---------------------------------
|-STREET FIGHTER 3: 3rd Strike  |
---------------------------------
|---Character: YUN
|---by: D. Pham  .aka. dosetsu213 (dosetsu213@hotmail.com)
|---Version 1.2 of May 2001
|---file size(35.8 K)
|---Best viewed in: MS-Dos Editor/WordPad
|---Can be viewed in: Word

Legal info:
===========
Copyright 2001 Huy Pham

This FAQ may not be reproduced any way, shape, or form. It may 
not be placed on a profitable web page or be used in any profitable 
organization(ie. magazines, strategy guides, etc.) without my 
permission, ask for permission at (dosetsu213@hotmail.com). If you 
are to post this FAQ anywhere, profitable or not, ask me before 
hand at my email address, and this FAQ may not be altered in any way. 
This FAQ may be posted in its original, unaltered form on any freely 
accessible web site, ensuring that the original author of the FAQ is 
recognized as the author.

Street Fighter series is copyright (c) Capcom of Japan and (c) Capcom 
of America.

FAQ created by Huy Pham <dosetsu213@hotmail.com>

CONTENTS
========
1. Basic Information
2. Legend
3. Colors
4. Basic moves
5. Special moves
6. Super arts
7. Combos
8. CPU tactics
9. Overall tips 
10. Credits
11. Revisions

1. BASIC INFORMATION
====================
Yun is the fastest character in SF3. His attacks depend mainly on combo
attacks and mix ups. He has very little delay after his super moves, and
can recover from missed attacks easier than most characters. This faq
assumes that you are familiar with the basic Street Fighter 3: 3rd Strike
terminology such as parrying, red parrying, blocking etc.  If not, you
should check out Kao Megura's 3rd Strike faq, which goes into depth w/
these techniques. Yun is a somewhat difficult character to master, and
due to this difficulty as well as the fact that to master him, you have
to chug the quarters into the machine, not many people(general public)
choose to play him. In 3rd Strike they fixed the little Yun bug from
Second Impact, so skill is a definite if you ever want to use him without
wasting your time and money.  Well this faq is intended to be read and
kept in mind, in order to cut the amount of money spent, and the amount
of time used.

--

2. LEGEND
=========

General
--------

UB   U   UF     B - Back
  \  |  /       U - Up
   \ | /        F - Foward
B--- N --- F    D - Down
   / | \        N - Neutral
  /  |  \
DB   D   DF

P - any punch
K - any kick

lp - jab punch(weak)
mp - strong punch(medium)
hp - fierce punch(strong)

lk - short kick(weak)
mk - foward kick(medium)
hk - roundhouse kick(strong)

Notation
--------
button1 + button2 = button1 and button2 pressed at same time
button1(hold)<...> = hold down button, and while holding do whats inside<...>
    ex. F(hold)<lp,mp,hp> 
      means while holding FOWARD, press in sequential order lp, mp, hp
QCB = D, DB, B
QCF = D, DF, F
HCB = F, DF, D, DB, B
HCF = B, DB, D, DF, F

--

3. COLORS
=========

lp = default(white shirt and gold wrist covers)
mp = 
hp = 

lk = 
mk = 
hk = red and black 

lp + mk + hp = black outfit

--

4. BASIC MOVES
===============

--lp--
standing - yun does a quick jab
crouching - yun does a ducking jab
jumping - yun does an air elbow

--mp--
standing - a quick elbow to the face
crouching - a low punch
jumping - an air punch

--hp--
standing - an foward lunch punch
           - F + hp - yun slides foward, with back to screen, and does
            a lunging palm (good for getting an extra hit after you kill
            someone with the You Hou)
crouching - a two hit double hand attack
jumping - an air punch,

--lk--
standing - a small kick to the shin
crouching - a kick to the ankles
jumping - a typical jump kick

--mk--
standing - (far) a high kick, good for anti-air
           (close) a bow kick, hits straight up, good anti-air
         -F + mk- an overhead, where Yun spin kicks
crouching - a kick to the ankles, more distance than lk
jumping - a typical jump kick with more range than lk

--hk--
standing - a thrust kick to the stomach
crouching - a sweep kick, and can be followed up with a standing hk
jumping - an air upward kick, has high priority in air

--lk + lp--(throw)
F + throw - Yun rolls and pushes opponent, sends them flying
B + throw - Yun rolls and pushes opponent with feet and sends them flying
            in the opposite direction
N + throw - Yun grabs opponent and knees them multiple times, (rotate
            arcade stick and hit punch buttons to increase speed of the
            attacks and the number of attacks.)

--


5. SPECIAL MOVES
================
--Tetsu Zankou-- (EX able) --------------------------------------------

-Procedure:
  F, D, DF + P
-Description:
  Yun slides foward hitting opponent with his shoulder
  EX - Yun slides faster, and hits multiple with his shoulder
-Comments:
  This move is great for combos(discussed in combo section) but the EX
  version is good as an aggressive move, to either cheese them, or to
  catch them after a missed attack. Different strengths of punches vary
  distance of Yun's sliding.

--Nishou Kyaku-- (EX able) --------------------------------------------

-Procedure:
  F, D, DF + K
-Desription:
  Yun jumps at an angle and kicks up twice with both legs.
  EX - He flies up a lot quicker hitting multiple times
-Comments:
  An effective move when using the Genei Jin and great anti air. Use
  the EX to take out a weak opponent who is jumping in your direction.

--Zesshou Hohou-- (EX able) -------------------------------------------

-Procedure:
  QCF + P
-Description:
  Yun jumps foward with a lunging punch
  EX - Yun flies foward quickly with a punch which hits multiple times
-Comments:
  Can be utilized to keep an opponent juggled or to finish of a combo.
  Also good to take out the last bit of an opponents help, and is great
  for cheaping :( ---> not the 2nd Impact trick, but the newer 3rd Strike
  trick(Shown to me by AKIRA over on the Campus Arcade)

--Kobokushi-- (No EX) ------------------------------------------------

-Procedure:
  QCB + P (QCB + PPP for a fake)
-Description:
  Like the legendary Kung-Fu move the Red Sand Palm, this move can hit
  an opponent without making contact. Yun stomps the ground while putting
  both of his palms foward, hitting the opponent at a distance.
-Comments:
  Its a good knockdown move that is quick as well.  Use the fake to throw
  people off. And two-in-one it with a low mk(mid kick) to catch an opponent
  off gaurd(due to its alternate timing)

--Zenpou Tenshin-- (No EX) -------------------------------------------

-Procedure:
  HCB + K (Must be close)
-Description:
  Yun flips over opponent, giving him a split second to attack
-Comments:
  Having trouble getting a Super Art in? Well, this move allows you to
  get a super art such as the You Hou in without fail. I hardly use it
  but am sure it can be used as a combo starter.

--Raigeki Shuu-- (No EX) ---------------------------------------------

-Procedure:
  In Air(Jumping towards opponent): DF + mk
-Description:
  Yun suddenly will fly down at an angle
-Comments:
  This move can throw off your opponents parry time, and can get you in
  very close to an opponent for combo attacks. Can be used very annoyingly.

--Taunt-- (No EX) ----------------------------------------------------

-Procedure:
  hk + hp
-Description:
  Yun spins his hat on his finger
-Comments:
  I know taunts are supposed to have special attributes attached to each,
  so look in Kao Megura's faq, cuz i'm not quite sure.  However, I have
  seen this taunt used to get perfects on parry practice in Second Impact,
  where you constantly spin the hat and all the b-balls will be accounted
  for.  Probably won't work at all in the Level 5 3rd: Strike version though.

  
--


6. SUPER ARTS
=============
--You Hou-- (Can Store 1) ---------------------------------------------

-Procedure:
  QCF, QCF + P
-Description:
  Yun's big 3 hit super art, Yun hits opponent with two hands, a shoulder,
  then a fist.
-Comments:
  This is a very strong super art if you do not combo it, however, its fun
  to use in combos. It acts as a very strong anti-air attack if you can time
  it so all the hits hit.

--Sourai Rengeki-- (Can Store 3) --------------------------------------

-Procedure:
  QCF, QCF + P
-Description:
  Yun attacks with a flurry of elbows and punches, and ends with air kicks
-Comments:
  A definite combo super, which can be used by itself to take out opponents
  health little by little. If you time this super right you can catch an
  opponent right out of the air to get it in 100% of the time,... basically.

--Genei Jin-- (Can Store 1) -------------------------------------------

-Procedure:
  QCF, QCF + P
-Description:
  Yun charges up, and has a green trailer behind him which makes him hit
  multiple times.
-Comments:
  A super art you can be creative with, however, you have to know what
  you're doing, or else this super is useless. Comboing with it is a must
  and the time is short, unlike Yang's which has a similar yet different
  effect.


--

7. COMBOS
=========
note: N = neutral, which just means that you are not pushing on the joystick

Basis:
1) mp, hp, B + hp
  Note: a very effective knock down combo, easily executed. Also sometimes
  you can even start with a lp, for a (lp, mp, hp, B + hp). However this
  version isn't as effective as the mp starter.  You can also delay the
  last hit by holding the button longer.

Derivatives: (parenthesis just show that it is special move)
2) mp, hp, B + hp, (QCF, QCF + P) (either You Hou or Sourai Rengeki)
3) If you used You Hou: mp, hp, B + hp, (QCF, QCF + P), (F, D, DF + mp),
   (QCF + mp)
4) You Hou and Opponent knocked near corner: mp, hp, B + hp, (QCF, QCF + P),
   (F, D, DF + mp), (F, D, DF + mk), mk
   Note: I can't remember this combo exactly but it was something like this.

Basis:
5) lp, lk, mp

Derivatives:
6) lp, lp, lk, mp
7) lp, lk, mp, (QCF + lp)
8) lp, lk, (F, D, DF + mk)
9) lp, lk, mp, (F, D, DF + mp)
10) lp, lk, mp, (F, D, DF + mp), (QCF, QCF + P) (You Hou or Sourai Rengeki)
11) You Hou: lp, lk, mp, (F, D, DF + mp), (QCF, QCF + P), (F, D, DF + mp),
    (QCF + mp)
    Note: the mp's in the last two moves, not sure if this is the correct
    strength, but combo will work if you get the strengths of the punches
    right.
12) You Hou & opponent near corner: lp, lk, mp, (F, D, DF + mp),
    (QCF, QCF + P), (F, D, DF + mp), (F, D, DF + mk), mk

Note: The parts right after the You Hou can be performed despite if you
did the part before the You Hou. Meaning you can start a combo straight
from an executed You Hou.

Random:

-Genei Jin use-
13)If opponent jumps in, do a standing mk, (QCF, QCF + P) then use the
  (QCF + P) changing the strength of the punch according to where they're
  landing, and when near a corner use (F, D, DF + K) to keep them juggled.

14)My friend Akira showed me this one.....
  If opponents back is to a corner,
  D + mk, QCB + P, cancel into--> (QCF, QCF + P)<genei jin> and then
  immediately QCF + lp, and then adjust your QCF + P to keep opponent juggled

-other combos-
15)D + mk, (QCF, QCF + P) <You Hou or Sourai Rengeki>
   Note: Requires the two in one.
   or in other words D, DF, F, D + mk, DF, F + P
16) D + mk, QCF + lp
   Note: similar to above
17) If you jump in with mk, you can go into combos discused above.
18) D + hk, N + hk
   Note: an easy two hit knock down combo
19) D + mk, QCB + P
   Note: Not really a combo, but can throw an opponent off.
20) HCB + K, (QCF, QCF + P) <You Hou or Sourai Rengeki>
21) mk (opponent jumping or very close), (QCF + hp) or (F, D, DF + mk)
22) If you kill someone with the You Hou, keep hitting F + hp, and you'll
   get in an extra hit giving you an extra hit for your Superart Finish.

Newer combos:

HCB + K, (F, D, DF + KK), (F, D, DF + KK) or (F, D, DF + K)
  Note: Basically you flip over your opponent, knock them in the air with an EX attack
	and you can either do another EX, or just a plain uppercut kick. You can probably 
      follow up with QCF + P as well.

Jump in (lp, F + hp), Standing mp, hp, B + hp, (QCF, QCF + P) (You Hou) or (Sourai Rengeki)

Jump in (lp, F + hp), Standing lp, lk, mp, F, D, DF + lp, (QCF, QCF + P) (Sourai Rengeki)
      Note: This may not work, but if I remember right it does. I'm not 100% sure on it
         though)


--
There is still room for a lot more combos, especially ones involving EX moves
so if you know of any please contact me at either dosetsu213@hotmail.com 



8. CPU TACTICS
==============
GENERAL - Yun is not only a good combo character but also a good mix-up
character, in which he can confuse opponents with high and low attacks.
One such method, is when close, do a standing mk, ducking mk, F + mk,
D + mk, QCF + lp. Stuff like that can throw off the CPU as well as human
opponents. Also combos are necessary, don't always try to do the longer
combos but rather just use the smaller ones often, like combo #16,
(D + mk, QCF + lp) effective, easy to do, and chips away at health. Use
the toe dive move when you can (In Air: DF + mk). Combo #1 is great,
(mp, hp, B + hp), it gets in often and knocks the opponent down and back.
Use EX's to finish opponents with low health, especially if you're low.
But if you can't do any of that there is a cheap technique which virtually
works on any CPU opponent, especially Urien and Gill. Akira showed me this
one so I can't take any credit for it.  But, anyway, what you do is get
a little under a screen's length away from the opponent and do QCF + hp,
and if they get hit, you did it right.  After they fall down, flip back
to the correct distance, until they're in a corner, and then just get
back to the distance and QCF + hp until dead.  Of course this isn't as
easy as the 2nd Impact trick, but this still works, and is great for
cheaping Gill. :(

AKUMA - no matter who I play as, I always hate fighting this guy, his
speed is great, damage, and combo ability are incredible. And his mix-ups
....i'll leave it at that.  But anyway, the cheap trick i mentioned doesn't
work too well on this guy, but if you can get it started then you've got
him.  But use the Nishou Kyaku (F, D, DF + K) often, because he jumps often.
Preferably use the EX version. Unless you're a great parryier i suggest you
parry only fireballs, due mainly to Akuma's great follow ups. So i suggest
that you wait till he finishes a combo before doing much. One of Akuma's
patented combos is the dive kick, low kick, hurricane kick, uppercut. So
if he does this just block and get him with Combo #1 (mp, hp, B + hp)
right after he does his uppercut. And always remember that if he does
a small hurricane kick there is an uppercut right behind it, so watch
it. Akuma's stun bar is low, so use that to your advantage.  If you
have a good distance between you, and you think that Akuma is going to
jump or do a hurricane kick or whatever, try to use the Kobokushi
(QCB + P). It has decent stun damage and will knock him down so you can try
it again. If you're worried that it'll miss, do a fake one, and do the
Nishou Kyaku (F, D, DF + lk) if he jumps. Chances are he'll probably be
in close.

ALEX - when playing against Alex its best to use jumps sparringly and to rely
on the mix-ups and footsie games. Don't over use combos such as #16,
(D + mk, QCF + lp), mainly due to the fact that it leaves you vulnerable,
in which he can power bomb you easily. Jumping is a problem, not so much
because of Alex's flying knee catch(problem in first version of SF3), but
because for one, if he's in the air, he has a lot of priority, especially
because of his long range kicks. And if he's grounded he has normal punches
which knock you down flat. Mainly you probably want to stay grounded and
move back and forth. Use the Kobokushi(QCB + P) often, and if he goes to
the skies then use an EX Nishou Kyaku(F, D, DF + KK). You can usually
see when he's doing a flying cross chop(move where Alex flies down at a
diaganol and rolls afterwards).  He usually does one after do a flash
chop(when Alex does a flashing back hand). If you see this occur, be
weary and get him with combo #1 (mp, hp, B + hp) right when he rolls,
or better yet, hit him with whatever super you got. If its the Genei Jin
you have, then when he rolls, hit him with a close mk, do the Genei Jin
and quickly do the QCF + lp.  Another fun trick to do is to use combo
#19 (D + mk, QCB + P), this isn't really a combo, but it adds in a
Kubokushi which has a varient timing to throw the CPU off.  After a blocked
low mk, the CPU will probably start an attack, in which the Kubokushi
will reach him first. Alex overall shouldn't be that hard of a character
for Yun.

CHUN-LI - Chun-li is a jumper as well as a mixerupper. Of course most of
her jumps will always end in a predictable jump kick, so parry it and
combo #1 her when she lands (mp, hp, B + hp). But if you don't parry
all that much, then use the Nishou Kyaku (F, D, DF + K), however, the
standing mk might work, but you can take damage easier with it. Combo
#19 (D + mk, QCB + P) works well, but don't use it constantly. Also, if
you parry well, all you should really do to cheap her, is jump at her,
parry her anti-air, then throw her. Almost all of her antiair attacks
are one hit, except for the lightning kick which can be easily parryied
anyway. If you use the You Hou, wait until she jumps to you, use it,
and start the combos listed above from the middle. Or if you have the
Genei Jin, catch with a standing mk, start the Genei Jin, and combo her
from there.

DUDLEY - Watch out for trying to low attack Dudley, due to the fact that
he can easily charge back and combo you. But, he falls for a well timed
Kubokushi(QCB + P) mainly because all of his moves require him to charge
foward. Don't ever let Dudley get close to you,  his combos take out a
ton of damage. When fighting Dudley at lower levels, he does predictable
things, such as if he does a weak machine gun blow (flurry of punches),
he'll probably charge foward and do it again. So either parry it, or
do a Zesshou Hohou(QCF + P), or a Kubokushi(QCB + P). If Dudley strictly
dashes in, don't attack, because chances are he's going to follow up
with an uppercut.

ELENA - She seems to be pretty easy to beat at any level i fight her, mainly
because she's predictable an very easily thrown. If you haven't noticed
already, Elena does a lot of jumping, if she high jumps, she won't follow
up with an attack, if she low jumps, then she's going to jump kick. So
if she does a high jump(super jump) walk to where she'll land and throw her.
If she does a low jump, parry her jump kick and throw her. However,
sometimes she'll jump in with a multiple attacking jump kick, the parry
time is basically the same as a hurricane kick, but don't try to throw her
after she does this, instead parry low. Also if she does her move where
she lunges at you with her heel, parry it and either combo her or throw
her. If she dashes at you, don't throw or attack, instead either parry
or block because she'll probably do an uppercut type move. You can use
the combo #18 (D + hk, N + hk) often, because of how quick the second
hit comes in on that combo, and also how it'll knock her back. Elena
shouldn't be too much of a problem at all.

GILL - (Boss) Gill is hard for anyone if you don't plan on cheaping him.
If you don't want to cheap Gill, then what you should do is learn his
mannerisms. Some are, he will dash in and then do 3 low attacks to throw
you off. He'll also dash back and fly at you with both of his knees and
will follow up with a flurry of attacks. If you try to trip him, he'll
probably do an overhead axe kick. One such tactic that I use and I don't
consider cheap, is to jump right at him, parry whatever attack he does,
and then throw him. Its not cheap cuz it takes skill. But anyway Gill
does have a lot of anti-air attacks, but most of them are only one-hitters,
so can be easily parried. But he might try his fireball which hits twice
but this shouldn't be that hard to parry either. But if you can't seem
to beat this guy, because Gill can be pretty cheap, with his death super
arts and his ressurections, do the Gill/Urien cheap trick, which does
work on other opponents as well. My friend Akira showed me this one. But
anyway, what you do, if you hadn't read earlier, is that you get about
less than a screen's length away, (get a screen lengths away, dash foward
once, and step back once should give you a good estimate of the distance)
and do a (QCF + hp) Zesshou Hohou. If it knocks him down, you've chosen
the correct distance, then dash back to the correct distance, and repeat
until he ends up in a corner, and just repeat the process. This technique
is cheap, but very effective and if you want to see Yun's ending then
why not? Gill is hard if you want to really beat him but too easy if you
cheap him.

HUGO - Hugo isn't all that hard if you know what to do. Don't use the
Zesshou Hohou at all unless you definitely know you're going to get it
in. Hugo has a ton of great upclose attacks which take out a ton of damage.
He's pretty easily cheaped. What i do, is use the Kubokushi (QCB + lp).
What you should do is constantly do it at a safe distance and repeat process
until he's stuck in a corner. Eventually if you're at the right distance
and do the move right when he's about to do an attack, he'll be stuck and
he'll be dizzied often, in which you can do whatever super art or combo
you want. You can try combo #18(D + hk, N + hk) often if you like, if he
blocks it he'll be knocked back anyway, so you'll have a decent buffer
zone between you two. Hugo shouldn't be much of a problem at all.

KEN - Ken is usually always a problem, but shouldn't be too hard to beat.
He has a ton of fake out kicks in which he can convert to an overhead or
just throw you. So my suggestion is, if you see him doing one close to you,
just trip him, and if he's far away use the Zesshou Hohou (QCF + P). He'll
try to do a hurricane kick from a far from time to time so use the
Kubokushi(QCB + P) to knock him out of it. If he jumps just use the Nishou
Kyaku(F, D , DF + K), or if you like parry the attack and combo him. But
sometimes he'll just jump in without attacking and then throw, a common
technique to trick parryiers. If Ken dashes in expect either a low attack
then a fireball, an uppercut, or a hurricane kick, so be cautious if he
dashes in. Use trip combos when you can<combo #18> (D + hk, N + hk).

MAKOTO - Makoto is always hard no matter who you're playing or what level
you're fighting her on. She may seem slow but she has a fast dash and fast
dash attacks, not to mention an air attack with high priority. Watch out
when she dash punches you, because if you block it or get hit, she'll
probably follow up with another one, fast enough so you can't counter.
Jumping in to attack her shouldn't be much of a problem, she only has a
couple of antiair attacks, one being one to stop crossups, so if you don't
crossup, you can jump in without much problem. Makoto seems as if she was
designed specifically to counter very skilled players, so be weary. Seeing
on how you're the fastest character in the game, use your speed to counter
every missed attack she does or attack her before she even gets one executed.
She's pretty difficult, but can be taken down if you practice a bit.

NECRO - I hate going against this guy, his defense is great and he has a ton
of anti-air attacks, so don't jump in unless you feel confident about your
parrying skills. Necro does have a tendency to jump when he is close to you
so use the Nishou Kyaku (F, D, DF + K). Also, you combo #19(D + mk, QCB + P)
He's pretty much a sucker for it, and if you like you can just use the
Kobokushi (QCB + P) by itself. If he does a spin kick at an angle, after
he lands he'll probably do a long range trip, so be careful for that. He
also has some decent overhead attacks so, don't block low all the time.
You can use Zesshou Hohou (QCF + P) pretty safely, due to Necro slow lag
time, but of course don't over use it, he still can counter it if he wants
to.

ORO - What I usually do against Oro is use throws. Usually by jumping in
parrying his attack and throwing him. But anyway, Oro can be difficult
and he takes out decent damage as well. So you should do toe dives at him
(In Air: DF + mk) and comboing him afterwards, and also use combo #19
(D + mk, QCB + P) to throw him off. If you block his jumping head stomp
move(where Oro flies at you and stomps on your head multiple times) dash
to where he'll land and trip combo him (D + hk, N + hk) or throw him.
However, the throw usually can be stopped by a throw block which he tends
to do. Overall he's not all that hard, and can be easily predicted.

Q - (Secret Boss) To get to him, don't lose a round, don't finish anyone
with a cheese, have grades which average above a C, and finish off opponents
with at least 5 super arts. And if you have this by the time after you beat
the character after the parry bonus stage, you'll see his face slide by,
and you'll fight him. He's not that hard for the most part, a well timed
Zesshou Hohou (QCF + P) will usually get him, and trip combos such as the
(D + hk, N + hk) will do well. He has two super arts which require him to
be fairly close so don't try the Zesshou Hohou if he has one charged up.
He has rush in attacks which hit high and low, so if he starts one either
Kobokushi (QCB + P) him, of Zesshou Hohou him. He also has a trip move,
in which he'll kick your lower legs with both legs, in which he is vulnerable
after, so rush in and trip combo him.

REMY - Remy is a difficult character to go against, he has a ton of anti-air
attacks and he knows how to mix-up well. He has a low and high sonic boom
attack and the EX version of that move can be difficult to parry. It almost
seems that he'll jump at the most inconvenient time for you and catch you
off gaurd at anytime. So what you should do is stay grounded for most of the
fight, and use either a standing mk, or use a Nishou Kyaku (F, D, DF + K)
if he jumps. You're pretty safe to do a trip combo(D + hk, N + hk) because
of Yun's speed and recovery time. If he comes in with a low attack, expect
another one, so either block low or parry it, then attack, but watch your
jumps, if you do he'll flash kick you out of the sky. So if he does a low
attack hit him with a low lk, then two-in-one it with a jab Zesshou Hohou
(QCF + lp), watch out about trying to trip him after he does a flurry of
low attacks, because his low lk, will probably knock you out of your trip,
leaving you open for a combo attack.

RYU - Ryu is a very difficult character to go against due to his tremendous
strength. He can take half your health with a single combo. Unless you're
very good at parrying don't try to parry his attacks, unless its a jump kick
or a predictable fireball. This is because, his hurricane kick, as long as
any part of it hits you, you'll take the same damage, so if you parry part
of it and get hit by the next shot, it'll be for nothing. You'll notice
that Ryu will always get uncomfortably close, and will jump when he is
very close to you, which is pretty unexpected. But if he jumps, he'll
usually follow up with a single-hitting jump attack, so use the Nishou
Kyaku (F, D, DF + K) or parry the attack and combo #1 him (mp, hp, B + hp).
Ryu is a great cornering character, so if you seem him getting you into a
corner trip combo him to knock him back (D + hk, N + hk) and get out. If
you have the You Hou, get him as he jumps in, simple as that, then combo
him afterwards for extra damage.

SEAN - Sean is pretty easy no matter when you fight him, but be weary that
on higher levels, his Sean Tackle move(where he slides fowards and grabs
your legs) can be a nuisance. My suggestion is that on low levels parry
him, and if you don't know how to parry, he's a great character to practice
on. He does a lot of predictable things. One mannerism is that if he does
two low mid kicks, expect a jumping over head attack, so parry it and attack.
If he jumps without attack, backwards two or three times, and sometimes at
the end he'll jump foward once, expect a tornado kick, which you can parry
easily, just 3 hits. If he dashes in, expect a comboed uppercut. On higher
levels, he'll trick you and do two low mid kicks and a Sean tackle. Also,
if he does a Sean Tackle and gets it in, don't think that you're free yet,
he'll do another Sean Tackle, and then again for a third. This can be very
annoying so, if he gets one in, expect another. And if you want to follow
up a parry, keep this in mind. On Lower Levels: After parrying Seans jumping
overhead kick, he'll be vulnerable to high attacks, so use combos that start
high. After parrying Sean's tornado kick, he'll be more prone to be ducking
so combo #1 him (mp, hp, B + hp). On Higher Levels: After parrying anything
he'll probably be ducking to prevent higher combos, so just use combo #1.
He should be probably the easiest character you'll go against besides Hugo.

TWELVE - Twelve isn't that hard much of the time, but now and then he can be
a real problem. He has many anti-air attacks, and surprising low attacks.
Use combo #1 (mp, hp, B + hp) or use the Kobokushi (QCB + P), he'll usually
get knocked back. Also do low combos such as (D + mk, QCF + lp), (D + hk,
N + hk), or (D + mk, QCB + P) He has some mannerisms which may prove useful,
such as if he just does a standing tentacle slash, chances are he'll do
a low underground one, so if he does a standing one, get ready to either
Zesshou Hohou(QCF + P) or jump in and attack. However, be cautious with
jumps, because he does have a multiple hitting anti air which can be
difficult to parry. If he jumps without gliding or attacking yet, he'll
probably either do a dash down attack or his air super, in which if he misses
he'll be vulnerable to a combo or a superart. Overall, he shouldn't be hard
at all.

URIEN - Urien isn't that hard with Yun especially do to the Gill/Urien cheap
technique. So if you want to know what it is read under GILL or GENERAL
listed above. Urien usually will always dash in after an attack, so be ready
with an attack, after he misses his. If he jumps in at you, he'll kick at
the very last second to throw parryiers off, so be weary of this and parry
at the correct time. He tends to shoot his fireballs in pairs, so if he
shoots one, he'll probably shoot another, so either Zesshou Hohou(QCF + P)
before he gets the other one started, or jump over the second one to attack.
If he does an EX fireball, parry it(2 hits) and he'll most likely dash in
for an attack.  If he does a low attack, expect more low attacks ending with
a trip. Watch out about tripping him, because he has an overhead axe kick
with high priority, and due to his long reach, he'll hit you and you'll miss
him completely. His rush ins are pretty predictable, either he'll be walking
backwards, or following up a missed attack with a running shoulder. So parry
it and combo #1 him (mp, hp, B + hp).

YANG - (Sub-Boss) Yang is pretty easy with Yun. Yang will either start a
combo attack far away from you or try to jump in and attack which can easily
be parried or countered. If you're close to him he'll do mix-up attacks which
will be annoying so keep your distance. He has a tendency to over jump, he'll
jump vertical once, jump back, then super jump towards you and then toe dive
so parry it and attack. The Zesshou Hohou (QCF + P) works wonders on this
guy, for he'll start a Mantis Slash from a far, in which case, you can
Zesshou Hohou him. He also does his rolling up kick(when Yang rolls then
pushes off with one arm for an upwards kick) prematurely, in which you can
see it coming and you can either parry it or block it, and either you can
follow it up with a combo, throw, or better yet a super art. He's pretty
easy to beat.

SUV - (Bonus Stage) - <Starting on left>  Use the jab Kobokushi (QCB + lp)
until a panel flips up from the side of the hood. Then jump on top of the
car, and D + hk it until the glass is all gone. Return to the otherside
and continue to do the jab Kobokushi until its all gone. Also, when on
this side, use your Super Arts. With the You Hou, start it immediately when
you get to that side. With the Sourai Rengeki, to it towards the end, right
after the air bag lets out. And with the Genei Jin, charge it up, and use
the Kobokushi (QCB + lp) non-stop. <Starting on right> Use the jab Kobokushi
until all the doors fall off. Then jump on top of the car and do a ducking
roundhouse(D + hk) until the glass is all gone. Then precede to the other
side of the car and do the jab Kobokushi until the car breaks down. With
the You Hou start it immediately as you get to the other side, and Kobokushi
it until the car breaks. With the Sourai Rengeki, use it right after the air
bag lets out. And with the Genei Jin, charge it up immediately and Kobokushi
it until the car breaks. If you do it right you should get an Excellent rank
which gives you an extra 50000 points I think. You should get a time over
24 seconds if you did it right.

--

9. OVERALL TIPS
===============
Yun is very fast, and has an array of combo attacks which can keep an
opponent juggled for a very long time. However, use combos when you can
but don't try all of them at once, and do them only when you know you can get
it in. Trying a combo to much can get you to lose easily. You should never
go berserk with a character such as Yun and shouldn't overjump or do your
special moves constantly. You should use him in such a way as to basically
keep him completely still, and counter moves as they come. This is not to say
you can't use him aggressively, because you can. He takes awhile to get used
to seeing on how there is no character like him in the street fighter series
unless you think Gen, in which Yun is nothing like him now. Don't execute
any large combo attack, unless you have a follow up combo in mind, or an
escape plan. The Genei Jin is his best super in my opinion, but takes awhile
to get good at, so try to be creative with it. Overall, don't play Yun
brashly and don't overdo any one technique, instead just play calmly and
learn how to predict an attack.

--

10. CREDITS
===========
-Thanks to Kao Megura for allowing me to use the names of the various moves
 as well as setting up his web site which gave me a ton of legal information.
 And of course you can't even write a faq without mentioning his name once :)
-Thanks to AKIRA, you know who you are, who just kicks ass at this game and
 showed me a ton of tricks and who challenged me to be a lot better than what
 I was. He's a great player who can score over an A ranking easily.
-Thanks to my campus arcade who are the only ones who I've seen carry the
 SF3: 3rd Strike console in my city.
-Thanks to Gamefaqs for making my Faq available to all.

--

11. REVISIONS
=============
June 2000 - v. 1.1 n/a just made it
May 2001 - v. 1.2 Fixed notation, added a couple of combos.

Send all comments, info, and questions to <dosetsu213@hotmail.com> 
with subject heading "IBUKI FAQ" or some SF3 related title.

--

COPYRIGHT 2001 Huy Pham
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