Street Fighter 3: 3rd Strike/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. He first appears in Street Fighter III: New Generation.

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: You Hou

You Hou is very fast super, naturally meaning it can be comboed into easily. It deals high damage and allows for juggle followups afterwards, allowing for better positioning and damage as well as building some of the meter back. It's main weaknesses are in that it's range is limited (so it may drop at the further ranges of cr.mk) and that it offers a single, long bar having you committing to building the super and limiting use of ex moves.

SA2: Sourai Rengeki

Sourai Rengeki would likely be Yun's first choice if Genei Jin wasn't so dominant. 3 shortish bars allows liberate access to supers and ex moves, it has great range meaning you can combo consistently and use to punish whiffs from midscreen, good corner carry and allows for oki afterwards. Its only real weakness is that it deals small damage compared to other supers, especially in juggles (which Yun tends to get a lot of), where it falls out.

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 and is easily confirmable; once active, it speeds up all of Yun's moves and gives them Super properties (higher priority to the point of being able to trade/beat Supers), and allow them to be cancelled freely into each other, or into forward/backwalk. Once the strong pressure this allows for gets Yun a hit, he can almost always convert into strong combos with great corner carry and positioning afterwards, while also allowing Yun to build meter from the enders of Genei Jin combos, so he can already have half a bar by the time his opponent even gets up. While this super basically removes Yun's ability to use EX moves due to its short bar, the incredibly powerful, looping gameplan he gains access to by picking Genei Jin makes it Yun's best choice by far.

Strengths Weaknesses
  • Easily the best super in the game - an install with a very short super bar that fills rapidly, allows for strong pressure, high corner carry and damage combos, and combo enders that refund a significant amount of meter, letting Yun get another super very quickly.
  • Great mobility with a very big super jump, fast walking speed and fast divekicks
  • Solid pressure options, even without SA3 active
  • Great conversions into knockdowns or install combos, even from light attacks
  • Solid mixup game with variable divekicks, a decent UOH, a good command overhead and a command grab that gives a combo on hit
  • Low health, meaning you can't afford many mistakes
  • Relatively short ranged normals, with his longer ranged ones being slow, punishable, not convertable or both.
  • A high degree of execution and knowledge required to be effective with Yun. His constant need to be in Genei-Jin means you have to be very consistent with often difficult techniques and combos.
Yun
#3S_YU
3S Yun 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
3S 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. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

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




Command Normals

6MK
Senpuukyaku
F.png+Mk.png
(yunfmk).gif
Startup Active Recovery Hit Cr. Hit
19 6 8 - 1
Damage Stun Guard 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.
FATonline.png
6HP
Dakai
F.png+Hp.png
(yunfhp).gif
Startup Active Recovery Hit Cr. Hit
17 5 19 D D
Damage Stun Guard Parry Block
24 17 - H -7
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(yunclp).gif
Startup Active Recovery Hit Cr. Hit
4 2 6 4 4
Damage Stun Guard Parry Block
3 3 - A 4
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(yunclp).gif
Startup Active Recovery Hit Cr. Hit
4 5 6 6 7
Damage Stun Guard 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.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(yunchp).gif
Startup Active Recovery Hit Cr. Hit
5 4 15 3 5
Damage Stun Guard Parry Block
17 7 - A 1
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
(yunclk).gif
Startup Active Recovery Hit Cr. Hit
4 1 8 2 2
Damage Stun Guard Parry Block
5 3 - L 2
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
(yuncmk).gif
Startup Active Recovery Hit Cr. Hit
6 3 12 - 1
Damage Stun Guard 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.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
(yunchk).gif
Startup Active Recovery Hit Cr. Hit
13 2 19 D D
Damage Stun Guard Parry Block
16 3 - L -5
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(yunjlp).gif
Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Guard Parry Block
7 7 - H -
FATonline.png
j.MP
Jump MP
U.png/Uf.png+Mp.png
(yunjmp).gif
Startup Active Recovery Hit Cr. Hit
3 6 - - -
Damage Stun Guard Parry Block
14 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HP
Jump HP (Neutral)
U.png+Hp.png
(yunnjhp).gif
Startup Active Recovery Hit Cr. Hit
8 5 - - -
Damage Stun Guard Parry Block
21 15 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HP
Jump HP
Uf.png+Hp.png
(yunjhp).gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Guard Parry Block
17 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.LK
Jump LK
U.png/Uf.png+Lk.png
(yunjlk).gif
Startup Active Recovery Hit Cr. Hit
4 12 - - -
Damage Stun Guard Parry Block
7 5 - H -
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
(yunjmk).gif
Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Guard Parry Block
12 9 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HK
Jump HK
U.png/Uf.png+Hk.png
(yunjhk).gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Guard Parry Block
19 13 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
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 Guard 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)
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
8 - - - -
Damage Stun Guard 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)
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard 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)
FATonline.png




Target Combos




Throws

LPLK
Hizageri
Lp.png+Lk.png
(yunhg).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
27 17 - - -
  • 18 throw range
FATonline.png
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 Guard Parry Block
21 8 - - -
  • 18 throw range
FATonline.png




Universal Overhead

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




Taunt

HPHK
Hat Spin
Hp.png+Hk.png
(yunt).gif
Startup Active Recovery Hit Cr. Hit
28 6 28 -24 -
Damage Stun Guard Parry Block
1 - - A -24
  • Can be held
  • Increases damage for the next hit/combo by 6.4% for each taunt/hat twirl. Maximum 8 taunts/twirls, 50% bonus.
  • Held taunt only - Increases damage for the next throw by 6.3% for the first extra twirl and 3.1% for every additional twirl. Maximum 7 extra twirls, 25% bonus.
  • Self meter gain: Whiff: 4, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png




Special Moves

623P
Tetsu Zankou
Dp.png+P.png
(yunshoulder).gif
Lp.png/Mp.png/Hp.png
(strength affects distance)
(yunshoulderex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
14 6 13 - -
Damage Stun Guard 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.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
18 6 15 - -
Damage Stun Guard 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.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
22 6 17 - -
Damage Stun Guard 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.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
11 13 19 - -
Damage Stun Guard Parry Block
27 13 - A -7
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236P
Zesshou Hohou
Qcf.png+P.png
(yunlunge).gif
Lp.png/Mp.png/Hp.png
(strength affects distance)
(yunlungeex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
7 5 22 - -
Damage Stun Guard 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.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
10 11 16 - -
Damage Stun Guard 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.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
13 15 12 - -
Damage Stun Guard 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.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
13 15 12 - -
Damage Stun Guard Parry Block
27 10 - H -2
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
623K
Nishou Kyaku
Dp.png+K.png
(yunkicks).gif
Lk.png/Mk.png/Hk.png
(yunkicksex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
4 6 25 - -
Damage Stun Guard Parry Block
22 11 - A -25
  • Self meter gain: Whiff: 3, Hit: 20, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
6 6 26 - -
Damage Stun Guard Parry Block
24 11 - A -26
  • Self meter gain: Whiff: 3, Hit: 20, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
8 6 28 - -
Damage Stun Guard Parry Block
25 11 - A -28
  • Self meter gain: Whiff: 3, Hit: 20, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
4 6 29 - -
Damage Stun Guard Parry Block
29 12 - A -28
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214P
Kobokushi
Qcb.png+P.png
(yunpalm).gif
Startup Active Recovery Hit Cr. Hit
24 10 4 - -
Damage Stun Guard 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.
FATonline.png
214PP
Kobokushi (Fake)
Qcb.png+P.pngP.png
(yunfakepalm).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
63214K
Zenpou Tenshin
Hcb.png+K.png
(yuncg).gif
Startup Active Recovery Hit Cr. Hit
7 2 26 - -
Damage Stun Guard Parry Block
- - - - -
  • 12 throw range
FATonline.png




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 Guard Parry Block
64 22 - H -27
FATonline.png
236236P (SA2)
Sourai Rengeki
Qcf.pngQcf.png+P.png (SA2)
(yunsa2).gif
Startup Active Recovery Hit Cr. Hit
4 5 25 - -
Damage Stun Guard Parry Block
54 11 - H -18
FATonline.png
236236P (SA3)
Genei Jin
Qcf.pngQcf.png+P.png (SA3)
(yunsa3).gif
Startup Active Recovery Hit Cr. Hit
10 - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png

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)
3S YUN CL5LP GJ.gif
Startup Active Recovery Hit Cr. Hit
2 1 2 9 9
Damage Stun Guard Parry Block
3 0 - A 9
  • Cancel options: self sp su
FATonline.png
5LP (far)
Far LP
Lp.png (far)
3S YUN 5LP GJ.gif
Startup Active Recovery Hit Cr. Hit
3 1 2 9 9
Damage Stun Guard Parry Block
3 0 - A 9
  • Cancel options: self sp su
FATonline.png
5MP (cl)
Close MP
Mp.png (cl)
3S YUN CL5MP GJ.gif
Startup Active Recovery Hit Cr. Hit
3 2 4 4 4
Damage Stun Guard 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.
FATonline.png
5MP (far)
Far MP
Mp.png (far)
3S YUN 5MP GJ.gif
Startup Active Recovery Hit Cr. Hit
3 3 2 15 16
Damage Stun Guard Parry Block
7 0 - H 14
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP (cl)
Close HP
Hp.png (cl)
3S YUN CL5HP GJ.gif
Startup Active Recovery Hit Cr. Hit
6 4 1 19 20
Damage Stun Guard 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.
FATonline.png
5HP (far)
Far HP
Hp.png (far)
3S YUN 5HP GJ.gif
Startup Active Recovery Hit Cr. Hit
6 2 4 16 17
Damage Stun Guard Parry Block
10 0 - H 15
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK
Stand LK
Lk.png
3S YUN 5LK GJ.gif
Startup Active Recovery Hit Cr. Hit
3 2 1 9 9
Damage Stun Guard Parry Block
5 0 - A 9
  • Cancel options: sp su
  • 10 kara range
FATonline.png
5MK (cl)
Close MK
Mk.png (cl)
3S YUN CL5MK GJ.gif
Startup Active Recovery Hit Cr. Hit
5 9 1 D D
Damage Stun Guard 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.
FATonline.png
5MK (far)
Far MK
Mk.png (far)
3S YUN 5MK GJ.gif
Startup Active Recovery Hit Cr. Hit
6 2 7 6 7
Damage Stun Guard Parry Block
7 0 - H 5
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HK
Stand HK
Hk.png
3S YUN 5HK GJ.gif
Startup Active Recovery Hit Cr. Hit
8 6 5 D D
Damage Stun Guard Parry Block
8 0 - H 7
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Command Normals

6MK
Senpuukyaku
F.png+Mk.png
3S YUN 6MK GJ.gif
Startup Active Recovery Hit Cr. Hit
13 9 8 -3 -2
Damage Stun Guard 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.
FATonline.png
6HP
Dakai
F.png+Hp.png
3S YUN 6HP GJ.gif
Startup Active Recovery Hit Cr. Hit
9 3 8 D D
Damage Stun Guard Parry Block
10 0 - H 6
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
3S YUN 2LP GJ.gif
Startup Active Recovery Hit Cr. Hit
2 2 1 14 15
Damage Stun Guard Parry Block
3 0 - A 13
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
3S YUN 2LP GJ.gif
Startup Active Recovery Hit Cr. Hit
3 2 1 13 14
Damage Stun Guard 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.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
3S YUN 2HP GJ.gif
Startup Active Recovery Hit Cr. Hit
3 3 1 13 14
Damage Stun Guard Parry Block
14 0 - A 12
  • Self meter gain: Whiff: 3, Hit: 17, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
3S YUN 2LK GJ.gif
Startup Active Recovery Hit Cr. Hit
2 2 1 14 15
Damage Stun Guard Parry Block
3 0 - L 13
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
3S YUN 2MK GJ.gif
Startup Active Recovery Hit Cr. Hit
3 2 8 - 9
Damage Stun Guard 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.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
3S YUN 2HK GJ.gif
Startup Active Recovery Hit Cr. Hit
8 2 9 D D
Damage Stun Guard Parry Block
8 0 - L 5
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
3S YUN JLP GJ.gif
Startup Active Recovery Hit Cr. Hit
2 33 - - -
Damage Stun Guard Parry Block
7 0 - H -
FATonline.png
j.MP
Jump MP
U.png/Uf.png+Mp.png
3S YUN JLP GJ.gif
Startup Active Recovery Hit Cr. Hit
3 6 - - -
Damage Stun Guard Parry Block
14 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HP
Jump HP (Neutral)
U.png+Hp.png
3S YUN 8HP GJ.gif
Startup Active Recovery Hit Cr. Hit
8 5 - - -
Damage Stun Guard Parry Block
21 0 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HP
Jump HP
Uf.png+Hp.png
3S YUN JHP GJ.gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Guard Parry Block
17 0 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.LK
Jump LK
U.png/Uf.png+Lk.png
3S YUN JLK GJ.gif
Startup Active Recovery Hit Cr. Hit
4 12 - - -
Damage Stun Guard Parry Block
7 0 - H -
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
3S YUN JLK GJ.gif
Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Guard Parry Block
12 0 - H -
  • Self meter gain: Whiff: 2, Hit: 10, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HK
Jump HK
U.png/Uf.png+Hk.png
3S YUN JHK GJ.gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Guard Parry Block
16 0 - H -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
3LK
Raigeki Shuu
Df.png+K.png (air)
3S YUN J2K GJ.gif
Lk.png/Mk.png/Hk.png
(angles vary by strength)
LK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard 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)
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard 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)
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard 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)
FATonline.png




Target Combos




Throws

LPLK
Hizageri
Lp.png+Lk.png
3S YUN 5LPLK GJ.gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
35 17 - - -
  • 18 throw range
FATonline.png
4/6LPK
Monkey Flip
B.png/F.png+Lp.png+Lk.png
3S YUN LPLK GJ.gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 8 - - -
  • 18 throw range
FATonline.png




Universal Overhead

MPMK
Gekihou Sui
Mp.png+Mk.png
3S YUN MPMK GJ.gif
Startup Active Recovery Hit Cr. Hit
13 9 8 - -
Damage Stun Guard Parry Block
7 0 - H -
FATonline.png

Special Moves

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


63214K
Zenpou Tenshin
Hcb.png+K.png
3S YUN 214K GJ.gif
Startup Active Recovery Hit Cr. Hit
5 2 26 - -
Damage Stun Guard Parry Block
- - - - -
  • 12 throw range
FATonline.png

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill