Special Moves
Damage
Light
90
Medium
110
Hard
130
EX
140
Properties
Yun leaps forward with his fist out and the strength of button determines how long this move takes to start up and the distance it travels. Light Lunge Punch travels the least distance, but starts up the fastest.
Each version only hits once but they all knock the opponent down right in front of you. Regardless of the version used, if you space it so that Yun strikes at the very end of the lunge then Yun is safe from nearly all counter-attacks. This is much harder to do with the Light Lunge Punch though.
You'll want to be using this move to approach the opponent safely. It starts up quickly for such a long-range move and puts you safely in front of the opponent provided that you space it correctly. This move also works well in juggles and can be comboed after quite a few special moves, not to mention your Ultra 1.
You can FADC the beginning or the end of this move to make it safe. A great choice if you poorly space your Lunge Punch.
EX Version: This is Yun's best EX move by far. Not only is this move safe on block, but it leaves you at frame advantage in front of the opponent giving you time to apply a mixup. If both hits land on a grounded opponent, you can juggle into Ultra 1 anywhere on the screen. If you don't have Ultra 1, you can simply juggle into a Light Lunge Punch for extra damage.
It may be tempting to abuse this move at first, but any good player will be watching for it. It has a hard time catching neutral jumpers due to the way the move travels. Also, it's much easier to juggle into Ultra 1 from this move in the corner, with midscreen your timing has to be very quick.
Damage
Light
0
Medium
160
Hard
160
EX
160
Properties
This palm attack has a surprising amount of range and does more damage than all of Yun's specials. It has the power to negate projectiles and do lots of chip damage safely to opponents.
The Light version is a fake palm. Use it for one of two purposes; to cancel into it from a blockstring so that you can tick into Zenpou Tenshin, or to bait opponents into attacking you so that you can respond with a Dragon Kicks or Ultra.
The Medium and Hard versions have exactly the same damage, startup and recovery while being completely safe on block. Use these versions to build meter full-screen or to cancel out projectiles for even more meter. You can also use the Palm Strike on the opponent's wakeup, since trades against reversal attacks will usually work out in your favor damage-wise. It can also catch backdashes if they have short range.
The Palm Strike is classified as a projectile attack, so certain moves that can beat projectiles can travel straight through it. You'll want to be careful since many characters have EX moves that travel through fireballs easily and they can exploit this advantage. For this reason, you'll want to be careful how close you are to an opponent before you start the Palm Strike.
EX Version: If the EX Palm connects, the opponent will bounce off the wall allowing for some easy juggles into Light Lunge Punch or Hard Dragon Kicks. This move is extraordinarily unsafe on block, but it has quite a lot of lower-body invincibility. There's not much use for this move unless you are doing a very punish or a post-stun combo.
Damage
Light
120
Medium
130
Hard
140
EX
100
Properties
This is Yun's main anti air special move and his only invincible reversal. The Light version comes out the fastest and has the most invincibility, making it the best anti-air. Unfortunately, the Light and Medium Dragon Kicks whiff completely on crouching characters meaning that you really can't use this as a reversal.
When it comes to reversals, only the Hard Dragon Kicks can be used reliably. While the Hard version is the slowest of all the Dragon Kicks, it has a huge amount of invulnerability to beat a lot of attacks and hits both crouching and standing characters.
The Hard version is the best one to use to avoid crossup attacks on wakeup because Yun will fly the whole way across the screen where it is very hard to punish him.
When it comes to combos the Hard Dragon Kicks is the best ender because it knocks the opponent down directly in front of you. You can also use the Light Dragon Kicks to combo into Ultra 1 against certain characters. Regrettably, you cannot FADC Dragon Kicks at any time.
EX Version: EX Dragon Kicks starts up the fastest out of all the versions but it has the least amount of startup invincibility. If you're trying to punish poor safe jumps then this is an escape option. It can also hit crouching opponents unlike the Light Dragon Kicks.
Because this version recovers the fastest on the ground, it's possible to connect a Lunge Punch after EX Dragon Kicks juggles the opponent.
Damage
Light
100
Medium
125
Hard
140
EX
150
Properties
This makes Yun slide forward while performing a shoulder attack. This is another potential combo ender for Yun or a punishing attack.
The Light Shoulder starts up the fastest and is easy to combo into. It's also mostly safe on block, but if you end up too close to the opponent some characters can reach you with Light Attacks. It also does not knock down on hit. It's still a great move to use in a blockstring if the opponent doesn't have a dragon punch at their disposal.
The Medium and Hard Shoulders are very unsafe on block but have the ability to pass through projectiles during the middle phase of the move. If you do land either version you can follow up with a Lunge Punch juggle since they knock the opponent high into the air.
All of the Shoulders can be canceled into Genei Jin. No matter which version you use to start your Super, you should be able to combo and juggle cleanly once it starts. Since the Light version is the only one that can be comboed into it will be your most common path to Genei Jin.
EX Version: EX Shoulder starts up faster than the Light Shoulder and is invulnerable to projectiles throughout the duration of the move. It is just as super unsafe on block as the Medium and Hard versions though. It hits twice with the the second hit knocking the opponent into the air, and works well during juggles.
Properties
This command grab is a very powerful one and is one of the reasons why Yun is such a feared opponent up close. It does no damage, but it places the opponent in enough hitstun for you to follow up with some very damaging combos.
It has an amazing amount of range and you'll want to tick into it from either your crouching Light Punch or Kick. Despite being a little slower than the average command grab, it's still quite a useful move. If you aren't using Zenpou Tenshin, then you are cutting yourself off from one of Yun's best moves.
The button pressed makes no difference in terms of range or hitstun. All versions have the same reach. It also has no invincibility to any attacks or throws. The whiff recovery of Zenpou Tenshin is also massive, so be very wary of opponents trying to get away from your command grab game.
EX Version: This version has a lot more range than the regular Zenpou Tenshin, which is quite crazy. It also starts up a little faster while being invulnerable to throws. Definitely one of Yun's best EX moves.
Super and Ultra Moves
Yun's Genei Jin defines him as a character due to its unique abilities. While it isn't the focal point for Yun's gameplay like it was in Third Strike it's still good enough to deal heavy damage to opponents while placing them in the corner. Just like in Street Fighter 3 all moves performed during Genei Jin do zero stun.
When Yun activates this Super it has zero-frame startup, meaning that the activation cannot be punished. Once it starts, the recovery on Yun's grounded normals change to almost zero allowing him to attack mercilessly with pokes and hit confirms. All of Yun's special moves also gain the faster recovery boost which allows him to perform juggles that were initially impossible to do.
The Genei Jin also changes the way certain moves juggle and strike the opponent. For example, the Hard Lunge Punch now does three hits when it used during Genei Jin mode which makes juggling possible. Yun's Senpuukyaku now juggles the opponent when it did not initially. Normal moves that would normally reset an opponent in the air now maintain aerial juggles. Other examples exist.
Although this Super does eventually get damage scaled heavily, it's possible to reset the opponent and go for more setups while Genei Jin is still active. Zenpou Tenshin is quite easy to sneak into a Genei Jin pressure string. As an extra bonus Genei Jin can stay activated throughout Yun's Ultra 1, so he can continue a juggle after the Ultra animation is complete.
Once you've caught your opponent in a juggle, you'll want to repeatedly juggle them with Palms, Dragon Kicks, Shoulders, Overheads, standing Hard Kick, and other assortments of moves. Practice your ideal Genei Jin combo in training mode so that you can pull it off no matter where you are on the screen.
Properties
Yun's Ultra 1 starts up quickly and is a very easy Ultra to combo into. The startup speed makes it possible to use Youhou as an anti-air, though you have to have fast reactions. It can be comboed into from a variety of situations and setups. You can also juggle after this Ultra with a Hard Lunge Punch no matter where you land it. Combo setups:
- EX Lunge Punch
- Hard Punch Shoulder FADC
- Light Dragon Kicks (one hit only)
- Target Combo 4 FADC juggle (Corner only)
This is the most popular Ultra choice for Yun because it gives him easy access to extra damage in his combos. If you activate this Ultra while Genei Jin is active, you won't get a full cinematic of damage but you will be able to combo afterwards with a few more juggles before your Super timer runs out.
Yun flies forward with a series of elbow strikes and during this time he is completely invincible to projectiles. Due to the range he flies forward this Ultra is a great choice to punish projectile throwers or to punish long-distance moves that can't be reached with your Lunge Punch.
There is no way to combo into this Ultra other than with a Focus Attack.
Target Combos
You need to still be airborne after the Jumping Light Punch lands for the second hit of the target combo to connect. Good jump-in for breaking anti-air Focus Attacks from your opponent.
No use for this Target Combo.
You can use this combo as a two-hit poke, but Yun's sweep has average range and slow startup.
Yun's best target combo and a very dangerous one. Yun's standing Medium Punch has incredible range and the first two stages of this move are safe on block.
You can easily hit confirm into a knockdown with this move and it's great for whiff punishing as well. This target combo's ability to beat out other normal attacks should also not be underestimated.
A simple hit confirm target combo where the last move is special cancelable. Unfortunately due to the strength of Yun's links into his Medium Punches this target combo is largely unused.
Notable Normal Moves and Unique Attacks
Yun's dive kick is an incredible move for a variety of reasons. It's fast, difficult to interrupt and can lead to big combos or a command grab depending on whether it hits or not. You'll want to be using this move often, but when to activate it and which version to use is also important. This move can be blocked high or low so the real mixup starts when you land.
Yun can only activate Raigeki Shuu if he is jumping neutrally or forward. You can cross up with this dive kick to apply a mixup, so in order to do that make sure Yun's foot strikes the back of the neck of the opponent. To make this move safe and to give yourself frame advantage, you'll want to be hitting the opponent right in the knees or toes with this move. This will allow Yun to recover on the ground the fastest.
The Light version travels almost straight down and is great for baiting anti-air special attacks and crossing up. The Medium dive kick travels farther forward and is the most used version for approaches since it's easy to angle this move into the opponent's lower body. The Hard version is great for long-range approaches due to its shallow angle of movement, but is the easiest to anti-air.
If you just blindly attack with this move, you'll get hit out of it a lot by anti-air normals or standing normals. You'll want to dive kick after you knock the opponent down, or after a charge character surrenders their charge, or after someone whiffs a ground poke. Try to maintain an airborne state with well-spaced neutral and forward jumps so that you can dive kick whenever you need to.
Yun does a turn kick that must be blocked high. You can also use this to cross up a grounded opponent to quickly switch sides. A simple mixup move.
If you use this during Genei Jin, the shorter recovery now assigned to this move will allow you to combo from it. It will also relaunch aerial opponents and move Yun's body forward, which is important for maintaining juggles.
Close Standing Medium Kick (Launcher)
An anti-air option for Yun, although he doesn't need it. You can Jump Cancel this move on hit or block to either make it safe or do a follow-up attack.
Yun throws out both of his hands and takes a huge step forward, and if you space this move correctly it is safe on block. A fantastic poke at mid range.
Due to the big step Yun takes before he attacks, it's possible to go under aerial attacks and hit opponents with the left side of the move. It also knocks down.
Standing Light Kick
Yun's fastest standing normal. It's also special cancelable. If you're unsure whether or not you can punish a move then try this normal move. Cancel it into a Light Lunge Punch to get a knockdown if you land this attack.
Jumping Medium Kick has a lot of range, Jumping Hard Kick is a good air-to-air attack and Jumping Hard Punch is a good combo starter, when your opponent leaves themselves open.