*********************************************************************** Capcom vs SNK 2: Millionaire Fighting 2001 Yun FAQ written by ‘IGreyfoxI’ Version 4.5 *********************************************************************** Email: Yin_yang95@hotmail.com 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 *********************************************************************** 1:Yun Bio/Backround *********************************************************************** 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. *********************************************************************** 2:Why choose Yun? *********************************************************************** 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. *********************************************************************** 3:Movelist *********************************************************************** 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? *********************************************************************** 4:Combos *********************************************************************** 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. *********************************************************************** 6:Yun Strategies *********************************************************************** 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. *********************************************************************** 7: Intros, Win Poses, Taunt and Colors *********************************************************************** 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! *********************************************************************** 8:Credits and Thanks *********************************************************************** 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.