Introduction
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 HardTier: D |
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Pros | Cons |
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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
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clMP
clHP
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Senpukyaku
Raigeki Shu
Hakuryu Rengeki
Hakuryu Tsuhaida
Kurenso
Throws
Punch Throw
Kick Throw
Special Moves
Zessho Hoho
Senkyutai
Tetsuzanko
Kobokushi
Zenpo Tenshin
Super Moves
Sorai Rengeki
Raishin Mahhaken
Hiten Soryujin
Yoho
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
Yun Tutorial by Buktooth
Colors