used Yun (or perhaps Chun-Li) may be dissapointed, having learned
the parrying thoroughly in 3rd Strike, they may not be able to show off
their old skills in this game. Not only that, the P-groove supers are weak
and build the slowest. You will need a lot practice to be a real tough
contender in this groove now. For professionals only. No scrubs allowed in
this groove.
S-groove: The only reason to choose this groove is obviously the dodge
feature, and the infinite supers, so he can do his level 1 Sourai Rengeki
over and over. When you can feel the opponent will attempt to trip you or
jump in with an attack, dodge, and go into a quick and effective attack,
whether it would be a fast combo, his knockdown kick or bufferable punch,
charge-up, it’s your choice. On low life, I like to constantly do s.WP,
s.WK, s.MP, Sourai Rengeki.
N-groove: This is probably the most popular groove of all. Other than that
though, there’s nothing really ground-breaking within the groove. Use it if
you want a lot of mobility.
K-groove: This groove is very much like P-groove, except ‘Just defending’ is
a backwards tap of the controls. Why the just Defending feature is better
than parrying in my opinion, is that it is safer, gives a splinter of life
back, and you get just as much, if not more meter gained. But the
retaliation time is smaller. Rage mode is quite interesting too, since it
occurs very often.
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6:Yun Strategies
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The offensive Yun or defensive Yun; it’s your pick.
Offensive Yun strats: Yun, is played as correctly, can give the opponent a
hard time, since he can have a excellent high and low game. Usually, if I
play my Yun offensively, I’ll will try to get the opponent knocked down in a
corner first. Then, I’d start to do a sort of rush-down game with him. First
jumping in with a roundhouse Raigeki Shuu while they get up, and do a few
low shorts and go into his overhead from afar. It works if you can keep your
opponent guessing what low or high attack you’ll use. If your opponent
always turtles, then you should obviously use a throw, or his Zempu Tenshin.
As for his poking game, it’s decent. I like to use the standing roundhouse
for far pokes, and crouching shorts or jabs for close range. However, do not
go too crazy with Yun because you can’t afford to risk his poor vitality.
Defensive Yun strats: There should be no such thing as a defensive Yun,
because he is a character meant for speed. But if you wish to have a
defensive Yun, I suggest P-groove, or K-groove, as they each have the option
to make your opponent always wonder if you’ll parry/just defend or not. If
they jump in, parry/just defend and retaliate or roll away to safety. If
they roll, throw. If they play keepaway with fireballs, either do a Zesshou
Hohou for ground fireballs, or a Tetsuzan Kou for regular fireballs. If you
see them walking to you to throw, quickly jab them. If they super you,
block, or parry/just defend if it’s an easy super like Rock’s level 3 Shine
Knuckle. That’s pretty much a defensive Yun’s game.
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7: Intros, Win Poses, Taunt and Colors
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Note: A huge thanks go to Kibagami for getting the following translations
for Yun. His FAQ on translations can be viewed on GameFAQs.
____________________
Intros:
Yun leans forward on his front leg saying, “Ore ni wa katenai ze!” (You
can’t beat me!)
Yun leans forward on his front leg saying, “Kata ze, kono kenka!” (Let’s
settle this fight!)
Yun jumps into the screen from the opponent on his skate board, which then
goes rolling off. He doesn’t speak here.
Yang is by Yun’s side and says “Muda da na” (It’s useless). Yun puts his arm
in Yang’s way, and he jumps out of the screen. Yun says “Kata ze, kono
kenka!” and goes into his stance.
Special intro with Chun-li: Chun-li says something in Japanese. Yun replies
saying “Ore ni wa katenai ze!” in Japanese, and Chun-li corresponds
something in Japanese again.
____________________
Winpose:
Yun bows his head with saying “Tsugi!” (Next one!)
Yun stomps the floor with his arms extended, then goes into his ‘one leg up’
pose saying “Zattokonnamon!” (That is all!), or “Yobu yu da ze!”
Yang jumps into the screen behind Yun, and the brothers both strike a pose
with one arm up, the other one down, and their legs extended.
____________________
Taunt:
Yun slides his front foot back, and rests one arm on his hip, while spinning
his hat on his finger. He will either say “Tsumaran ne na!” (Boring!), or
“Kakatte koi yo!” (Bring it on!)
____________________
Colors:
Note: ‘d.’ is for dark and ‘l.’ is for light.
Top Pants Wrist bands Hat Sneakers
Pressing WP:| white | black | yellow | blue | grey & black |
Pressing MP:|l.purple | d.grey | pink | orange | purple & black|
Pressing HP:| yellow | d.blue | l.pink | black | yellow & black|
Pressing WK:| orange |d.purple | yellow | purple | d.purple black|
Pressing MK:| grey |d.brown | yellow | d.grey | grey & black |
Pressing HK:| white | d.blue | yellow | green | l.pink & black|
“ LP+MP+HP:| l.green |d.green | yellow |l.purple| green & black | “
LK+MK+HK:| l.blue | brown | yellow | pink | l.blue & black|
Thanks to Shyiori Okamura for pointing out how to get those two last colors.
Custom Colors: This little sub-section is completely entitled to your
personal colors, as I could post many combinations, but I won’t. If you
would like to submit any of your personal Yun colors, feel free to do so by
e-mailing me. As always, I will give you full credit. You can even title you
Yun’s colors if you want. I’ll just post one of my personal colors to get
the section going.
Note: All combinations up to down are from left to right in the game.
‘Nature Yun’
| 27 | 21 | 13 |
| 24 | 16 | 09 |
| 22 | 11 | 05 |
| 17 | 07 | 01 |
| 13 | 02 | 01 |
| 03 | 19 | 03 |
| 03 | 14 | 02 |
| 00 | 11 | 03 |
| 00 | 05 | 00 |
| 03 | 07 | 16 |
| 02 | 06 | 14 |
| 01 | 05 | 10 |
| 05 | 05 | 04 |
| 03 | 02 | 04 |
| 28 | 25 | 00 |
Submit folks!
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8:Credits and Thanks
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Capcom: For making the game.
SNK: For letting Capcom the licensed to borrow their characters.
GameFAQ’s staff: For hosting my FAQ.
Kibagami: The good man who provided me with all Yun translation. Major
thanks. His FAQ can be seen at GameFAQs.
Mummy-B, Kao Magura, Buktooth88 and James Chen: These good folks provided
those who hadn’t played the game with some great info in it’s early arrival
in either Japan or America.
All those who provided either C-groove or A-groove combos.
Readers of my FAQ: I hope this Yun FAQ helped.