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    Yun by Zerogun

    Version: 2.0 | Updated: 09/15/00 | Search Guide | Bookmark Guide

    Street Fighter III: Third Strike      
    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
    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!!!
         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
    (history taken directly off of Fighters.net character
    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
    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
    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!
    ** 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.
    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
    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
    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.
    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
    *  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 =)
    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 

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