Fighter's History Dynamite/Liu Yungmie

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Introduction

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Yungmie is one of the two new characters introduced in Dynamite. She is a fairly unique character, being the only one in the game with an air fireball, and wall jump capability. Unfortunately she's also a very limited character, only having two bufferable ground moves, neither of which are very safe. She's not very high up in the tiers, so you're going to have to work for your wins - it seems that the best way to play her is runaway style. With her air moves and high jump she excels at running away from the opponent, and if she gets into trouble she can potentially get out thanks to her uppercut kick.

Moves List

Normal Moves

Light Punch

Standing (Far) - A high kick. Decent for anti-air if necessary. Chainable into another light or hard attack.

Standing (Close) - Same as above.

Crouching - Low kick angled slightly upward. Can be blocked high, so there's no real reason to use this instead of crouching LK. Chainable.

Jumping - A jump kick angled up, kinda like the crouching version. Decent for air-to-air.

Jumping (Neutral) - Kicks straight up. Not surprisingly, range kinda sucks on this.

Hard Punch

Standing (Far) - Very good attack for poking on the ground, surprisingly good range. Definitely worth using a lot.

Standing (Close) - A two-hit kick! Great move for comboing into her flame kick when they're dizzy. Also pretty good for any other combo opening you might get (not that she has many moves to buffer into, but hey).

Crouching - Odd-looking ground kick. Not quite as much range as the standing HP, but still pretty good.

Jumping - A jump kick angled upwards... Yungmie's quite good at this air-to-air business, huh.

Jumping (Neutral) - ANOTHER kick that aims up! Why!

Light Kick

Standing (Far) - A high kick that looks almost exactly like standing LP, but is in fact a slightly different animation. For the most part it's identical though. Chainable.

Standing (Close) - Same as above.

Crouching - Ground kick that can only be blocked low, so use it to start your chain combos. Chainable.

Jumping - A jump kick angled downwards?? Holy shit! Of course it's a light attack so you won't get much damage, but still!!!

Jumping (Neutral) - Exact same animation as neutral jumping LP... why...

Hard Kick

Standing (Far) - Roundhouse kick, nowhere near as much range as standing HP. Seems ok for anti-air purposes though.

Standing (Close) - Somewhat awkward-looking close high kick. The one single hit of this does just as much as both hits combined of the standing HP, so it too is obviously good for combos.

Crouching - It's a sweep. Mmm hmm.

Jumping - A two-hit jump kick. Not really the best idea if your opponent has good anti-air normal moves, but if you can connect this it makes for pretty flashy combos.

Jumping (Neutral) - The best of her neutral jump attacks, as she actually aims a kick downward and with some horizontal range! Who woulda thunk it!

Special Moves

Triangle Jump

  • Jump to wall, then press the joystick away from the wall and any button

Aura Smash

  • (In Air)Quarter Circle Forward + Punch

Nerichagi

  • Forward, Down-Back, Down-Forward + Kick

Super Move

Fire Kick

  • Rapidly tap LP+LK or HP+HK

The Basics

Advanced Strategy

Match-ups

Vs. Clown:

Vs. Jean Pierre:

Vs. Kano Ryoko:

Vs. Karnov:

Vs. Lee Diendo:

Vs. Liu Feilin:

Vs. Liu Yungmie (self):

Vs. Marstorius:

Vs. Matlock Jade:

Vs. Mizoguchi Makoto:

Vs. Ray McDougal:

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox