Super Street Fighter IV AE/Yun

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


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 more geared to staying in the opponent's face and constantly attacking them. Even after the nerfs brought in 2012, Yun still has a devastating mixup game with his Dive Kicks, Flip Grabs, and hard-hitting high-low combos, as well as his Palms, which can be either feinted or used to build meter in addition for attacking. In Third Strike, Yun was infamous for his Genei Jin, a Super Art that changed his moves to allow for deadly juggles and resets. While no longer dependent on it as in Third Strike, the Genei Jin is still quite deadly here. Yun's main weaknesses are his stamina and defense, his stamina being the third lowest in the game and his wakeup options being limited to unsafe Dragon Kicks. Even with these setbacks, skilled Yun players can often end matches roughly a minute after they start.

Players to Watch

Kazunoko, Hsien Chang

Moves

Unique Attacks

Name
Command
Notes
Raigeki Shu
(while jumping up or forward) Df.png + K.png
Dakai
F.png + Hp.png
Senpukyaku
F.png + Mk.png
High.png
Target Combo 1
(while jumping) Lp.png ---.png F.png + Hp.png
Target Combo 2
D.png + Mp.png ---.png D.png + Hp.png
Target Combo 3
D.png + Hk.png ---.png Hk.png
Target Combo 4
Mp.png ---.png Hp.png ---.png B.png + Hp.png
Armorbreak.png on 3rd hit
Target Combo 5
(near opponent) Lp.png ---.png Lk.png ---.png Mp.png

Throws

Name
Command
Notes
Gekitei Futai
F.png or N.png + Lp.png + Lk.png
Throw.png
Ento Shugeki
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Kobokushi
Qcb.png + P.png
Ex.png Armorbreak.png
Zesshou Hohou
Qcf.png + P.png
Ex.png Armorbreak.png
Tetsuzanko
Dp.png + P.png
Ex.png
Nishokyaku
Dp.png + K.png
Ex.png
Zenpou Tenshin
Hcb.png + K.png
Throw.png Ex.png

Super Combo

Name
Command
Notes
Genei Jin
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
You Hou
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Sorai Rengeki
Qcf.png Qcf.png + 3k.png


AE ver. 2012 Changes

Target Combo 2

Changed damage from 60 + 40 + 50 (150 total) to 50 + 30 + 40 (120 total).


Target Combo 3

Changed damage from 80 + 70 (150 total) to 65 + 55 (120 total). Made super-cancelable off second hit.


Target Combo 4

Changed damage from 50 + 50 + 60 (160 total) to 50 + 35 + 48 (133 total) when executed from a far standing medium punch. Increased 2nd hit recovery by 2F, leaving attacker with a -6F (dis)advantage on a block.


Target Combo 5

Changed damage from 20 + 30 + 40 (90 total) to 20 + 20 + 32 (72 total).


Crouching Light Kick

Expanded hurtbox upward after hitbox becomes active.


Crouching Medium Punch

Changed damage from 60 to 50.


Zenpou Tenshin

Changed EX version’s startup from 5F to 8F, and removed throw-invincibility. Increased startup from 7F to 10F for light, medium, and heavy versions.


EX Zesshou Hohou

Changed division of hit detection period from 7F + 2F to 3F + 6F. Shortened block stun by 2F. This leaves the attacker with a -1F (dis)advantage when blocked at close range.


Raigeki Shu

Increased command input height restriction. Changed landing stun from 4F to 6F. Lengthened hit stun and block stun by 2F.


Kobokushi

Changed Super Meter build-up from 30 to 20 when medium or heavy version is executed. No change to Super Meter build-up when attack connects. Extended total frame count for light, medium, and heavy versions by 2F, taking the light version to 25F, and the medium and heavy versions to 45F. Changed damage from 160 to 140, and stun from 250 to 200 for medium and heavy versions. Changed chip damage from 40 to 30 for medium and heavy versions. Changed hitbox active period from 15F to 10F for medium and heavy versions.


Nishokyaku

Eliminated invincibility from light version at 6th frame after start. Shortened distance medium, heavy, and EX versions jump forward. Lengthened landing stun by 3F only for light and EX versions when attack whiffs. Changed medium version’s damage from 70 + 60 (130 total) to 70 + 40 (110 total).


Tetsuzanko

Changed heavy version’s damage from 140 to 100. Added mid-move strike hurtbox on all versions. Changed timing of projectile invincibility for the heavy version from 6th to 18th frame after the start of the move. Changed EX version’s damage from 80 + 70 (150 total) to 90 + 40 (130 total).


Genei Jin

Shortened length of effect by 1 second. Changed damage during Senpukyaku from 85 to 80.


Stun

Changed from 1000 to 950.


Near Standing Light Kick / Far Standing Light Kick

Lengthened block stun by 1F, giving the attacker a possible +2F advantage when blocked.


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 +2 +4
Close Forward.gif HL 60 80 40 Jump 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 +2 +4
Far Forward.gif HL 70 100 40 - 6 3 13 -2 +1 3rd frame cancellable by special moves (cannot Super cancel)
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 50 100 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 65 100 60 - 10 4 23 -12 - Untechable knockdown, limited juggle
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 - - -
Senpukyaku 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
Raigeki Shu Downright.gif+Short.gif HL 60 100 20 - 7 until ground After landing 6 Can juggle
Raigeki Shu Downright.gif+Forward.gif HL 60 100 20 - 8 until ground After landing 6 Can juggle
Raigeki Shu Downright.gif+Roundhouse.gif HL 60 100 20 - 7 until ground After landing 6 Can juggle
far Jab.gif > Short.gif HL 20 50 20 - 4 2 8 +1 +4
far Jab.gif > Short.gif > Strong.gif HL 40 80 40 sp/su 5 5 14 -2 -1
Strong.gif > Fierce.gif HL 35 50 30 - 9 3 20 -6 +1
Strong.gif > Fierce.gif > Left.gif+Fierce.gif HL 60 62 30 su 13 5 24 -8 - Floats opponent, projectile hitbox, armor break
crouch Strong.gif > crouch Fierce.gif HL 30*40 50*100 30*30 su 5 2(4)4 18 -4 0
crouch Short.gif > Short.gif HL 55 100 40 su 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 LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 34 - -
Forward Throw 0.9 110 150 40 - 3 2 20 - - Hard knockdown
Back Throw 0.9 130 110 40 - 3 2 20 - - Hard knockdown
Zesshou Hohou Jab.gif HL 90 150 30/30 EXFA 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 EXFA 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 EXFA 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 EXFA 17 3*6 4+11 -1 - 17~25f feet invincible, 17f~ airborne, techable knockdown, armor break, can juggle
Tetsuzanko Jab.gif HL 100 200 30/60 su 16 6 14 -3 +2 [air hit] Techable knockdown
Tetsuzanko Strong.gif HL 125 200 30/60 su 21 5 18 -6 - 4~18f upper body projectile invincible, techable knockdown
Tetsuzanko Fierce.gif HL 100 200 30/60 su 25 4 22 -7 - 18~22f upper body projectile invincible, techable knockdown
Tetsuzanko EX.gif HL 90*40 150*100 -250/0 su*- 13 1(1)4 20 -6 - 4~13f upper body projectile invincible, techable knockdown, [2nd hit] cannot juggle/standard knockdown, can juggle
Kobokushi (feint) - - - - - - - Total 25 - -
Kobokushi HL 140 200 20/60 su 23 10 13 +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
Nishokyaku Short.gif HL 70*50 100*50 30/20*20 - 5 2(6)4 14+11 -16 - 1~5f Invincible, 4f~ airborne, 8~16f legs projectile invincible, techable knockdown, [2nd hit] can juggle, cannot hit crouching opponent
Nishokyaku Forward.gif HL 70*40 100*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
Nishokyaku 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
Nishokyaku EX.gif HL 60*40 100*100 -250/0 - 4 2(6)4 18+17 -26 - 1~5f Invincible, 3f~ airborne, 6~15f legs projectile invincible, floats opponent, can juggle
Zenpou Tenshin 1.1 0 0 20/30 - 10 2 45 - +7 Forces stand
Zenpou Tenshin EX.gif 1.3 0 0 -250/0 - 8 2 45 - +7 Forces stand
Super Combo - - - -1000/0 - 1+0 370 Total 8 - - 1~3f Invincible, move properties change, certain moves dash/backdash/jump cancellable, lasts 370 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 limited juggle 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 (during 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 3~4f cancellable by special moves (cannot Super cancel)
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 3~4f cancellable by special moves (cannot Super cancel)
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 - - -
Senpukyaku Right.gif+Forward.gif H 80 0 0 ch/sp/J 13 6 9 +1 +2
Dakai Right.gif+Fierce.gif HL 65 0 0 - 10 3 12 +3 -
Raigeki Shu Downright.gif+Short.gif HL 50 0 0 - 7 until ground After landing 4 -1 +3
Raigeki Shu Downright.gif+Forward.gif HL 50 0 0 - 7 until ground After landing 4 -1 +3
Raigeki Shu Downright.gif+Roundhouse.gif HL 50 0 0 - 7 until ground After landing 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 LVL 1 HL 60 0 0 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 0 0 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 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
Tetsuzanko Jab.gif HL 40*30 0 0 - 9 2(1)4 13 +2 +1
Tetsuzanko Strong.gif HL 40*30 0 0 - 11 2(1)5 14 0 -
Tetsuzanko Fierce.gif HL 40*30 0 0 - 13 2(1)6 16 -3 -
Kobokushi (feint) - - 0 0 - - - 23 - -
Kobokushi HL 100 0 0 su 11 10 5 +6 -
Nishokyaku Short.gif HL 40*40 0 0 - 6 2(4)4 14+11 -14 -
Nishokyaku Forward.gif HL 40*60 0 0 - 6 2(4)4 19+10 -18 -
Nishokyaku 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: