********************************** * YUN GUIDE * * v0.1 * *by Jefferson Thomas "Slug" Scott* * * * jts7 at acpub dot duke dot edu * * (jts7@acpub.duke.edu) * * Slug the Heavyhanded * ********************************** Let's start basic, and work our way up. ============ AIR APPROACH ============ Everyone must know that you can chain J.Jab, J.Short as you jump in, particularly against large opponents. However, if you hit before the apex of your jump against another jumper, you can also chain on an additional J.Strong or J.Forward for a third hit. Both of these buttons produce another kick, reminiscent of Gen's double flying roundhouse. Anybody found any more hits? Unfortunately, these don't seem to do much damage at all. This chain moves easily into ground combos, but against shorter characters can be hard to hit, for scrubs like me. J.Fierce has great priority and hits deep out of necessity. Easy to combo from. If for some reason you like to live dangerously, the J.Strong punch will also combo into fast ground attacks. In air-to-air combat, against someone on the same level as you, try for the Forward Kick. It sticks out farthest of your attacks, straight ahead. Not very damaging, and not a knockdown, but it can get you out of some bad situations. If you'd like to knock people out of the air if they jump first, use the J.Roundhouse, making sure to snap off the Roundhouse early on. It strikes at and above Yun's head level in the jump, but doesn't have great range. I'd recommend other tactics for punishing jumpers, but this can hurt people going for cross-up jump-ins. Your best Air Tactic is this: DON'T JUMP. You control the game on every level if you don't jump. The only time you should EVER jump is if they are off-balance and you are ahead, or if they are blindly fireballing away. You have a very fast and long Super Jump, which can travel the entire screen length in a heartbeat. Use this with your favorite jump-in combo to punish fireballers. Outside of that, I recommend that you keep both feet on the ground at all times. In SF3, jumping only gets you in trouble. ========= STUN PALM ========= QCB+Punch | / | / O-- + Any Punch O O Yes, I love the Stun Palm. I love the S.Strong-S.Fierce-Fierce Palm combo. I love the Palm for countering fireballs, for munching careless jumpers, for putting the beatdown on Dashing C.Kickers, for just about everything. Near the corner, Stun Palm lifts them high enough against the wall for you to JUGGLE with the Lunging Fist. Stylish, damaging. But let's talk basics first. This move is a slow starting, long lasting, meaty beast that does good damage and has good priority. It jacks the opponent's Stun Meter extraordinarily high with each hit. The range of connection is longer than it looks; you don't actually have to touch the opponent for it to tag them. Watch carefully, and when you connect with it you can see the "Pressure Burst" of air it makes when it hits. This is the outside range of it's affect, a little shorter than Dan's Fireball from SFA2. It takes forever to wind up and deliver, but that is just a matter of timing. I personally use it to catch jump-ins. :) You can also use it as the ultimate Meaty Attack. Here's a few hints on using this move: ANTI-AIR PALM First, use it often, mostly when you're across the screen away from the opponent. Many people are used to trying a long Super-Jump-In combo when they see anyone start a Special Move at a distance. This is very useful for punishing fireballers, but will be useless against you. By the time they get to you, the Palm will either knock them out of the air OR you will be finished and can block or parry their attack. More often than not you will smack them for being dumbasses and trying to jump. When will people learn? If they do nothing and learn not to jump at you for starting the Palm, you will get a little charge on your Super Meter, which is never a bad thing. If they fireball, either your Palm will _cancel_ the fireball, or you will be done in time to block. Things to watch out for with this technique: Oro, Ryu. Their fireballs are fast, and can cause you some serious trouble unless you are _all_ the way across the screen from them. Also, if you are within 2/3 screen length of Dudley, he can react by dashing in with his flurry or straight punch specials and either trade hits or smack you clean out of the move. Be careful against these opponents. People you can screw with this technique: Alex, Dudley, Elena, Yun/Yang, the Shotokids (Ryu/Ken/Sean). The first three are big targets that tend to get caught in the Palm's blast radius. Yun/Yang has very short-ranged air attacks and will likely get snagged before they are close enough to smack you. The Shotokids have nice, predictable jump arcs and attacks. If their jump-in isn't deep or crossing over, you can hurt them badly. One final tip on Anti-Air Palm: always try it at the start of the first round. Either immediately or with a split-second delay. This will catch people who try to jump or long-range poke first thing in the round. A nice way to start off, if you ask me. MEATY PALM Pressure and fear are two of Yun's greatest strengths. The Palm caters to this. It is stunningly strong and always knocks down. Plus, if you can use it effectively you can scare the shit out of people. One of the best ways to use it is the Meaty Palm technique. After you knock the opponent onto the ground by any attack, move close to them by jump, dash, or simply walking. You are fast, you will get there in time. Stand at the edge of the Palm's range, and time it so you will Stomp your foot and start the palm just before they rise. If you do this properly, they will be getting up in the middle of the Palm's strike zone, in the middle of it's strike time. They will be unable to parry, Dragon Punch, attack, or do anything unless they want to eat Palm. This is the ultimate "meaty attack" in SF3: use it! One caveat: DON'T do this if the opponent has a Super charged. They will spank you. Most fast-starting supers go through Fireballs and the Palm, so watch out for it. Standing back farther will help against this, and you can hit them out of most Supers if you back up a bit farther and just use the Palm as a barrier for them to dash/jump/run into. But I wouldn't suggest it. Don't say I didn't warn you. MONSTER PALM The Stun Palm does maximum damage when it just connects, outside of a combo. After a Standing or Crouching Roundhouse, if they block it, go for the palm. If they stick out a sweep, poke, special, or even just try to Fireball, they will get caught at the edge of the Stun Palm's blast radius. That'll teach them. :) MAYBE PALM You can fake the Stun Palm by the same motion, but using ALL the punch buttons. Psych out your opponent by smacking them and faking the next one. Heh. I haven't found it all that useful except as an insult. META PALM, MULTI PALM Everyone knows the Combo that lets you connect the Stun Palm easily. I will cover that in the Combo section. Multi Palm is a nifty technique to be done during the Genei-Jin Super, and I will cover that in the Super Techniques section. ================ That's it for now. Please, your suggestions can help. Thanks now to those at Devil's Quarters here at Duke for allowing me to "discover" these techniques upon them. May your win-streaks be long when I am not around. ;) JTS Slug the Heavyhanded c. 1997 by JTS. No part of this FAQ may be rewritten without permission of the author. You may do whatever you wish, but give credit where credit is due. This FAQ is free of charge ($0) no profit will be allowed.