Street Fighter 3: New Generation/Yun

From SuperCombo Wiki

Introduction

Yun is a skilled martial artist of Chinese Kung Fu. Hailing from Hong Kong, he's an upbeat skateboarder and the older twin brother of Yang. Compared to his cocky younger brother, Yun is much more playful and easygoing.

With the best super in the game under his belt, Yun is a force to be reckoned with. He also touts some potent mobility tools in a fast superjump, variable divekicks, fast walkspeed. His offense is quite strong, giving him access to solid mixup game of variable timings to throw off parries and a command grab that allows conversions afterwards. His conversion capabilities are notable too, getting good damage even from light attacks. Even without Genei Jin activate, he still has some powerful tools but with it his abilities skyrocket and he can take control of the game in a flash.

Super Arts

SA1: Tenshin Senkyuutai

1f startup, invincible, 2 medium bar super. It deals 315 (around 25%) damage, and has Yang rolling the ground, only starting the attack once an opponent is within nearly point blank range. The super itself is pretty decent - easily combos, can be used as a reversal, allows for an optional free side switch, automatic oki, etc. Generally the super of choice.

SA2: Sourai Rengeki

Sourai Rengeki would likely be Yun's first choice if Genei Jin wasn't so dominant. it has great range meaning you can combo consistently and use to punish whiffs from midscreen, good corner carry and allows for oki afterwards. it's only real weakness is that it deals small damage compared to other supers.

SA3: Genei Jin

SA3 is your choice if you want to play Yun optimally. Touted as the most powerful super in 3rd Strike (and even beyond), Yun becomes an oppressive powerhouse of immeasurable potential when Genei Jin is active. It fills very quickly(allowing Yun to build meter from the enders of long Genei Jin combos so he can already have almost half a bar by the time his opponent can act again), allows for versitile and strong combos with great corner carry and positioning afterwards, can be easily confirmed into, lasts for quite a bit, speeds up all of Yun's moves and give his normals Super properties (higher priority to the point of being able to trade/beat Supers).

Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Yun & Yang
NG Yun & Yang Portrait Art.png
Vitals
Life Points 1080
Stun Points 64
Super Art Stock/Size
SA1 1/120
SA2 3/88
SA3 1/72
Ground Movement
Forward Dash duration/distance 23 (27)
(144px)
Back Dash duration/distance 29 (31)
(202px)
Jumping
Back Jump duration 39(4+33+2)
Neutral Jump duration 39(4+33+2)
Forward Jump duration 39(4+33+2)
Back Super Jump duration 48(5+41+2)
Neutral Super Jump duration 43(5+36+2)
Forward Super Jump duration 43(5+36+2)
Wake up
Wake up duration 60
Quick rise duration 41
New Generation Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP (far)
Stand LP
Lp.png
(yanglp).gif
Startup Active Recovery Hit Cr. Hit
3 2 6 4 4
Damage Stun Attack Parry Block
3 3 H A 4
  • Cancel options: self sp su
5MP (cl)
Close MP
Mp.png (cl)
(yunclosemp).gif
Startup Active Recovery Hit Cr. Hit
4 3 7 7 8
Damage Stun Attack Parry Block
10 5 - H 6
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5MP (far)
Far MP
Mp.png (far)
(yunmp).gif
Startup Active Recovery Hit Cr. Hit
5 4 12 -2 -1
Damage Stun Attack Parry Block
8 5 - H -3
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HP (cl)
Close HP
Hp.png (cl)
(yunclosehp).gif
Startup Active Recovery Hit Cr. Hit
6 6 13 -1 -
Damage Stun Attack Parry Block
16 13 - H -2
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5HP (far)
Far HP
Hp.png (far)
(yunhp).gif
Startup Active Recovery Hit Cr. Hit
9 2 23 -3 -1
Damage Stun Attack Parry Block
23 15 - H -5
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5LK
Stand LK
Lk.png
(yunlk).gif
Startup Active Recovery Hit Cr. Hit
3 3 6 2 2
Damage Stun Attack Parry Block
6 3 - A 2
  • Cancel options: sp su
  • 10 kara range
5MK (cl)
Stand MK
Mk.png
(yunclosemk).gif
Startup Active Recovery Hit Cr. Hit
7 4 15 D D
Damage Stun Attack Parry Block
14 9 - H -2
  • Cancel options: sj
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HK
Stand HK
Hk.png
(yunhk).gif
Startup Active Recovery Hit Cr. Hit
14 4 22 D D
Damage Stun Attack Parry Block
17 11 - H -5
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Command Normals

6MK
Senpuukyaku
F.png+Mk.png
(yunfmk).gif
Startup Active Recovery Hit Cr. Hit
19 6 8 - 1
Damage Stun Attack Parry Block
14 11 - H -1
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(yangclp).gif
Startup Active Recovery Hit Cr. Hit
3 2 6 4 4
Damage Stun Attack Parry Block
3 3 H A 4
  • Cancel options: self sp su
2MP
Crouch MP
D.png+Mp.png
(yangclp).gif
Startup Active Recovery Hit Cr. Hit
4 5 6 6 7
Damage Stun Attack Parry Block
12 5 - A 5
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HP
Crouch HP
D.png+Hp.png
(yunchp).gif
Startup Active Recovery Hit Cr. Hit
5 4 15 3 5
Damage Stun Attack Parry Block
17 7 - A 1
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
2LK
Crouch LK
D.png+Lk.png
(yunclk).gif
Startup Active Recovery Hit Cr. Hit
4 1 8 2 2
Damage Stun Attack Parry Block
5 3 - L 2
  • Cancel options: self sp su
2MK
Crouch MK
D.png+Mk.png
(yuncmk).gif
Startup Active Recovery Hit Cr. Hit
6 3 12 - 1
Damage Stun Attack Parry Block
8 3 - L -1
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HK
Crouch HK
D.png+Hk.png
(yangchk).gif
Startup Active Recovery Hit Cr. Hit
10 3 20 D D
Damage Stun Attack Parry Block
16 3 L L -7
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(yunjlp).gif
Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Attack Parry Block
7 7 - H -
j.MP
Jump MP
U.png/Uf.png+Mp.png
(yunjlp).gif
Startup Active Recovery Hit Cr. Hit
3 6 - - -
Damage Stun Attack Parry Block
14 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
8HP
Jump HP (Neutral)
U.png+Hp.png
(yunnjhp).gif
Startup Active Recovery Hit Cr. Hit
8 5 - - -
Damage Stun Attack Parry Block
21 15 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.HP
Jump HP
Uf.png+Hp.png
(yunjhp).gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Attack Parry Block
17 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.LK
Jump LK
U.png/Uf.png+Lk.png
(yunjlk).gif
Startup Active Recovery Hit Cr. Hit
4 12 - - -
Damage Stun Attack Parry Block
7 5 - H -
j.MK
Jump MK
U.png/Uf.png+Mk.png
(yunjmk).gif
Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Attack Parry Block
12 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.HK
Jump HK
U.png/Uf.png+Hk.png
(yunjhk).gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Attack Parry Block
19 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
3LK
Raigeki Shuu
Df.png+K.png (air)
(yunjdk).gif
Lk.png/Mk.png/Hk.png
(angles vary by strength)
LK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Attack Parry Block
12 7 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Steep angle (low distance)
MK Startup Active Recovery Hit Cr. Hit
8 - - - -
Damage Stun Attack Parry Block
12 7 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Medium Angle (medium distance)
HK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Attack Parry Block
12 7 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Shallow angle (long distance)




Throws

LPLK
Hizageri
Lp.png+Lk.png
(yunhg).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Attack Parry Block
27 17 - - -
  • 18 throw range
4/6LPK
Monkey Flip
B.png/F.png+Lp.png+Lk.png
(yunmfth).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Attack Parry Block
21 8 - - -
  • 18 throw range




Universal Overhead

MPMK
Gekihou Sui
Mp.png+Mk.png
(yunoh).gif
Startup Active Recovery Hit Cr. Hit
15 9 6 - -
Damage Stun Attack Parry Block
7 3 - H -




Special Moves

623P
Tetsu Zankou
Dp.png+P.png
(yunshoulder).gif
Lp.png/Mp.png/Hp.png
(strength affects distance)
LP Startup Active Recovery Hit Cr. Hit
14 6 13 - -
Damage Stun Attack Parry Block
19 9 - A -1
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
18 6 15 - -
Damage Stun Attack Parry Block
22 9 - A -3
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
22 6 17 - -
Damage Stun Attack Parry Block
24 9 - A -5
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
236P
Zesshou Hohou
Qcf.png+P.png
(yunlunge).gif
Lp.png/Mp.png/Hp.png
(strength affects distance)
LP Startup Active Recovery Hit Cr. Hit
7 5 22 - -
Damage Stun Attack Parry Block
17 9 - A -11~-7
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
10 11 16 - -
Damage Stun Attack Parry Block
19 9 - A -11~-1
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
13 15 12 - -
Damage Stun Attack Parry Block
21 9 - A -11~+3
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
236K
Senkyuutai
Qcf.png+K.png
(yangskt).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
8 8 34 D D
Damage Stun Attack Parry Block
22 11 H A -35
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
16 8 28 D D
Damage Stun Attack Parry Block
24 19 H A -29
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
29 8 25 D D
Damage Stun Attack Parry Block
25 15 H A -26
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
214P
Kobokushi
Qcb.png+P.png
(yunpalm).gif
Startup Active Recovery Hit Cr. Hit
24 10 4 - -
Damage Stun Attack Parry Block
32 23 - A 0
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
214PP
Kobokushi (Fake)
Qcb.png+P.pngP.png
(yunfakepalm).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
- - - - -
63214K
Zenpou Tenshin
Hcb.png+K.png
(yuncg).gif
Startup Active Recovery Hit Cr. Hit
7 2 26 - -
Damage Stun Attack Parry Block
- - - - -
  • 12 throw range




Super Arts

236236P (SA1)
You Hou
Qcf.pngQcf.png+P.png (SA1)
(yunsa1).gif
Startup Active Recovery Hit Cr. Hit
1 16 36 - -
Damage Stun Attack Parry Block
64 22 - H -27
236236P (SA2)
Sourai Rengeki
Qcf.pngQcf.png+P.png (SA2)
(yunsa2).gif
Startup Active Recovery Hit Cr. Hit
4 5 25 - -
Damage Stun Attack Parry Block
54 11 - H -18
236236P (SA3)
Genei Jin
Qcf.pngQcf.png+P.png (SA3)
(yunsa3).gif
Startup Active Recovery Hit Cr. Hit
10 - - - -
Damage Stun Attack Parry Block
- - - - -

Genei Jin Frame Data

  • Note: in Genei Jin, Yun can cancel the recovery of moves by stepping F.png/B.png which changes frame data further. This is the data without that accounted for

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(yuncloselp).gif
Startup Active Recovery Hit Cr. Hit
2 1 2 9 9
Damage Stun Attack Parry Block
3 0 - A 9
  • Cancel options: self sp su
5LP (far)
Far LP
Lp.png (far)
(yunlp).gif
Startup Active Recovery Hit Cr. Hit
3 1 2 9 9
Damage Stun Attack Parry Block
3 0 - A 9
  • Cancel options: self sp su
5MP (cl)
Close MP
Mp.png (cl)
(yunclosemp).gif
Startup Active Recovery Hit Cr. Hit
3 2 4 4 4
Damage Stun Attack Parry Block
7 0 - H 4
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5MP (far)
Far MP
Mp.png (far)
(yunmp).gif
Startup Active Recovery Hit Cr. Hit
3 3 2 15 16
Damage Stun Attack Parry Block
7 0 - H 14
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HP (cl)
Close HP
Hp.png (cl)
(yunclosehp).gif
Startup Active Recovery Hit Cr. Hit
6 4 1 19 20
Damage Stun Attack Parry Block
13 0 - H 18
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5HP (far)
Far HP
Hp.png (far)
(yunhp).gif
Startup Active Recovery Hit Cr. Hit
6 2 4 16 17
Damage Stun Attack Parry Block
10 0 - H 15
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5LK
Stand LK
Lk.png
(yunlk).gif
Startup Active Recovery Hit Cr. Hit
3 2 1 9 9
Damage Stun Attack Parry Block
5 0 - A 9
  • Cancel options: sp su
  • 10 kara range
5MK (cl)
Close MK
Mk.png (cl)
(yunclosemk).gif
Startup Active Recovery Hit Cr. Hit
5 9 1 D D
Damage Stun Attack Parry Block
5 0 - H 15
  • Cancel options: sj
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5MK (far)
Far MK
Mk.png (far)
(yunmk).gif
Startup Active Recovery Hit Cr. Hit
6 2 7 6 7
Damage Stun Attack Parry Block
7 0 - H 5
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HK
Stand HK
Hk.png
(yunhk).gif
Startup Active Recovery Hit Cr. Hit
8 6 5 D D
Damage Stun Attack Parry Block
8 0 - H 7
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Command Normals

6MK
Senpuukyaku
F.png+Mk.png
(yunfmk).gif
Startup Active Recovery Hit Cr. Hit
13 9 8 -3 -2
Damage Stun Attack Parry Block
14 0 - H -4
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
6HP
Dakai
F.png+Hp.png
(yunfhp).gif
Startup Active Recovery Hit Cr. Hit
9 3 8 D D
Damage Stun Attack Parry Block
10 0 - H 6
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(yunclp).gif
Startup Active Recovery Hit Cr. Hit
2 2 1 14 15
Damage Stun Attack Parry Block
3 0 - A 13
  • Cancel options: self sp su
2MP
Crouch MP
D.png+Mp.png
(yunclp).gif
Startup Active Recovery Hit Cr. Hit
3 2 1 13 14
Damage Stun Attack Parry Block
7 0 - A 12
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HP
Crouch HP
D.png+Hp.png
(yunchp).gif
Startup Active Recovery Hit Cr. Hit
3 3 1 13 14
Damage Stun Attack Parry Block
14 0 - A 12
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
2LK
Crouch LK
D.png+Lk.png
(yunclk).gif
Startup Active Recovery Hit Cr. Hit
2 2 1 14 15
Damage Stun Attack Parry Block
3 0 - L 13
  • Cancel options: self sp su
2MK
Crouch MK
D.png+Mk.png
(yuncmk).gif
Startup Active Recovery Hit Cr. Hit
3 2 8 - 9
Damage Stun Attack Parry Block
5 0 - L 7
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HK
Crouch HK
D.png+Hk.png
(yunchk).gif
Startup Active Recovery Hit Cr. Hit
8 2 9 D D
Damage Stun Attack Parry Block
8 0 - L 5
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(yunjlp).gif
Startup Active Recovery Hit Cr. Hit
2 33 - - -
Damage Stun Attack Parry Block
7 0 - H -
j.MP
Jump MP
U.png/Uf.png+Mp.png
(yunjlp).gif
Startup Active Recovery Hit Cr. Hit
3 6 - - -
Damage Stun Attack Parry Block
14 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
8HP
Jump HP (Neutral)
U.png+Hp.png
(yunnjhp).gif
Startup Active Recovery Hit Cr. Hit
8 5 - - -
Damage Stun Attack Parry Block
21 0 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.HP
Jump HP
Uf.png+Hp.png
(yunjhp).gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Attack Parry Block
17 0 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.LK
Jump LK
U.png/Uf.png+Lk.png
(yunjlk).gif
Startup Active Recovery Hit Cr. Hit
4 12 - - -
Damage Stun Attack Parry Block
7 0 - H -
j.MK
Jump MK
U.png/Uf.png+Mk.png
(yunjmk).gif
Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Attack Parry Block
12 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.HK
Jump HK
U.png/Uf.png+Hk.png
(yunjhk).gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Attack Parry Block
16 0 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
3LK
Raigeki Shuu
Df.png+K.png (air)
(yunjdk).gif
Lk.png/Mk.png/Hk.png
(angles vary by strength)
LK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Attack Parry Block
10 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Steep angle (low distance)
MK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Attack Parry Block
10 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Medium angle (medium distance)
HK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Attack Parry Block
10 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Shallow angle (long distance)




Target Combos




Throws

LPLK
Hizageri
Lp.png+Lk.png
(yunhg).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Attack Parry Block
35 17 - - -
  • 18 throw range
4/6LPK
Monkey Flip
B.png/F.png+Lp.png+Lk.png
(yunmfth).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Attack Parry Block
21 8 - - -
  • 18 throw range




Universal Overhead

MPMK
Gekihou Sui
Mp.png+Mk.png
(yunoh).gif
Startup Active Recovery Hit Cr. Hit
13 9 8 - -
Damage Stun Attack Parry Block
7 0 - H -

Special Moves

623P
Tetsu Zankou
Dp.png+P.png
(yunshoulder).gif
Lp.png/Mp.png/Hp.png
(strength affects distance)
LP Startup Active Recovery Hit Cr. Hit
7 9 8 - -
Damage Stun Attack Parry Block
13 0 - A 5
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
8 6 15 - -
Damage Stun Attack Parry Block
17 0 - A 5
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
10 6 17 - -
Damage Stun Attack Parry Block
17 0 - A 3
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
236P
Zesshou Hohou
Qcf.png+P.png
(yunlunge).gif
Lp.png/Mp.png/Hp.png
(strength affects distance)
LP Startup Active Recovery Hit Cr. Hit
7 15 7 - -
Damage Stun Attack Parry Block
13 0 - A -6~+8
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
13/10 15 7 - -
Damage Stun Attack Parry Block
13 0 - A -6~+8
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
17/16 15 7 - -
Damage Stun Attack Parry Block
13 0 - A -6~+8
  • Self meter gain: Whiff: 3, Hit: 17, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
623K
Nishou Kyaku
Dp.png+K.png
(yunkicks).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
6 4 20 - -
Damage Stun Attack Parry Block
13 0 - A -11
  • Self meter gain: Whiff: 3, Hit: 20, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
6 4 21 - -
Damage Stun Attack Parry Block
13 0 - A -12
  • Self meter gain: Whiff: 3, Hit: 20, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
6 4 22 - -
Damage Stun Attack Parry Block
13 0 - A -13
  • Self meter gain: Whiff: 3, Hit: 20, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
214P
Kobokushi
Qcb.png+P.png
(yunpalm).gif
Startup Active Recovery Hit Cr. Hit
10 6 1 - -
Damage Stun Attack Parry Block
21 0 - A 13
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.


63214K
Zenpou Tenshin
Hcb.png+K.png
(yuncg).gif
Startup Active Recovery Hit Cr. Hit
5 2 26 - -
Damage Stun Attack Parry Block
- - - - -
  • 12 throw range

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