Yun really isn't as bad as people make him out to be (...against players/characters who can't punish). He may never be at frame advantage, but at least he has options. With good spacing, a whole lot of options open up. At range, he's not bad at all. 66A, 3A, and 22A are very reliable step catchers. His whiff punishing with 236KK, which has deceptively long range, is great if they miss the JU, and there's also A+BmashB and 33B. For pokes, He also has 11B which isn't that easy to block or punish, WS B which is safe, ranged, and actually gives a lot of advantage. Both are very linear but he has tools to discourage step.
His reverse mixup, which you'll constantly be using, is pretty good. There's 44B, which discourages attacking at advantage with short ranged moves. He has tons of TC options, a great TJ in 9B+K, and he can step G or backstep like everyone else. His KK is i12 and is 0 on hit/ch, pretty good for Yun. Crane evade as a reverse mixup tool is actually pretty awful and shouldn't be used. It only starts evading at frame 12 or something, and the mids you want to evade will be i15-i20... might as well KK to stop them in the situations where the evade would actually work (-3 to -8) In fact, most of his attacks leave him at such large disadvantage on block that you can't use his the aforementioned moves after they block your attacks, you can only use them if they hit you, and even then you can only crane if you're at a range where they're forced to use a long ranged linear move, which they're not gonna do because you could just step G and punish it. Which you should probably do instead. HOWEVER if they don't end up doing anything at advantage, and you crane... hey, you managed to get into crane. Not too bad.
Crane stance itself is really good if you can into it safely and have perfect execution. It has hard counters for everything except mid kick and step G, but those only work if Yun enters the stance at disadvantage (mid kick gets interrupted by CR B, and step G will get hit by CR A for tons of damage). To get into Crane, you might use his stance transitions. But, they kinda suck on block, like almost every other stance transition in the game. Most of them involve a string that you can decide to either stop early and go into CR or finish the string unsafely. Sometimes they cause enough hesitation to do a CR reverse mixup, but... are you really gonna finish that string on block? It's not really a credible threat. 3{K} is probably the best one, but on block they can just mid kick you if you don't {B+K} out of there. So I generally enter crane by whiff punishing small stuff up close with 3K, or just by hitting B+K at large advantage. If they decide to GI, I get a free 80 damage and then crane mixups, if I execute properly. If they step/backstep G, I can start CR mixups. If they do their reverse mixup, I'll probably eat quite a bit of damage though.
He also has really good oki. On any knockdown, he can force you get up and block 66K. It seems to catch rolls in both directions if it's spaced to hit at the tip. They also have to fear 1KK if they stay grounded, as both hits will connect if it's a grounded hit, unless they tech a certain direction after the first hit. However, 66K already makes them want to get up, and if they do, all 1K variants will likely not be worth it. Since he forces them to stand, they're prone to grabs as they get up. And if they block a spaced 66K, you're perfectly safe with the amount of pushback it gives. As for his special knockdowns, he often has tech trap mixups that cover all options, though some are gimmicky or are unsafe.
Generally, characters can either cover reverse mixups really well, can punish, or have strong offensive mixup, but not both. Slow characters who can't punish or short ranged characters can get abused to hell by Yun's Soul Crush game. His unsafe but soul damaging moves pushback a little, and when spaced they're not easy to punish. Some of them force crouch which can make it even harder. Against characters who can punish but can't mixup too well, 6A+B is the move of choice. This move crushes in 9 blocks and is -10.
Yun can actually put on pressure! yeah! in SCIV! i know right? The synergy with his soul crush game and his pushback, force-blocking oki, and reverse mixup makes this character work. Just not very well, since it's very hard to soul crush someone who isn't ridiculously turtley, and it's not hard for the opponent to play offensively and block and punish at the right times, mixing up in a way that makes the risk/reward favor them greatly.
god daaaaaamn why do I feel the need to type this much about this game....