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Monday
Sep262011

YUN - INTRO - SUPER STREET FIGHTER 4: ARCADE EDITION

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN
STRENGTHS STRONG OFFENSE, GREAT SUPER, GREAT MIX-UP GAME, HIGH DAMAGE COMBOS, FAST
WEAKNESSES LOW STAMINA
STAMINA 900 - BELOW AVERAGE
STUN 1,000 - AVERAGE
CROSS UP  TURN KICK
ANTI-AIR STANDING MEDIUM KICK
ARMOR BREAK LUNGE PUNCH AND PALM STRIKE
GOOD MATCH UP N/A
BAD MATCH UP N/A

GAMEPLAY STYLE:

Yun retains most of the strengths he had in Street Fighter 3: Third Strike.  He has a tremendously strong offense with good mix-up potential thanks to his Dive Kick plus Command Grab and tremendous comeback potential due to the raw damage potential of his Genei Jin.  His Palm Strike not only gives him a counter to moves and projectiles but it is also useful in building meter, which Yun craves.  He has lower than average stamina, but his damage potential makes him a force to be reckoned with.

COMMUNITY VIDEOS:



Monday
Sep262011

YUN - NORMAL MOVES - SUPER STREET FIGHTER 4: ARCADE EDITION

Standing Light Punch, as well as Standing Light Kick, is exceptionally fast and useful in blockstrings.

Standing Medium Punch is a very good poke for Yun because it comes out fairly fast and has good range.  In addition, this Punch moves Yun forward just a bit and has a huge hitbox.  What makes this move more dangerous is that if you hit your opponent you can go straight into one of his Target Combos for great damage and possibly a knockdown.  You can also buffer the Shoulder Special Move while throwing this out.  If you hit, you cancel right into Shoulder for damage and a knockdown.

Standing Light Kick is exceptionally fast and can be buffered into Light Punch Lunge Punch, which on hit will get you more damage and a knockdown!  It can be used for blockstrings as well.

Standing Medium Kick is also a very good poke for Yun because it is fairly fast, has good reach, and has a nice hitbox. Because of these factors it's also a decent anti-air.  If you hit with a Close Standing Medium Kick it floats your opponent.  You can Jump Cancel out of this move on hit to do a follow-up attack or on block to make it safe.  It's an excellent normal.

Standing Heavy Kick is a great poke for Yun because the hitbox is very big and the range is good.  Don't do it too far out, however, as it has slow recovery.  If you hit your opponent you get a techable knockdown.  Not only that, but this move throws an opponent back pretty far before the knockdown, and moving your opponent toward the corner makes this move even better. This move is at its best when you have your opponent in the corner.  If you hit the opponent when they try to throw out a normal (Counter Hit) you can follow this up with a Lunge Punch or even an Ultra!

RAIGEKISHUU (DIVE KICK) **AIR ONLY**

The Heavy Kick version is best for getting in on an opponent.  Try to aim for the lower portion of the character. If you hit with the Dive Kick somewhere in the leg area, you usually end up with a lot of frame advantage and it is easy to follow up with a combo.  If you hit higher up on the body it becomes more difficult to combo.  Also, if your opponent manages to block, you should still have enough advantage to go for a command grab (Flip Grab).  Again, if you hit with the Dive Kick higher up on the body you will not get as much frame advantage and your opponent may be able to react.  If you accidentally hit too high with the Dive Kick and your opponent blocks you should use the EX version of the Flip Grab because it starts up a bit faster. 

When using Dive Kicks it is best to not be too predictable, as you can be countered and punished if you do so.  Vary the type of Dive Kick used and the heights you initiate it.  Every once in a while, jump like you normally would for a Dive Kick but instead throw out a Light Kick or Medium Kick.  Dive Kicks are most effective when you can keep your opponent guessing, making them much harder to react to.

 

 

Monday
Sep262011

YUN - SPECIAL MOVES - SUPER STREET FIGHTER 4: ARCADE EDITION

ZESSHOU HOHOU (LUNGE PUNCH) **ARMOR BREAKING**

QUARTER CIRCLE FORWARD + PUNCH

With this move Yun lunges forward with a flying punch and like many of Yun's moves it is useful in a variety of ways.  The Punch button that is used determines the move's startup, recovery, amount of invincibility at the beginning of the lunge, damage and lunge distance.  The Light Punch version has the fastest startup but slowest recovery, has the least amount of invincible frames at start as well as lunge distance and damage.  The Heavy Kick version has the most startup, least recovery, most frames of invincibility at start, longest lunge distance and most damage. 

The Lunge Punch is also great at closing distance with your opponent because it moves Yun forward so fast that it is hard for an opponent to react to if you aren't too predictable and you don't lunge into a dangerous position. 

When used on its own this move is safest when you initiate the Lunge Punch so that you hit your opponent at the move's maximum range.  This gives your opponent the least amount of time to react and punish.  This move is very easy to abuse against a new player but against an experienced player you should be cautious in its use.

You can FADC out of this move either during the beginning of the move or towards the end to make it safe if you have the meter to do so.

The EX version of the Lunge Punch is exceptionally useful because it is not only safe on block but it also gives you some frame advantage.  Since the move puts you right in front of your opponent with frame advantage you can go into a mix-up.  This move can also juggle your opponent into Ultra 1 from any position if both hits connect on a grounded opponent.  If you don't have Ultra 1 you can instead juggle into a Light Lunge Punch for more damage.

 

KOBOKUSHI (PALM STRIKE) **ARMOR BREAKING**

QUARTER CIRCLE BACKWARD + PUNCH

The Palm Strike has a variety of uses, the two most important ones being to counter projectiles and to build meter.  It also does more damage than any of Yun's other Special Moves.

Palm Strike is exceptionally useful for building meter.  It's so good at doing this that you need to incorporate this into your strategy, as Yun is much more dangerous when he has meter, especially if you can get enough for his Genei Jin Super!  You should be using empty Palm Strikes at every opportunity when you feel you are in a position where the opponent cannot easily punish you.  What makes it even easier is how easily it counters moves and projectiles, making it even easier for Yun to just keep building meter.

The Light Punch version of this move is a fake Palm Strike.  Use this to keep your opponent guessing.  With this you can bait your opponents into attacking you and then punish them.

The Medium Punch and Heavy Punch versions are identical, having the same startup, recovery and damage.  It is useful to note that this move is also safe on block, giving you slight frame advantage.

The EX version of this move does the same startup and damage as the Medium and Heavy Punch versions.  It does have a great deal of lower body invincibility at the start of the move and has wall-bounce property, so if you have your opponent near a corner you can bounce them off the wall into Light Lunge Punch or Heavy Dragon Kicks.

 

NISHOU KYAKU (DRAGON KICKS)

FORWARD, DOWN, DOWN-FORWARD + KICK

The Nishou Kyaku, or Dragon Kicks, have Yun leap into the air with a series of kicks.  It has some invincibility at the start of the move making it Yun's only real invincible reversal, although it isn't nearly as good in this role as other characters (only the Heavy Kick and EX versions hit a crouching opponent). The move's properties also make it a good anti-air.

The Light Kick version has the fastest startup and least recovery, has the least vertical height and does the least damage.  It cannot hit a crouching opponent.  The Medium Kick version has more startup and recovery, has more vertical height, does more damage and also cannot hit a crouching opponent.  The Heavy Punch version has the slowest startup and most recovery but has the most vertical height and does the most damage.  This version can hit a crouching opponent, so if you are using this as a reversal you may want to use this version.  The Heavy Kick version of this move makes a great combo-ender because it also knocks your opponent down right in front of you, giving you an opportunity for mix-ups during your opponent's wakeup.

The EX version of Dragon Kicks have the fastest startup of all versions but also has the least amount of invincibility frames at the start of the move.  The EX version can also hit a crouching opponent like the Heavy Kick version and has the recovery speed of the Medium Kick version.  It does the least amount of damage, however.

ZENPO TENSHIN (FLIP GRAB, COMMAND GRAB)

HALF CIRCLE BACKWARD + KICK

The Zenpo Tenshin is a command grab in which he flips over the opponent to the other side and gives you some degree of frame advantage to follow up with a combo.  This move is usually referred to as Flip Grab or sometimes simply as Yun's Command Grab.  This move, while it does no damage on its own, sets your opponent up for one of Yun's many damaging combos and is one of the reasons why Yun is so dangerous up close. 

You can go for a Flip Grab if your opponent blocks a lower-body Dive Kick (see above in Dive Kicks) or in the middle of a block string, as the normal version has fairly good range for a Command Grab.  The Kick button used makes no difference as all normal versions are the same.  Know this move's range and when to use it properly, as it has bad recovery time and you can get punished hard for missing.

The EX version of the Flip Grab has more range than the normal version, making Yun even more dangerous up close if he has meter (see above for Palm Strike for building meter).  It also has faster startup and is invincible to throws. 

 

TETSUZAN KOU (SHOULDER STRIKE)

FORWARD, DOWN, DOWN-FORWARD + PUNCH

With this move Yun slides forward into a shoulder strike.  It is useful as a punish or as a combo-ender.  The strength of the Punch button used determines the Shoulder's forward range, its startup and recovery, and damage.  The Light Punch version starts up and recovers the fastest, has the least range and does the least damage.  It is the only version that doesn't result in a techable knockdown. The Heavy Punch version has the most startup and recovery, has the most range and does the most damage.  The Medium Punch and Heavy Punch versions result in a techable knockdown.  All versions of this move can be canceled into his Genei Jin Super. 

The EX version of this move has the fastest startup and is invulnerable to projectiles.  It hits twice (doing the most damage of all versions) with the second hit knocking the opponent into the air for a potential juggle.

 

SUPER - GENEI JIN

QUARTER CIRCLE FORWARD X 2 + PUNCH

The Genei Jin was much feared in the Street Fighter 3: Third Strike version of Yun and while it has been toned down a bit in this game, it is still a move to be respected and feared by opponents.   The reasons it is so feared in this game are the same as they were for Third Strike.  This Super can do a ton of damage to an opponent while putting them into a corner, which is where Yun is very strong. 

Genei Jin has an instant startup, making it impossible to punish.  Once Genei Jin initiates, the recovery on Yun's ground normals changes to almost zero, allowing him to attack with a continuous string of attacks that normally wouldn't be possible.  All of Yun's Special Moves also recover faster as well, allowing him to perform juggles that are also not possible otherwise.  None of the moves performed during Genei Jin generate stun, however, so don't be looking for a dizzy despite the number of attacks.

Having Genei Jin available makes Yun extremely dangerous to opponents because of its potential to do big damage.  Use Palm Strike to build meter (see above) and use your meter wisely for EX moves and you will find yourself having Genei Jin available more often than you might think.

ULTRA 1 - YOUHOU

QUARTER CIRCLE FORWARD X 2 + THREE PUNCHES

In most instances Ultra 1 is Yun's Ultra of choice for many players because of its versatility. It can also be used as an anti-air, although you need to have fast reaction speed to do so reliably.  It starts up quickly and there are a variety of ways to combo into it. 

  • FADC from a Heavy Punch Shoulder
  • After an EX Lunge Punch
  • After Light Dragon Kicks (one hit only)

You can also juggle after this Ultra with a Heavy Lunge Punch anywhere on screen.  As you can see, this Ultra is popular because of the ease and variety of ways that it can be used to tack extra damage onto his combos.

COMMUNITY VIDEOS:

Yun's Ultra 1 Set Ups by MrStevokanevo: This video demonstrates a wide variety of methods used to land Ultra 1. It's a great video showcasing lots of setups with no fluff. 

ULTRA 2 - SOURAI RENGEKI

QUARTER CIRCLE FORWARD x 2 + THREE KICKS

Ultra 2 is Yun's most damaging Ultra.  During the first few frames he is completely invincible and for the remainder he is invincible to projectiles.  This makes Ultra 2 incredibly useful against opponents who like to throw projectiles or to punish long distance moves.  The only way to combo into Ultra 2 is from a Focus Attack.

Monday
Sep262011

YUN - COMBOS - SUPER STREET FIGHTER 4: ARCADE EDITION