Ultra Street Fighter IV/Yun/Omega

From SuperCombo Wiki
Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Yun

SSFIV-Yun Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 2f faster (18f > 16f)
    • Back Dash: 2f faster (27f > 25f), shorter distance
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • 5LK; Close 5LP, 5MP, 5HK; Far 5LP, 5HK; 2LP, 2MP, 2HP, 2HK; Dakai (6HP), Senpukyaku (6MK), Target Combo 2 (2MP~2HP)
    • EX Lunge (236PP), LP/MP/EX Shoulder (623LP/MP/PP, not the held EX version); Palm (214P, includes Feint), Dash Elbow (66P, includes EX followup)
    • LK/EX Upkicks (623LK/KK), Command Grab (63214K), Super activation (236236P), Ultra 1 (236236PPP), Focus Attack + Forward Dash

Character Specific Data

Yun

VITALS
Health: 900 Stun: 950
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+34+4 Jump Distance: 1.98 Forward 2.145 Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.42
Back Dash Frames: 25 Back Dash Distance: 1.19
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 1-8 FA + Back Dash Airborne: 7-18
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): 0

Frame Data

Note: Genei Jin data is listed in [square brackets] when applicable; all attacks do 0 stun during Genei Jin

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 20 50 M TC Ch
Sp Su
-
5MP (Close) cl. Mp.png s a r B H 65
[40]
100 M TC Sp Su -
5HP (Close) cl. Hp.png s a r B H 70*50
[40*30]
80*120 M Sp Su / - 2 hits; 1st hit is cancellable and forces stand
5MK (Close) cl. Mk.png s a r B KD 60
[50]
80 M J Su Launches opponent into free juggle state
5HK (Close) cl. Hk.png s a r B KD 100
[50]
200 M - x-f airborne; launches into limited juggle state
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 20 50 M TC Ch
Sp Su
-
5MP (Far) far. Mp.png s a r B H 70
[40]
100 M TC Sp Su -
5HP (Far) far. Hp.png s a r B H 120
[60]
200 M - -
5LK st. Lk.png s a r B H 30 50 M Sp Su -
5MK (Far) far. Mk.png s a r B H 70
[50]
100 M - -
5HK (Far) far. Hk.png s a r B KD 110
[60]
200 M - Puts opponent into limited juggle state
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 30
[20]
50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 65
[40]
100 M TC Sp Su -
2HP Down.gifHp.png s a r B H 50*60
[30x2]
100*80 M - 2 hits
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png s a r B H 60
[50]
100 L Sp Su -
2HK Down.gifHk.png s a r B KD 90
[80]
150 L TC KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Dakai Right.gifHp.png s a r B H 110 200 M - Has juggle potential, puts opponent into limited juggle state
Senpukyaku
(Overhead)
Right.gifMk.png s a r B H 70 100 H - x-f airborne
Target Combo 2 Down.gifMp.png > Down.gifHp.png - - - B H *30*40 *50*100 M Su [GJ: must input quickly, otherwise chains to GJ 2HP]
Target Combo 3 Down.gifHk.png > Hk.png s a r B KD *60 *150 M Su Knocks down, puts opponent into limited juggle state; can cancel to Super and juggle Ultra 1; KD Adv: +; [GJ: not possible]
Target Combo 4
(Partial)
Mp.png > Hp.png s a r B H *35 *50 M TC [GJ: not possible]
+ TC 4 (Full) + Left.gifHp.png - - - B KD *100 *80 M Su Puts opponent into free juggle state; KD Adv: +; [GJ: not possible]
Target Combo 5
(Partial)
Lp.png > Lk.png - - - B H *40 *50 M TC -
+ TC 5 (Full) + Mp.png - - - B H *60 *80 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP Upright.gifLp.png s a - - - 35 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 110 200 H - -
j.HP (neutral) Up.gifHp.png s a - - - 110 200 H - -
j.LK Upright.gifLk.png s a - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - -
j.MK (neutral) Up.gifMk.png s a - - - 70 100 H - -
j.HK Upright.gifHk.png s a - - - 100 200 H - -
Raigeki Shu
(Divekick)
Air Downright.gifK.png s a r B H 60 100 M - Angle depends on button strength; HK goes farthest forward
Target Combo 1 Air Lp.png > Right.gifHp.png s a r - - 35*90 50*150 H*H - Works from any jump direction
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 85 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Palm Strikes
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Monkey Flip
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Zesshou Hohou
(Lunge Punch)
Qcf.pngLp.png
236+LP
s a r B KD 90 150 M FA Has juggle potential; KD Adv: +
MP Zesshou Hohou
(Lunge Punch)
Qcf.pngMp.png
236+MP
s a r B KD 110 150 M FA Has juggle potential; KD Adv: +
HP Zesshou Hohou
(Lunge Punch)
Qcf.pngHp.png
236+HP
s a r B KD 130 150 M FA Has juggle potential; KD Adv: +
Ex.png Zesshou Hohou
(Lunge Punch)
Qcf.png2p.png
236+PP
s a r B KD 80*90 100x2 M FA 1st hit forces stand, affecting FADC followup extensions; has high juggle potential; KD Adv: +
LP Tetsuzanko
(Shoulder)
Dp.pngLp.png
623+LP
s a r B H 90 150 M Su -
MP Tetsuzanko
(Shoulder)
Dp.pngMp.png
623+MP
s a r B KD 125 200 M Su Puts opponent into limited juggle state; KD Adv: +
HP Tetsuzanko
(Shoulder)
Dp.pngHp.png
623+HP
s a r B KD 100 200 M Su Puts opponent into limited juggle state; KD Adv: +
Ex.png Tetsuzanko
(Shoulder)
Dp.png2p.png
623+PP
s a r B KD 90*40 150*100 M FA 2nd hit puts opponent into limited juggle state; KD Adv: +
+ Held version Hold 2p.png s a r B KD 80*40 100*50 M FA Crosses up if close enough to opponent; 1st hit can lead to combo extension with FADC, 2nd hit KD for no followup; KD Adv: +
LP Kobokushi
(Palm)
Qcb.pngLp.png
214+LP
s a r B KD 100 200 M Su Puts opponent into free juggle state; KD Adv: +
+ Feint Hold Lp.png - - r - - - - - - -
MP Kobokushi
(Palm)
Qcb.pngMp.png
214+MP
s a r B KD 120 200 M Su Puts opponent into free juggle state; KD Adv: +
HP Kobokushi
(Palm)
Qcb.pngHp.png
214+HP
s a r B KD 140 200 M Su Puts opponent into free juggle state; KD Adv: +
Ex.png Kobokushi
(Palm)
Qcb.png2p.png
214+PP
s a r B KD 160 300 M FA Wall bounces into free juggle state; KD Adv: +
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Shukuchi
(Dash Elbow)
Right.gifRight.gifLp.png
66+LP
s a r B H 100 100 M Su -
LP Shukuchi
(Dash Elbow)
Right.gifRight.gifMp.png
66+MP
s a r B KD 120 100 M Su KD Adv: +
LP Shukuchi
(Dash Elbow)
Right.gifRight.gifHp.png
66+HP
s a r B KD 130 150 M Su KD Adv: +
Ex.png Shukuchi
(Dash Elbow)
Right.gifRight.gif2p.png
66+PP
s a r B KD 40x2*60 50x2*100 M FA KD Adv: +
+ Ex.png Renkan Shoko
(Followup)
+ 2p.png
+ PP
s a r B KD 30*60 50x2 M FA Costs 1 additional bar of meter, puts opponent into limited juggle state; KD Adv: +
LK Nishokyaku
(Upkicks)
Dp.pngLk.png
623+LK
s a r B KD 70*50 100*50 M - Whiffs on crouching opponents; KD Adv: +
MK Nishokyaku
(Upkicks)
Dp.pngMk.png
623+MK
s a r B KD 70*40 100*50 M - Whiffs on crouching opponents; KD Adv: +
HK Nishokyaku
(Upkicks)
Dp.pngHk.png
623+HK
s a r B KD 70x2 100x2 M - KD Adv: +
Ex.png Nishokyaku
(Upkicks)
Dp.png2k.png
623+KK
s a r B KD 60x2*40 50x2*100 M - Puts opponent into limited juggle state; if all 3 hits connect, only EX Lunge can juggle afterward; KD Adv: +
Zenpou Tenshin
(Command Grab)
Hcb.pngK.png
63214+K
s a r - H 5 - T - Leaves opponent standing for followup combo
Ex.png Zenpou Tenshin
(Command Grab)
Hcb.png2k.png
63214+KK
s a r - H 0 - T - Leaves opponent standing for followup combo; followup is unscaled
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Genei Jin
(Super)
Qcf.pngQcf.pngP.png
236236+P
s - r - - - - - - While active, Yun can chain normals together repeatedly; can jump cancel most attacks, and has infinite juggle potential
You Hou
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 375
(285)
- M - x-f full invuln; puts opponent into limited juggle state; (Non-cinematic juggled hit, gives much more limited juggle state); KD Adv: +
Sorai Rengeki
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 450 - M - x-f full invuln; KD Adv: +
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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