Street Fighter 3: 2nd Impact/Yun

From SuperCombo Wiki

Introduction

Yun is an incredible character in 2nd Impact. With some of the best movement and pressure in the game, on top of a level of reward that all but 3 characters wish they had. Yun is a top 2 character, rivaling Akuma for his throne with his incredible mixups, neutral and damage.

Moves List

Normal Moves

stLP: Fast normal, goes into his 123TC (stLP~stLK~stMP) which is the main route for his confirms, most damaging or otherwise, chaining two of these into the target combo makes for a reliable hitconfirm, safe as well, can be used as an anti-air as well as a mashing tool.

stMP: Forward advancing, relatively fast normal, not the best hitbox for footises, cancellable which does make this worthwhile in confirms. Mostly used to kara cancel into command grab or for kara palm routes in genei-jin. Throw tech OS as well when doing kara grab

clMP: Extremely plus normal, links into crMK which juices up his confirms, can also be an anti-air at specific ranges due to its hitbox.

stHP: AMAZING normal, has an extended hitbox, quite easy to whiff punish but that doesn't matter because it rarely whiffs, there is a commnand normal variant which allows him to use it at every range, which isn't useful in neutral but does a lot for him in genei-jin combos where throw is not an option Yun can use.

clHP: Two hit swipe, useful as a throw tech OS + frame trap tool, cancels into his specials, decent normal.

stLK: Fast relatively long range light, can cancel into lunge punch, relatively used as a long range buffer or confirm into lunge punch.

stMK: Launcher, cancellable by super jump, very tricky normal to deal with and extremely rewarding on hit due to being extremely rewarding damage/stun wise.

stHK: Single hit that knocks down, good hitbox, slow enough to be reactable, but a decent counterpoke nonetheless.


crLP: Fast normal, Can chain into crLK and stLP which helps in hitconfirming into your main combos. Otherwise quite good for mashing out of pressure situations.

crMP: Amazingly plus on hit normal, same on block, very little recovery on whiff. You're gonna be using this to build meter on whiff, solid counterpoke albeit a bit stubby, cancellable, kind of does it all.

crHP: Double swipe, VERY plus on hit, can link into stLP/crLP which means you can go into your target combo from this normal. YIKES.

crLK: Solid, fast low poke, doesn't chain into anything but does link into itself for a hitconfirm into light lunge punch. In Genei-Jin, this becomes 2f and +12 on block, why? Ask Capcom and you won't get an answer. This is ridiculous obviously.

crMK: Long range, relatively fast poke. Confirms into lunge punch, can be used as a buffer as lunge punch will never come out on whiff, which is a good thing, lunge punch is also only minus 1 on block and safe because its spaced.

crHK: Very long range, but extremely normal, decent whiff punish, confirms into his stHK which is a target combo option from his crHK, otherwise not amazingly useful and very unsafe on block, so just cancel into his stHK TC.


jLP: Fast normal but not amazing as an a2a, you won't be using diagonal jLP Much.

njLP: This normal however is fucking godlike as a meaty due to its ability to cancel into his jf+HP target combo, really good option to throw out.

jMP: like jHP but with a significantly worse hitbox. Pass.

njHP: Amazing stop sign air normal when controlling the corner, can beat things like Gouki divekick due to it's extended hitbox.

jHP: Great jump-in, has an extended hitbox that hits downwards, so it does well at baiting anti-airs while rising and beating people from jumping at you while falling.

jLK: Not an amazing normal to throw out, there's better normals that fill the niche this does.

JMK: Great air to air since it's really fast and has decent ish range, but the lack of an extended hitbox past the early frames hurts it in that department, if you want something faster than jHK and jHP it's there, but I would probably use those normals instead.

jHK: AMAZING A2A: Covers more upwards vertical space than njHP, and can cover opponents below him as well, Horizontal range is lacking when compared to njHP though, and the downwards range isn't as good as jHP. All rounder air normal though.


Command Normals:

f+HP: Not the f+HP you're expecting from 3s, his f+HP in 2i is just his far HP without any regard to proximity whatsoever. VERY useful in genei-jin confirms, not useful anywhere else.

nj/fj df+K: The legendary divekick, much faster in this game than in 3S meaning it's an incredible tool to use to whiff punish low pokes especially when coupled with jumps having low invuln. The kicks represent an angle, with LK falling right below him, MK falling at a slight angle, and HK going about half screen. Extremely plus on hit, very safe/plus on block, this is obnoxious to deal with, much like Gouki's divekick, it's just slightly easier to anti-air until the mixups start coming full force, at that point, it's probably more annoying, good luck!

f+MK: Stellar overhead that's scary to throw out once in a while, does a lot of stun and damage on hit, however unsafe on standing opponents so make sure this hits crouchers.

UOH: Not an amazing universal overhead admittedly, very unsafe on standing opponents, not amazingly rewarding on crouchers either, can corpse hop in to the corner for double side switch mixups off of clMK xx sjc Palm but otherwise not really too useful, hops over lows though but so does the overhead above it.

Throws:

f+MP/HP: Tosses them incredibly far, can follow up with a divekick to chase quick rise, decent for screen positioning, not decent for damage though, you have kick throw for that.

f+MK/HK: Damage is off the charts with this one, Mash grab means damage and stun is ridiculous. Oki is quite good as well as it leaves you just about point blank.

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-Ups