Yun-seong General Discussion/Q&A Thread

So I'm going to be putting any and all information that I've found for each character in their respective threads until the time comes that we have proper sub forums for each SC II character. I've found a lot of information for most characters including combo lists, Soul Charge move enhancement lists, and even some video tutorials for certain characters. We also have frame data for all but 5 of the characters but as of now they are in the old format so it may be a little different and harder to understand. There are plans to put this data in the wiki sometime in the near future so please be patient and just use what you can for now. Now all of this information is dated and may not all be 100% accurate. Some of the same information may also be repeated through out the guides that I've found so once again please be patient and just take what you can use. If you are an "O.G." and have something of substance to add whether correcting bad information or just an added explanation to what is posted, please by all means tell us what you know.

Also, ONE FINAL REMINDER, this is just what you can call a beginners guide. A way for newer people to maybe practice some things with an old SC2 copy before SC2HDO comes out this fall or a refresher for those who have played the game before but forgot some of the basics after all these long years. I'm just attempting to gather what information we do have out there and stay ahead of the curve for when this game is released.

CR Crane (K6 or 8WR 3_9)
LW Land Walk (214)

CH WS A,B
-B,B (85)

3B
-B,B (55)

4
-8WR 3_9B (76)

9B
-8WR 1_7B (72)
-8WR 3_9B (67)
-8WR 2_8B (66)

8WR 3_9
-CR A+B (64)
-CR [A] (62) Ends in CR.

CH 8WR 2_8B
-B,B (65) Unreliable on deep hit.

WS B
-8WR 3_9, CR B (70) Reliable on shallow hit.

44K
-8WR 3_9B (54)

CH WS K
-9B (59)

4A+B
-B,B (53) Unreliable on deep hit.

B+K
-8WR 3_9, CR A (85)
-66A+B (74)

CR [A]
-CR B, B,B (92) Reliable on shallow hit.

CR B
-B,B (53)

LW A
-9B (58)
-8WR 1_7B (57)

SC lvl.1
-4A+B (GB)
-66A+B (GB)
-Land Walk B (GB)

SC lvl.2
-9B (GB)
-B4 (GB)
-Crane 7_8_9K,B (GB)
-6A,A,G,B (GB, 6A,A,G must miss)

SC lvl.3
None
-Soul Charge Cancels: Soul Charge Cancels vary from character to character. As
the name implies, a SCC cancels the lag of an attack or cancels the attack
completely. Some SCCs require accurate timing of input commands.

-4B~A+B+K
-Land Walk B+K,G~A+B+K

Yun-Seong Tutorial Videos


Regular & 8WR Moves

i13 = A / 2A / K
i14 = 6K
i15 = B / 2K
i16 = (A_B)+G / 6B / 2B / 3K / 33_99K
i17 = 3A / 33_99A / 2B+K
i18 = 4K / 44K
i19 = 22_88A / b4 / kgK / 1K / 11_77K
i20 = 6A / b6 / 3B / 66K
i22 = 1A / 4A / 33_99B / 6A+B
i23 = 66A / 66B / 22_88B / A+B
i24 = 44A / 1B / 4B / 2A+K
i26 = 4A+B
i29 = 11_77B / 44B / 22_88K
i30 = 9B
i31 = 66A+B
i32 = 11_77A
i33 = B+K

i24 = 4B
i44 = 4

i26 = 4A+B
i39 = 4A+B~G
i52 = 4A+B~G~2A

i29 = 44B
i40 = 44B~G
i53 = 44B~G~2A

i65 = 44B+K


FC & WS Moves

i12 = FC A
i13 = WS K
i14 = 6K
i15 = FC B / FC K
i16 = FC 3B / 6B
i18 = WS B / 4K
i20 = WS A / 6A
i22 = 4A
i24 = 4B
i26 = WS A+B / FC 6A+B
i27 = FC 4A+B


WJ & WL Moves

i22 = 8B
i25 = 8A
i27 = 8K
i35 = WL 5~G
i39 = WL B / WL K
i41 = WL A
i47 = WL 5~2A


BT Moves

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

i10 = lBT A
i11 = rBT A
i12 = lBT B / BT K
i13 = BT 2A / rBT B / BT 2K
i14 = BT 2B


Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance.

---
Crane

i20 = (CR 2K)
i22 = (CR B)
i23 = (CR K)
i24 = (CR A+B)
i25 = (CR 8A)
i26 = (CR A)
i30 = (CR 9B)
i40 = (CR 2kK)

---
Crane Dash

i10 = (CRD K)
i18 = (CRD B)
i20 = (CRD A)

---
Land Walk

i18 = (LW K)
i21 = (LW A)
i26 = (LW B)

i55 = 214~LW A
i58 = 214~LW K
i59 = 214~LW B / 214~LW G
i67 = 214~LWD K / 214~LWD B
i73 = 214~LW B+K
i76 = 214~LW B+K~G
i87 = 214~LW B+K~G~FC A
i93 = 214~LW [bK]

---
Land Walk Dash

i10 = (LWD K) / (LWD B)
i17 = (LWD *B)
i20 = (LWD A)

i67 = 214~LWD K
i79 = 214~LWD A


-------------------------------------------------------------------------------
Block/Hit Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you've input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the sword / foot for maximal advantage / minimal disadvantage.

Example:
6A
H +6~7
B -7~-6
---
close range / early impact:
H +6
B -7
far range / late impact:
H +7
B -6

Regular Moves

A
H +4
B -5

A,A
H +0~1
C +5~6
B -6~-5

A,A4
~LW

A,A,B
H +0~1
B -14~-13

CH
A,A*B
OCB
H x
B -10~-9

A,A,K
H -2~-1
B -10~-9

A,A,K,K
OCB
H x
B -11

6A
H +6~7
B -7~-6

6A4
~LW

6A,A~G
H -7~-6
B -20~-19
Exceptional block recovery: non-high hitting attacks of speed i20 or faster cannot be blocked. Attacks of speed i21 cannot be blocked but GId.

6A,A
OCD
H -5~-3
B -19~-17

6A*A
H x
B -13~-11

3A
H1 +2
H2 +0~1
C x
B -16~-14
Shorter hit stun at mid / far range. Less advantage yet opponent remains crouched when hit while ducking.

2A
~FC
OCD
H +4
B -11

1A
~FC
OCD
H -3~-1
C x
B -12~-10

4A
H +4~5
B -8~-7

---
B
H +3
B -6

B,B
B*B
OCD
H +0~1
B -10~-9

B,B4
B*B4
~LW

B,K~G
~FC
H g -14 / a -7
B g -23 / a -16

B,K
B*K
H +7~8
B -5~-4

b6
H +5~6
C +9~10
B -7~-6

b4
OCD
H -5~-2
B -11~-8
SC2
B +23~26

6B
OCD
H -1
C +5
B -5

6B,B
~FC
H -1
B -12

6B*B
~FC
OCB
H x
B -12

6B,A
H x
B -6~-5

3B
H x
B -11~-10

2B
~FC
H +2
B -10

2B,B
H +5~6
B -10~-9

1B
~FC
OC
H +4
C x
B -15
Exceptional block recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

4B
OCB
H x
B -12~-11

4
H x
B +23~24

---
K
H +4
B -8

K6
~CR
H +14
B +2

K,4A+B~G
H -35
B -47

K,4A+B
H x
B -7~-4

K,K
OCD
H -2
B -13

K,K6
~CR
OCD
H +8
B -3

kgK
H -2
C x
B -13

kgK6
~CR
H +8
C x
B -3

6K
H +5
B -5

6K,K
OCD
H +4
B -6
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +7.

6K,K,A
H +3
B -14

6K,K,A4
~LW

6K,K,A,A~G
H -6
B -23
Exceptional block recovery: non-high hitting attacks of speed i23 or faster cannot be blocked. Attacks of speed i24 cannot be blocked but GId.

6K,K,A,A
H x
B -19~-18

6K,K,6K
~CR
OCD
H +3
B -7
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +6.

6K,K,4A+B~G
H -23
B -33

6K,K,4A+B
H x
B -7~-4

3K
H1 +2
H2 -4
C x
B -9
Shorter hit stun at max. range. Results in disadvantage, yet opponent remains crouched when hit while ducking.

2K
~FC
OCD
H +1
B -11

1K
H +0
B -12

1K,K
~FC
H -3~-2
C x
B -18~-17

1K,K,B~G
H -23~-22
B -38~-37

1K,K,B
H x
B -16~-14

1K,K,6K
~CR
H -4~-3
B -19~-18

1K,K,4A+B~G
H -30~-29
B -45~-44

1K,K,4A+B
H x
B -7~-4

1K,A
H +1~2
B -9~-8

1K,A,B~G
H -19~-18
B -29~-28

1K,A,B
H -3~-1
C x
B -15~-13

4K
H +6
B -9

---
A+B
H x
B -20

6A+B
H +4~5
B -8~-7

4A+B
H x
B -12~-9
SC1
B +25~28

2A+K
~FC
H x
B -13~-12
Exceptional block recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId. Yunsung also must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. up to -17.

B+K
OCB
H x
B -5
R +1~2

2B+K
OCB
H x
B -9~-5
R -4~-3


8WR Moves

66A
H +1~3
C x
B -15~-13

33_99A
H x
B -32~-31

33_99A,B
H x
B -17~-16

33_99A,
H x
B +18~19

22A
H +11~13
C +5~7
B -5~-3

22A6
~CR
H +19~21
B +3~5

22A,B~G
H -17~-15
C -23~-21
B -33~-31

88A
H +10~12
C +4~6
B -6~-4

88A6
~CR
H +18~20
B +2~4

88A,B~G
H -18~-16
C -24~-22
B -34~-32

22_88A,B
H x
B -7~-6

11_77A
H -4
B -21

44A
H -3~-1
C x
B -9~-7
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +1~3.

66B
H +3~4
B -7~-6

66B6
~CR
H +10~11
B +0~1

66B,B
H +4~5
B -8~-7

66B,
~CR
H +9~10
B -3~-2

66B*B
H x
B -8~-7

66B,4B
H x
B -13~-12

66B,4
H x
C x
B +24~25

33_99B
H x
B -16~-15

33_99
~CR
H x
B +7~8

22_88B
H x
C x
B -16~-15

11_77B
H x
B -26

44B
H x
B -14~-12

---
66K
OCD
H +1
B -4

66K6
~CR
H +12
B +7

66K~2_8
~FH
H +4
B -1

66K,K
H +4
B -8

66K,K6
~CR
H +9
B -3

66K,K~2_8
~FH
H +4~2
B -8~-10
Fluctuation depends on timing of FH-transition. For minimal disadvantage, try inputting 2_8 in the earliest possible moment without cancelling the 2nd kick.

66K,K,K
H x
B -28

33_99K
OCB
H x
B -22~-21

22K
H x
B -4~0

88K
H x
B -4~0
Allows for lBT attacks at same disadvantage.

11_77K
~FC
H1 x
H2 +0
B1 -16
B2 -14
Extended block stun at far range. Exceptional block recovery: non-high hitting attacks of speed B1 i16 / B2 i14 or faster cannot be blocked. Attacks of speed B1 i17 / B2 i15 cannot be blocked but GId. Hit stun of late hit H2 prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevent attacking for a number of frames = adv. up to +3.

44K
H x
B -18

---
66A+B
OCB
H x
B -18~-17
SC1
B +12~13

44B+K
H x


WJ & WL Moves

8A
OBT
H -7~-5
B -14~-12

8B
OCD
H +1~2
B -9~-8

9B
H x
B -4~-3
R -2
SC2
B +30~31
R +32

9K
OCB
H x
B -9~-5
R -3~-2
Allows for lBT attacks on close block.

8K
OCB
H x
B -9~-5
R -3~-2

7K
OCD
H +1~5
B -9~-5
R -3~-2

WL A
H -1~+0
B -11~-10

WL B
OCD
H +1
B -7

WL B,B
WL B*B
~FC
H -1
B -12

WL B,A
WL B*A
H x
B -6~-5

WL K
H x
B -21~-19


FC & WS Moves

WS A
H +3~5
C +15~17
B -7~-5

WS A,B~G
H -20~-18
C -8~-6
B -30~-28

WS A,B
H x
B +23~24

FC A
~FC
OCD
H +1~2
B -6~-5

WS B
H x
C x
B -13

FC 3B
~FC
H +1~2
B -9~-8

FC B
~FC
H +0~1
B -10~-9

FC B,B
H +5~6
B -10~-9

WS K
H -7
C x
B -16

FC K
~FC
OCD
H +1
B -11


BT Moves

BT attacks show fluctuations in speed. Depending on the distance to your opponent and how much side/backturned you were, they may impact 1 frame slower than indicated.

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

lBT A = i10
H +4~5
B -6~-5

rBT A = i11
H +8
B +1

BT 2A = i13
~FC
OCD
H +5~6
B -5~-4

lBT B = i12
OCD
H1 +3
H2 +5
B1 -7
B2 -5
Extended hit and block stun at far range.

rBT B = i13
H +1
B -11

BT 2B = i14
~FC
OCD
H -3~-2
B g -14~-13 / a -13~-12

lBT K = i12
H +3
B -5

lBT K,K
H +1
C x
B -10

rBT K = i12
H +3
B -7

BT 2K = i13
H -3
B -13
Exceptional block recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId.


Stance Moves

---
Crane

CR A
H x
B -11~-7

CR [A]
~CR
H x
B -8~-4

CR 8A
OBTH
H -7~-5
B -14~-12

CR B
H x
B -8~-6

CR 8B
H x
B -4~-3
R -2

CR A+B
OCB
H x
B -17~-16

CR K
H +2
C x
B -10

CR 2K
OCD
H -6
B -16

CR 2K,K
H -6
B -16

CR 2K,K6
~CR
H +10
B +0

CR 2K,A
H x
B -8
Allows for rBT attacks on close block.

CR 2K,A4
~LW

CR 2kK
H x
B -13~-12

---
Crane Dash

CRD A
OBTH
H +3~5
B -4~-2

CRD A,B~G
H -20~-18
B -27~-25

CRD A,B
H x
B +23~24

CRD B
H x
B -20~-19

CRD K
H x
B -18

---
Land Walk

LW A
H x
B -19~-17

LW B
OCB
H x
B -13~-12
SC1
B +27~28

LW K
OCD
H -13~-12
B -28~-27

LW K,K
H -4~-3
B -19~-18

LW K,K,K
H -4~-3
C x
B -19~-18

LW B+K
H x
B +32~33

---
Land Walk Dash

LWD A
OBTH
H +3~5
B -4~-2

LWD A,B~G
H -20~-18
B -27~-25

LWD A,B
H x
B +23~24

LWD B
H x
B -20~-19

LWD *B
H x
B -19~-18

LWD K
H x
C x
B -22

---
Flamingo Hop

FH A
~FC
OCD
H -4~-3
C x
B -11~-10

FH B
OCB
H x
B -12~-11

FH K
H +1
B +1

FH K6
~CR
H +10
B +10

FH K4
~LW

FH K,K
H x
B -12


Stance Transition

Specified advantage refers to the chart at the beginning of a section. I found that there are individual differences between the various strings/starters. For instance, CRC speed, CR 9B speed, earlier LW K. These are listed as seperate entries under the relative string, replacing regular data.

---
Crane

i1 = CR G
i2 = CR A+B{GI 1}
i6 = CR A+B{GI 2}

i19 = CR G~(guard low)
i21 = CR G~(duck)

i20 = CR 2K
i22 = CR B
i23 = CR K
i24 = CR A+B
i25 = CR 8A
i26 = CR A
i30 = CR 8B
i32 = CR G~2A
i40 = CR 2kK
i41 = CR {2K},K
i41 = CR 8K~G
i45 = CR 44~G
i54 = CR 8K~2A
i54 = CR {2K},A
i58 = CR 8K~B
i58 = CR 44~2A
i62 = CR 44~B

i24 = CRD K
i33 = CRD B
i34 = CRD *K
i35 = CRD A
i40 = CRD G
i41 = CRD 5~WS K
i53 = CRD 5~2A
i58 = CRD *B
i60 = CRD *A


K6
H +14
B +2

K,K6
H +8
B -3

kgK6
H +8
B -3

6K,K,6K
H +3
B -7
i12 = CR G~(guard low)
i14 = CR G~(duck)
i25 = CR G~2A

1K,K,6K
H -4~-3
B -19~-18
i12 = CR G~(guard low)
i14 = CR G~(duck)
i25 = CR G~2A

22A6
H +19~21
B +3~5

88A6
H +18~20
B +2~4

66B6
H +10~11
B +0~1
i28 = CR 8A
i33 = CR 8B
i44 = CR 8K~G
i57 = CR 8K~2A
i61 = CR 8K~B

66B,
H +9~10
B -3~-2

66K6
H +12
B +7

66K,K6
H +9
B -3

CR [A]
H x
B -8~-4

CR 2K,K6
H +10
B +0

FH K6
H +10
B +10

Yunsung is one of the new characters to Soul Calibur 2, and while he bears a strong resemblance to his shipmate Hwang, he's totally different. Possessing two stances and a variety of fakes, Yunsung is one of the more enjoyable characters in Soul Calibur 2. Where Yunsung excels is in his variety of pokes and natural combos. While he doesn't have a 'trump card' attack like Cassandra or Astaroth to shift the momentum of a match in his favour, he can still be an effective character to use.


No effective low attacks
Has trouble dealing with sidesteppers
Weak damage potential

Key Moves:
2BB
This quick two hitter is one of Yunsung's main pokes. It does a fair amount of damage and both hits are guaranteed if the first one hits. It also has a deceiving range, as the first hit's range is shorter than the second one.

4A+B
Two quick points about this move. First off, you can cancel the attack by tapping G. This can throw a lot of people off as the timing of the attack is a little off, so people will either try to sidestep or just block it. If you anticipate this, cancel it and then go into another move, suck as 1KK or a throw. Secondly, this move has the ability to GI all vertical attacks it encounters, and it can even GI throws on top of that. If there was ever a move that you needed to abuse with Yunsung, this is it.

33AB
Another two hit combo that Yunsung possesses, it also launches your opponent with the second hit, setting them up for some potential combo damage. While the move may be fairly easy to see coming, you can charge the last hit so that it becomes a Guard Crush. This works in your favour as you can mix up when you charge it and when you simply delay the move. Opponents may try to sidestep the second hit in fear of a Guard Crush, only to get smacked with a delayed hit.

Crane Stance (CR)
Crane is probably Yunsung's most important stance. It allows him to keep the pressure on his opponents and gives him some meaty attacks to work with. The down side to Crane is that it's not very fast. Sure, you can guard almost instantly from Crane, but that pretty much destroys the whole point of going into Crane in the first place. Despite this all of the attacks that you can use out of Crane are useful in some fashion. CR A nets you a free stun and puts you back into Crane if you hold the button, allowing you to tack on a CR B for extra damage. CR B itself is a great move to use as a launcher, and it hits grounded opponents as well. CR K works well as part of a juggle combo, and also doubles as a Just Frame attack. CR 2KK allows you to hit an opponent low while giving you the option to stay in Crane or go into Landwalker stance. Finally, CR A+B attacks later than all other Crane attacks, allowing you to net free damage given that your opponent tries to GI in expectation of a faster attack.

Landwalker Stance (LW)
Landwalker is the second of Yunsung's stances, and while it has some advantages it's not as versatile as Crane. What Landwalker does is allow Yunsung to jump back about one character width away from his opponent. During this you can input any of the Landwalker attacks. Of course, if your opponent charges you while you are jumping back, you'll be able to hit them with your next move. The disadvantage to this is that it brings Yunsung out of his optimal range of attack and into a zone that he's very poor in using. This combined with the reach of long-range characters such as Kilik, Ivy and Astaroth can lead to a very bad situation for our swordsman. He's essentially putting himself in a range that his opponents can work with, but he cannot. Although it's wrong to say that any move is completely useless, Landwalker is one of those moves that you don't necessarily need to become successful with Yunsung.

B6
This move is one of Yunsung's best poking tools, and with good reason. Not only does it have a excellent reach, but it's extremely fast. You'll probably recognize this as the second part of Yunsung's 2BB, so it essentially has the same properties as that attack.

44B
Fans of Hwang will remember this move very well. Similar to Xianghua's move, Yunsung will rear back and then spring forward with a thrust to catch incoming opponents off guard. The big difference here is that Yunsung's version can now be cancelled with G, which provides him with some much needed versatility. Sidestep-happy or GI-happy players will be fooled with Yunsung jumps back for the move and then does nothing, which gives you the opportunity to attack.

WS K
This fast hitting kick is one of Yunsung's best attacks. It gives you a slow stun that allows you to follow up quick with either 4A+B or 33B into CR B for extra damage. It also has nice tracking abilities, so sidesteppers will eat this if they're not careful.

4A
While it's relatively slow, this attack has the ability to crouch underneath high attacks early on, and also evades slightly to your opponent's side. The only drawback to this move is that it hits high, so opponents can duck it and counter with a move of their own before you're even finished attacking.

1K
This quick kick is probably the only decent low attack that Yunsung has in his arsenal when fighting up close. Although it doesn't do a whole lot of damage, it works just like Cervantes' 1K in that once it connects, your opponent has to guess what you're going to do next. You can easily RCC and perform another 1K or you can throw or attack them with a mid or high level attack.
 
So I am learning the move list for this guy, and holy cow it's a shit ton to remember. Stances, delays, cancels; it's challenging.

So I was just wondering how much crane is viable. I see you can go into it with a shit load of moves, but is it something you should use a lot?

And how does that guy do the GI into immediate throws throughout that combo video?
 
The GI is a buffering bug, every character can do it. It's INCREDIBLY difficult, you must basically...

Do move > buffer move you want to be GI'd > have that move get GI'd, and on the exact same frame, input 3 or 1A+G_B+G. Not practical unless you have a very specific setup that you've memorized perfectly AND your opponent GI's as a answer to that exact situation (which is rare since they can also step/jump/whatever)

Crane sucks if the enemy knows your options/etc, but to get a sense of how to use it, you should really see Hayate's Yun. Do any search for that or watch his performance with the French team at Cannes when he famously ocv'd that team of X's/Ivy's.
 
The GI is a buffering bug, every character can do it. It's INCREDIBLY difficult, you must basically...

Do move > buffer move you want to be GI'd > have that move get GI'd, and on the exact same frame, input 3 or 1A+G_B+G. Not practical unless you have a very specific setup that you've memorized perfectly AND your opponent GI's as a answer to that exact situation (which is rare since they can also step/jump/whatever)

Crane sucks if the enemy knows your options/etc, but to get a sense of how to use it, you should really see Hayate's Yun. Do any search for that or watch his performance with the French team at Cannes when he famously ocv'd that team of X's/Ivy's.

I did see that awesome video and noticed he didn't do too much crane anything. He seemed to guard cancel out of it a lot too.

Oh, and I didn't know you could input 3 or 1 to get frame advantage on getting GI'd...I thought that was a throw mechanic glitch and the GI glitch was to just 2G. Crazy.

Btw Crow, your album cover, or whatever is your avatar, looks like meat in a bag to me.
 
I did see that awesome video and noticed he didn't do too much crane anything. He seemed to guard cancel out of it a lot too.

Oh, and I didn't know you could input 3 or 1 to get frame advantage on getting GI'd...I thought that was a throw mechanic glitch and the GI glitch was to just 2G. Crazy.

Btw Crow, your album cover, or whatever is your avatar, looks like meat in a bag to me.

You actually don't get frame advantage. You can ONLY cancel to a A_B throw. So, you're right, it is a throw mechanic glitch, but you have to use 3 or 1 to activate it.

I was thinking about changing my avatar to that knit crab in Hates front page article, lol.
 
Since SC2HD is just around the corner, glad to see people are picking him up. Although its kinda sad not to see the people whom I was interacting before in the Yun forums wayyy back (sc and gi).

Anyway, I'll try to revive my knowledge of Yun and share them.
 
Been a long time since I played SCII, and I didn't get decent until V, and on that note, I was wondering if Yun plays like his SCIV iteration?
Can't wait to pick up the game and play Yun.
 
Been a long time since I played SCII, and I didn't get decent until V, and on that note, I was wondering if Yun plays like his SCIV iteration?
Can't wait to pick up the game and play Yun.

Nope, SC4 Yun is way different from SC2 Yun. SC2 Yun has more options and much more mobile thats what I think. SC2 Yun has Landwalk and Crane Dash.

I guess one good thing about SC4 Yun is that he can enter Crane without any prior moves.
 
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Is it just me or CR[A] then CR B doesnt launch the opponent anymore...

(or was that in SC3...ugh my Yun knowledge is so scrambled)
 
3 A+B was the basic Yun combo in SC2. CR [A] A+B also works well.

Yun didn't have too many launchers in SC2. It was always counter hit strings (which he was pretty good with) and two-hit naturals (33AB) and 4A+B guard cancels. Other than that, the the issues with Yun were always his semi-slow basics (AA), terrible guard frames (nearly everything legit is punishable on block) and general uselessness of Crane Hop (66KK), LW(BB4 and variants) and Crane Dash (LW6).

That said, France rated him much higher than the US did and I believe a few actually managed to destroy a couple high tier characters back in the day, so... yeah.
 
Does anyone know what stun these moves cause, it seems like DoS but sometime opponent can't escape ?
1. 3K
2. 66A
3. 44A
4. CR K
5. 1A
 
the moves mentioned cause shakable stuns on counter hit.

I think the B part of 1KAB causes shakable stun on counter hit too.

I have to check again.

Does anyone know what stun these moves cause, it seems like DoS but sometime opponent can't escape ?
1. 3K
2. 66A
3. 44A
4. CR K
5. 1A
 
22K - There are invincible step frames around 2nd-9th against to most vertical moves.
88K - There are invincible step frames around 2nd-9th against to most vertical moves. It allows for lBT attacks at the same disadvantage.
CRK - There are invincible step frames around 6th-11th against to most vertical moves.
This data makes useless moves become useful.
 
Yunsung's Auto GI:
4A+B ~ All vertical moves and throws. GI frames: 2nd-7th
6A+B(i22) ~ High-Mid moves and throws. GI frames: 19th-24th
WSA+B(i26) ~ High-Mid moves and throws. GI frames: 23rd-28th
CRA+B ~ High-Mid moves and throws. GI frames: 2nd-6th


Yunsung's Tech frames:

6A - TC (15th-18th)
2A - TC (7th-End)
1A - TC (2nd-21st)
4A - TC (6th-22nd) with TSS
11A - TC (7th-20th) with TBS
WSA - TC (8th-18th)
3B - TC (6th-17th)
9B - TJ (16th-19th against to low only)
22B - TC (5th-11th)
11B - TJ (15th-18th against to low only)
44B - TC (10th-20th) with TBS and TSS
3K - TC (10th-12th)
44K - TC (5th-18th)
66K - TJ (7th-15th)
22K & 88K - TIS (2nd-9th)
11K - TC (6th-End)
A+B - TC (3rd-18th)
4A+B - TLB (5th-18th,high) / GI (2nd-7th,vertical)
66A+B - TJ (24th-30th)
CRB - TC (13th-22nd)
CRK - TIS (6th-11th)

Remarks:
TC = Tech-Crouch
TJ = Tech-Jump
TSS = Tech-Side-Step
TIS = Tech-Invincible-Side-Step against to most of vertical moves
TLB = Tech-Layback on high or mid hit box.
TBS = Tech-Back-Step
 
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