Capcom vs SNK 2/Yun

From SuperCombo Wiki

Introduction

CVS2 Yun Data.png

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 access to safe RC Palm which is easily thrown on start up. 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 stuggle in 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. His close range strength is extremely strong as RC grab requires the eopponent to guess, but if they guess correctly they can destroy Yun's life bar.

Groove Selection

Best - C/A: 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 low jump mobility to make approach and mixup scarier however, which leaves him without access to two of the best tools for approaching. Yun gets good value from level 2 cancels which end in meter build towards another level 2. A-Yun has an extrememly versatile CC with a lot of ways to land between true AA CC, grab cc, post RC grab CC, Activate shoulder fireball punish. A-Yun is notable for being in Top 8 of Evo 2002.

Useful - P/N: 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.

Difficulty: Pretty Hard
Tier: D
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 left/right/grab mix.
  • 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. This also allows for good meter build post level 2, having access to another level 2 quickly.
  • 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



Players to Watch

Name Country Groove Accounts Notes
masathu Japan A-Groove N/A Plays more fundamentally based rather than going in with constant divekick offense. Pulls off very good custom combos.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Legend

RF = Rapid Fire Chain

H = High

L = Low

SP = Special

SU = Super

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Yun 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU High Mid 3 2 9 14 +4 +4 None

A decent low damage pressure option with decent range.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Yun 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 600 6 SU Mid High 6 4 17 27 +3 +3 None

An ok poke, that is plus on block, can be canceled into hp follow up.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Yun 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1100 11 None Mid High 10 2 28 40 -6 -6 None

A decent range poke that has a very bad hurtbox, decent enough to whiff punish, but jab lunge is a better option.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Yun 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 200 2 SU Mid Mid 5 6 11 22 0 0 None

A good range poke with no real utility

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Yun 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 500 5 None Mid High 8 5 24 37 DWN -4 None

Not a great anti-air, but can work, allowing for multiple juggles. Can be jump canceled on hit or block., primarily used after a shoulder launcher.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Yun 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1000 10 None Mid High 12 6 27 45 DWN -3 None

A ok poke, safe on block and knocks down, but slow start up. Not a great hurtbox.

Close Standing Normals

clMP

Close Strong
cl.MP
CVS2 Yun cMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 500 5 SP/SU Mid High 5 4 20 29 -2 -2 None

No reason to use this outside of target combo or anti-air cc starter.

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Yun cHP.png
First Hitbox
CVS2 Yun cHP 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 500+700 5+7 SP/SU Mid High 6 6 26 38 -6 -6 None

A fast double hitting attack, great for combing into super. 1st hit can be canceled into specials and if it counter hits will combo into mp shoulder.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Yun cHK.png
First Hitbox
CVS2 Yun cHK 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 500+900 5+9 None Mid High 6 2(4)2 33 47 DWN -11 None

Some anti-air utility, but overall not a great move, but does set up some things post combos.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Yun 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 3 4 10 17 +3 +3 None

Standard light attack with ok frame advantage

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Yun 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 600 6 SP/SU Mid Mid 4 6 10 20 +6 +6 None

A fast poke with a good hit box at the tip, links into itself.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Yun 2HP.png
First Hitbox
CVS2 Yun 2HP 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1100 11 SU Mid High 5 4 27 36 -7 -7 None

Yun's main anti-air, works great against many attacks and low jumps.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Yun 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 9 16 +4 +4 None

A low attack that is plus on block, but range leaves much to be desired. Sometimes a 3rd attack chained may whiff on average sized characters, can start his chain combo on many characters.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Yun 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 600 6 SP/SU Low Low 6 4 20 30 -2 -2 None

A below-average crouching medium kick that has bad range and frame advatange.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Yun 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1100 11 None Low Low 9 6 29 44 DWN -11 None

Standard non-cancelable sweep that can be punished by fast supers.

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Yun jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 400 4 SU High High 4 22 - 26 - - None

A quick air jab that goes into j.fp target combo, good air to air.

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Yun jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 700 7 None High High 8 8 - 16 - - None

An ok jump in at a distance.

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Yun njHP.png
Neutral Jump
CVS2 Yun jHP.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png/+Hp.png 1100 11 SU High High 6 6 - 12 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Hp.png 1100 11 SU High High 5 6 - 11 - - None

Neutral jump version a great tool, while diagonal j.fp is decent.

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Yun jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 500 5 None High High 4 20 - 24 - - None

Not the best air to air, but can set up a left/right mix after landing a s.mk.

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Yun jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 700 7 SU High High 6 9 - 15 - - Nopne

An ok jump in from a distance.

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Yun jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1100 11 SU High High 6 4 - 10 - - None

A great instant jump air to air, or to land first after a launcher.

Command Normals

Senpukyaku

Senpukyaku
6MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png + Mk.png 800 8 None High High 22 4 15 41 -4 +1 None

Placeholder

Raigeki Shu

Raigeki Shu
j.3K
CVS2 Yun divekick.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Df.png + K.png 600 6 None High High 8 Varies 4 Varies +10 +15 None

The key to playing Yun in most games and CvS2 is no exception. Knowing height limits, angles, and recovery will make or break a Yun player, as the dive kick in CvS2 is the least forgiving and has the most recovery compared to other titles.

Landing near the ankles is ideal allowing for combo while higher up will give frame advantage, bad dives can leave you vulnerable. Dive kicks can be used for air resets in juggle and left/right mixes on knockdowns, even punishing certain quick rises.

Hakuryu Rengeki

Hakuryu Rengeki
cLP LK MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png, Lk.png 200 2 MP Mid High 5 6 10 21 +1 +1 None
Close Lp.png, Lk.png, Mp.png 500 5 SP/SU Mid High 6 4 21 31 +3 +3 None

Yun's main bnb, very effective starting with c.lk for people trying to avoid command grab. This allows combing into all supers on the ground.

Hakuryu Tsuhaida

Hakuryu Tsuhaida
cMP HP 4HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png, Hp.png 500 5 4HP Mid High 8 5 18 31 +3 +3 None
Close Mp.png, Hp.png, B.png + Hp.png 600 6 SU Mid High 12 6 27 45 DWN -7 None

A target combo that can cancel into super. The 2nd hit leaves you plus on block, from farther ranges the last hit will whiff.

Kurenso

Kurenso
jLP 6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Lp.png, F.png + Hp.png 700 7 SU High High 3 6 - 9 - - None

A quick 2 hit target combo, good for air to air vs many grooves.

Throws

Punch Throw

Chugeki
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1600 0 - Grab - 3 1 11 15 - - None

Placeholder

Kick Throw

Monkey Flip
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1800 0 - Grab - 5 1 11 17 - - None

Placeholder

Special Moves

Zessho Hoho

Zessho Hoho
Dash Punch
236P
CVS2 Yun 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png 1000 10 None Mid High 4 20 21 45 DWN -17 None
Qcf.png + Mp.png 1100 11 None Mid High 9 20 25 54 DWN -21 None
Qcf.png + Hp.png 1200 12 None Mid High 14 24 24 62 DWN -24 None

Yun's main poke and punish tool. At 4 frame start up it is fast enough to punish many attacks usually safe (such as Iori's 1st hit of rekka) and whiff punish. When spaced it is not able to be punished. It is a great anti-air when roll canceled vs grooves without air defense. The mp and hp versions allow for corpse hop mix-ups for a very strong guessing game.

Senkyutai

Senkyutai
236K
CVS2 Yun 236K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lk.png 1200 12 None Mid Mid 12 6 23 41 DWN - None
Qcf.png + Mk.png 1300 13 None Mid Mid 12 19 33 64 DWN - None
Qcf.png + Hk.png 1300 13 None Mid Mid 12 25 38 75 DWN - None

A terrible anti-air style kick with no invincibility and can be air-blocked. Mainly used in combos for set ups.

Tetsuzanko

Tetsuzanko
Shoulder
623P
CVS2 Yun 623P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lp.png 800 8 None Mid Mid 18 6 29 53 -1 -1 None
Dp.png + Mp.png 900 9 None Mid Mid 24 6 32 62 DWN -4 None
Dp.png + Hp.png 1000 10 None Mid Mid 27 6 32 65 DWN -4 None

Lp version a safe pressure ender and combos from target combo. MP and HP both go under fireballs and launch, set up many juggles. MP version will combo after counter hit close s.fp (1st hit). All versions allow for relaunches from juggle states.

Kobokushi

Kobokushi
Palm
214P
CVS2 Yun 214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lp.png 1400 14 None Mid High 19 8 19 46 DWN -1 None
Qcb.png + Mp.png 1500 15 None Mid High 19 8 19 46 DWN -1 None
Qcb.png + Hp.png 1600 16 None Mid High 20 8 19 47 DWN -1 None

A safe powerful palm strike with many active frames that will send the opponent flying away. Will nullify fireballs and his safest get off me roll cancel.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + P.pngP.png - - - - - - - - 29 - - -

A palm fake to set up command grab or trick an opponent into doing an action on wake up.

Zenpo Tenshin

Zenpo Tenshin
63214K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + K.png 0 0 - Grab - 8 1 37 46 - - None

The key to Yun's mix-up. Command grab is a powerful tool, allowing Yun to get a free combo and knockdown to repeat his grab strike oki. When done with roll cancel, it force the opponent to commit to block or jump. A few of these will lead to stun.

Due to slow start up, it is able to be used an anti-air vs many non angled jump attacks, causing the attack to whiff and the opponent landing in the active frames.

Super Moves

Sorai Rengeki

Sorai Rengeki
236236P
CVS2 Yun 236236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png + Lp.png 1900 0 None Mid High 4:4 4(14)4(10)4(10)4 45 103 DWN -25 6 (Full)
Qcf.pngQcf.png + Mp.png 3000 0 SP/SU Mid High 4:4 4(16)4(11)4(10)4(24)4(12)30 17 148 DWN +5 14 (Full)
Qcf.pngQcf.png + Hp.png 4300 0 None Mid High 4:4 4(16)4(11)4(10)4(26)2(6)2(6)2(8)2 32 147 DWN -66 22 (Full)

Yun's main super to use in C-groove, allowing for extended juggle with good post super meter build and stun. The level 2 version is safe if the flying kick is blocked, being +5 allowing for additional pressure.

The level 2 is the only version to use as the benefit outweighs using a level 3, with good damage and meter builds, while being able to perform level 2 cancels into juggles off of even 1 hit when used from mp, hp, hp target combo or used as anti air.

Raishin Mahhaken

Raishin Mahhaken
236236K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png + Lk.png 2000 0 None Mid High 4:2 22 76 104 DWN -47 6 (Full)
Qcf.pngQcf.png + Mk.png 3200 0 SP/SU Mid High 4:2 22 76 104 DWN -47 14 (Full)
Qcf.pngQcf.png + Hk.png 4000 0 None Mid High 4:2 22 76 104 DWN -47 22 (Full)

This super does more damage than his other super in grounded level 2 cancels, but due to human error it can sometimes not connect if canceled too late from target combo, and in some cases wont work off close s.hp unless in the corner. Very stylish ender and can work, but be aware of the faults.

Hiten Soryujin

Hiten Soryujin
j.214214K
CVS2 Yun j214214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.pngQcb.png + K.png 5600 0 None Mid High 4:2 Varies 17 Varies DWN -29 22 (Full)

On of the coolest level 3's in the game with great damage for his archetype. A great air to air and can be comboed into from any launcher. You can combo into this grounded off a command grab by doing instant jump fp xx super. A good super to cash out damage when needed or kill an opponent, but otherwise level 2 usage is ideal.

Yoho

Yoho
214214P
CVS2 Yun 214214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngQcb.png + P.png 3900 0 None Mid High 4:10 4(22)4(41)4 64 153 DWN -44 22 (Full)

Yun's least used super, but you can get good damage off of it. The main down fall is the range is not good and can whiff at some distances, but does work well in some juggle combos.

How to play

Neutral:


Combos

METERLESS

c.lk, c.lk xx MP Lunge Punch:

Your easiest and go to for confirming into specials/supers. If you want a 3rd light use s.lp as three c.lk tend to miss if not point blank.


s.lp xx s.lk xx s.mp xx MP or HP Lunge Punch:

Use as punish or from a jump in, must commit and ends pressure, go into LP Shoulder (no gap, whiffs if to far) or MP Shoulder (has gap, can counter hit) to make the combo safe on block. Your main meterless combo after a command grab.


c.lk xx s.lp xx s.lk xx s.mp xx MP or HP Lunge Punch:

Same as above, but only works of fatter characters standing and most all crouching. Starts from low with decent damage to make the opponent guess after a knockdown.


c.mp, c.mp xx MP or HP Lunge Punch:

Easier confirm from a close c.mp


MP or HP Shoulder, s.mk xx Super Jump, j.lp xx j.hp or j.rh:

Juggle off a shoulder, j.rh lets you land first.


SUPER

c.lk, c.lk, Target Combo, or close s.hp xx Lvl 2 Sourai Rengeki xx LP Shoulder prior to Yun leaping in the air, s.mk xx Super Jump LK Dive Kick (whiffs), s.mk xx Super Jump j.lp xx j.fp

HP or MP Shoulder, s.mk xx Super Jump LK Dive Kick (whiffs), Lvl 2 Sourai Rengeki (1 Hit) xx MP Shoulder, s.mk xx Super Jump LK Dive Kick (whiffs), s.mk xx Super Jump j.lp xx j.hp Example

HP or MP Shoulder, s.mk xx Super Jump LK Dive Kick (whiffs), Lvl 3 You Hou, juggle lp shoulder (can do HP version in corner), s.mk xx super jump cancel, whiff dive kick, close s.hk Example

s.mp xx s.hp xx b+hp xx Lvl 2 Sourai Rengeki (1 Hit) xx MP Shoulder, s.mk xx Super Jump LK Dive Kick (whiffs), s.mk xx Super Jump j.lp xx j.hp

A-Groove

Gunter's A-Yun combo video

Yun Tutorial by Buktooth

Part 1 Part 2


Colors

Yun CvS2 colors.png


CvS2 Wiki Navigation

General
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CvS2 Versions
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Groove Overview
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C-Groove
A-Groove
P-Groove
S-Groove
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K-Groove
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Boss Characters
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