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Capcom vs SNK 2: Millionaire Fighting 2001
Yun FAQ written by Jeff De Lierre
Version 3.1
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Email: Yin_yang95@hotmail.com
Email me if you have any questions on Yun, and Ill try to find out about 
it.
____________________
Legal Stuff:
You may not use this FAQ in any manner to profit off of without my 
permission. Ask me through email before using this FAQ anywhere on the 
internet. You may, however, print this FAQ for yourself.

Capcom vs SNK 2: Millionaire Fighting 2001 and its characters are all a 
registered copyright of Capcom Japan 2001.
____________________
If theres anything needed to be changed in this FAQ, Ill revise. Comments 
on this FAQ are welcome also.
____________________
Contents:

1:Yun Bio/Backround
2:Why choose Yun?
3:Movelist
-Normals & Misc. Movements
-Specials
-Supers
4:Combos
-Combos without Supers
-Combos with Supers
-C-groove exclusive combos
-A-groove exclusive combos
5:Grooves for Yun
6:Yun Strategies
7:Intros, Win Poses, Colours and Taunt
8:Credits

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1:Yun Bio/Backround
************************************************************************
Yun and his brother Yang were both taught by their rumored grandfather Gen 
from the Alpha series, who is a practitioner of Mantis and Crane style Gung 
Fu. After their parents split up, Gen taught both Yun and Yang the deadly 
art of Kempo style Gung Fu. Yun and Yang were both trying to help the 
businesses and people in their small village in China in the 3rd Strike 
storyline, and succeded in defeating Gill. The people residing in their 
village call the brothers the Twin Dragons. Yun also has a girlfriend 
named Hoimei, whom Yang would like to have for a girlfriend himself. Yun, 
the socialist brother, enjoys skateboarding, while Yang, the quiet brother, 
enjoys rollerblading.

Yun has appeared in Street Figher 3: New Generation, Street Fighter 3: 
Double Impact, and Street Fighter 3: Third Strike.

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2:Why choose Yun?
************************************************************************
Well, despite the fact Yun has been weakened severely from 3rd Strike, he 
can still be a force to be reckoned with if played as properly. Hes still a 
pretty fast character, and has excellent comboing abilities. Most of his old 
bread & butter combos are still intact, thankfully. My personal reason for 
choosing Yun is that hes not a complete imbalanced character like Hibiki or 
Rock. For this game, hes more like a character that when you play wisely 
with and win against top tier character users in the arcade, you feel good 
because you didnt resort to using an extraordinarely powerful character. 
Yun is also a very stylish character, sporting some cool intros and end 
poses, unlike some boring people...*cough*..Hibiki..*cough* Sadly tough, Yun 
is reported to have very low endurance.

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3:Movelist
************************************************************************
Abbreviations:
WP-Weak punch    (Jab)
MP-Medium punch  (Strong)
HP-Heavy punch   (Fierce)
P-Any punch
WK-Weak kick     (Short)
MK-Medium kick   (Forward)
HK-Heavy kick    (Roundhouse)
K-Any kick

QCF-Quarter Circle Forward
QCB-Quarter Circle Back
HCF-Half Circle Forward
HCB-Half Circle Back
DP-Dragon Punch  (Forward, down, down-forward)

I.A.-In air
S.-Standing
C.-Crouching
J.-Jumping
W.C.-When close
XX-Cancel
____________________

Note: All normals, specials and supers were performed on a ratio 2 Ryu  with 
a ratio 2 Yun...(If youve played a professional Ryu player in CvS, youd 
know why...hehe)
Ryus lifebar vitality is worth about 14400 damage points. (Thanks to ghouki 
from SRK.com for pointing this out.)
==============================
Normals & Misc. Movements
==============================
Nothing really special about Yuns normals. He doesnt have the range of 
Hibiki, but he doesnt have the dinky range of Athena either. So hes kinda 
your average Joe (not Joe Higashi) in the normals department. Unfortunately, 
Yun has no cross-up...
____________________
Jab:   WP
Damage: 210
A quick poke the to the high section of Yun's opponent.

This is a very good poking normal, but you should be using the crouching 
version of this, as it doesnt hit small crouching characters like Sakura. 
Normal range.
____________________
Strong:   MP
Damage: 525
Yun makes a short shuffle forward while lunging his elbow at the high 
section of the opponent. He no longer stays advanced like he did in 3rd 
Strike, meaning he returns to his original spot.

Bleh...nothing great about the reach, but the specials you are capable of 
linking afterwards are nice.
___________________
Fierce:   HP
Damage: 1155
Yun does an extended fist punch the the gut.

A good poke to use from afar on standing characters. This long ranged punch 
sometimes doesnt hit smaller crouching characters like Iori or Athena, so 
use his roundhouse for pokes. You can also no longer press forward and 
fierce for Yun to do his palm strike attack from 3rd Strike.
____________________
Fierce-Close:   WC.HP
Damage: 1260
Yun crosses his hands up and down resulting in two hits.

An extremely useful attack to link supers or specials with. It acts pretty 
much like Terrys standing close fierce punch. All of Yuns ground supers 
will easily connect after this punch hits and you can use a level one or two 
Sourai Rengeki if you havent attained a level 3. You can also cancel the 
first hit into a any of his specials, although only the Zesshou Hohou and 
Tetsuzan Kou will actually connect.
____________________
Short:   WK
Damage: 210
Yun does a small low kick.

Nothing really special here, except maybe that it's part of his B&B combo. 
You cant combo two of his shorts in succession like most or all characters, 
but it does have pretty good range...
____________________
Forward:   MK
Damage: 525
Yun does an upwards kick, seeming almost vertical.

Great anti-air normal, and although its been slowed down since 3rd Strike, 
it can still be useful. Yun is able to jump immediately after this hits and 
go into any jumping attack, whether it be a normal, a Reigeki Shuu, his air 
chain of Jab then forward Fierce, or better yet, his Hiten Souryuu-Jin 
super! Too good.
____________________
Forward-Pressing forward:   MK
Damage: 840
Yun does a quick and small spinning areal kick.

One of Yuns normals that has actually been improved in terms of speed since 
3rd Strike(*gasp*) This overhead is a huge part of Yuns confusion tactics. 
Unlike most characters overhead, this one has barely any start-up time. 
Abuse it so youre opponent gets annoyed. Hehe. Experiment with the distance 
of this attack too, as it goes quite the length for an overhead.
____________________
Roundhouse:   HK
Damage: 1050
Yun delivers a hard middle section kick. He ends up slightly forward after 
this kick.

Use this whenever you are far away and want to poke the opponent while 
moving a tad bit forward at the same time. Sometimes they probably wont 
even see the coming. Dont use it when youre too close though. This is 
slightly slower than his standing fierce.
____________________
Roundhouse-Close:   WC.HK
Damage: 1470
Yun does sort of a mini Nishou Kyaku (his anti-air double kick from 3rd 
Strike)

Do not use this as anti-air, as youre prone to hitting his regular 
roundhouse if not positioned right, or just hitting one of the double kicks. 
However, it has excellent juggling ability. The kicks also has a lot of 
priority.
____________________
Crouching Jab:   C.WP
Damage: 210
A quick poke.

Same as his standing version, except crouching. Very comboable.
____________________
Crouching Strong:   C.MP
Damage: 620
A quick elbow.

Good powerful poke from close up. You can still combo into a special move, 
and link a standing jab or standing short after it.
____________________
Crouching Fierce:   C.HP
Damage: 1155
Yun does rising chop from the ground.

This move qualifies as below-average anti-air. The only way to use it should 
be to do it early to hit air bound opponents, as youll trade hits if youre 
too close. Dont use it to poke though.
____________________
Crouching Short:   C.WK
Damage: 210
Yun sticks out his front leg not too far forward.

Excellent crouching poke, as you can string three hits together. Nothing 
really different from his crouching jab though...(Thanks to KMegura for 
telling me this.)
____________________
Crouching Forward:   C.MK
Damage: 630
Yun sticks out his behind leg slighty further than his crouching short.

Can combo into a special like the crouching strong.
____________________
Crouching Roundhouse:   C.HK
Damage: 1155
Yun sweeps his leg around forward.

Sadly, Yuns trip can no longer buffer into his standing roundhouse, and its 
also been slowed down. Decent range, but louzy priority.
____________________
Jumping Jab:   IA.WP
Damage: 420
A small elbow shot.

Dont use this.
____________________
Jumping Strong:   IA.MP
Damage: 735
A diagonal poke.

Youre better off with his jumping fierce or jumping forward.
____________________
Jumping Fierce:   IA.HP
Damage: 1155
Yun does a straight out poke. He will do a downwards poke if you jump 
forwards or backwards.

This is exactly like the jumping strong, except a bit more powerful.
____________________
Jumping Short:   IA.WK
Damage: 520
Yun does a small horizontal kick forwards.

May be good for air-to-air tactics.
____________________
Jumping  Forward:   IA.MK
Damage:735
A diagonal kick.

Use this if your jumping in, but not in air-to-air combat. Great reach.
____________________
Jumping Roundhouse:   IA.HK
Damage: 1155
Yun kicks upwards. This reminds me of his second kick for his Nishou Kyaku 
from 3rd Strike.

Umm...not really a great move for air priority, nor for jumping in. Stick 
with his jumping short for air-to-air combat, and his jumping forward for 
jump-ins.
____________________
Back Dash:   Back, Back
Damage: 0
Yun does a back flip.

Unfortunately, the length of this back dash has been really shortened. He 
used to back dash practicly across the entire screen in 3rd Strike.
____________________
Forward Dash:   Forward, Forward
Damage: 0
Yun hops forward.

This goes over ground projectiles like Rugals reppukkan. Pretty fast too.
____________________
Throw #1:   WC.Forward or back-HP
Damage:1680
Yun pulls his opponent into him, then knocks them away with an elbow to the 
mid section.

This throw will knock the opponent closer, while throw #2 will knock the 
opponent further. Youre better off using the other one for more damage.
____________________
Throw #2:   WC.Forward or back-HK
Damage: 1890
Yun will flip over and use his legs to toss the opponent away.

Use this more often than throw #1 for slightly more damage.
____________________
Roll:   In either C,A, or N groove-WP+WK
Damage: 0
Yun does a cartweel without hands. Look pretty cool.

Average roll speed.
____________________
Run:   In either S, N or K groove-Forward, Forward
Damage: 0
Yun will run fast keeping low to the floor.

A pretty fast run. Use it to zone in on the opponent.
____________________
Dodge:  In S groove-WP+WK
Damage: 0
Yun sidesteps into the backround temporarily.

Many find this maneuver very useful to Yun, as it would be to any other 
character. More explained in the Grooves for Yun section.

=============================
Specials
=============================
Yuns specials have nearly all been weakened or slowed in some way or 
another. But if you use them in a safe manner, youll be fine with them. 
Unfortunately, all of them excluding his special throw are 1 hitters, 
meaning they can easily be parried/just defended. But try to be 
unpredictable with your movements.
____________________
Zesshou Hohou:   QCF-P
Damage:(WP)1050, (MP)1155, (HP)1260
Yun lunges across the screen with an extended fist at a certain distance 
(depending on which punch used.)

Yuns main attack. The lag time if blocked on this has been severely 
expanded since 3rd Strike. But if its done at the right distance, youll be 
safe. However, Id advise you dont use the fierce version from afar on 
small crouching characters, as his arms goes over their head, and Yun is 
left vulnerable. This move can be used to finish off several of his combos. 
It also goes over ground projectiles.
____________________
Tetsuzan Kou:   DP-P
Damage:(WP)840, (MP)945, (HP)1050
Yun charges forward then rams the opponent with his shoulder.

As youve probably figured out by now, this is another move in Yuns arsenal 
that has been weakened since 3rd Strike. The same rule applies for the 
actual juggling though, the jab version doesnt knock down, but can be 
connected after a standing strong, and the strong and fierce version will 
knock the opponent into the air setting up some nice juggling opportunities. 
This move goes under air projectiles like Guiles Sonic Boom. Oh, and youre 
also safe if the move is blocked, at any version.
____________________
Senkyuutai:   QCF-K
Damage:(WK)1260, (MK)1365, (HK)1365
Yun does a rising spring kick.

This is slightly below average anti-air because the move gets stuffed a lot 
of the time by air attacks. Sadly, Yun does not roll forward, then do a 
spring kick like he did in SF3: New Generation. The kick used determines the 
height of Yuns kick, but I suggest the weak version, as its safer.
____________________
Kobokushi:   QCB-P
Damage:(WP)1470, (MP)1575, (HP)1680
Yun winds up putting both his palms together, then stomps the floor striking 
the opponent with his palms.

The priority and a bit of range have both been removed, but the speed has 
been improved. This move is Yuns most powerful move, and knocks the 
opponent across the screen. Still eliminates projectiles. Pressing three 
punches instead of one will make Yun do a fake Kobokushi, winding up, but 
never striking the opponent. Useful for confusion tactics, I suppose.
____________________
Zempu Tenshin:   HCB-K     (Throw)
Damage: 0
If Yun grabs the opponent, he will flip over onto the other side of the 
opponent, leaving them vulnerable for about half of a second.

Although it is no longer exactly instant, the throw itself is extremely 
useful. Yun cant do most of his combos after the throw is landed since he 
is a bit spaced from the opponent, but he can do any ground super of choice. 
Oddly though, he can hit a standing forward only on certain characters like 
Kyo, and go into a Hiten Souryuu-Jin. One of the best features of this is 
that the damage is no longer decreased like it was in 3rd Strike, meaning 
any super executed after the throw will take off as much as if you would do 
the super regularly. Also, if you happen to be using a SNK groove, and your 
opponent turtles when you have a super which the time is draining for, get 
to them (preferrably running) and use the throw on them and hit a super! Too 
good. If your opponent has a teleport though...well than youre screwed.
____________________
Raigeki Shuu:  DOWN-FORWARD-K     (In air, while jumping directly upwards or 
forward)
Damage:(All)630
>From the air, Yun dives downwards with one foot extended.

So its been slowed down, weakened, and given less priority. I still find it 
to be quite a useful move. Its still an overhead, so thats what can make 
this move abusable. Its even worse when the opponent is in the corner and 
has no solid anti-air. Try to use it when you have your opponent trapped in 
a corner. But dont abuse it, as the opponent will see it coming and 
parry/just defend, or just roll/dodge. Mix this with some crouching shorts 
and his overhead for confusion. Oh, it can also cross-up at the right 
distance.

==============================
Supers
==============================
Note: All supers were performed in C-Groove.
Yun has received two new supers; one of them being extremely useful, and the 
other...not so useful. His old supers are still alright. Hes lost the 
GeneiJin though (thats why they have A-groove you Genei-Jin Yun fans!)
____________________
Sourai Rengeki:   QCF,QCF-P
Hits & Damage:
Level 1: 4 hits-1995
Level 2: 6 hits-3150
Level 3: 8 hits-4515

Yun charges forward with a flurry of punches, and leaps into the air 
finishing the super with a few kicks.

Yuns charging assault super. Theres nothing special about this super 
except maybe that its his third strongest super (?!?) You shouldnt really 
need to use this super actually...Theres nothing really great about it, so 
youre better off using a You-hou instead, with its juggling capabilities 
and all. Oh yeah, for the level one version of the Sourai Rengeki, Yun 
doesnt leap into the air. And dont use the super as anti-air.
____________________
You-hou:   QCB,QCB-P     (Level 3 only)
Hits & Damage:
Level 3: 3 hits-4095

Yun first does his close standing fierce, then a small Tetsuzan Kou, and 
ends with a very strong fist sending the opponent sky-high. He now bends his 
arm for the last hit, instead of keeping it straight like it was 3rd Strike.

The almighty You-hou super that made Yun a force to be reckoned with 
(besides the GeneiJin) has been severely weakened in terms of damage. It is 
surprisingly his weakest super! But the juggling capabilities after a landed 
You-hou make this super one you should use often. There are several options 
that can be done after, which Ill explain in combo 7 in the combo section. 
This super is still great anti-air too.
____________________
Raishin Mahhakken:   QCF,QCF-K
Hits & Damage:
Level 1: 11 hits-2100
Level 2: 15 hits-3360
Level 3: 19 hits-4200

Yun summons Yang to dive into the screen from above, and if he hits the 
opponent on the ground, he will will do his neck slashing Raishin Mahhakken. 
He then leaves the screen while saying his taunt from 3rd Strike.

First of all, never use this as anti-air, as Yang will just hit the person 
away from him and do a poke with no one around. In fact, this should be your 
least used super. The damage is not worth any level 1 or 2, and you even 
have to be in a corner for a level 1 to connect from a regular combo. Combo 
into it with a level 2 or 3 only if you know your opponent will die, just 
for the sake of style and variety. The level used determines Yangs distance 
of his kick. If his kick is blocked, prepare to get your arse handed to 
you...unless youre in C-groove and cancel into a safe move like the 
Tetsuzan Kou. Beware, you can be tripped out of this super unless its a 
level 3.
____________________
Hiten Souryuu-Jin:   QCB,QCB-K     (In air/Level 3 only)
Hits & Damage:
Level 3: 13 hits-5880

If Yun connects with this, Yang will dive to the other side of the opponent, 
and they will both begin to do symmetrical strikes, pummeling the opponent 
to death. After the 9th hit the brothers will knock the trapped opponent 
into the air, do back dashes, and both jump into the air with a Kung Fu 
kick, crisscrossing eachother. Yang then jumps out of the screen.

For what all Yun has been screwed over for in this game from his 3rd Strike 
incarnation, this super makes up for a very large portion. Yuns most 
damaging, and probably to most, his coolest looking super. If you jump in 
with an attack, its most probably instinct for the opponent to do an 
anti-air attack. Thats why having a level 3 makes to opponent very hesitant 
to try to anti-air Yun, so they will probably automaticly go on the 
defensive. Well, against good parry/just defend players, theres not much 
you can do for this situation, unless you yourself have the parrying/just 
defending also. The super acts like Kims air super, where if the first 
doesnt connect, Kim will just bounce back. Did I mention you can also hit 
this super on an airborne opponent too, like Kims?

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4:Combos
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This is where Yun shines. He is a very combo happy character, which is 
pretty much the only way to inflict good damage on your opponents. Master 
these, and youll master one of Yuns major strategies. Thankfully, Yun 
sustained most of his combos from 3rd Strike.

Difficulty is just my personal opinion on how hard to the combo is to 
land. One star being the easiest, and five stars being the hardest.
If you have any other Yun combos youd like to mention, email me.

Note: Most of the following combos could have an extra hit if jumping in 
with a MP, HP, or HK. Ill only post the ground combos themselves. Oh, and 
if you see brackets with a punch or kick version in it (example-(MK) or 
something), it wont always neccesarily mean that another version cannot 
combo, its just that Ive posted the most damaging version. And any 
combination of three jabs or shorts will all string together, so if there 
are combos with these first three strikes to begin the combo, keep in mind 
they can also be changed.

========================================================================
Combos without supers:
========================================================================

Combo #1:
C.WP,C.WP,C.WP, Zesshou Hohou (MP)
Damage: 1785
Hits: 4
Difficulty:**

A pretty simple combo to executed. Pretty good damage, but there are better 
combos for Yun anyways. Use this for variety if you want.
____________________
Combo #2:
C.WK,C.WK,C.WK, Zesshou Hohou (MP)
Damage: 1785
Hits: 4
Difficulty:**

Nothing different from the combo above. Use whichever one you want at will.
____________________
Combo #3:
S.WP,S.WP,S.WK,S.MP, Zesshou Hohou (HP)
Damage: 2415
Hits: 5
Difficulty:***

Yuns bread & butter combo. Master this one and youll have the opponent 
hesitant to being close to you. The combo even has decent block damage, 
although some characters can crouch under the first two jabs...Always 
discontinue the lunging punch if the first four hits are blocked. If you 
cant get the hang of two punches to start the combo, then just practice 
with one at first, then progress to the 5 hits.
____________________
Combo #4:
S.MP,S.HP, S.HP (Holding back)
Damage: 1680
Hits: 3
Difficulty:**

You may combo a You-hou after this, but the second hit will always whiff. 
You can also pull off various other supers too. (Thanks to Kmegura for 
pointed this out.)
____________________
Combo #5:
Tetsuzan Kou (FP) S.MK,J.WP,J.Forward HP
Damage: 2730
Hits: 4
Difficulty:**

Yuns main air chain combo. Try to do the juggling part after hitting the 
Tetsuzan Kou under a fireball.
____________________
Combo #6:
S.HP (Close) XX Zesshou Hohou (FP) or Tetsuzan Kou (WP)
Damage: 1785/ 1365
Hits: 2
Difficulty:*

Yes, I know, Im posting even the worst of the worst combos. ^_^;

========================================================================
Combos with supers:
========================================================================

Combo #7:
S.HP (Close), You-hou, (From this point you can either do:)
1-Tetsuzan Kou (MP), S.MK, J.WP, J.HP (pressing forward)

2-Tetsuzan Kou (MP), Zesshou Hohou (LP)
3-Tetsuzan Kou (MP), Standing Roundhouse (He will do the double kick)
4-Tetsuzan Kou (MP), Senkyuutai (HK)
5-Any normals
Damage:     (1)7263 (2)7221 (3)7566 (4)7510 (5)Varies
Hits:       (1)9    (2)7    (3)8    (4)7    (5)6
Difficulty: (1)**** (2)**   (3)**   (4)*    (5)*

Obviously, variation 1 is be your best choice. If you ever have the chance 
to hit a vulnerable opponent, this combo should automaticly pop into your 
head. This nine hit combo has immense power, and can be done if the opponent 
jumps in! But of course youd have to go directly into the You-hou, skipping 
the close standing fierce. Get into the hang of how long it takes for Yuns 
opponent to come back down from the You-hou. So your opponent makes a 
mistake and your Yun happens to be holding a level 3? Show them just how 
much a force Yun can be. This should be your main combo with a super in it 
if you want big damage.
____________________
Combo #8:
C.WP, C.WK, C.WK, You-hou, Tetsuzan Kou (MP), S.MK, J.WP, W.HP (pressing 
forward)
Damage: 6633
Hits: 10
Difficulty:***

This is nearly the same thing as combo 7, but with an extra hit and a bit 
less damage. Should be used in the same case as the combo above.
____________________
Combo #9:
S.HP (Close), level 2 or 3 Raishin Mahhakken or Sourai Rengeki
Damage: 5460/ 5775
Hits: 21 or 10
Difficulty:**

Use these for variety and style or if you know your opponent will die, 
because a You-hou after a close standing fierce is a much better choice than 
these two. In mid-screen, any level of the Sourai Rengeki will connect, and 
only a level 3 Raishin Mahhakken will connect. However, in a corner, any 
level of the Raishin Mahhakken will connect.
____________________
Combo #10:
S.WP, S.WK, W.MP, Level 2 or 3 Raishin Mahhakken, Sourai Rengeki, or You-hou
Damage: 5145/ 5460/ 5355
Hits: 23/ 11/ 5

As stated already, the You hou is the best choice here.
____________________
Combo #10:
S.MK, Jump, Siten Souryuu-Jin
Damage: 6405
Hits: 14
Difficulty:**

The only way for the Siten Souryuu-Jin to be comboed into. The best way to 
land the standing forward should be to do it early as an opponent is jumping 
to you. The damage is nothing but the supers damage itself, with an added 
forward to it.
========================================================================
C-groove exclusive combos
========================================================================
Note: As you can see, I havent gotten many C-groove combos down. If you 
wish to submit any C-groove combos, feel free to do so. You can include a 
description if you wish. All credit will go to you.
____________________
Combo #11:
S.WP, S.WK, S.MP,  Level 2 Sourai Rengeki, cancel into a level 1 Sourai 
Rengeki
Damage: 4515
Hits: 10
Difficulty:***

Umm...nothing really special about this combo, just maybe cool looking in 
the effect of cancelling. Hehe. Cancel into the second Sourai Rengeki 6 hits 
into the combo.
____________________
Combo #12:
S.WP, S.WK, S.MP, Level 2 Sourai Rengeki, cancel into Tetsuzan Kou (WP), 
S.MK, J.WP, J.HP (pressing forward)
Damage: 4993
Hits: 11
Difficulty:****

The ending for this one is pretty much like combo 7, but the starting is 
different. Cancel into the Tetsuzan Kou 7 hits into the combo.
____________________
Combo #13:
(Credit goes to KMegura for telling me about this combo. Featured on the DC 
fan disk)
S.WP, S.WK, S.MP, level 2 Raishin Mahhakken XX Tetsuzan Kou (HP), S.MK, 
jump, Raigeki Shuu--misses (WK), S.MK, Raigeki Shuu---misses (WK), S.MK, 
Raigeki Shuumisses (WK), S.MK, J.WP, J.HP (pressing forward)
Damage: N/A yet (Its huge though!)
Hits: 24 (!!!)

A whopping friggin 24 hit combo. Yep, Yun has one. This combo is sure to 
embarrass your opponent to no end. Insane hits, insane damage, this combo is 
godly. Too bad it can only be done in C-groove...Oh, and the Raigeki Shuus 
should all miss.
____________________
Combo #14: Submit folks!

========================================================================
A-groove exclusive combos
========================================================================
Note: As you can see, I havent gotten many A-groove combos down. If you 
wish to submit any A-groove combos, feel free to do so. All credit will go 
to you.
____________________
Combo #15:
(Credit goes to tragic for this combo. Featured on his first A-groove combo 
video)
Damage: 5472 (Performed on Kim...hehe ^_^;)
Hits: 12
Difficulty:***
Screen: Middle

Activate CC: C.HK XX Kobukushi (HP) XX Tetsuzan Kou (HP) XX Kobukushi (HP) 
XX Tetsuzan Kou (HP) XX Kobukushi (HP) XX Tetsuzan Kou (HP), S.HP, S.MP(MP), 
S.MP, Sourai Rengeki
____________________
Combo #16: Submit folks!

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5:Grooves for Yun
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In my opinion, Capcom grooves are better than SNK grooves for one reason: No 
friggin timers on your supers! Argh...how it pisses me off when the person 
Im playing turtles while my super bar is decreasing...I myself use 
P-groove, despite its disburbingly weakened flaws.
____________________
C-groove: Obviously this groove would be good for anyone, since the meter 
builds up so friggin fast, and all the grooves features. If youre an 
absolute beginner at Street Fighter, this should be your groove to use. Yun 
doesnt really exceed in any special aspects of this groove, except maybe 
the cancelling of the super option.
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A-groove: Yun could have many variations in this groove, which I think, is 
Yuns substitute GeneiJin. I believe the only way to combo into a custom 
combo for Yun is to do either a strong or fierce Tetsuzan Kou. Like nearly 
everyones custom combo, Yuns arent really that strong. That statement 
made excluding any further discoveries for better, more damaging Yun 
A-groove combos.
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P-groove: Why must Capcom always screw their best features? A once strong 
option, the parrying has been toned down to requiring extremely precise 
skill. The timing for parry inputs are now much harder for CvS2, and 3rd 
fans that used Yun (or perhaps Chun-Li) may be dissapointed, having learned 
the parrying thoroughly in 3rd Strike, they may not be able to show off 
their old skills in this game. Not only that, the P-groove supers are weak 
and build the slowest. You will need a lot practice to be a real tough 
contender in this groove now. For professionals only. No scrubs allowed in 
this groove.
____________________
S-groove: The only reason to choose this groove is obviously the dodge 
feature, and the infinite supers, although that doesnt really benefit Yun. 
When you can feel the opponent will attempt to trip you or jump in with an 
attack, dodge, and go into a quick and effective attack, whether it would be 
a fast combo, a throw or a super, its your choice.
____________________
N-groove: I dont really know much about this groove, but it seems pretty 
much like an SNKafied C-groove, with a few changes. The stock feature seems 
pretty cool. Other than that though, theres nothing really ground-breaking 
within the groove. Use it if you want a lot of mobility.
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K-groove: This groove is very much like P-groove, except Just defending is 
a backwards tap of the controls. Why the just Defending feature is better 
than parrying in my opinion, is that it is safer, gives a splinter of life 
back, and you get just as much, if not more meter gained. But the 
retaliation time is smaller. Rage mode is quite interesting too.
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6:Yun Strategies
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The offensive Yun or defensive Yun; its your pick.

Offensive Yun strats: Yun, is played as correctly, can give the opponent a 
hard time, since he can have a excellent high and low game. Usually, if I 
play my Yun offensively, Ill will try to get the opponent knocked down in a 
corner first. Then, Id start to do a sort of rush-down game with him. First 
jumping in with a roundhouse Raigeki Shuu while they get up, and do a few 
low shorts and go into his overhead from afar. It works if you can keep your 
opponent guessing what low or high attack youll use. If your opponent 
always turtles, then you should obviously use a throw, or his Zempu Tenshin. 
As for his poking game, its decent. I like to use the standing roundhouse 
for far pokes, and crouching shorts or jabs for close range. He can do 
pretty good guard damage too, with his fast combos.
____________________
Defensive Yun strats: There should be no such thing as a defensive Yun, 
because he is a character meant for speed. But if you wish to have a 
defensive Yun, I suggest P-groove, or K-groove, as they each have the option 
to make your opponent always wonder if youll parry/just defend or not. If 
they jump in, parry/just defend and retaliate. If they roll, throw. If they 
play keepaway with fireballs, either do a Zesshou Hohou for ground 
fireballs, or a Tetsuzan Kou for regular fireballs. If you see them walking 
to you to throw, quickly jab them. If they super you, block, or parry/just 
defend if its an easy super like Rocks level 3 Shine Knuckle. Thats 
pretty much a defensive Yuns game.

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7: Intros, Win Poses, Taunt and Colors
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Note: A huge thanks go to Mummy-B for getting the following translations for 
Yun. I will try to get all of them as soon as I can.

Intro #1: Yun leans forward on his front leg saying Ore ni wa katenai ze! 
which means Youre not going to win over me!

Intro #2: Yun leans forward on his front leg saying something in Japanese.

Intro #3: Yun jumps into the screen from the opponent on his skate board, 
which then goes rolling off. He doesnt speak here.

Intro #4: Yang is by Yuns side and says something in Japanese. Yun puts his 
arm in Yangs way, and he jumps out of the screen. Yun says something in 
Japanese and goes into his stance.

Special intro with Chun-li: Chun-li says something in Japanese. Yun replies 
saying something in Japanese, and Chun-li corresponds something in Japanese 
again.-_-;
____________________
Win pose #1: Yun bows his head with saying something in Japanese.

Win pose #2: Yun stomps the floor with his arms extended, then goes into his 
one leg up pose saying something in Japanese.

Win pose#3: Yang jumps into the screen behind Yun, and the brothers both 
strike a pose with one arm up, the other one down, and their legs extended.
____________________

Taunt: Yun slides his front foot back, and rests one arm on his hip, while 
spinning his hat on his finger. He will either say this or this in Japanese.
____________________

Colors:
Note: d. is for dark and l. is for light.

               Top       Pants   Wrist bands    Hat        Sneakers
Pressing WP:| white   | black   |  yellow    | blue   | grey & black   |
Pressing MP:|l.purple | d.grey  |  pink      | orange | purple & black |
Pressing HP:| yellow  | d.blue  |  l.pink    | black  | yellow & black |
Pressing WK:| orange  |d.purple |  yellow    | purple | d.purple black |
Pressing MK:|  grey   |d.brown  |  yellow    | d.grey | grey & black   |
Pressing HK:| white   | d.blue  |  yellow    | green  | l.pink & black |
Pressing ??:| l.green |d.green  |  yellow    |l.purple| green & black  |
Pressing ??:| l.blue  | brown   |  yellow    |  pink  | l.blue & black |

Im not sure how to get those last two colors...-_-;

Custom Colors: This little sub-section is completely entitled to your 
personal colors, as I could post many combinations, but I wont. If you 
would like to submit any of your personal Yun colors, feel free to do so by 
e-mailing me. As always, I will give you full credit. You can even title you 
Yuns colors if you want.
Ill just post one of my personal colors to get the section going.

Note: All combinations up to down are from left to right in the game.

Yun #1: Nature Yun

| 27 | 21 | 13 |
| 24 | 16 | 09 |
| 22 | 11 | 05 |
| 17 | 07 | 01 |
| 13 | 02 | 01 |
| 03 | 19 | 03 |
| 03 | 14 | 02 |
| 00 | 11 | 03 |
| 00 | 05 | 00 |
| 03 | 07 | 16 |
| 02 | 06 | 14 |
| 01 | 05 | 10 |
| 05 | 05 | 04 |
| 03 | 02 | 04 |
| 28 | 25 | 00 |

Yun #2: Submit folks!

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8:Credits and Thanks
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Capcom: For making the game.

SNK: For letting Capcom the licensed to borrow their characters.

GameFAQs staff: For hosting my FAQ

Mummy-B: The good man who provided me with the Yun translation. Major 
thanks.

Mummy-B, Kao Magura, Buktooth88 and James Chen: These good folks provided 
those who hadnt played the game with some great info in its early arrival 
in either Japan or America.

All those who provided either C-groove or A-groove combos.

The Good Lord: He brought forth life. Simple.

