Super Street Fighter IV AE/Yun

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Yun

SSFIV-Yun Face.jpg

Yun is the twin brother of Yang, and was taught kung-fu by Gen at the consent of their uncle, Lee. Of the twins, Yun is the older - outgoing, cocky, and a troublemaker. When he heard Chun-Li, an acquaintance of the twins, was entering the tournament, he decided to follow her, with Yang tagging along to keep him in line.


In a nutshell

Of the twins, Yun is the more technical of the two. He has an excellent offensive game, which can fluctuate easily into an equally strong defensive game. In Third Strike he was feared for his immensely strong dive kick mixups and Genei Jin combos, which have been carried over well into Super Street Fighter IV. His palms act as double-edged swords; with them, he can build meter and bait unsuspecting foes into traps with relative ease. While he has very low stamina, his strong combos and excellent speed more than make up for it. Yun can control many, if not all, aspects of the battle at once, cementing his placement as one of the best characters in AE.


Moves

Unique Attacks

Name
Command
Notes
Raigekishuu
Jump df + k
Dakai
f + hp
Senpuukyaku
f + mk
Overhead
Launcher
Close mk
Target Combo 1
uf + lp --- f + hp
Target Combo 2
d + mp --- d + hp
Target Combo 3
d + hk --- hk
Target Combo 4
mp --- hp --- b + hp
Target Combo 5
close lp --- lk --- mp

Throws

Name
Command
Notes
Palm Strikes
f or n + lp + lk
throw
Monkey Flip
b + lp + lk
throw

Special Moves

Name
Command
Notes
Zesshou Hohou
qcf + p
ex armorbreak
Kobokushi
qcb + p
p p to feint, armorbreak , eats fireball
Nishou Kyaku
dp + k
ex
Zenpo Tenshin
hcb + k
Command grab, does no damage. ex
Tetsuzan Kou
dp + p
ex armorbreak

Super Combo

Name
Command
Notes
Genei Jin
qcf qcf + p
adds no stun damage during GJ

Ultra Combos

Name
Command
Notes
Youhou
qcf qcf + 3p
armorbreak
Sourai Rengeki
qcf qcf + 3k


The Basics

Combos

1. Crouching LK x2, Standing LP, Standing MP, Lunge Punch - Max Damage 157

2. Crouching MP x2, Standing MP, Dragon Kick (Nishou Kyaku) - Max Damage 258

3. Crouching LP or LK x2, Standing LP, Standing MP, Dragon Kick - Max Damage 195

4. Crouching LK, Crouching LP, Standing LP, Standing MP, Dragon Kick - Max Damage 175

5. Crouching LP, Standing LP x2, Dragon Kick - Max Damage 164

6. Command Grab, Crouching MP, Standing MP, Dragon Kick - Damage 222

7. Standing LP, Standing LK, Standing MP, EX Lunge Punch, LP Lunge Punch - Damage 242

8. Dive Kick (Raigekishuu), Crouching LK, Standing LP, Crouching MP, Standing MP, Lunge Punch (or Upkicks) - Max Damage 238

9. Dive Kick, Crouching LK x2, Standing LP x2, Standing MP, Shoulder (Tetsuzan Kou) - Damage 187

10. Dive Kick, Crouching LK x2, Standing LP, Standing MP, Dragon Kick - Max Damage 210

11. Dive Kick, Crouching LP, Crouching LK, Standing LP, Standing MP, Lunge Punch - Max Damage 205

12. Dive Kick, Crouching MP x2, Standing MP, Dragon Kick - Max Damage 287

13. Dive Kick, Crouching LK x3, Standing LK, LP Dash Punch - Damage 173

14. Dive Kick, Crouching MP x2, Crouching MK, Dash Punch - Max Damage 276

Ultra 1 Combos

1. EX Lunge Punch, Ultra 1 - Damage 440

2. Ultra 1, EX Shoulder (or EX Lunge) - Max Damage 487

3. Corner - HP Shoulder, Ultra 1 - Damage 440

4. Dive Kick, Crouching MP, Standing MP, EX Lunge, Ultra 1, EX Shoulder (or EX Lunge) - Damage 486


Genei Jin Combos

Starter: Target Combo 5, LP Shoulder xx Super -->

1. HK, LP Lunge, f.MK x3, standing MP, f.MK, HP Palm, LP Lunge, MP, f.MK x2, f.HP, LP Lunge, cr.MK xx Jump Cancel Dive Kick Reset


Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 3 2 7 +3 +6
Close Strong.gif HL 60 100 40 sp/su 4 4 10 +2 +4
Close Fierce.gif HL 70*50 80*120 30*30 sp/su 6 1*3 20 -5 0 Forces stand
Close Short.gif HL 30 50 20 sp/su 4 3 7 +1 +4
Close Forward.gif HL 60 80 40 SJ 7 4 15 -5 - Floats opponent
Close Roundhouse.gif HL 110 200 60 - 12 4 21 -7 - Techable knockdown
Far Jab.gif HL 20 50 20 ch/sp/su 4 2 6 +3 +6
Far Strong.gif HL 50 80 40 sp/su 5 5 14 -5 -2
Far Fierce.gif HL 120 200 60 - 9 3 20 -5 -1
Far Short.gif HL 30 50 20 sp/su 4 3 7 +1 +4
Far Forward.gif HL 70 100 40 - 6 3 13 -2 +1
Far Roundhouse.gif HL 110 200 60 - 12 4 16 -4 - Techable knockdown
crouch Jab.gif HL 30 50 20 ch/sp/su 3 2 8 +2 +4
crouch Strong.gif HL 60 100 40 sp/su 5 4 6 +2 +6
crouch Fierce.gif HL 50*60 100*80 30*30 - 6 2(4)4 17 -3 +1
crouch Short.gif L 20 50 20 ch/sp/su 4 2 8 +1 +4
crouch Forward.gif L 60 100 40 sp/su 5 3 14 -3 0
crouch Roundhouse.gif L 80 100 60 - 10 4 23 -12 - Untechable knockdown
Jump Jab.gif H 35 50 20 - 3 13 - - -
Jump Strong.gif H 80 100 40 - 4 6[8] - - - [] refers to neutral jump
Jump Fierce.gif H 110 200 60 - 6 4 - - -
Jump Short.gif H 40 50 20 - 4 10 - - -
Jump Forward.gif H 70 100 40 - 7 8 - - -
Jump Roundhouse.gif H 100 200 60 - 5 4 - - -
Jump up Fierce.gif H 110 200 60 - 5 5 - - -
Senpuukyaku (Right.gif+Forward.gif) H 70 100 40 - 20 4 13 -1 +2 6~23f Feet invincible, 7~23f airborne
Dakai (Right.gif+Fierce.gif) HL 110 200 60 - 14 6 20 -8 - Techable knockdown
Raigekishuu (Downright.gif+Short.gif) HL 60 100 20 - 7 until ground After landing 4 -3 +3 Can juggle, advantage refers to (translate) jump where startup is (9+7f)
Raigekishuu (Downright.gif+Forward.gif) HL 60 100 20 - 8 until ground After landing 4 -3 +3 Can juggle, advantage refers to (translate) jump where startup is (9+8f)
Raigekishuu (Downright.gif+Roundhouse.gif) HL 60 100 20 - 7 until ground After landing 4 -4 +2 Can juggle, advantage refers to (translate) jump where startup is (9+7f)
far Jab.gif > Short.gif HL 30 50 20 - 4 2 8 +1 +4
far Jab.gif > Short.gif > Strong.gif HL 50 80 40 sp/su 5 5 14 -2 -1
Strong.gif > Fierce.gif HL 50 50 30 - 9 3 18 -3 +1
Strong.gif > Fierce.gif > Left.gif+Fierce.gif HL 75 62 30 su 13 5 24 -8 - Floats opponent, projectile hitbox, armor break
crouch Strong.gif > crouch Fierce.gif HL 40*50 50*100 30*30 su 5 2(4)4 18 -4 0
crouch Short.gif > Short.gif HL 70 100 40 - 7 4 24 -9 - Techable knockdown, can juggle
Jump Strong.gif Jab.gif > Right.gif+Fierce.gif H 90 150 60 - 3 5 - - -
Focus Attack LVL1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 65 2 34 - -
Forward Throw 0.9 110 150 40 - 3 2 20 - - Untechable knockdown
Back Throw 0.9 130 110 40 - 3 2 20 - - Untechable knockdown
Zesshou Hohou Jab.gif HL 90 150 30/30 su 9 7 10+12 -9 - 9~19f feet invincible, 9f~ airborne, techable knockdown, armor break, can juggle
Zesshou Hohou Strong.gif HL 110 150 30/30 su 14 9 6+11 -7 - 14~22f feet invincible, 14f~ airborne, techable knockdown, armor break, can juggle
Zesshou Hohou Fierce.gif HL 130 150 30/30 su 17 11 8+6 -9 - 17~30f feet invincible, 17f~ airborne, techable knockdown, armor break, can juggle
Zesshou Hohou EX.gif HL 80*60 100*100 -250/0 su 17 7*2 4+11 +1 - 17~25f feet invincible, 9f~ airborne, techable knockdown, armor break, can juggle
Tetsuzan Kou Jab.gif HL 100 200 30/60 su 16 6 14 -3 +2 [air hit] Techable knockdown
Tetsuzan Kou Strong.gif HL 125 200 30/60 su 21 5 18 -6 - 4~18f (low hitbox ?), techable knockdown
Tetsuzan Kou Fierce.gif HL 140 200 30/60 su 25 4 22 -7 - 6~22f (low hitbox ?), techable knockdown
Tetsuzan Kou EX.gif HL 80*70 150*100 -250/0 su 13 1(1)4 20 -6 - 4~13f (low hitbox ?), techable knockdown, [2nd hit] cannot juggle/standard knockdown, can juggle
Kobokushi(feint) - - - - - - - Total 23 - -
Kobokushi HL 160 250 30/60 su 23 15 5 +1 - Floats opponent, armor break, projectile hitbox
Kobokushi EX.gif HL 160 300 -250/0 su 23 13 21 -13 - 1~20f lower body invincibility, floats opponent (wall bounce), armor break, projectile hitbox, can juggle
Nishou Kyaku Short.gif HL 70*50 100*50 30/20*20 - 5 2(6)4 14+8 -5 - 1~7f Invincible, 4f~ airborne, 8~16f legs projectile invincible, techable knockdown, [2nd hit] can juggle, cannot hit crouching opponent
Nishou Kyaku Forward.gif HL 70*60 100*50 30/30*20 - 6 2(6)4 18+14 -23 - 1~7f lower body invincible, 1~7f unthrowable, 5f~ airborne, 8~17f legs projectile invincible, techable knockdown, [2nd hit] can juggle, cannot hit crouching opponent
Nishou Kyaku Roundhouse.gif HL 70*70 100*100 30/30*30 - 8 2(6)4 24+14 -29 - 1~7f Invincible, 7f~ airborne, 8~19f legs projectile invincible, techable knockdown, [2nd hit] can juggle
Nishou Kyaku EX.gif HL 60*40 100*100 -250/0 - 4 2(6)4 18+14 -23 - 1~5f Invincible, 3f~ airborne, 6~15f legs projectile invincible, floats opponent, can juggle
Zenpou Tenshin 1.1 0 0 20/30 - 7 2 45 - +7 Forces stand
Zenpou Tenshin EX.gif 1.3 0 0 -250/0 - 5 2 45 - +7 1~6f throw invincible, forces stand
Super Combo - - - -1000/0 - 1+0 430 Total 8 - - 1~3f Invincible, move properties change, certain moves dash/backdash/jump cancellable, lasts 430 frames
Ultra Combo 1 HL 105*45x2*135[375] 0 0/0 - 0+9 3(14)3(20)4(34)3 39 -21 - 1~11f Invincible, floats opponent, 1st hit goes into animation, armor break, can juggle, [] refers to animation, last 5 frames of animation recovery is special move cancellable
Ultra Combo 2 HL 60*45x3*255 0 0/0 - 0+10 3(6)3(7)3(10)3(9)1 46 -26 - 1~12f Invincible, 13~19f projectile invincible, [1st-4th air hit] untechable knockdown, 5th hit goes into animation
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes

Frame Data Genei Jin

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 0 0 ch/sp/J 3 2 5 +7 +7
Close Strong.gif HL 40 0 0 ch/sp/J 4 2 7 +5 +8
Close Fierce.gif HL 40*30 0 0 ch/sp/J 6 1*3 7 +8 +13
Close Short.gif HL 30 0 0 ch/sp/J 4 2 7 +5 +5
Close Forward.gif HL 50 0 0 ch/sp/J 5 4 15 -5 -
Close Roundhouse.gif HL 65 0 0 ch/sp/J 8 4 21 -7 -
Far Jab.gif HL 20 0 0 ch/sp/J 4 2 6 +6 +6
Far Strong.gif HL 40 0 0 ch/sp/J 5 4 7 +3 +6
Far Fierce.gif HL 60 0 0 ch/sp/J 6 3 7 +8 +13
Far Short.gif HL 30 0 0 ch/sp/J 4 2 7 +5 +5
Far Forward.gif HL 50 0 0 ch/sp/J 6 3 15 -4 +1
Far Roundhouse.gif HL 60 0 0 ch/sp/J 8 4 21 -7 -
crouch Jab.gif HL 20 0 0 ch/sp/J 4 2 8 +4 +4
crouch Strong.gif HL 40 0 0 ch/sp/J 4 3 6 +5 +8
crouch Fierce.gif HL 30*30 0 0 ch/sp/J 3 2(3)3 7 +4 +8
crouch Short.gif L 20 0 0 ch/sp/J 3 2 8 +4 +4
crouch Forward.gif L 50 0 0 ch/sp/J 4 3 14 -3 0
crouch Roundhouse.gif L 80 0 0 ch/sp/J 8 3 21 -6 -
Jump Jab.gif H 30 0 0 - 3 13 - - -
Jump Strong.gif H 60 0 0 - 4 6[8] - - -
Jump Fierce.gif H 90 0 0 - 6 4 - - -
Jump Short.gif H 40 0 0 - 4 10 - - -
Jump Forward.gif H 70 0 0 - 7 8 - - -
Jump Roundhouse.gif H 100 0 0 - 5 4 - - -
Jump up Fierce.gif H 90 0 0 - 7 5 - - -
Senpuukyaku (Right.gif+Forward.gif) H 85 0 0 - 13 6 9 +1 +2
Dakai (Right.gif+Fierce.gif) HL 65 0 0 - 10 3 12 +3 -
Raigekishuu (Downright.gif+Short.gif) HL 50 0 0 - 7 until ground ??4 -1 +3
Raigekishuu (Downright.gif+Forward.gif) HL 50 0 0 - 7 until ground ??4 -1 +3
Raigekishuu (Downright.gif+Roundhouse.gif) HL 50 0 0 - 7 until ground ??4 -2 +2
far Jab.gif > Short.gif HL 30 0 0 - 4 2 8 +1 +4
far Jab.gif > Short.gif > Strong.gif HL 40 0 0 sp/su 5 5 10 0 +3
crouch Strong.gif > crouch Fierce.gif HL 30*30 0 0 su 3 2(3)3 9 +2 +6
Jump Jab.gif > Right.gif+Fierce.gif H 70 0 0 - 3 5 - - -
Focus Attack LVL1 HL 60 0 0 - 21 2 35 -21 -21
Focus Attack LVL2 HL 80 0 0 - 17+12 2 35 -15 -
Focus Attack LVL3 - 140 0 0 - 65 2 34 - -
Forward Throw 0.9 110 150 0 - 3 2 20 - -
Back Throw 0.9 130 110 0 - 3 2 20 - -
Zesshou Hohou Jab.gif HL 25*25*10 0 0 - 7 4*3*4 5+5 -2 +2
Zesshou Hohou Strong.gif HL 25*25*10 0 0 - 7 4*3*4 5+5 -2 +2
Zesshou Hohou Fierce.gif HL 25*25*10 0 0 - 7 4*3*4 5+5 -2 +2
Tetsuzan Kou Jab.gif HL 40*30 0 0 - 9 2(1)4 13 +2 +1
Tetsuzan Kou Strong.gif HL 40*30 0 0 - 11 2(1)5 14 0 -
Tetsuzan Kou Fierce.gif HL 40*30 0 0 - 13 2(1)6 16 -3 -
Kobokushi(???) - - 0 0 - - - 23 - -
Kobokushi HL 100 0 0 su 11 1- 5 +6 -
Nishou Kyaku Short.gif HL 40*40 0 0 - 6 2(4)4 14+11 -14 -
Nishou Kyaku Forward.gif HL 40*60 0 0 - 6 2(4)4 19+10 -18 -
Nishou Kyaku Roundhouse.gif HL 40*80 0 0 - 6 2(4)4 24+12 -25 -
Zenpou Tenshin 1.1 0 0 0 - 5 2 45 - +7
Ultra Combo 1 HL 75*45x2*135 0 0/0 - 0+9 3(14)3(20)4(34)3 39 -21 -
Ultra Combo 2 HL 60*45x3*75*45*45 0 0/0 - 0+10 3(6)3(7)3(10)3(9)1 46 -26 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: