Capcom vs SNK 2/Yun

From SuperCombo Wiki

Introduction

CVS2 Yun CAPCOM Art.jpg
Health (at Ratio 2)
13200 Very Low
Stun
60 Low
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
9 Fast
Roll Distance
140 pixels Long
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

Story

Yun Lee is one of the two famous Lee Twins, born in Hong Kong, China, with his twin brother Yang not making an appearance in CvS2 outside of two of Yun's supers. The Lee twins were orphaned at birth, as their father was a criminal underworld boss. Their parents mysteriously disappeared because of some trouble within the crime world, and Yun and Yang were raised instead by their grandfather, Lee. They were named by eight of the criminal worlds most powerful bosses, who supported the twins as godparents. Under their grandfather Lee, who was known as a powerful Kung-Fu martial artist, both of the brothers learned Chinese Kung-Fu. They took to it quickly, and became known in their town for their abilities. Yun gained the nickname The White Dragon, with Yang being The Blue Dragon.

The brothers are hot-blooded at times, especially Yun, but care deeply for their hometown of Hong Kong. They run a restaurant called Shinryuken, and are often seen around town beating up criminals and trying to maintain the peace. They often get into trouble because of Yun's desire for adventure, with Yang being dragged along. In the events of Street Fighter IV, Yun decided to follow Chun-Li, who came out of retirment to fight Shadaloo once again. Yang got dragged along, and once they returned home significantly beaten up, their best friends Hoimei and Shaomei gave them quite the stern talking-to.

Gameplay

Yun is a rushdown and mixup oriented character, with high combo potential in the right situations. Yun is usually ranked in the low to low-mid tiers, which may come as a surprise to those who played Street Fighter III: 3rd Strike or Street Fighter IV, where Yun usually ranks very high. Sadly, Yun's neutral potential isn't strong enough to compete with the neutral monsters present in CvS2. His pokes with good reward have low range, and his pokes with good range have low reward. Because of this, Yun has to navigate a minefield of Sagat 2HP, Cammy 5HP, Sakura 5HK, and more. His divekicks are normally good at this, but with how many potent anti-airs are in this game, it's much harder to utilize them now. While his mixup and combo potential are still intact, his overall damage is much lower than usual without the right meter, and you have to find your way through being zoned out to land them.

Yun's defense isn't too stellar either. Without roll cancelling, Yun possesses no true reversal special, and RC gives him only unsafe ones. Yun also has one of the lowest health values in the game, meaning it takes only a few good hits to kill him. Mixing this with his already weak overall neutral presence, and it means that Yun will constantly be losing neutral, and doesn't have the health to keep running back in and attempting to approach. However, given he does get in, he can make a round end quick. It's just that his close range strength is all he has, and even that gets outclassed.

Groove Selection

Best - C: Yun sadly has no real Groove that satisfies all of what he needs in one go, but C-Groove is close enough. C-Yun is widely considered the best Groove, as Yun has high damage level 2 combos that help buff his damage to what it needs to be. Alpha Counter gives him a real defensive reversal option, and airblock lets him approach from the air safer, which makes divekicks a scarier option. He doesn't have the run and hop mobility to make approach and mixup scarier however, which leaves him without access to two of the best tools for approaching.

Useful - A/P/N: A-Yun would sound like his best Groove on paper, as Custom Combo works very similar to Genei-Jin, Yun's infamous super in 3S and IV. However, Yun sadly doesn't use CC as well as other characters, and since the other subsystems of A are the same as C without airblock, A-Yun plays like a lesser C-Yun with flashier combos. A-Yun's CC does roughly 5k damage, which is definitely on the lower end, and it's mostly because he has no super to end them with. None of his supers juggle very well, leaving him ending his CC's in a simple j.HK for max damage. P-Yun can actually punish after a parry fairly consistently, and it leads into his good mixup game. With hop, he has a realistic overhead threat, and while he doesn't have run, being able to parry allows him to approach a bit more safely anyway. He rarely has super however, and while a good parry into a level 3 Youhou combo is great, he won't usually be able to do this. P-Yun also sacrifices rolls, and while parry can almost barely make up for the lack of RC specials, he has no reversal almost ever. N-Yun gets rolls, hop, and run, making it a pretty sweet deal for a consistent rushdown Yun. Sadly, he sacrifices big damage potential, as his level 1 supers are very underwhelming. N-Yun is a fundamentalist rushdown without great neutral or defense, and if you want to play him in an SNK Groove, is your best shot.

Worst - K/S: K-Yun makes an immediate sacrifice in the form of roll. Just Defend is a useful defensive mechanic, but not as useful as an Alpha Counter, airblock, or Custom Combo is. He has great mobility, and when Raged his damage is actually very notable. Rage gives him a level 3 Youhou for big damage as well. K-Yun gets one chance to win neutral with Rage and do something damaging, but often that one chance is all he gets. S-Yun is horrid, charging leaves Yun wide open for a huge and damaging punish and infinite level 1 supers gives him basically nothing. If you want run and hop, play N-Groove.


Yun is a fragile rushdown who relies on landing his damaging combos to win, and dies in every situation where he can't. While he does have flashy and damaging combos, it isn't usually enough to make up for his lacking neutral and horrid defense, and a reliance on roll cancel leaves him limited to a specific Groove to win. Yun is best played in C-Groove.
Pros Cons
  • Combos: Yun can combo consistently from a majority of his starters, allowing him to dish out damage
  • Mixups: Many of Yun's combos end in either a knockdown for a strike/throw mixup or an air reset for a left/right mixup, allowing him to vortex fairly well. With hop, he gets a more legitimate high/low, but he often doesn't play hop Grooves, so he relies on the low reward 6MK instead
  • Good level 2: Yun is able to make use of level 2 cancels very well thanks to the ability for him to cancel Sorai Rengeki into 623HP launcher
  • Health: Yun has incredibly low health, and will die quickly with a few good hits into super
  • Defense: Without a meterless reversal, and a weak and high risk mash, Yun is left roll cancelling specials to get out of pressure or risking a reversal super
  • Damage: Despite his combo potential, many of Yun's combos just aren't the most damaging
  • Neutral: Yun has no strong poke that transitions into a knockdown, and the pokes he does have are low reward and low damage. His divekicks are a lot weaker than usual as well
  • No Crossup: While he does have a solid strike/throw and some high/low potential, without a crossup jump-in, he struggles to make a scary enough vortex in the same way as characters like Iori




Yun CvS2 colors.png



Normal Moves

Button Position Buffers: Itself Specials Supers Hit Block Startup Active Recovery Damage
Jab Standing y y y +4 +4 3 2 9 200
Crouching y y y +3 +3 3 4 10 200
Jumping - - y - - 4 22 - 400
Strong Close n y y -2 -2 5 4 20 500
Far n n y +3 +3 6 4 17 1000
Crouching n y y +6 +6 4 6 10 600
Jumping - - n - - 8 8 - 700
Fierce Close n/n y/n y/y -6 -6 6 2+4 26 500+700
Far n n n -6 -6 10 2 28 1100
Crouching n/n n/n y/y -7 -7 5 4 27 1100,1100
Jumping Neutral - - y - - 6 6 - 1100
Jumping Diagonal - - y - - 5 6 - 1100
Short Standing n n y +0 +0 5 6 11 200
Crouching y y y +4 +4 3 4 9 200
Jumping - - n - - 4 20 - 500
Forward Standing n n n launch -4 8 5 24 500
Crouching n y y -2 -2 6 4 20 600
Jumping - - y - - 6 9 - 700
Roundhouse Close n/n n/n n/n down -11 8 2(4)2 33 500+900
Far n n n down -3 12 6 27 1000
Crouching n n n down -11 9 6 29 1100
Jumping - - y - - 5 4 - 1100
Command Normals
f + Forward n n n -4 +1 22 4 15 800
(air) df + Forward - - n +10 +15 8 till land 4 800
after j. Jab, f+Fierce - - y - - 3 5 - 700

Special Moves

Zesshou Hohou
Qcf.png + P.png

Tetiuzan Kou
Dp.png + P.png

Kobokushi
Qcb.png + P.png

Nishoukyaku
Dp.png + K.png

Zenpou Tenshin
Hcb.png + K.png (must be close)

Super Moves

Raijin Mahken
Qcf.png Qcf.png + P.png

Raishin Mahhaken
Qcf.png Qcf.png+ K.png

You Hou
Qcb.png Qcb.png + P.png (Lvl 3)

Hiten Souryuu-jin
Qcb.png Qcb.png + K.png (air) (Lvl 3)

The Basics

Combos

1)strong Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, Lvl2 Sourai-Rengeki, cancel first hit into strong Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab, chain to jumping fierce.

2)strong Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, You-Hou, jab Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab, chain to jumping fierce.

3)standing jab, chain to standing short, chain to standing strong, cancel to Lvl 2 Sourai-Rengeki, cancel 4th hit into strong Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab, chain to jumping fierce.

4)standing jab, chain to standing short, chain to standing strong, cancel to Lvl 2 Raishin-Mahhaken, cancel last hit into strong Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab, chain to jumping fierce.

5)Zenpou Tenshin, crouching Fierce, cancel to Lvl 2 Sourai-Rengeki, cancel 4th hit into strong Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab, chain to jumping fierce.

6)Zenpou Tenshin, crouching Fierce, cancel to You-Hou, jab Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab, chain to jumping fierce.

7)Custom-Combo Mode, crouching roundhouse, cancel to fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to jab Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab chain to jumping fierce.

8)Custom-Combo Mode, Zenpou Tenshin, crouching fierce, cancel to standing roundhouse, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to jab Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab chain to jumping fierce.

9)Zenpou Tenshin, Custom-Combo Mode, crouching fierce, cancel to standing roundhouse, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to fierce Tetsuzankou, fierce Kobukushi, cancel to jab Tetsuzankou, standing foward, jump cancel up, short dive kick whiff, standing foward, jump cancel, jumping jab chain to jumping fierce


Advanced Strategy

Match-ups

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori