Yeah, so we’ve all seen a billion match videos of Yun owning up in SF3…but I’m looking for CVS2 stuff. Anyone have any videos of skilled Yun play? I think there was a Yun beating the crap out of someone in the Evolution 2002 DVD…anywhere else though?
i’d like to see this as well
Well wouldn’t ya know it, I found some. I am sharing them under CVS2 Matches on the goforbroke hub. My name is Kobokushi. Look for CVS2 Matches with “Ken VS (someone)”. He really shows how to rush shit down with yun, and has a couple nice CCs also.
Check out Ken vs. Combofiend. Oh yeah can someone tell me that two hit chain that Yun does in the air after sj cancelling from s.mk?
Yun is trash in CvS2… He can be used with roll canceling, but so can all the rest of the cast.
The only reason I can think of why Yun sucks is that he has such poor damage retention (we are talking worse than Akuma and
Cammy, you hit him a few times with anything and he
loses half a life bar). Other than that, he actually
plays pretty damn well. Things you can do (I’m leaving
out groove specific and roll cancelling because they are more modification to general stategy ^^):
- Anti Airs -
c. FP (close)
s. RK (far, knocks down)
s.FK/Super Jump Cancel (down --> u or uf after the s. FK hits) --> FP, FK, or QCB x 2 + K (level 3 super only)
Note: The s.FK must hit CLEANLY as an anti air for you to be able to sjc into the followup moves (for some odd reason, it won’t hit otherwise even if you are positioned properly).
QCB x 2 + P (level 3 super only)
QCF + K
Note: Must be performed early.
- Ground mixups close -
c.Lk, f + MK (overhead)
c.LK --> c.LK, f + MK (overhead)
Note: use 1 and 2 as setups to open up your opponent (get them to not block db) for the following combos:
- c. LK --> QCF + K (2 hit combo, knocks down, apprx dmg. 1470-1575)
Note: combos with any K, but LK is the safest because it pushes far enough away to make it pretty safe even if blocked.
- c. LK, c. MK --> QCF + P (2 hit combo, knocks down, apprx dmg. 1680-1890)
Note: does not combo from c. LK to c. MK, but if they stop blocking after the first LK to try and block the overhead or counter then the MK combo will hit.
- c. LK, c. MK --> FDF + LP (2 hit combo, apprx dmg. 1470)
Note: samee effect as 4, only difference is it’s safer to use if the opponent blocks the whole thing.
- c. LK x 2 --> c. LP --> QCF + P (4 hit combo, apprx dmg. 1680)
Note: Yun’s bread and butter up close, mash on LK to see if you get two hits, if they connect, then just perform QCF motions forward and tap LP repeatedly for the rest of the combo to connect. Sometimes depending on the groove, his super will come out in place of the QCF + P, but so long as the first part of your combo hits it’s all bonus ^^).
- c. LK, Throw
Note: Turtle punisher, pause slightly after the LK is blocked for the throw to come out.
- c. LK, QCB + K (command grab) --> c. FP --> QCF x 2 + P (6-10 hit combo, knocks down, approx dmg. 3150-5670)
Note: Super turtle punisher just as with the normal throw, pause slightly for the command grab to connect. Pay attention to Yun’s feet during the command grab, when his FIRST foot hits the ground as he lands on the other side of the opponent it is time to cancel with c. FP for it to combo. c.FP only can be canecelled into supers, which means that after Yun hits with the c. FP, you can motion QCF over and over while mashing on FP repeatedly for an easy level three super.
- Standing Chains -
- s.LP --> s.LK --> s.MP --> QCF + P (4 hit combo, knocks down, approx dmg. 1995)
Note: chain must be used very close, if the standing LP hits continue tapping out the rest of the chain. If blocked, you can stop after the s.MP and be relatively safe.
- s.LP --> s.LK --> s.MP --> FDF + LP (4 hit combo, approx dmg. 1785)
Note: same as above, only the special is safer to use if the entire chain is blocked.
- s.MP --> s.FP --> B + FP (3 hit combo, knocks down, approx dmg. 1680)
Note: You can use this as a follow up to a dive kick (df + K in air) to punish them if they try to throw you. Do the dive kick a little out in front, then tap out the standing chain to knock them down or push away if they block. Also, if you connect from a distance be sure to stop after the s.FP so that the last move in the chain doesn’t leave you open (it only hits up close).
- Jump LP --> F + FP (2 hit combo, approx dmg. 1155)
Note: After Yun jumps you can simply hold F the entire time and tap out LP --> FP for the combo to connect. It’s interesting to note that a normal jumping FP does the exact same damage as this (1155 o_O) so you don’t gain a damage bonus from this alone. However, you DO get the priority on the LP vs. anti airs followed by the FP which allows you to combo anything afterwards.
- Basic Medium Combo -
- c. MK --> QCF + P (2 hit combo, knocks down, approx dmg. 1680-1890).
Note: Use the MK to poke, if it hits from medium range follow up with QCF + P to knock down. Also from medium distance and beyond the QCF + LP move can be used by itself as a quick knockdown or counter to most distance attacks).
- FDF + MP or FP --> QCF + K (2 hit combo, knocks down, approx dmg. 2205 - 2415)
Note: Oh, if only Yun could combo into the FDF + MP or FP…
- FDF + MP or FP --> S.FK/Super Jump Cancel (down --> u or uf after the s. FK hits) --> Jump FK or FP (3 hit combo, approx dmg. 2730)
Note: You can do many thing after the s. FK super jump cancel (such as the dive kick, df + K) but a normal FP or FK does the most non super damage in this situation.
- Super Combos -
- cr. FP --> QCF x 2 + P (5-9 hit combo, knocks down, approx dmg. 3150-5670)
Note: Safest to combo with a level 3, if you use a level 1 sometimes they can recover before your super can connect after the cr. FP.
- cr. FP --> QCF x 2 + K (12-20 hit combo, knocks down, approx dmg. 3255-5355)
Note: Safest to combo with a level 3, if you use a level 1 sometimes they can recover before your super can connect after the cr. FP. It’s also interesting to note that this super does about 1,000 more damage points than the QCF x2 + P as a level 1 or 2, but does more than 3,000 damage points LESS than the QCF x2 + P as a level 3?!? Yet more proof that Capcom neglected to balance out the damage proportions for Yun.
- Level 3 only Super Combos -
- cr. FP --> QCB x 2 + FP --> FDF + LP --> QCF + RK (6 hit combo, knocks down, approx dmg. 7397)
Note: When this super hits it launches the opponent off screen, you have to time the FDF + LP and the QCF + RK to juggle them as they fall. This super is also GREAT when used by itself as an anti air.
- FDF + MP or FP --> QCB x 2 + FP (first and last hit only!) --> FDF + LP --> QCF + RK (5 hit combo, knocks down, approx dmg. 5146 - 6615)
Note: You must do the QCB x 2 as early as possible so that only the first and third hits connect. You can only get full hits for this combo in the corner (at mid screen usually either the FDF + LP or the QCF + RK will miss, so it’s safest to simplify and go straight for the QCF + RK following the super at midscreen).
- FDF + MP or FP --> s.FK/Super Jump Cancel (down --> u or uf after the s. FK hits) --> QCB x 2 + K (15 hit combo, knocks down, approx dmg. 7350-7455)
Note: You have a lot more time to cancel into the super if you super jump cancel d --> uf and then wait a second as you buffer the motion for the opponent to “fall” next to you. You can also do the super anywhere following the s.FK if you super jump cancel to uf in this manner.
That should give Yun fans a good start, I can use him against most players and do pretty well…so long as I don’t get hit with anything big ^^
This is just sort of random nitpicking (I do this combo as well), but if you connect with the QCB x 2 + FP after the shoulder lunge, and you’re midscreen, dont do QCF + RK, but do QCB + FP. Does more damage, if only slightly. Plus it looks cooler.
Good stuff otherwise.
I have one other combo, which is sorta stupid but I felt like adding.
(must be in C- Groove)
c.Hp, Qcf x 2 + MK, DP + Hp, launch with MK, sj cancel, lp, F+HP
You have to do the shoulder lunge right after Yang hits the last hit.
EDIT : Just want to add that Yuns QCF + Lp is an amazing punisher. Its incredibly fast and the forward movement makes it very good. Then you can mix up with some corpse-hopping and the like.
Edit AGAIN: I just realized, you said do the QCF + Rk after the lp shoulder lunge. Whoops, you cant QCB + FP after that, only after hte Level 3.
What’s the usefulness of the Mp, Fp, B + Fp chain? I heard its super cancellable, but is that worht it?
Must be parried high. You can delay the Palm Strike so that hits if they are mashing on jab or whatever. It’s sorta worth it to super cancel it. You can either super cancel it into YouHoo which does good damage with the followup or if you’re in C-Groove cancel into his lev 2 punch super and cancel the first hit into a shoulder right away and then launch with forward or whatever. Not much damage but racks up the stun.
Also, Yun has a small frame advantage after the fierce if you don’t cancel into palm strike.