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    Yun by Mysterious M

    Version: 1 | Updated: 09/04/01 | Search Guide | Bookmark Guide

    The Wind Storm Dragon
    Yun FAQ
    By:  Mysterious M
    For more MvsC2 and SFZ3 related articles, game stuff, anime stuff and 
    more, visit my site at www.members.home.net/myst.mc
    Or message me on ICQ # 21086683 with questions and comments.
    Revision History
    V.1 - Uh... Whatever you see here - Still need to update some character 
    strats... gonna be hard with CvS2 around the corner.
    The Wind Gust Dragon and Water Storm Dragon, otherwise known as Yun and 
    Yang are the adolescent gang leaders of Hong Kong.  The pair of them 
    live with their uncle and keep a small shop in the heart of the city.  
    They both attain great support from their "God fathers" the crime lords 
    of Hong Kong and are also known to cause a fair bit of mischief all in 
    the name of good "fun".
    Both Yun and Yang fight in a style of Chinese Gong (Kung) Fu which 
    seems to be rooted deeply in Kempo.  Since their grandfather, none 
    other than Gen of original and Zero Street Fighter fame, taught them 
    their fighting style, I wouldn't be surprised if this was true (Gen 
    actually fought in the "animal" arts of Mantis and Crane).  Despite the 
    fact that their fighting style is the same, the two have very branched 
    techniques.  Yun concentrates on instantaneous and fast hits like gusts 
    of wind while Yang prefers a flowing style which moves like the sea.  
    "Be shapeless, like water... water can flow, or it can crash" (Bruce 
    In terms of the game, I remember back in the original Street Fighter 
    III when Yun and Yang were nothing but palette swaps of eachother.  
    Those days are far behind now as Yun and Yang are different enough to 
    be considered completely different characters!  First it should be 
    noted that Yun is far from an "easy" character to use.  He isn't 
    exactly strong and is far from taking a "good" amount of damage (i.e. 
    he takes way too much) and thus he MUST be played on an attack and 
    dodge basis.  Due to his hyperactive nature you REALLY have to know 
    what your doing, but isn't that what makes the game worth playing?
    +  Extremely fast, outdone only by Ibuki
    +  Long chain/juggle combos
    +  Confusing mind games in the hands of a master
    -  Physically weak (dishes out low damage, takes high damage)
    -  Average priority
    -  Laggy moves
    1.1	- Abbreviations
    1.2	- Movelist
    1.3	- Special Movelist
    1.4	- Super Movelist
    1.5	- Strategies
    1.6	- Facing Yun
    1.7	- Combos
    1.8	- Cool Animations
    2.0 - Thanks
    2.1 - Legal Stuff
    1.1	- Abbreviations
    LP = Low punch
    MP = Medium punch
    HP = High punch
    LK = Low kick
    MK = Medium kick
    HK = High kick
    1.2	- Movelist
    Standing:  A palm to the face.  What's to say?  It's a jab.  It is 
    quite quick but low priority.  Due to its speed you can use it to hit 
    certain characters out of moves, but I wouldn't count on it 
    consistently to do such.
    Crouching:  A crouching palm forward.  Again, fairly quick (enough so 
    to stuff a few moves) but mainly just used to push opponent's 
    Jumping:  An elbow very similar to Guy's from the Zero series of SF 
    games.  The move is extremely quick and has surprisingly high 
    air/ground priority.  Mainly use it to start into his LP -> f+HP air 
    Standing:  Yun steps forward, lowers his head and pokes his elbow out.  
    A great move with superior range and priority.  Add to this the fact 
    that it can be chained into a HP and Palm strike and this will be one 
    move that you will be abusing quite often.  The recovery time is also 
    minimal so you don't have to worry about any big retribution... if any at 
    Crouching:  A stronger, laggier version of his crouching jab.  It's not 
    great by itself but note that you can chain combo it into a crouching 
    HP not for damage, but simply for a good amount of distancing to avoid 
    counter attack.
    Jumping:  A stab punch downwards at a 45-degree arc.  I rarely use this 
    since his jumping HP is almost as fast and stronger (both physically 
    and priority-wise).
    Standing:  Standing close Yun takes a step in place and thrusts his 
    clenched fist forward.  HUGE reach and priority but HORRIBLE startup 
    and recovery lag.  I choose not to use this move very often because I 
    constantly find myself being punished for it but its reach opens up 
    some poking possibilities.  I warn you, this is parry bait though.
    Standing Far Yun does a 2 hit knifing hand upwards.  This move cancels 
    into any special move/super after the first hit but is pretty weak.  
    I've seen some people use it as an air counter, but I really don't 
    think it's worth it.
    Forward + HP:  Yun steps far forward, turns around and thrusts his 
    hands outward as far as he can.  The move is decent as a poking move 
    but it has horrible initiation time.  You can use it to catch up with 
    back-dashing characters but just bear in mind that it is very slow.  
    Personally I like to play with this move having opponent's jump at me 
    and then pulling it off.  What ends up happening is Yun passes under 
    the opponent and hits them backward!  Looks very cool but not exactly 
    the most proficient air counter.
    Crouching:  A strange double Palm forward.  Relatively weak but quick 
    to initiate and quick to finish.  It makes for a decent close-range 
    move to try and keep an opponent at bay, but again I rarely use this 
    Jumping:  The same type of stab punch as his jumping MP except with a 
    greater amount more priority and damage infliction.  Be careful since 
    the range is very short.
    Standing:  A quick shin kick.  It won't combo into itself and it isn't 
    really the greatest/fastest poke, but it's decent.
    Crouching:  A dinky little kick that hugs the ground.  The range is not 
    very far at all, but it's a good move to stick out after landing from a 
    Toe Press since it must be blocked low.  Unfortunately it can really 
    only combo into itself and the damage is pretty laughable.
    Jumping:  An awkward looking jump kick which is aimed pretty 
    horizontal.  While its laughably weak, the range is actually quite good 
    and can be used to snuff air attacks with relative ease.
    Standing:  Yun has three versions.  
    Up close (within a throwing distance) Yun will perform a vertical 
    version of the splits (ouch) which launches the opponent high into the 
    air.  Feel free to follow this up with any air attack but personally I 
    prefer a Lunge Punch.  There is quite a bit of recover in terms of lag 
    though.  While this use to be Yun's primary (or mine at least) air 
    defense, it is now nearly useless as your opponent must be extremely 
    close for you to be able to use it.  As it stands, it can be used as an 
    air counter only AFTER a parry, but good luck timing it.
    Far away Yun will perform a quick headshot.  This move is a great poke 
    with only minimal recovery.  This is negligible however taking into 
    account both its speed and range.  Throw this out periodically to annoy 
    your opponent (some people actually walk right into it!) but beware as 
    smaller characters can duck under it.
    Holding Forward + MK will make Yun do your infamous Gong Fu hop kick.  
    This is Yun's overhead, and not a bad one at that.  The speed is pretty 
    good, and if you know how to mix it up then you won't often be punished 
    even when it is blocked.  The damage isn't that heavy (are any of Yun's 
    moves heavy?) but you can generally hit opponents quite often with it.  
    One thing to note is that even though Yun appears to be off the ground, 
    he can still be hit by certain moves (Ibuki's sweep comes to mind) but 
    avoid others.  I advise you be careful.  Still, its eons beyond his 
    leap attack.
    Crouching:  This will soon become one of your standard moves.  Yun gets 
    low and runs his leg across the ground quite a ways.  The damage is 
    only moderate, but the move is both fast and can be comboed into the 
    Lunge Punch.  Its priority is very high for such a quick move, and I 
    often use it in my footsie game or to punish missed moves (buffered 
    into a quick Lunge Punch of course).  Beware however as there is a 
    teeny bit of lag afterward.
    Jumping:  One of your primary jump-ins.  Yun performs your typical Gong 
    fu style jump kick.  The range is pretty good as is the priority (it 
    has semi good stuffing power).  Unlike Yang you CANNOT combo this into 
    a Toe Press
    Standing:  Yun raises his leg and kicks forward rather violently.  This 
    move isn't too bad as a poke but a bit too laggy (both in initiation 
    and recovery) to warrant constant use.  The damage however isn't too 
    bad and it just looks so painful that you have to use it sometimes (he 
    aims right for the cherries!)
    Crouching:  Nowhere near as good as his brother's crouching HK, Yun 
    whips his leg around quickly into the air to sweep his opponents at the 
    knee area.  This move has decent startup but horrible recovery so 
    expect to be punished if this is blocked or parried.  It should be 
    noted that you can chain combo this into a standing HK if you are 
    EXTREMELY FAST.  This chain combo is FAR more useful than the sweep by 
    itself because it pushes the opponent to a range where it is hard to 
    Jumping:  Yun's "stolen" kick from Chun-li's olden days.  Yun will 
    perform a mid air kick which reaches up to his face.  This move has 
    EXCELLENT priority in an air-to-air scenario but it is just a tad slow.  
    I would never use this as a jump-in however (with a possible exception 
    against Hugo) as it just is not aimed in the right direction.  
    Knee Bash
    Motion:  LP + LK
    Yun will grab his opponent's head and continually smash it into his 
    knee.  The faster you mash the buttons, the more hits you are likely to 
    get.  Has the potential of being his strongest throw.
    Foot Propel
    Motion:  Forward + LP + LK
    Days of Lei Woolong from Tekken come to mind as this is his exact 
    throw.  Yun will grab his opponent, place his feet on his/her chest and 
    kick off.  Cool throw, low damage.
    Back Toss
    Motion:  Backward + LP + LK
    Yun will drop to the ground, grab his opponent and push him up and over 
    with his legs.  Good move for getting out of the corner (and actually 
    switching places with your opponent!)
    Motion:  Forward, down-forward, down, down-back, back + Kick
    See "Special Move" Section
    1.3	- Special Movelist
    Ze-sho or "Lunge Punch"
    Motion:  Down, down-forward, forward + Punch 
    EX-able:  Yes
    Yun winds up and then leaps forward with his arm extended forward.  The 
    harder the punch the farther Yun will "lunge" but the longer the 
    startup and recovery lag of the move.  LP is a short hop forward (about 
    half the distance of his dash) but with very little recovery.  MP goes 
    about as far as his dash with some bad recovery and HP almost gives you 
    a full screen leap but with HEFTY startup and end lag.  All versions do 
    moderate damage.
    This is easily Yun's most useful move.  It is lightning quick and 
    surprising (considering you don't just spew it out constantly) but 
    there is much more to it that meets the eye.  The Lunge Punch is all 
    about distancing.  To use it effectively you must gauge your opponent's 
    distance and use the Lunge Punch in such a way that only the tip of 
    Yun's fist will hit the opponent.  If you follow this rule than it will 
    be VERY hard for any opponent to counter your punch.  Alternatively, 
    this move is also easily combo-able from a variety of moves.  Just 
    avoid using it in blocked combos because you WILL be punished for it.
    In the EX version of the Lunge Punch Yun will delay for a half second 
    before leaping forward lightning quick covering the entire screen 
    length in a fraction of a second.  The move isn't bad to surprise 
    opponent's trying to charge their super bar (or certain individuals who 
    like to taunt) but its initial starting lag makes it almost completely 
    useless at a close distance.  Certainly you can't combo it which 
    severely limits its use.  In play I tend to avoid using this move often 
    simply because his EX Shoulder Charge is far more useful.
    Tetsu Zankou or "Shoulder Charge"
    Motion:  Forward, down, down-forward + Punch
    Ex-able: Yes
    Yun crouches down, weaves forward and then hits the opponent with the 
    back of his shoulder.  The harder the punch used, the farther Yun 
    travels and the more damage the move inflicts.  LP basically has Yun 
    perform the weave in place, MP has him move about the distance of 1/3 
    the screen length and HP has him go a good 2/3 screen length.  The 
    damage on each is pretty low but the MP and HP versions will knock the 
    enemy up into a position where you can juggle them.
    I don't use this move nearly as much as I should because it has the 
    potential to be excellent.  First off, the initial lag time is actually 
    quite long as Yun steps into his weave but after the shoulder there is 
    almost NO recovery time whatsoever.  This move will duck fireballs if 
    timed correctly.  The LP version I never use outside of the LP -> LK -> 
    MP chain since it does not travel anywhere and deals laughable damage.  
    The MP/HP version makes for a good surprise move and fireball croucher.
    The EX version of this move hits twice and has Yun travel at lightning 
    speeds.  Unlike the normal version the initiation time is nearly 
    instantaneous and thus can be comboed into almost anything you choose.  
    The damage is pretty good but it should be noted that the EX version 
    causes your opponent to fly backwards and not up thus negating any 
    juggling possibilities (unless you are in the corner).
    Nishou Kyaku or "Flying Twin Kick"
    Motion: Forward, down, down-forward + Kick
    Ex-able:  Yes
    Yun performs what resembles his jumping HK twice in succession while 
    moving at an upward-forward angle.  The LK version barely leaves the 
    ground, the MK version goes about half a screen's distance to the top 
    while the HK version goes all the way to the top of the screen.  Damage 
    is low.
    I RARELY use this move at all simply because its not that great.  The 
    angle that Yun travels at is very awkward and the damage/priority is 
    quite low.  Other than an average wake-up move, I don't use this at 
    The EX version travels twice as quickly at the HK version's height.  
    Despite the gain in speed the priority is about the same so, again, I 
    cannot really warrant its use unless in obvious situations.
    Kobu Kushi or "Tiger Twin Palm Strike"
    Motion:  Down, down-back, back + Punch
    Ex-able:  No
    A nasty move and one which only expert Yun players can really put to 
    effective use.  Yun will pair his hands together and then push forward 
    with his palms.  Unlike Yang's version, Yun has slightly less range on 
    his Twin Palm Strike.  The LP version has minimal startup and damage, 
    the MP has slightly increased startup but more damage and the HP 
    version is SLOW but takes a nice chunk of the opponent's life-bar away.
    Since my days of writing my Yang FAQ, I have found this move to be 
    EXTREMELY useful due to the fact that 1.)  The stun damage inflicted by 
    this move is mind boggling and 2.)  The priority on this sucker is 
    unbeatable!  In dealing with number one, I generally find that 4 to 5 
    Twin Palm Strikes will dizzy just about any character in the game (yes 
    this includes Hugo!).  Naturally after dizzying an opponent you're free 
    to do whatever you want but as an added bonus I've found that you can 
    COMBO this move in certain situations adding massive stun damage to 
    your combos.  Dealing with number two, with proper distancing the Twin 
    Palm Strike has unlimited priority over every single move in the game!  
    It is important to realize that the actual hit location of the move is 
    the air that is slapped directly in front of Yun and NOT his actual 
    palms.  By using this idea it is not difficult to carefully place 
    yourself to use the Twin Palm Strike to smack jump-ins, kill dashing 
    special moves or to pop get-up moves such as the infamous Shoto Dragon 
    Punch.  It is very important to get this distancing down straight in 
    order for the Twin Palm Strike to be of any use.  Aside from this, try 
    pulling off a Twin Palm Strike which is blocked.  Hesitate a moment and 
    then pull off a LP Lunge Punch or a Super Art (preferably number II).  
    You will OFTEN find yourself catching your opponent as they flinch 
    after the palm strike (this happens very often, at least in my 
    Another note to make about the Twin Palm Strike is that it can be 
    cancelled.  By this I mean it both ways.  1.)  You can cancel it into 
    Supers but more importantly 2.)  you can abort the move by performing 
    it with 2 punches instead of one.  If you do this, Yun will begin the 
    motion for the palm strike but stop just as he brings his hands back.  
    Naturally this opens up the doors for all kinds of sadistic mind games 
    as you can really mess up opponents by giving them what they THINK is a 
    window of opportunity and then canceling quickly.  For example, when 
    fighting an opponent you can try pulling off a Twin Palm Strike a few 
    times doing nothing but harmlessly pushing you away as they block from 
    their get up.  The next time, abort the move and you will often find 
    that you have cancelled your Twin Palm Strike right at the time they 
    decided they'd try to parry you.  There you go, an open window to pull 
    off a nice damaging combo.  Another trick to try is pulling out random 
    Twin Palm Strikes during a match, then cancel one when up close.  Often 
    times the opponent's immediate reaction is to simply block fearing to 
    take damage and those with slower reactions may not notice until the 
    last second when you walk right out of the move and throw them.  
    Remember, it's all about mind games.
    Toe Press
    Motion:  [During a jump forward/straight up] Down-forward + Kick
    EX-able:  No
    Yun spreads his arms out in the air and quickly drops down at an angle 
    with one leg extended downward in a diving kick fashion.  LK results in 
    a very steep descent, MK a medium descent and HK ends up with him 
    kicking down in nearly the normal landing trajectory.  
    The Toe Press is one of THE moves which must be mastered to play Yun 
    effectively.  Although in no way as good as Gouki's own version (but 
    let's face it, why would it be?) it is still exceedingly useful when 
    placed in a variety of confusion tactics.  First of all, as an actual 
    attack, the Toe Press is pretty weak.  The priority is pretty good, but 
    it's parried rather easily.  If performed at the wrong time, can get 
    you seriously punished even if you manage to connect with it!
    This being said, the Toe Press is FAR from useless.  First off, you 
    must use all 3 versions to get the absolute most out of this move.  The 
    LK version should be used to stop short of your opponent, placing you 
    right in front of him/her and poising you in the perfect position to 
    either start a high low game or possibly even throw.  If you expect an 
    attack, parry low and go into a big combo.  The MK version should be 
    used intermittently with the jump-in MK/HP and LP -> forward + HP 
    chain, especially against parry-happy opponents.  Indeed, it is a thing 
    of wonder to find an opponent who can accurately telegraph the three 
    every single time!  If you use the Toe Press by itself, make sure to 
    aim low so Yun connects with the attack lower than the opponent's 
    chest, this way you can immediately move into a combo and avoid such 
    counters as the Powerbomb/Megaton Press.  Alternatively you can also 
    use the MK version of the Toe Press as a quick overhead supplement 
    since you can perform it as Yun is moving up.  If you find your 
    opponent ducking in front of you, try jumping straight up and quickly 
    going into a MK Toe Press (just as Yun is leaving the ground) and you 
    have yourself a combo-able overhead move.  HK Toe Press is the most 
    difficult to use, but also the most reliable once you get it down.  
    First, there are two situations you will find the HK the most useful.  
    First, it can be used from nearly a full screen's distance in the same 
    fashion as the LK version.  Use it to stop just short of your opponent 
    and then confuse the crap out of him with a high-low game he wasn't 
    expecting.  However the second, and infinitely more useful use of the 
    HK Toe Press is to use it very early as a cross up attack.  The idea is 
    to perform the Toe Press early enough in the air that Yun will connect 
    with your opponent in the head, just around the forehead area.  This 
    will cause Yun to pass over to the other side of the arena thus causing 
    your opponent to block in the wrong direction.  Follow this up with 
    your quickest, meanest combo for a very flashy and skillful move or a 
    Cartwheel/Teleport to add more confusion to the madness.  Either way, 
    your opponent will be dazed and confused by the time you finish leaving 
    you with a very satisfied grin.  Probably my most used way of setting 
    this up is by quickly back flipping then super jumping forward and then 
    using the Toe Press early.  
    Motion:  Forward, down-forward, down, down-back, back + Kick
    EX-able:  No
    Yun leans forward and grabs, if he connects he'll perform a cartwheel 
    over his opponent's shoulders landing him on the opposite side and 
    giving him a margin of time to strike his opponent as they stand dazed.  
    If he misses, he'll lose his balance and grab the air while taking an 
    eternity to recover.
    This is, in no way, like Ibuki or Necro's command throw.  It's slow, 
    really slow.  Slow enough that the opponent can throw you before you 
    can throw them (though few people have reactions that fast).  This move 
    isn't without its uses though.  In certain instances of turtling, you 
    may want to confuse your opponent by Cartwheeling them into a combo, 
    and it can be useful in moderation with the Toe Dive.  Unfortunately 
    the move immediately makes anything chained afterward combo-buffered 
    meaning that damage will be greatly decreased.  This being said, it is 
    actually quite difficult to get that combo on the end of the Cartwheel 
    because the window of opportunity after the flip is about 1/2 second, so 
    I suggest you react quickly.
    1.4	- Super Arts
    I - You Hou
    Motion:  Down, down-forward, forward, down, down-forward, forward + 
    Bar Length: Long
    Number of bars: 1
    The easiest super for beginner players to come to grips with, think of 
    this super as a mini-Shin Shoryuken move with slightly less power but a 
    lot more speed.  Basically Yun does a knife hand upwards, followed by a 
    comboed shoulder charge knocking the opponent up into the air and 
    finally finished with a juggling fist putting the opponent into orbit.  
    As I stated earlier, this is probably Yun's easiest super to use.  The 
    super is easily the strongest of the three in terms of raw power but 
    the long super bar means you'll have to wait for the next one.  Even 
    after connecting with the super, you can juggle ANYTHING afterward 
    (preferably a MP Shoulder charge and then a MP Lunge Punch) adding 
    further to its impressive nature and strength.  However, it should be 
    noted that the move has MASSIVE recovery meaning if you whiff, you can 
    pretty much kiss your sorry butt goodbye.
    The super can be connected in a variety of ways.  The first, and most 
    popular, is an easy little 3 hit chain (MP -> HP -> Back + HP) buffered 
    into it.  I should note that while easy and impressive, this is 
    probably the WORST way to use the super because the damage of it is 
    GREATLY reduced after the first 3 hits.  The second way to use this is 
    buffering it out of a crouching MK which is far better and gives Yun 
    what basically amounts to a super which hits low.  In failing this, the 
    super can also be used as a wake-up move due to its great priority but 
    beware as its range is quite limited (you must almost be within 
    throwing distance).  Aside from this it also has limited uses as an 
    anti-air move but I would definitely advise against this as the last 
    hit has a tendency of whiffing completely.
    In general I avoid this super simply because of its LONG bar.  I find 
    that Super Art II and III can cause more overall damage.
    II - Sourai Rengeki
    Motion:  Down, down-forward, forward, down, down-forward, forward + 
    Bar Length: Medium
    Number of bars: 3
    Yun whips alternating elbows forward.  If the second one connects than 
    he performs a short auto-combo on the opponent.  
    I find this super MUCH more useful than the You Hou.  Why?  First of 
    all you get 3 stocks with short to medium sized bars.  This means that 
    not only do you get 3 supers to use, but you can also have the choice 
    of whipping out a ton of EX moves as well!  This has obvious advantages 
    over its Shin-Shoryuken counterpart.  In terms of the super itself, it 
    does about 75% the damage of a You Hou in one bar.  Considering that 
    you get 3 of them that means in total you can do 225% the damage of a 
    You Hou.  Easily enough to kill an opponent wouldn't you say?  I also 
    like the fact that Yun gets a LOT of distance and near invincibility 
    while performing this super thus making it an excellent counter move 
    for an opponent's missed move while at the same time being WAY less 
    laggy than the You Hou.
    In terms of connecting with this move, there are a number of ways to do 
    it.  After a blocked MP -> HP -> back + HP chain, hesitate a second and 
    then whip out the super.  Just like the You Hou, you will be surprised 
    to see the amount of times you catch an opponent as they flinch.  
    Secondly, the super combos nicely after a crouching MK making a rather 
    nice low hitting Super Art.  Alternatively it also combos after a LP -> 
    LK -> MP -> LP Shoulder Charge chain but it must be done EXTREMELY 
    quickly and at an extremely close range thus limiting its use in this 
    fashion (generally only on dizzy opponents).
    Thirdly, I personally like to use the super as a "catch up" move.  In 
    essence, after an offensive spurt, back flip.  This generally causes 
    bells and whistles to go off in the opponent's mind to dash after you 
    to start their own offensive.  However upon finishing your back flip go 
    into a super.  Watch and laugh as a bewildered opponent smacks 
    themselves in the forehead for falling for your trap.
    Finally, the invincibility of the super makes it ideal as a get-up 
    move.  Find an anxious Dudley ready to pull one of his confusing High - 
    Low getup games on you?  Super Art and you'll have no problem dealing 
    with him.  This adds a new level of defense to Yun's game which he 
    sorely lacks.
    III - Genei Jin
    Motion:  Down, down-forward, forward, down, downforward, forward + 
    Bar Length: Small
    Number of Bars: 1
    Yun gathers energy around himself and multiple images of him appear.  
    During the duration of the super (about 7 or so seconds) Yun's damage 
    is decreased, but he gains the coverage and damage of a pair of images 
    that trail and perform all the actions that Yun himself performs.  
    My new favorite super to play with, the Genei Jin is without a doubt 
    the hardest super to use in the entire game (I don't care what Makoto, 
    Remy or Urien players say).  First of all, the super goes away FAST.  
    You have to make use of every second that you have coverage because 
    every second is precious.  Second, human players will tend to run and 
    hide if they see you activate this meaning you must activate it at a 
    time when they will be pinned down and unable to escape.  While damage 
    wise it is very hard to inflict a lot of damage with a single super 
    alone, the fact that you have a TINY bar means that you can activate 
    this super over and over again in a quick time span meaning that as an 
    offensive player, you should almost constantly have a bar charged and 
    ready to activate.
    First and foremost I like to combo this super thus ENSURING that I get 
    maximum damage out of it.  Of the man ways to do this my favorite is 
    the general MP -> HP -> back + HP buffered into the super and then a 
    VERY QUICK MP Shoulder Charge -> LP Lunge Punch -> LP Twin Palm Strike 
    -> LP Lunge Punch -> LP Twin Palm Strike, etc. This little combo can 
    nab you about 40% of an opponent's energy bar and a whole LOAD of 
    respect.  Aside from that there are other combos which the super can be 
    buffered into, all of which (well not ALL, but all the ones I know) 
    will be explained in the combo section.
    Second, you can perform the super after knocking an opponent down.  As 
    they get up, go into a high - low game but keep them trapped in the 
    corner!  If you can keep a confusion game going on then the opponent 
    generally makes a mistake before you do.  If at all possible, get them 
    with a Twin Palm Strike (its unbelievably fast with the super 
    initiated) or MP/HP Shoulder Charge which will knock them up into the 
    air giving you freedom to do whatever you please.  It is very important 
    to keep your opponent pinned in these situations or they will generally 
    play keep away until the super meter expires.
    It should be noted that while in this state your target combos will not 
    work at all.  On a similar note, it is very unsafe to use your Lunge 
    Punch if the opponent is on the ground so I would advise against it.  
    Under most circumstances, try to connect with a Shoulder Charge or Twin 
    Palm Strike because you WANT to knock your opponent into the air so 
    that you can juggle them unlimitedly till the time limit is up.
    To make a simple list of significant moves:
    1.)	Shoulder Charge: LP is normal, MP or HP hit twice and juggle the 
    opponent high into the air.
    2.)	Lunge Punch: On a grounded opponent it hits a few times but 
    allows them recovery before you.  On a juggled opponent it hits 3 
    times and then juggles them back into the air.
    3.)	Twin Palm Strike: On the ground it knocks them forward and up, on 
    an airborne opponent it knocks them pretty far upwards (easy 
    4.)	Forward + MK: No useful affect on the ground, excellent for 
    catching up to juggled opponents already in the air traveling 
    away from you (juggle move).
    5.)	Forward + HP: On the ground it will knock opponents high enough 
    for a juggle (generally forward + MK), no useful affect on an 
    airborne opponent.
    1.5	- Strategies
    General Strategy
    Truth be told that many individuals have claimed Yun to be the very 
    best tournament character in Street Fighter III 3rd Strike.  
    Unfortunately I cannot say I am at the point where I know how to 
    utilize Yun to his full potential.  Luckily I am not 'bad' with him 
    Yun is primarily an offense-based character.  With is quick speed and 
    long strings of combos he is very effective at close range.  However it 
    should be noted that he doesn't exactly deal out the healthiest amount 
    of damage (about on par with Yang and Ibuki) and his priority is only 
    average.  His lag times are also unhealthily long.  Keeping this in 
    mind, your basic strategy involves non-stop assaulting and 
    evasion/parrying.  Much easier said than done... but it takes effort to 
    unleash a tournament character's potential...
    Definitely not a position you want to be in, Yun has very few options 
    open to him in a defensive posture.  First, should you ever find the 
    heat up close getting a bit too frantic, a quick double tap backwards 
    makes for an excellent backdash to safety.  Few moves can catch up as 
    Yun's back flip covers a lot of ground and is quite quick.  Once in 
    this position however you may find yourself in trouble.  In terms of 
    countering jump-ins, Yun's Flying Twin Kick has some uses, but not 
    many.  The arc must be exact and the priority on the move is sadly 
    lacking.  You can use it in scenarios should you choose to, but I find 
    it much safer to parry any air attack and perform a close standing MK 
    thus knocking the opponent into the air giving you a free hit.  Should 
    they be on the ground, keep the enemy away with LPs, LKs, MPs and MKs.  
    I would advise against using his Lunge Punch, Shoulder Charge or HP/HK 
    in a defensive posture because they are simply too slow (if any, I only 
    use the crouching HK to try and knock the opponent down giving me time 
    to escape).  It should be noted that Yun's Twin Palm Strike actually 
    makes for an excellent defensive tool if timed correctly.  First of 
    all, the move has unlimited priority meaning you can use it to counter 
    any approaching overheads.  Second, it deals decent damage but more 
    importantly, knocks your opponent backwards so you can press an 
    offense.  The only foreseeable problem is the massive amount of startup 
    lag it has.  If you find your opponent bearing down on you at close 
    range REFRAIN from using the Twin Palm Strike... instead try a Cartwheel 
    or regular backwards throw to send the opponent into a defensive 
    position once again (Kara throwing helps infinitely here).
    Not really Yun's specialty either, this is where he actually falters 
    under his brother Yang.  Mid-range for Yun should only be for a few 
    seconds as you try to make your way to an offensive position.  Unlike 
    Urien and Remy, Yun has no abusable poking attacks which makes it hard 
    for him to fight at mid-range.  First off, Yun's best pokes are 
    probably his crouching MK, standing MK and standing HP (and forward + 
    HP variation) or HK.  The crouching MK has decent range and pretty high 
    priority.  Generally you want to lead this into a buffered Lunge Punch 
    maximizing damage and getting you as close as possible.  Yun's standing 
    MK is fast and has decent range.  Unfortunately, smaller characters can 
    crouch under this move leaving you quite vulnerable so be sure that you 
    have the opponent either get hit or at least block it.  Finally, the 
    standing HP has great range, but slow initiation time making it parry 
    bait if you poke with it too often.  Use it only when countering a 
    close range move which your opponent has whiffed.  A HK can be used the 
    same way.  In terms of the forward + HP variation, you can really only 
    use it to counter the LONGEST of delayed moves since it takes so long 
    to come out.  You get really good range with this though.  Again, the 
    Twin Palm Strike makes a good effective deterrent at this range.  Try 
    to keep just outside the range of your opponent and, when they pull out 
    a move, pull out the Twin Palm Strike to nail their extended appendage.  
    Often times you will nail them and send them flying into a corner.  In 
    terms of overheads, Yun's pretty sorry overhead has almost no 
    distancing so I'd count it out of using for mid-range fights.  Stick to 
    quick Toe Presses to get the overhead job done.
    Here is the meat of Yun's game.  Indeed, at close range Yun can be a 
    devastating enemy.  First off, to get inside one needs only to make 
    clever use of the Toe Press.  Generally you want to aim in front of 
    your opponent or land so that you hit their legs which positions you 
    close enough to pull off whatever you imagine.  Be careful, if you aim 
    to high the move is exceedingly easy to parry so make SURE you aim low.  
    Mix this up with jumping in MKs and HPs.  The jumping MK is what you'd 
    expect but the jumping HP has deceptively long range and high priority 
    making it an ideal jump-in.  Mix this further with Yun's jumping LP -> 
    forward + HP air chain for those players who love parrying.  
    Alternatively Yun's Shoulder Charge is also a very quick and effective 
    alternative for covering distance and I would recommend it (mixed with 
    your EX version to thwart parry-happy players), especially in the wake 
    of players who like to use fireballs.  Beyond that, advancing with the 
    forward + MK is relatively effective although not really the safest 
    alternative.  Use this strategy sparingly and only if your opponent is 
    playing very defensively (especially those who enjoy turtling low).  
    Beyond that, Yun's walking speed is already relatively fast making it 
    easy to wade in and dash back out.  What I would NOT under most 
    circumstances advise is to dash forward.  Yun's dash is SLOW and way 
    too long (distance wise) making it very unsafe to use.  The only time I 
    ever dash forward is when I want to catch up to an opponent when they 
    are on their back.  
    Once inside, you may want to tick away with one of your myriads of 
    combos.  Both the MP -> HP -> back + HP and the LP -> LK -> MP -> LP 
    Shoulder Charge chain combos are quick to initiate and quick to 
    recover.  Personally I prefer the MP -> HP -> back + HP because of the 
    sheer reach from the MP leading into sure hits (but also easier 
    parries).  The latter is a more reliable combo but make sure you are 
    DEEP if you want to use it because the range is very short.  Note that 
    both combos push you far enough away that only the quickest and LONGEST 
    attacks will be able to counter attack you (i.e. not many).  It is also 
    pretty safe to use a Twin Palm Strike after the latter chain and often 
    catches opponents as they try to initiate a counterattack.  
    If you find opponent's who like to parry after you get inside, simply 
    throw them or use a Cartwheel.  Yun's throw is very quick and effective 
    for wakeup (though without the range of grapplers like Hugo, Alex or 
    even Urien).  Try for a high low game aside from your combos to keep 
    opponent's guessing.  My favorite is probably going into a few standing 
    LPs then a crouching LK, crouching MK and a Lunge Punch if the 
    crouching MK connects.  Should the crouching MK not connect there are a 
    few options.  You can catch up with a forward + MK (also hitting 
    crouching opponents), perform a Twin Palm Strike (to nail them in their 
    counter attack) or use a MP Shoulder charge to possibly hit them in 
    their counter attack and pop them up into the air.  The main aim is to 
    STAY INSIDE.  This is where you are most deadly, so make sure you try 
    to stay put and consistently put pressure on your opponent.
    With the Genei-Jin activated it isn't hard to push your opponent 
    backwards very quickly.  However in an offensive position with such a 
    short time to land something you may find yourself more panicked than 
    the opponent.  The key here is NOT to lose control.  No matter what, 
    don't just try to spew out moves because more likely than not you will 
    initiate a Lunge Punch somewhere which will get you seriously crunched.  
    Instead, while Yun charges up for the super, use this opportunity to 
    quickly make note of your opponent's position.  If they are blocking 
    high, go for a crouching LK -> standing MP -> Forward + HP (this is not 
    a chain it is a combo).  You may find this difficult to begin with but 
    practice a few times and the timing will become second nature.  If your 
    opponent dashes or jumps backwards in a hurried frenzy to get away from 
    you, execute a MP Shoulder Charge.  With the power of the Genei-Jin 
    behind it the speed is easily enough to overtake your opponent and 
    launch them into the air.  From here you can wade in and juggle to your 
    heart's desire.  If you see your opponent crouching, go for an overhead 
    and repeat until they stand up, then do the crouching LK into the chain 
    to knock them up.  Major headaches.  If they play their turtle game 
    REALLY well, then just walk up and throw them to break their 
    concentration.  Sure once they're grounded your super bar is almost 
    gone, but it charges so fast that its FAR from a waste.
    Character Specific 
    Unlike Yang, Yun has little trouble with Alex due to his superior speed 
    and stamina.  Here you want to play a major offense game because Alex 
    is pretty slow and thus, can't deal with countering many of your 
    attacks on a consistent basis.  Your jumping HP has priority over 
    almost all his anti-air moves save for his Knee Smash (which can be 
    deftly parried with little difficulty) and if you jump-in on him when 
    he's getting up there is little he can do to retaliate.  Attack with a 
    constant flurry of combos and high-low games to down the brute easily.  
    Under most circumstances you can stop Alex before he can do anything 
    (thus beating him out of his own moves)!  In cases where he may 
    actually get a move out here and there, proceed to counter his 
    loooooong lag times with the attack of your choice.  Alex's main 
    weapon, the Power Bomb, shouldn't be too hard to avoid since Yun can do 
    attacking from outside its range (use the MP -> HP -> Back + HP chain) 
    but be mindful of the Hyper Bomb because it does reach a bit further.  
    Constantly be darting in and out, like a mosquito around a bear, and 
    you'll find that Alex isn't too difficult to finish off.  He also makes 
    an absolutely monstrous target for the Genei-Jin juggles.
    Trouble here, Chun-li is stronger, more durable and almost as fast as 
    you.  Her priority also tends to beat you in a lot of cases and her 
    moves are difficult to parry.  What to do?  In her case it is hard to 
    swarm Chun-li because of her high priority supers and EX moves so count 
    this out as a strategy.  I tend to play her in a constant dash-in, 
    dash-out strategy instead.  First of all, truth be known that Chun-li 
    has the crappiest fireball in the game.  It barely goes anywhere, is 
    easily parryable and takes a while for her to recover from.  This being 
    said, should you ever see this thing get whipped out make sure you 
    either parry it and then follow up with an attack, jump it and Toe 
    Press into a big combo, or Shoulder Charge under it into a juggle 
    combo.  Second truth to be known is that Chun-li is devoid of a truly 
    good anti-air move.  Generally you will see her use a standing MK to 
    try and swat you but your jumping HP easily has priority over this.  
    Keeping this in mind, don't get TOO overconfident because she always 
    has the Tensei Ranna (Super Art III) which can easily destroy you when 
    you jump.  In the case where she is not using this super art I would 
    not hesitate to jump-in on her with the HP or low aimed Toe Press 
    because there is little she can do aside from parrying (but you aren't 
    THAT predictable are you?).  In a case where she IS using this super, I 
    would advise a few cases in which you jump forward but stop your 
    trajectory almost immediately by using a LK Toe Press.  This will, in 
    essence, cause you to land almost straight down.  Of course after 
    having seen you jump in, she may try to pull the super art to hit you, 
    only to find she has whiffed completely!
    When dealing with her at close range, be weary of her back + HP (it 
    looks like your Twin Palm Strike but faster and weaker), her crouching 
    MK (which she likes to buffer into a Hokyou Sen super) and her standing 
    HP (which has EXTREME POKING RANGE).  To combo this use your crouching 
    MK often (she has trouble countering it) as well as mid-range Twin Palm 
    Strikes.  Go easy on the Twin Palm Strikes however as they tend not to 
    work as well on Chun-li as other characters.  The forward + MK overhead 
    works quite well on her due to her wide crouching position making her 
    an easy target and sailing over her MK.  Unfortunately there is little 
    you can do about her back + HP or standing HP other than 
    blocking/parrying (if you can see it coming) and then jumping in again 
    afterward.  On a side note, Chun-li is one of the more difficult 
    characters to juggle with the Genei-Jin (her descent speed is faster).
    Dudley is a walking powerhouse who relies on reach, priority and POWER.  
    Dudley is ludicrously strong for a character of his speed and can pose 
    quite a problem to the un-informed Yun player.  First of all, Dudley 
    likes to poke a lot with his long punches.  With the priority and 
    intimidation to do so this could prove a problem since you can't really 
    compete reach-wise.  This is where parrying comes in real handy.  
    Dudley falls prey to parrying more severely than most characters 
    because he reaches out so far that it usually spells doom to execute a 
    punch without the safety of block recovery time.  Moves you may want to 
    keep an eye out for is the standing HP, Forward + HP, crouching MK and 
    Forward + HK.  The standing HP is a high priority, long range move that 
    can put an end to any attempt to walk in.  However note that this move 
    loses out on priority to any of Yun's special moves.  I wouldn't really 
    advise parrying it because it is rather difficult to see coming (both 
    due to its reach and speed).  Dudley's Forward + HP is basically his HP 
    with a slight dash at the beginning.  While the range is incredible on 
    this move, the speed is NOT which makes it easy parry bait.  Failing 
    that, the Forward + HP has all the weaknesses of the regular HP.  The 
    crouching MK is very difficult to deal with because it is fast, but 
    luckily does not do much damage.  While you may find yourself being hit 
    by this from time to time, concentrate more on your get-up.  Parry high 
    or low as you get off the floor because you will find many Dudley 
    players to be overly aggressive as you stand.  This is NOT as hard as 
    it sounds.  Finally, Dudley's standing Forward + HK is a very quick 
    overhead with high priority but not too much reach.  All I can really 
    say is don't be crouching because it isn't too easy to parry this one.  
    Dashing in and out is Dudley's game but you may find that he pulls the 
    periodic Machine Gun Blows to spice up his dashing.  While he may think 
    this a safe way to tick damage, I should mention that the Machine Gun 
    blows (from a range in the middle of the screen or farther) are rather 
    easy to parry.  Just parry in tune to your heartbeat.  Once all the 
    hits are parried you have a HUGE margin to whip your opponent silly.  
    Beyond this, many of Dudley's jump-ins are also parry bait with the 
    exception of his jumping HK.  While you can parry this, it is rather 
    difficult so I would just block it or, should you see fit, back-dash.  
    You CAN use the Flying Twin Kick but I wouldn't advise it.  While its 
    priority beats that of Dudley's jumping HK, the initiation time could 
    get you hurt.  In terms of offense, facing Dudley offensively is not 
    too different from facing others.  Wade in with combos and high-low 
    games.  While Dudley's defensive game isn't too great just beware of 
    his Jet Uppercut as you jump-in.  This is easily parried (including the 
    EX version) if you can simply see it coming.  Again, this takes some 
    practice and knowledge of your opponent's tendencies.  Aside from this 
    he may also try to use the Cross Counter special on you.  The thing to 
    know about this is that it can be PARRIED.  So if you attack him and 
    hear those magic words, simply parry quickly and you should be okay.  
    Practice makes perfect.  Once Dudley is stuffed in a corner and unable 
    to escape, he's as good as gone.  Just be sure he doesn't push you into 
    a corner because the same thing works in reverse.
    On a side note, Dudley is one of the hardest characters to juggle with 
    the Genei-Jin.
    Now that I've become a little better at the game, all I can say about 
    Elena is two words.  Parry Bait.  This is partly Capcom's fault for 
    animating her so fluently.  
    First of all, Elena players (what few there seem to be) generally stick 
    with high - low as their main type of offense, and with good reason.  
    With a multitude of high and low attacks it can get very confusing very 
    quickly.  This is where parrying comes into play.  Firstly, her main 
    source of getting inside is to either jump in or dash in.  The jump in 
    can be stopped, believe it or not, by the Flying Twin Kick as it beats 
    out most of her moves (and with enough speed to boot!).  Alternately it 
    isn't too difficult to parry her (make sure you double parry her 
    jumping HK) jumping attacks because they take a while to come out and 
    have about the same reach and speed.  
    Next to this, Elena's second source of getting inside is using her 
    incredibly fast dash attack.  Often times players will dash in and use 
    a LK Scratch Wheel (okay... the computer mainly does this actually).  It 
    doesn't take more than a quick walk backwards to thwart this and 
    counter with a crouching MK into a Lunge Punch (don't try chain combos, 
    she generally crouches under them).  Alternately she may do this and 
    try for a crouching HK slide or overhead kick.  This is very hard to 
    deal with and, if possible, I'd simply dash backwards as it can be 
    difficult to telegraph where to parry.
    Elena's final, and probably most dangerous (for her) way to get inside 
    is to perform her Rhino Horn attack.  This is absolute PARRY BAIT and 
    goes into the books as one of the game's easiest moves to parry.  
    Problem solved.  In the case where you can't parry, then simply block 
    but beware.  Many players like to follow this with a LK Scratch Wheel 
    which can pretty much take you out of anything you can do.
    Now that we have covered how to thwart her offensive attacks, how do we 
    attack her?  First, unlike most characters, it is actually safer to 
    whip out Lunge Punches against Elena as opposed to Shoulder Charges 
    because you need the initial speed to beat out her attacks.  The main 
    aim of your game should be to get her on the floor so try to attack 
    with attacks that knock her down.  If you want to try jumping in on 
    Elena, note that you will generally be faced with a Scratch Wheel.  
    There are few ways to deal with this as her priority is quite high 
    (even a well aimed Toe Press has nothing on this move).  If you want to 
    try dealing with this, my only suggestion is to parry (generally you 
    need to parry at least 2 of the 3 hits before you are clear).  Once 
    inside, I would not really advise using too many chain combos because 
    Elena has an easy time crouching underneath blocked combos and 
    countering with nasty moves.  I would also advise against using the 
    Twin Palm Strike as I have met many a defeat by trying to push her down 
    with this move.  However you do it, you should note that once she is on 
    the ground you can safely jump at her with a JUMPING HP without fear of 
    ANYTHING.  Indeed, the HP has priority over anything Elena can do 
    meaning she is left with a block or a parry.  The key is to be landing 
    with the punch just as she is getting off the floor meaning that even 
    if she starts to pull off a Scratch Wheel Yun will reach up and over 
    her leg smacking her in the face.  If she parries there is still little 
    she can do so wade in with a high-low game.  In terms of Super Arts, 
    the only super your really have to worry about is the Spinning Beat 
    since it has pretty high priority and damage.  Generally she will combo 
    this in with a Scratch Wheel so just follow the ways of avoiding this 
    move and you will be okay.  If you are playing Yun correctly then you 
    should have absolutely no problems with a healing Elena.  
    One a side note, Elena is a relatively easy character to juggle with 
    the Genei-Jin.
    One thing I have learned from many fights with said giant is that Hugo 
    has a real weakness against the Twin Palm Strike.  Indeed, if you can 
    get the distancing on this down then you have pretty much won the 
    fight.  How can I speak so confidently?  From experience.  Your perfect 
    distance for the Twin Palm Strike is outside of his forward + MP 
    slapping range.  From this range, even if your move is parried or 
    whiffs you are completely safe.  Your initial aim in the fight should 
    be to get Hugo on the floor.  Whether you sweep him, chain combo him or 
    what not make sure Hugo hits that pavement.  Once he has, stand at your 
    anti-Hugo range and perform the Twin Palm Strike as he is standing up.  
    Inexperienced players will block and after which try to attack you only 
    to find that you are pulling off a SECOND Twin Palm Strike.  Good 
    players will parry and try to attack you realizing that you are too far 
    for them to do anything (except Kara Throw... be VERY weary of those who 
    can Kara Throw) meaning as they counterattack you are free to do 
    whatever you wish to them.  
    Past the Twin Palm Strike there are myriads of strategies against Hugo.  
    Most individuals cannot perform a 360 or 720 without jumping first 
    which means you are looking at a LOT of jump-ins.  Aside from being 
    able to, you guessed it, Twin Palm Strike Hugo out of any of his jump 
    ins, he is also one of the characters on whom the Flying Twin Kick 
    actually WORKS.  If that weren't enough, Hugo makes an absolutely HUGE 
    target to use the launching MK on as long as you can get the timing 
    down.  Other Hugo players will dash in or walk in or possibly perform a 
    Lariat to get inside.  Dashing players can be downed with simple 
    crouching MKs, Twin Palm Strikes or anything else you really want.  
    Walking players you have to be a bit more weary because they can parry 
    or block meaning you should play a little more conservatively by trying 
    to bat them away with series of LPs or a MP -> HP -> back + HP chain.  
    I would not recommend at ANY point to use the Lunge Punch on him simply 
    because it is obscenely easy for him to Moonsault Press you afterward.  
    Having dealt with defense, offense is really quite easy.  It isn't hard 
    to jump in and use your LP -> forward + HP air chain since he is such a 
    huge target.  It also has considerable priority over him meaning you 
    won't have to use your Toe Press or even jumping HP very often.  Other 
    than that, stick with your simple chain combos and high-low games to 
    down the brute.  Just make sure you back off when he's getting up 
    because his Moonsault Press is a great get-up move.  If you are going 
    for full offense it should be noted that Hugo players have huge 
    difficulties with the Genei-Jin simply because Hugo is slow to react to 
    changing conditions (which is what the Super Art is all about)
    On a side note, Hugo is one of the easiest characters in the game to 
    juggle with the Genei-Jin.
    The middle-man when talking about the difficulty of fighting shotos.  
    In terms of fighting style, Ken has a few unpredictable kicks which 
    separates him from the other shotos and makes him a bit difficult to 
    parry.  First of all, parrying Ken's jump-ins isn't too difficult.  Be 
    careful of his cross up MK however as it can spell trouble (you still 
    parry forward BTW).  Since Ken's jump-ins have a lot of priority, there 
    isn't much you can do to thwart him beyond this unless you want to 
    quickly backdash and then Lunge Punch forward (praying you catch him 
    before he reaches the ground).  Once on the ground, Ken players like to 
    pull off the typical crouching MK -> fireball combo followed by 
    overheads.  If you can't parry this 2 hitter (I advise you practice as 
    it works on ALL shotos) then simply block low and then block high or 
    try to tag him after the fireball.  Tagging him after the fireball can 
    only be done when Ken is extremely close since he'll lag after it.  
    After this you can typically expect one of two things.  He'll either 
    wait for you to try to jump out in which case he will Dragon Punch you 
    or he'll use a Hurricane Kick to cover the distance back and then 
    assault you again.  If you see him pull a Hurricane Kick you can either 
    parry (not hard at all) or crouch under it.  The former gives you a lot 
    of time to counterattack while the latter gives you less time but 
    reverses your positions putting him back in the corner.  In the case of 
    the Dragon Punch you can either jump and parry or simply walk up to him 
    and block (he'll usually still pull it off as the opponent is in this 
    frame of mind).  Once he's down you can take an offense.  On offense 
    you want to avoid jumping in unnecessarily since his Dragon Punch has 
    supreme air priority.  Again, you can parry but this takes practice.  
    Typically I like to jump to about half a jump's height and then use the 
    LK Toe Press to trick the opponent into pulling a Dragon Punch that 
    whiffs thus giving me the time to counterattack with ease.  Against Ken 
    your best offensive weapons are your chain combos, throws, Toe Press 
    and Shoulder Charge.  I would advise chain combos over high-low games 
    because Ken can generally out prioritize you in terms of combos which 
    don't have him constantly blocking.  Throwing generally used when he 
    turtles after a few chain combos to wake him up (be careful about that 
    Dragon Punch though!).  The Toe Presses must be aimed and timed so that 
    you hit Ken as he is getting up, not while he is on the floor or after 
    he is up.  This way you avoid the patented Shoryuken get-up and also 
    the Shoryken anti-air.  Finally, the Shoulder Charge can pass easily 
    under his fireballs and has a quick recovery meaning you will be safe 
    even if he manages to block it.  I would advise a careful game of 
    running in and out of your opponent's range of attack to slowly widdle 
    Ken down to nothing.
    On a side note, Ken juggles rather easily with the Genei-Jin.
    This woman has been dubbed the "Dizzy Bitch" by many players I have had 
    the pleasure of meeting, and for good reason.  Makoto is pure and utter 
    strength, simple as that.  With high priority, awkward to parry moves 
    and the ability to dish out disgusting amounts of damage, she is an 
    opponent who is feared by many, but played by few.  This being said, 
    she is far from impossible to defeat, but play carefully.  First off, 
    getting in on Makoto isn't too difficult.  Mixing up your Toe Presses 
    generally makes short work of this (considering you are not so 
    predictable that you will be parried) and even jumping HPs can do it 
    since Makoto is devoid of any really useful anti-air move.  Be aware 
    that crossing her up, while looking easy, can be difficult against a 
    player ready to use her Shoryuken-type special move (she punches the 
    air directly above her).  I would NOT recommend using a Lunge Punch to 
    try and cover ground because should she manage to block or parry the 
    move you are in for some real pain.  If you need to get inside on the 
    ground, I would recommend the Shoulder Charge or even simply walking 
    back and forth while poking.  Makoto's walking speed makes it easy to 
    catch up with her and her limbs are generally not long enough to catch 
    you after a poke.  Now that you are inside, play high-low to the best 
    of your ability ending with a quick dash backwards and then a palm 
    strike.  Many players like to dash forward after they see your backflip 
    in an effort to push an offensive but they will generally meet doom in 
    the form of two palms.  If she jumps in, your Twin Palm Strike will 
    generally take out almost anything she chooses to use (except for a 
    well timed HP) because most of Makoto's jump-ins are not that useful.  
    After you have safely left her range of attack you can either press a 
    second attack or try to bait her into using a Hayate (the dashing 
    special move).  Many Makoto players tend to abuse this move without 
    realizing that Yun is fast enough to counter the move after it is 
    blocked (a simple crouching MK -> Lunge Punch will do).  The key to 
    fighting Makoto is to outmatch her in speed and overwhelm her.
    Makoto is on the harder side to juggle with the Genei-Jin, but she also 
    seems to have difficulty dealing with the super outside of combos.
    This can be trouble if playing an opponent who is actually experienced 
    simply because Necro can pound you at far range before you ever have a 
    hope of getting inside.  Naturally, parrying is always an option but 
    not always the easiest thing to see coming.  What to do?  The basis of 
    your game in this case should be to try and knock Necro down.  There 
    are a few ways to do this.  The first is try and Toe Press low, but 
    this has a habit of getting stuffed pretty easily (either by his 
    electricity or a simple parry).  Jumping in and parrying is generally 
    pretty safe since Necro's air counters are all rather easy to parry 
    (this includes his electricity, just parry 3 times slowly).  If you 
    can't parry, then try landing Toe Presses just before Necro.  He often 
    performs his back + HP uppercut which has great vertical range but 
    lousy horizontal.  This also covers you if he uses his electricity 
    (often you are out of range).  However watch out for his Magnetic Storm 
    super, and be ready to parry or simply be a little more defensive 
    should you see his Super meter charged.  Alternately, if you want to 
    get inside directly it is relatively safe to use a properly distanced 
    Lunge Punch since it has priority over most of Necro's moves and Necro 
    is slow enough that he has a hard time countering a blocked/parried one 
    with anything big.  Once Necro is down you can proceed to jump on him 
    with a HP without fear of much more than a parry.  Your jumping HP has 
    priority over even his electricity move as he's getting off the floor.  
    Beyond this, stick with constant ticking but be weary of playing high-
    low because Necro's crouching LP will destroy your overheads (its quick 
    and has massive range for a LP).  You can be a bit more lenient about 
    whipping out laggy moves since Necro has a hard time countering but 
    beware of his infamous MP -> Spinning Punch -> Magnetic Storm combo.  
    For the most part, Necro takes a LOT of damage so you should be able to 
    down him with quick consistent hits that give him no room to breathe.  
    In terms of dealing with Necro's offensive, he likes to play high-low a 
    lot with his Snake Fang and Flying Viper moves.  I tend to block low 
    more often since his Flying Viper is easy to see coming.  You can 
    counter it with a LP Lunge Punch, or just parry it into whatever you 
    want.  The Snake Fang is much harder to deal with but remember you CAN 
    block it and it has pretty hefty lag times.
    On a side note, Necro juggles rather easily with the Genei-Jin.
    I remember when I use to make fun of Oro.  Those days are way behind me 
    now, as I have discovered that Oro can be one of the toughest little 
    SOBs to square off against.  He is small enough to crouch under a 
    number of moves, his power is respectable and it can be a bitch to 
    parry him.  Your best bet to assault him is, again, aim for a low Toe 
    Press.  Although this is a bit dangerous considering his rising elbow 
    move, it is still rather effective and, if aimed properly, can take him 
    out even if he does it.  Once inside, I suggest using the LP -> LK -> 
    MP -> LP Shoulder Charge combo as opposed to his MP -> HP -> back + HP 
    combo because Oro has a very easy time crouching under the latter and 
    smacking you silly.  High-Low is the name of the game here and try to 
    keep him pinned up against the wall.  Once you have ticked him enough, 
    poking Oro is not a bad idea because his limbs are short enough that he 
    has a difficult time countering you even if you miss.  Keep an eye out 
    for his Sun Disk Palm however and be ready to parry if you see it.  
    Many Oro players will also execute a back + MP launching punch after 
    the Sun Disk Palm anticipating your jump-in.  This WILL destroy your 
    Toe Press so I would suggest either jumping in and parrying it, 
    crossing up with an overjumped Toe Press or simply just don't jump over 
    a Sun Disk Palm.  Another little move Oro players like overusing is the 
    Jinchuu Nobori (the move where he jumps up and lands on you kicking).  
    This move can actually be parried rather easily and I would suggest you 
    learn it because it is the easiest way to defend against it.  If you 
    can't do this, remember to block high often and remember that you can 
    hit Oro before he lands with a Lunge Punch.  Also be weary of his 
    standing HP which is a very painful overhead attack.  Oro players also 
    have the advantage of a wide variety of Super Arts.  The Tengu Stone, 
    although weakened since Double Impact days, is still very strong and 
    hard to deal with so I would suggest you simply flee for the duration 
    of the super (with Yun's speed it shouldn't be too difficult).  The 
    Yoroi Doshi super is little trouble and is easy to avoid (just block 
    the big one).  This finally brings us to the Kishin Riki, which is not 
    so reeky anymore.  It looks like Capcom has increased the damage and 
    idle time on this super so be cautious to keep Oro at a distance if he 
    activates it.  The 3 punch version is a little hop that throws you 
    straight up and slams you down and you can pretty much bet he'll use it 
    anytime you go for a low kick.  Solution?  Keep a constant game of in 
    and out so as to make him whiff the super.  Finally there is the issue 
    of his jumping HP and double jump.  The jumping HP hits twice so be 
    sure to parry accordingly.  Alternately it takes little more than a LP 
    Lunge Punch or jumping HP to knock him out of it.  As for the double 
    jump, he may use it to get around some of your moves, but in the long 
    run the recovery is pretty long on it so you have time to even Lunge 
    Punch back and STILL smack him.
    On a side note, Oro juggles rather easily with the Genei-Jin.
    1.6	- Facing Yun
    -	Try to keep him pinned, Yun doesn't work very well under pressure 
    or in any kind of defensive position.
    -	Learn to parry the Toe Press, you will be ever grateful for 
    having learned it.
    -	Keep in mind to use low risk moves against Yun because he can 
    punish you quickly and painfully for a single mistake.
    -	Be mindful of his high-low game, not only is it fast but his 
    overhead is pretty useful.
    -	Rush out to attack him after missed or blocked combos, Yun 
    players have tendencies to delay moves making you think there is 
    an opening which really doesn't exist.
    -	Buy into his mind games, especially in terms of the Twin Palm 
    Strike.  Learn to see the instant in which Yun will attack or 
    not.  Once he commits, THEN you can counterattack.
    -	Panic if Yun has just creamed you with consecutive chain combos, 
    remember that he takes a lot of damage and thus the match can be 
    brought into perspective very quickly.
    1.7	- Combos
    (Too many to list, I'll post the most used ones)
    Jump-in LP -> Forward + HP (chain) -> land standing MP -> standing HP -
    > Backward + HP (chain) -> (optional) You Hou
    -	Basic chain combo you will use 90% of the time, does decent 
    damage and knocks the opponent down.  Chaining the Super Art is 
    great for beginners but knocks the super's damage to about 2/3 to 
    Standing LP -> Standing LK -> Standing MP -> LP Shoulder Bash -> 
    (optional) Any Super Art.
    -	Second Basic chain combo.  Does slightly more damage than the 
    first combo but the range is much shorter.  Learning to buffer 
    the Genei-Jin after this combo unleashes Yun's potential as a 
    high-level character.
    Crouching MK -> Lunge Punch
    -	Another bread and butter, I suggest only using the LP Lunge Punch 
    to avoid risk.
    Crouching MK -> Any Super.
    -	Difficult to use since the crouching MK doesn't give much time to 
    evaluate using a Super Art or not.  Requires QUICK reaction.
    Close (launching) MK -> any juggle (preferably cancel into high jump 
    and LP -> forward + HP chain)
    -	The juggle kick that brought Yun/Yang to fame, easy to use after 
    an anti-air parry.
    1.8	- Cool Animations
    Opening Animation(s)
    1.)	 Yun stands tapping his foot impatiently before performing a 
    Kung-fu bow and entering his fighting stance.
    2.)	Yun stretches his back leg while saying "Oreniwa katenai Ektay" 
    (You cannot defeat me) or "Kataze kono ken ka" (Allow me to join 
    this fight)
    3.)	Yun comes from the side of the screen jumping off his skateboard.
    4.)	(Special against Makoto) Yun bows
    5.)	(Special against Yang) The two flip past eachother
    Standing Animation:  Typical Kem-po style stance.  Yun bounces up and 
    down more while his brother Yang bounces back and forth.
    Taunt:  Yun circles his hat around his finger and says "Tsuman ney na" 
    (This isn't fun), "Kakka te koi yo" (Come and fight me!) or "Yoi you 
    daze" (I can handle this).
    Ending Animation(s)
    1.)	Yun strikes a Tiger Kung-Fu pose
    2.)	Yun strikes a Crane Kung-fu pose and says "Zato kona mon" (This 
    is the least I can do!)
    3.)	Yun bows and says "Soh-jin" ("Done" - strangely, his only Chinese 
    4.)	Yun simply bows.
    2.0	- Thanks 
    Teo - For endless matches of SF goodness, truly your Ibuki is something 
    to be feared... but beware the JUMPING HP!
    Morrigan - For at least trying... = )
    Red Sheep - You've shown me that Hugo's strength knows no bounds
    2.1 - Legal Stuff
    Feel free to distribute this FAQ so long as MY NAME IS ATTACHED TO IT!  
    (EGM< This means YOU!)... Yes, we do have a copyright thing here in 

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