Dullyanna
[10] Knight
The title's self explanatory. I'd like to see what the better Yun players use, since I haven't run into any on Live (And most of my competition doesn't even know how to shake). Here's my crappy list (There's profanity, bad jokes, and excessive use of parentheses, so be ready):
44B: Works great against certain characters (Assuming it's not abused, since it's very unsafe on block at -18), but absolutely fails against others (Screw you, Siegfried). It stuns on any kind of hit, leading to mixups or noob-filter combos since it's easily shakeable.
WS B: Fast, relatively safe punisher. Only issues are that it's high and linear, but it's fast enough that those shouldn't really be problems.
2A/FC A: It's like most other character's 2As and FC As. The only characters with better ones are Cassie (I think) and Yoshi's instant crotch punch. All others are equal or worse in terms of frames. Also, beware using this against savvy Cervies and Asties. The former will iGDR your face, while the latter will do a leaping crouch grab.
6B Series: The first hit is pretty safe on block, at -10 (Taki can't scrape you if you've been spacing properly). It's a great tool for pressure as long as you're not stupid with it. From my experience, it's best to play it very safe with the second B, even in the beginning of a match. I've had it GI'd way too much, even when I used it just once (And after countless 6B/6 shenanigans).
K Series: Better than most, if not all character's Ks in terms of frames. Very nice for stuffing crap (Watch out for Taki, X, and Amy. ****ing pixies) and the occasional cherry tapping. The B is very unsafe, and rather difficult to hit check. *Sidenote: The B from KKB won't combo from CH 3A like it did in SC3... **** you Namco.
66A: Punishes step, and has good range. Be careful against the sisters, since they can punish it with 236B on block (Let alone crouching). Setsuka can also dish out a just umbrella, though only if she ducks it, I think.
44A: Nice alternative to 66A (Still unsafe on block, but by one fewer frame). It stuns on CH and brings you closer for some sexy mixup action and CR shenanigans.
11_77A: Another nifty alternative to the aforementioned 66 and 44As. It hits low, and is much safer on block (-11 frames).
22_88B: I prefer it to 33_99B, since it's just as fast...er... just as slow (At 27 frames), TCs, and covers a greater distance to better punish whiffs. For what it's worth (i.e. nothing), it's less unsafe on block at -19 instead of -21, or -god knows what if you went into CR. Also, it's easy to start some 1KkG crap on hit.
1B/11_77B: Fairly good for punishment and stun mixups. I'm not sure which is better, since 1B is 5 frames faster (And thus better in stun mixups, IMHO), but 11_77B has longer range, and is slightly easier to use out of step.
4K: It's pretty fast at 15 frames, and hits mid. Good for punishing, stuffing crap, and cherry tapping.
Honorable mentions: There's gonna be a lot of these, since you can't really win with just 10 moves against a proper opponent.
Pretty much every move in CR: Most of them have good uses, but none of them are individually great, IMHO. Still, the stance is a risky but necessary part of his game (Then again, most of his moves are highly unsafe on block). I still need a lot of work in this part of Yun's arsenal.
BB: Should be self explanatory, but I have time on my hands since I can't sleep (Not to mention I'm wearing a watch! LOLOLOL... sorry). It's a fairly nice BB, but try to mix it up with 4K and the occasional 3[K]. 4K is better for stuffing and gently punishing crap, but has less range and damage... Oh wait, I forgot. 4K has better range than the first hit of B.
3K/33_99K: Nice entries into CR, as long as it's used sparingly.
2BK: Same as 3K. Would be among top ten if entry into CR was optional (or it still RO'd like in SC3).
7_8_9KKK: It TCs, then TJs, and the last hit is safe on block, it combos from 236KK, and isn't half bad for ROs. Again, don't abuse it or you'll get punished (You won't take a lot of damage since you're airborn, but you'll be handing out a free okizeme opportunity for them).
6A+B: Nice to throw out occasionally, and the only thing that can punish it on block is Taki's 2bA. Also, it's nice to use in stun combos, since it either lengthens the combo or hits people who shake and block your 1K shenanigans.
A+K: The range isn't so hot, but it's great to use on wakeup and mixups in general (Make sure you're in range), and safe on block at -8. It's the type of move that Ranked spammers would love, except Yun-seong can't possibly win when used by monkeys.
WS A: Note that I didn't tack on "Series" at the end. WS A covers step well and stuns on CH, but the K followups tend to whiff unless you're in a really good position (At least from my experience). Also, you can enter CR from it.
WS K: Unsafe on block at -14, but it'd be an idiotically good option otherwise. Use it if the opponent consistently ducks your other WS moves, and blocks your FC As and Ks.
11_77K: It's pretty fast, and gives a free A+K/1K wakeup on hit! Only problem is that it's -18 on block, so be careful with it.
236KK: It TCs at the beginning, and combos into 8KKK, (Unless they Just Ukemi) and is safe but disadvantaged on block at -9 frames. The first K is stupidly usafe on block, and the only reason you should ever leave the string unfinished is if you hit them at the very edge. That's about it. Oh, and it's hilarious to use over and over against cocky noobs who can't AC (Just don't be an ass about it). Best Worst Infinite ever. Edit: Mikosu reminded me that the second hit is high, making it's safety on block mostly irrelevant. Be very careful with this if your opponent knows Yun.
9B+K: For those assholes with long range lows. It might require some anticipation, but that's part of the game anyway. It's kinda sorta unsafe at block at -12 (Sometimes -10) frames, but that shouldn't matter since you'll be using it against such BS as Ivy's SE A+K, Astaroth's discus, and Siegfried's 2A+B. It's also good to ring yourself out for lulz, although 44B+K serves that purpose better, IMHO. If you're up close, 7_8_9B will serve you better in similar situations.
Moves that I really like for some reason:
66A+B: It's slow, unsafe on block, and linear. IMHO, it's fucking great for wakeup, when the opponent's soul gauge is running on empty. I've gotten a hell of a lot of CFs against competent opponents thanks to this move, since it's slow enough to telegraph, but fast enough to force a block when they're rising. Also, I swear I've seen it dodge crap (Can't remember what, though). 66B may or may not work better (It doesn't telegraph as well, but it's faster).
22_88A Series: Nifty evasive properties, and the last hit knocks them on their back and combos on CH. It's quite unsafe on block at -16, or -18 if you did B at the end. The B cancel is technically unsafe, but you shouldn't get punished for it since nobody wants to block the A and eat the B.
Dishonorable mentions:
3A: It covers step well and stuns, but it's -15 on block. Also, the last hit of KKB doesn't combo with it on CH anymore. It's not really bad, but lack of the sexy knockdown combo makes me upset.
6A:-14 on block for a short ranged high, Namco? Really? Still, it has its uses (And acts as another entry in CR! YAY!).
2B+K: This move can fake out people who don't know Yun, but that's about it. I think Namco added this move to mock former Hwang users.
Edit: Fleshed the list out, and added some moves to the honorable mentions list. For those who don't know what cherry tapping is, it's a term from Street Fighter 2 for when you KO'd an opponent with a jab or light kick.
Since I've still got a crapload of work to do improving my Yun, and a lot of my competition is bad, this is probably a flawed list. I'm hoping this'll start some discussion, and that I can then learn from someone better/more experienced than me. Also, I'm probably wrong on some of the numbers and such (Which is why I've been making lots of edits), so feel free to kindly correct me.
44B: Works great against certain characters (Assuming it's not abused, since it's very unsafe on block at -18), but absolutely fails against others (Screw you, Siegfried). It stuns on any kind of hit, leading to mixups or noob-filter combos since it's easily shakeable.
WS B: Fast, relatively safe punisher. Only issues are that it's high and linear, but it's fast enough that those shouldn't really be problems.
2A/FC A: It's like most other character's 2As and FC As. The only characters with better ones are Cassie (I think) and Yoshi's instant crotch punch. All others are equal or worse in terms of frames. Also, beware using this against savvy Cervies and Asties. The former will iGDR your face, while the latter will do a leaping crouch grab.
6B Series: The first hit is pretty safe on block, at -10 (Taki can't scrape you if you've been spacing properly). It's a great tool for pressure as long as you're not stupid with it. From my experience, it's best to play it very safe with the second B, even in the beginning of a match. I've had it GI'd way too much, even when I used it just once (And after countless 6B/6 shenanigans).
K Series: Better than most, if not all character's Ks in terms of frames. Very nice for stuffing crap (Watch out for Taki, X, and Amy. ****ing pixies) and the occasional cherry tapping. The B is very unsafe, and rather difficult to hit check. *Sidenote: The B from KKB won't combo from CH 3A like it did in SC3... **** you Namco.
66A: Punishes step, and has good range. Be careful against the sisters, since they can punish it with 236B on block (Let alone crouching). Setsuka can also dish out a just umbrella, though only if she ducks it, I think.
44A: Nice alternative to 66A (Still unsafe on block, but by one fewer frame). It stuns on CH and brings you closer for some sexy mixup action and CR shenanigans.
11_77A: Another nifty alternative to the aforementioned 66 and 44As. It hits low, and is much safer on block (-11 frames).
22_88B: I prefer it to 33_99B, since it's just as fast...er... just as slow (At 27 frames), TCs, and covers a greater distance to better punish whiffs. For what it's worth (i.e. nothing), it's less unsafe on block at -19 instead of -21, or -god knows what if you went into CR. Also, it's easy to start some 1KkG crap on hit.
1B/11_77B: Fairly good for punishment and stun mixups. I'm not sure which is better, since 1B is 5 frames faster (And thus better in stun mixups, IMHO), but 11_77B has longer range, and is slightly easier to use out of step.
4K: It's pretty fast at 15 frames, and hits mid. Good for punishing, stuffing crap, and cherry tapping.
Honorable mentions: There's gonna be a lot of these, since you can't really win with just 10 moves against a proper opponent.
Pretty much every move in CR: Most of them have good uses, but none of them are individually great, IMHO. Still, the stance is a risky but necessary part of his game (Then again, most of his moves are highly unsafe on block). I still need a lot of work in this part of Yun's arsenal.
BB: Should be self explanatory, but I have time on my hands since I can't sleep (Not to mention I'm wearing a watch! LOLOLOL... sorry). It's a fairly nice BB, but try to mix it up with 4K and the occasional 3[K]. 4K is better for stuffing and gently punishing crap, but has less range and damage... Oh wait, I forgot. 4K has better range than the first hit of B.
3K/33_99K: Nice entries into CR, as long as it's used sparingly.
2BK: Same as 3K. Would be among top ten if entry into CR was optional (or it still RO'd like in SC3).
7_8_9KKK: It TCs, then TJs, and the last hit is safe on block, it combos from 236KK, and isn't half bad for ROs. Again, don't abuse it or you'll get punished (You won't take a lot of damage since you're airborn, but you'll be handing out a free okizeme opportunity for them).
6A+B: Nice to throw out occasionally, and the only thing that can punish it on block is Taki's 2bA. Also, it's nice to use in stun combos, since it either lengthens the combo or hits people who shake and block your 1K shenanigans.
A+K: The range isn't so hot, but it's great to use on wakeup and mixups in general (Make sure you're in range), and safe on block at -8. It's the type of move that Ranked spammers would love, except Yun-seong can't possibly win when used by monkeys.
WS A: Note that I didn't tack on "Series" at the end. WS A covers step well and stuns on CH, but the K followups tend to whiff unless you're in a really good position (At least from my experience). Also, you can enter CR from it.
WS K: Unsafe on block at -14, but it'd be an idiotically good option otherwise. Use it if the opponent consistently ducks your other WS moves, and blocks your FC As and Ks.
11_77K: It's pretty fast, and gives a free A+K/1K wakeup on hit! Only problem is that it's -18 on block, so be careful with it.
236KK: It TCs at the beginning, and combos into 8KKK, (Unless they Just Ukemi) and is safe but disadvantaged on block at -9 frames. The first K is stupidly usafe on block, and the only reason you should ever leave the string unfinished is if you hit them at the very edge. That's about it. Oh, and it's hilarious to use over and over against cocky noobs who can't AC (Just don't be an ass about it). Best Worst Infinite ever. Edit: Mikosu reminded me that the second hit is high, making it's safety on block mostly irrelevant. Be very careful with this if your opponent knows Yun.
9B+K: For those assholes with long range lows. It might require some anticipation, but that's part of the game anyway. It's kinda sorta unsafe at block at -12 (Sometimes -10) frames, but that shouldn't matter since you'll be using it against such BS as Ivy's SE A+K, Astaroth's discus, and Siegfried's 2A+B. It's also good to ring yourself out for lulz, although 44B+K serves that purpose better, IMHO. If you're up close, 7_8_9B will serve you better in similar situations.
Moves that I really like for some reason:
66A+B: It's slow, unsafe on block, and linear. IMHO, it's fucking great for wakeup, when the opponent's soul gauge is running on empty. I've gotten a hell of a lot of CFs against competent opponents thanks to this move, since it's slow enough to telegraph, but fast enough to force a block when they're rising. Also, I swear I've seen it dodge crap (Can't remember what, though). 66B may or may not work better (It doesn't telegraph as well, but it's faster).
22_88A Series: Nifty evasive properties, and the last hit knocks them on their back and combos on CH. It's quite unsafe on block at -16, or -18 if you did B at the end. The B cancel is technically unsafe, but you shouldn't get punished for it since nobody wants to block the A and eat the B.
Dishonorable mentions:
3A: It covers step well and stuns, but it's -15 on block. Also, the last hit of KKB doesn't combo with it on CH anymore. It's not really bad, but lack of the sexy knockdown combo makes me upset.
6A:-14 on block for a short ranged high, Namco? Really? Still, it has its uses (And acts as another entry in CR! YAY!).
2B+K: This move can fake out people who don't know Yun, but that's about it. I think Namco added this move to mock former Hwang users.
Edit: Fleshed the list out, and added some moves to the honorable mentions list. For those who don't know what cherry tapping is, it's a term from Street Fighter 2 for when you KO'd an opponent with a jab or light kick.
Since I've still got a crapload of work to do improving my Yun, and a lot of my competition is bad, this is probably a flawed list. I'm hoping this'll start some discussion, and that I can then learn from someone better/more experienced than me. Also, I'm probably wrong on some of the numbers and such (Which is why I've been making lots of edits), so feel free to kindly correct me.