mikosu
Goderator of pink hearts
Alright I did this for Tira so I decided to one for Yun. I'll go into attack use detail later.
Yun-Seong Gameplay Guide
A) Interrupts
Standing Interrupts: AA, 2A, KK, 2K, 4K
FC Interrupts: FC A, WR B, FC K
Anti-Step: AA, 1A, 3A, 44A, 66A, A+K
“Body” attack: his kicks
B) Mixups
Close Range Mixup: BB, 1B, 1K, 66K, throw
Mid/Far Range Mixup: 11_77A, 11_77B, 6B, 66B
FC Mixup: throw, FC K, WS K
Post-GI Mixup: Fast – 2BK, 236KK, A+B MSH B; Slow – 33_99[ B ], CR A
C) Punishment
Distance Whiff Punish: 6B, 22_88B
Sidestep Whiff Punish: 33_99AK, 33_99[ B ]
FC Whiff Punish: WR B, 236KK, WR K
D) Frametraps
On hit: AA, 2A/FC A, JMP B, WR B, 6KK/6K~K
On CH: B, 1B, K, 2B+K
On Block: CR B+K
Okizeme:
After most KNDs 1K, 2K, and 66K are the only reliable moves you have. Anything else is pretty much a tech trap.
A throw: Absolutely nothing guaranteed since they can tech immediately. However you can still act on anticipation. 11_77B is hard to react to if they tech up and guard standing. It’s also the only move that can reach back techers. 66A+B will swat them if they tech up and try anything. If they don't tech and try to roll 66K, 66B, and 1K are unrollable.
Left side throw: 1B and 66B can not be rolled. Once they get used to that it becomes a mixup.
Right side throw: Leaves them right next to Yun. Most moves can be rolled to a certain side. For reliability I suggest mixing up with 66K, 1B, and 1K shenanigans.
33_99B 1KK: see right side throw
33_99B 1KkG: Transition for good ol' CR shenanigans. If they stay grounded and roll only CR A+K can hit. If they stand have fun.
8KKK: JUKEable but gives u oki similar to his right side throw. The JF is not JUKEable but does not guarantee you oki.
66A+B: Not many characters have a move that can do as much grounded damage as this (about 28). After A throw and left side throw it catches all but right roll. After right side throw it catches all but left roll.
9B+K - After A and side throws it catches all but right roll.
Attack use detail:
11_77A - Hard to read low that does good damage physically and to the SG. Steppable up close but unsteppable at tip. Ok for general use.
22_88B - Under no circumstances should you EVER use this move up close. It's steppable and really bad on block. Only use this at max range to catch your opponent off guard or even punish a whiff.
44B - You all use it. We all love it. Good old evasive move with a TC. Try using it when they go for throws. Great for tech traps as well. Beware of those who bait this and punish.
Basic combos:
236KK 8KKK
A+K 66K
66B+K 8KKK
CR A CR K CR 8K
Notable TC/TJ:
1A
6A
44B
236KK
44K
9B+K
Yun-Seong Gameplay Guide
A) Interrupts
Standing Interrupts: AA, 2A, KK, 2K, 4K
FC Interrupts: FC A, WR B, FC K
Anti-Step: AA, 1A, 3A, 44A, 66A, A+K
“Body” attack: his kicks
B) Mixups
Close Range Mixup: BB, 1B, 1K, 66K, throw
Mid/Far Range Mixup: 11_77A, 11_77B, 6B, 66B
FC Mixup: throw, FC K, WS K
Post-GI Mixup: Fast – 2BK, 236KK, A+B MSH B; Slow – 33_99[ B ], CR A
C) Punishment
Distance Whiff Punish: 6B, 22_88B
Sidestep Whiff Punish: 33_99AK, 33_99[ B ]
FC Whiff Punish: WR B, 236KK, WR K
D) Frametraps
On hit: AA, 2A/FC A, JMP B, WR B, 6KK/6K~K
On CH: B, 1B, K, 2B+K
On Block: CR B+K
Okizeme:
After most KNDs 1K, 2K, and 66K are the only reliable moves you have. Anything else is pretty much a tech trap.
A throw: Absolutely nothing guaranteed since they can tech immediately. However you can still act on anticipation. 11_77B is hard to react to if they tech up and guard standing. It’s also the only move that can reach back techers. 66A+B will swat them if they tech up and try anything. If they don't tech and try to roll 66K, 66B, and 1K are unrollable.
Left side throw: 1B and 66B can not be rolled. Once they get used to that it becomes a mixup.
Right side throw: Leaves them right next to Yun. Most moves can be rolled to a certain side. For reliability I suggest mixing up with 66K, 1B, and 1K shenanigans.
33_99B 1KK: see right side throw
33_99B 1KkG: Transition for good ol' CR shenanigans. If they stay grounded and roll only CR A+K can hit. If they stand have fun.
8KKK: JUKEable but gives u oki similar to his right side throw. The JF is not JUKEable but does not guarantee you oki.
66A+B: Not many characters have a move that can do as much grounded damage as this (about 28). After A throw and left side throw it catches all but right roll. After right side throw it catches all but left roll.
9B+K - After A and side throws it catches all but right roll.
Attack use detail:
11_77A - Hard to read low that does good damage physically and to the SG. Steppable up close but unsteppable at tip. Ok for general use.
22_88B - Under no circumstances should you EVER use this move up close. It's steppable and really bad on block. Only use this at max range to catch your opponent off guard or even punish a whiff.
44B - You all use it. We all love it. Good old evasive move with a TC. Try using it when they go for throws. Great for tech traps as well. Beware of those who bait this and punish.
Basic combos:
236KK 8KKK
A+K 66K
66B+K 8KKK
CR A CR K CR 8K
Notable TC/TJ:
1A
6A
44B
236KK
44K
9B+K