Liu Yungmie (FHD)
- 1 Introduction
- 2 Moves List
- 3 Combos
- 4 The Basics
- 5 Advanced Strategy
- 6 Match-ups
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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.
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.
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. Amazing as anti-air.
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!
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...
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. Range is really good and it's what you'll be ending most of your chain combos with anyway.
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!
Forward/Back + Hard Punch - Yungmie back-tosses the opponent away. Perfect for creating distance between you and your opponent.
- Jump to wall, then press the joystick away from the wall and any button
Yungmie jumps off the wall, into a jump angled towards the location of her opponent. After doing the wall jump, you can obviously do any of her regular jump kicks, but she also has one additional attack in this situation - pushing Down + Hard Kick during the angled jump makes her do a split kick. Unfortunately it's pretty hard to hit deep with this, but it has a wide hitbox so you have a good chance of hitting the opponent if they move. Still not very useful, though.
- (In Air) Down, Down-Forward, Forward + Punch
Yungmie kicks out a Sonic Boom-type projectile. This is the only air fireball in the game, and it follows a regular horizontal path (instead of angled downwards, a la Akuma). This means you can toss one out at any point on the screen - most of the time you'll want to keep them low to the ground, but if you anticipate a jump you can toss one into the air, to either counter their jump or keep them grounded. To throw Aura Smashes as low to the ground as possible, start the motion from the ground but continue to the Up-Forward position and then press Punch (kinda like doing Sagat's Tiger Knee in the SF2 series). This is a very important technique to master.
- Forward, Down-Back, Down-Forward + Kick
Yungmie leaps straight up into the air with one kick, and then comes down with a second kick. The LK version will knockdown on either hit, and the second hit comes almost immediately after the first hit (but most opponents can crouch it). The HK version will only knockdown on the second hit, and there is a longer delay between the two hits - but the 2nd one is guaranteed to connect against a crouching opponent. The very beginning of this move has invincibility, making it perfect for outprioritizing enemy attacks. At first this move seems too good, being that it's a DP that hits on its way down as well as up. But you have to realize that the LK version often misses crouchers making Yungmie a sitting duck when she lands, and the delay between hits on the HK version makes it possible for an alert opponent to tag you between hits with a move that has more priority, since it has no invincibility on the way down. Although this is an important move in Yungmie's repertoire, you can't overuse it against experienced players or it will get you killed. Also, if you're having problems doing the somewhat odd motion, there is a slightly longer method you can use - Forward, Half Circle Forward + Kick.
- Rapidly tap LP+LK or HP+HK
Yungmie kicks rapidly, foot ablaze. This is the worst of the "mash button" special moves in this game, because for some bizarre reason you need to mash two of the same strength attack. And unlike Jean and Zazie, she does not have an "instant" version of it by pressing all 4 buttons at once. Plus the range/priority on it is quite bad, making you susceptible to sweeps if you're not close enough. But, it does knockdown on hit and does pretty good damage. Definitely her best combo ender, if you're close enough...
- c. LP/LK x4, c. HK
- s. HP (2 hits) xx HP+HK Fire Kick
- c. LP/LK x3 xx LK Nerichagi
- j. LK, s. HP (2 hits) xx LK Nerichagi
- j. HK (2 hits) xx LP Aura Smash, walk forward, s. LK x2 xx LP+LK Fire Kick [corner only]
- j. HK (2 hits) xx LP Aura Smash, walk forward, c. HP xx LK Nerichagi [corner only]
- Aura Smash, land, immediate Aura Smash, land, immediate Aura Smash, etc... [corner only. This is an infinite combo, but is very difficult to perform because the game has a tendency to eat inputs during the slowdown from an Aura Smash. Is there any sort of trick to doing this consistently?]
Yungmie is usually best played as a defensive "runaway" character. Thanks to her Aura Smash she can often effectively zone an opponent and keep them locked down away from her. Even if they get in, a well-timed Nerichagi can knock them down and put distance between the two again. Besides those options, a cornered Yungmie has the ability to wall jump and put herself on the other side of the opponent (although her safety in the air is anything but guaranteed). With all these ways of keeping away from the opponent, it's very possible to run out the clock and antagonize the hell out of your opponent.
Which is all well and good if you're ahead on life, but what do you do if the opponent has a life lead on you? This is Yungmie's downfall, as it's quite difficult for her to mount an offensive as she has limited ways of buffering her normal moves on the ground. It may sound like obvious advice, but if you get an opening you need to find a way to dizzy your opponent as soon as possible. Chaining a few light attacks into either her standing HP or crouching HK can do wonders, depending on where their weak point is located. If you want to get closer to the opponent, try doing an immediate LP Aura Smash off the ground, and then follow it in.
The Nerichagi is an important special move, but I must stress that it is not a good idea to overuse it, because depending on the opponent they may have very effective ways of punishing you before the second hit comes out on the HK version. If you know for sure that an attack is coming, use the LK version for an instant knockdown. If you guessed wrong and they blocked, you can sometimes get away with doing another immediate LK version to punish their counterattack, but this is a very gimmicky trick that you probably won't be able to get off again. Then again, if you can successfully bait a counterattack like that, they may not feel as inclined to stick out an immediate attack again when you throw out LK Nerichagis.