Street Fighter III: Third Strike YUN CHARACTER GUIDE Version 2.0 2000 -------------------------------------- Legal Blather: All characters and moves are copyrighted by Capcom and all rights are reserved. I do not take credit for anything except the time and energy put into writing this Guide. FAQ copyright 2000 by Zerogun, email at Zerogun2@Yahoo.com Reproduction is permitted to anybody that knows how to copy and paste, as long as you don't cut my name and this section out!!! -------------------------------------- INTRO: Supposedly Yun and Yang are both grand-children of the Gen that we all know and love. Yes, the "assasin's fist" Gen. (Notice the similarities between Gen's rushing super and Yang's Rashin Mahhakken?!?) Yun is actually the OLDER of the two. You never would have thought, huh? He is more light hearted and less serious about the fight, and this is rather obvious by the quotes he delivers at the end of fights, "I rather rave than misbehave". The two boys work in a restaurant and entered the Street Fighter's Tournament when they heard about the money being offered, seems like they were falling under hard times. (history taken directly off of Fighters.net character profiles) Character Basics: *Yun is fast. *Yun is chain combo crazy *Yun takes damage well and gives it well too (compared to his brother!) He has been rather toned dawn A LOT from 2nd impact. His jab, light kick, medium punch, strong, then shoulder charge doesn't take the insane amount of damage that it used to. And neither do his specials. But still, he gained some speed (mainly because everyone else seemed to have been slowed down.) ------------------------------------- NORMAL MOVES For this section I am assuming that you know about the basics. If you don't then go read the K. Megura FAQ on GameFAQS and then come back. I will only be listing the moves that I think are useful. Jab: light and ultra fast. Can be chained when done standing. The crouching one has a little use, read further more. Strong: Amazingly versatile and fast for a strong, nice reach too. Good for poking the hell out of people. Use standing or crouching Fierce: Can you say overpowered, long reaching fingers? Yeah, great move. Press Forward and Fierce and Yun will step fowrard for even longer reach! It is only okay when used as a jump in due to the shortness of range. Keep in mind though, that this is the only basic jump in that will allow you to connect anything with. Medium Kick: when done up close it is a launcher, when done from afar it angles out at 45 degrees. Good reach while crouching. Easily comboed from. The medium kick seems like it's the best to use as a jump in also. Roundhouse: A straight LONG range kick to the guts when done standing with little or no recovery. When done as a sweep you can attach another standing roundhouse to it as a chain. I will explicate further on. ------------------------------------- COMMAND MOVES Nishou Kyaku (F,HCF + Kick), EX: Yun does what looks like an air Roundhouse and rises at a 45 degree angle. The kick strength varies the height of the Kyaku. Unlike the Senkyu Tai that he use to have there is no start-up roll. Low on priority, low on damage. Overall... it is very useless. Can be comboed.... but why? Half the time you will miss completely and when you do hit the damage is nothing compared to what you could have done. The EX is fast, like all EX's, and will catch anything except an air hurricane kick. In that situation you will probably trade hits, usually with you taking more damage. Do the EX when you just really want the energy taken out of your opponent's life bar because the EX does enough damage to justify itself. Arlieth Tralare writes: "You can chain two Ex's off of each other." This is very true. Takes good damage, although the second Nishou Kyaku is heavily buffered, but wastes a lot of Super Art meter. Only do this if you are using the Sourai Rengeki and have a lot of meter to spare. Raigeki Shuu, or Dive Kick (jump, then Diagnolly down and forward + kick): Yun does a dive at the opponent. Can be done anytime during the ascension of the jump. Yes, ANYTIME. Most opponents expect you to do it at the highest point of your jump. Be unpredictable. Kick strength varies the angle and the speed at which Yun descends. You MUST aim at the opponent's lower leg or else the will have some time to counter, even if you land the hit. I have been thrown so many times due to the fact that I aimed the kick wrong. Senpuu Kyaku, overhead kick (f + medium kick) : slow overhead. Good for mixing up the opponent, and for moving forward to set you up for his chain combos. This move has as slow a startup as his universal overhead, but it is still good because it is harder to detect coming. Kobokushi, Palm Strike (QCB + punch): Oh yeah! The strike may have slow start up but it is highly prioritized when in the final stages. Punch controls the speed of startup as well as the damage. The obokushi WILL knock out fireballs and trade hits with Shoryukens. Awesome move, though watch the execution, there is just enough time for the opponent to throw/trip/super you. Fake Kobokushi, Palm Strike (QCB + two punches): Good only as fakeout. Read on, and I will explain. Zesshou Hohou, or Lunging Punch (QCF + punch) EX: This is a fast lunging punch. The strength of the punch determines distance and speed of the Zesshou Hohou. Remember, after the jab Zesshou Hohou there STILL is a bit of a recovery time. Usually not enough for anyone to do anything excpet a foward kick or medium punch. Anything else is too slow. They will still have enough time to super, because time stops for most supers! Rarely is there anyone fast enough... but be carefull anyway. But it is still very useful. Zenpou Tenshin (HCB + kick): Yun grabs the opponent and then flips over them, leaving them stunned for a milisecond. NEVER use this unless you are feeling reeeeaaalllyyy cocky and just want to insult your opponent. You have to be right next to the opponent (kissing them, or at least within throw range) Usually you land too far away to do any real damage and if you super afterwards the super is Combo Buffered heavily, taking almost no damage. Tetsu Zankou, aka Shoulder Charge (F,HCF + Punch) Yun charges forward and gives them the shoulder. The punch button determines the length of the startup and the distance travelled. The medium and fierce punch buttons allows for some juggles since it knocks them up in the air. Slow start up but NO recovery time! The EX one is fast and it goes under Hadoukens! Abuse the move!! Very hard to parry the Tetsu Zanjou when you bust it out in the middle of an offensive onslaught of attacks. But don't be too repetitive, because they will learn.... Note: This move gives you A LOT of super meter. I don't know why it does, but use this to your advantage. You'll get that You Hou charged in no time! -------------------------------------- SUPER ARTS ** all super arts are done with QCF, QCF + punch I. You Hou: can you say "mini-Shin-Shoryuken?" Yun punches them up and then juggles them twice for a total of three very damaging hits. It you don't connect with the super there is a massive recovery time.... Beware. Also can be used as an anti air seeing how Yun raises his hand for the first move. It has to be done when the opponent is landing REALLY close though or else the opponent will fall to the ground before the third hit comes out, where most of your juggling comes after. One not-so-long bar and he can only hold one. II. Sourai Rengeki : Yun lunges forward with a series or kicks and then brings them to the air with a jump kick. As far as I know there is no juggling afterward. Comes out fast, as with any of Yun's super. Short bars, and he can hold three! Optimal for people who love using his EX's. III. Gen'ei Jin: Can you say custom combos? Yep, Yun goes crazy with shadows flashing behind him.. Seeing how Yun is faster he has a greater ability to juggle opponents while in Gen'ei Jin then Yang does. Very short super bar so you might do this two or three times a round. My record was six times against a turtling bastard! You ever wonder why Yun calls this move the Gen'ei Jin and Yang calls it the Se'ei Enbu? They are the dame friggin' move !!! Note: In my personal opinion this move is rather pale compared with the juggling that Yang can do. Besides, his other supers do so much more damage. -------------------------------------- Combos: 1) while in the air => Jab, Forward + Fierce This is you air chain use this as a confuser for the parry happy. Not many people seem to know about this for some strange reason. Hey, abuse the power. 2) down strong, down Fierce Yeah, it works but it doesn't really do anything for you. Not much in the way of damage or combo 3) down Roundhouse, Standing Roundhouse Damn is Yun ain't sportin chains like crazy. This one is good for damage or if you just want to push them into the corner. 4) strong puch, fierce, back + Fierce, optional. =>Super of Choice This the the combo everyone uses. For good reason too. It is so easy to do. Plus a person can super-cancel after this combo. Don't do it toooooooo often of else people will start red-parrying your ass because you only know one combo! To avoid the red parry you can actually wait a bit before hitting the back + Fierce punch. More on this combo in tactics section. 5) down medium kick, Lunging Punch Don't laugh at this combo yet. A LOT of peopl will get caught due to the long range of the crounching medium kick. And if you consistently use the jab version of the lunging punch then the recovery time is veeeerrrryyy minimal. Okay, now you can laugh! 6) close standing medium kick, into Shoulder Charge or Lunging Punch. This move is best done after a parry. 7) jab, light kick, medium punch, jab (EX) Shoulder Charge (optional==> super of choice) My favorite combo. It looks sooooo cool when you pull it off. And you can land any super after the Shoulder Charge. You have the option to EX or just do a jab after the medium punch, but if you do EX you don't get to super-cancel a super after the Shoulder Charge. The Super MUST be canceld at the exact moment that Yun's shoulder hits the opponent. This is my most used combo. And do you notice the massive amounts of energy it adds to your super bar? 8) crounching lp, crounching lp, crounching lp => (EX) lunging punch. Yes, it combos. And the best part about it is that you can stop yourself if the lp doesn't connect. I usually stop at the first two crounchin lp's because sometimes the third one puts them too far away. 9) crounching lp, crounching lp, => You Hou or Sourai Rengeki. Yes, this also works. remember to try and stop yourself from doing the super if the lp's don't hit. Lately I've been training to do this because I've mistakenly did it once. Being able to just launch a super from some pokes is just wonderful. Plus, there is barely any damage buffering. You get almost full damage. ------------------------------------------ GUERILLA TACTICS!!! This here section will start you on your way to building your own tactics and mind games. . * There are two types of Yun Players. One is the super offensive type and the other one is the player who doesn't know how to play Yun. It's almost impossible to be super defensive with Yun. He has no fireball, he's not super damaging, and his version of the Shoryu-ken doesn't have high priority. Be super offensive. Make the opponents panic out of their minds until they make a mistake. Read on to learn GREAT offensive techniques. * Mix everything up. Do Swan dives a lot, but don't always land ON them. Land behind them and go into a combo or land right in FRONT of them and go into combo 5 while they are still blocking high. Play footsies. It's your advantage. Use your crounching medium kick, and then you overhead kick (forward and medium kick), and then another crounching medium kick, universal overhean... etc. When you get far away do a Crouching medium kick, into a strong Shoulder Charge. There is no recovery after the shoulder so you can use this relatively safely, unless they parry. Mix everything up to make them panic. * Corner Tactics: If you can get anyone in a corner then make him bleed! Muah ha ha ha ha ha!!! Ahem.. Anyway... Abuse the Palm Strike. Since the opponent is down on the ground and getting up he can't do anything during the startup. After a few times of this do a fake Palm Strike, and when the opponent is about to block or parry, throw them. Jump straight up just as they are gettin up and randomly do a jump attack or Dive kick. Confuse him! * Fake Out! Usually after a blocked overhead, combo number 4, or combo number 7 people will try to retaliate thinking that you need time to recover. Once in a while do a super after the above combos so that they will eat it in the face! Yeah, makes people mad when they eat a stupid super like that. Also throw one out when you do a dive kick and land in front of your opponent withour acutally hitting him. * Vary all you combos. Never, ever, use the same combos over and over again. Yun has so many of them. Mix it up or watch your opponent turn into a parry master against the one combo that you keep on doing. * For All Gen'ei Jin Users! There are many ways to do the Gen'ei Jin. Do it after you CONNECT combo number 7. This way you can pull off some combos before they can think enough to recover. Do it after a BLOCKED combo number 4 to trap your opponent. Remeber once you have the Gen'ei Jin out mix all you moves. A trick that works a lot is to build up that bar and then keep doing medium punch Shoulder Charges when he's in the corner. Yeah, major block damage. Anyway, if one of those medium Shoulder Charges hits and launches them into the air, then switch to jab Shoulder Charges right away. If they are in the corner then the jab Shoulder Charges will keep them in the air for the remainder of the Gen'ei Jin. If the opponent learns and just blaocks throughout all of your Gen'ei Jin then go into major mix ups. Note of caution here: even though the shadows trail you and make it virtually impossible to parry or counter-attack there is still time after a Lunging Punch for the opponent to throw or super you. * For Sourai Rengeki Users! Remeber... combo number 7 is your friend! After the jab shoulder charge in combo number 7 bust out the Sourai Rengeki for the full amount of hits. Don't do combo number 4 if you can avoid it. If you ever actually do combo number 4 then pull out the Sourai Rengeki anyway. All the hits won't connect but it's still more damage then if you just ended it there. Rember also that the Sourai Rengeki does not have to be done in combo 7 only. If you see a chance to strike, or if you just parried, then bust out a medium kick and cancel into a Sourai Rengeki. Sourai Rengeki to punish missed roundhouse sweeps by scrubs who don't know how to do anything else. Note: With combo number 7, you might want to skip the shoulder charge and just do jp=>lk=>mp=> Sourai Rengeki. This decreases the buffer and gives just a little more damage. * For You Hou Users! Ahhh... the most reccomended super, IMO. Sure you only have one but it is so versatile! And look at the damage! Okay.. use it after combo 7 to look really cool and have many hits on the combo count, or use it after combo 4 for easy comboing. Either way, after you connect with the You Hou there are three things you can do. Beginners should just do a Fierce Lunging Punch to catch the opponent's body as they land. Intermediates shoud cancel into a super jump immediatly after the end of the You Hou and air combo with combo number 1. Advanced players should look at the angle that the opponent is launched (or look at the shadow of the falling body) and do either a jab Shoulder Charge, or a Strong Shoulder Charge. After the Shoulder do a Lunging Punch. So the full combo is: jab, light kick, medium punch, jab Shoulder Charge, You Hou, Shoulder Charge, Lunging Punch. With a jump in you can get a total of 10 hits. (of course you could try to do combo 1 as a jump in and get 11 hits but it is very hard.) Learn it. People will fear it. People will fear you. * For You Hou and Sourai Rengeki users! Learn combo number 9. Learn to stop yourself. Learn to do the super if the first hits connect. This will give you such a major advantage. Also learn to no abuse the combo. Do too many crouching lp and the opponent will learn to red parry. Mix it up also. Remember, these are just starters. Learned to create your own brand of confusion =) ----------------- Credits Thanks to K. Magura for the proper names of some of Yun's moves. Thanks goes out to Arlieth Tralare for pre-reading the FAQ and giving many good comments on it, including the double EX of Yun's rising kick and about combo number 4. He also has a FAQ of his own about Yang that shows some really cool things to do with Yang's Se'ei Enbu. Yang does defenitely have a much better custom combo game than Yun does. Thanks to the single creator of gamefaqs.com, Jef Veasy, for maintaining this wonderful site by himself. Keep the coffee pumping! Thanks to Fighters.net for being a good fighter's site and having a great forum for discussion, and all those who took the time to read and write posts. Thanks to Akumachan for good arguments. Sean is still better looking than RYU! And finally to Paul Le who has been a good punching bag, good consultant, and all around good friend. Damn Ryu.... Had to take his ass down with my Alex! Any of you who read this I would like some feedback. E-mail compliments and flames to Zerogun2@Yahoo.com