Difference between revisions of "Liu Yungmie (FHD)"

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(Created page with "{{Infobox |title=Liu Yungmie |image=Image:Kr-yungmie.png }} ==Overview== Do you like zoners? Are you good at doing tiger knee motions consistently? Then Yungmie is the...")
 
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===Special Moves===
 
===Special Moves===
  
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*Aura Smash (Quarter Circle Forward in the air + Punch): Strongest fireball in the game. It has relatively fast startup, almost instant recovery and you can do it at any point of your jump. Mastering the TK motion to do Aura Smash off the ground is ESSENTIAL for Yungmie. Once you've practiced the motion, you need to learn to confirm if the Aura Smash hits or is blocked, to then time your next Aura Smash properly. If you can do all of this properly, then you will have no issue beating even top tier characters consistently.
 +
 
 +
*Neri Chagi (Forward, Down Back, Down, Down Forward + Kick):
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*Fire Kick (mash LP+LK 6 times, mash repeatedly to keep the move going): Why does Yungmie not get an instant version like Zazie and Jean? Whatever. Anyways, Yungmie does a series of kicks that light the opponent on fire, which gives you a knockdown. This move is very strong in dizzy combos and for dealing chip damage, so use it for that and not much else because it has bad hitboxes.
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*Triangle Jump (Against the corner of the screen, Up Forward + Punch/Kick): A walljump. You can use it to escape the corner if you happened to get trapped in there, and you can even do normals while in mid air, but beware that it has some start up.
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*Split Kick (Down + HK, only during Triangle Jump): A very wide kick that can cross up, similar to Vega's walldive. It has a mediocre hitbox, and it doesn't do much damage, but it's there for you to use it if you want.
  
 
==Gameplay==
 
==Gameplay==
 +
If you were a TASbot, then Yungmie would be an undisputed top tier of the game, probably even top 1. Her fireball game is so opressive that if one were to perfectly execute her Aura Smash inputs all the time, most characters would not even have a viable answer to Yungmie's gameplan.
 +
  
  
  
 
==Combos==
 
==Combos==
 
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*cLKx3, cHK (yeah... this is the best you can do on the ground most of the time. It's better if you stop at the third cLK if your opponent blocks, then go immediatly into an Aura Smash or backdash).
 +
*Aura Smash, cHK (in case they eat a fireball close to you, sweep them and then resume your fireball game).
 +
*jHK, stHP xx Fire Kick (this is Yungmie's optimal dizzy combo. It is kinda difficult to execute if you're mashing the Fire Kick immediatly after stHP, so it is recommended that you start mashing slowly once jHK connects, then mash faster after stHP connects).
  
 
==Matchups==
 
==Matchups==

Latest revision as of 10:17, 21 March 2020

Liu Yungmie
Kr-yungmie.png

Overview

Do you like zoners? Are you good at doing tiger knee motions consistently? Then Yungmie is the character for you. Sporting a unique keepaway style, Yungmie is a zoner who's gameplay revolves around her TK fireball, which is so opressive that it can give even top tiers a very hard time getting to her. She may not be for everyone as her gameplay demands a lot of execution, but Yungmie in the right hands has the potential to go toe to toe with the best characters in the game.

Pros

  • Best fireball in the game by far.
  • Excellent anti airs in Nerichagi and cHP.
  • Best character at running away from your opponent.
  • Her throw leaves the opponent very far away from her.

Cons

  • Very execution heavy.
  • No bufferable moves in neutral.
  • Weak damage output in general.
  • Has trouble opening up opponents who are turtling with a big life lead.

Moves

Normal Moves

Note: I'm only going to list normals that I find useful for at least 1 purpose, even if it is niche.

  • Light Punch

Crouching -

  • Strong Punch

Standing -

  • Light Kick

Standing -

  • Strong Kick

Crouching -

Special Moves

  • Aura Smash (Quarter Circle Forward in the air + Punch): Strongest fireball in the game. It has relatively fast startup, almost instant recovery and you can do it at any point of your jump. Mastering the TK motion to do Aura Smash off the ground is ESSENTIAL for Yungmie. Once you've practiced the motion, you need to learn to confirm if the Aura Smash hits or is blocked, to then time your next Aura Smash properly. If you can do all of this properly, then you will have no issue beating even top tier characters consistently.
  • Neri Chagi (Forward, Down Back, Down, Down Forward + Kick):
  • Fire Kick (mash LP+LK 6 times, mash repeatedly to keep the move going): Why does Yungmie not get an instant version like Zazie and Jean? Whatever. Anyways, Yungmie does a series of kicks that light the opponent on fire, which gives you a knockdown. This move is very strong in dizzy combos and for dealing chip damage, so use it for that and not much else because it has bad hitboxes.
  • Triangle Jump (Against the corner of the screen, Up Forward + Punch/Kick): A walljump. You can use it to escape the corner if you happened to get trapped in there, and you can even do normals while in mid air, but beware that it has some start up.
  • Split Kick (Down + HK, only during Triangle Jump): A very wide kick that can cross up, similar to Vega's walldive. It has a mediocre hitbox, and it doesn't do much damage, but it's there for you to use it if you want.

Gameplay

If you were a TASbot, then Yungmie would be an undisputed top tier of the game, probably even top 1. Her fireball game is so opressive that if one were to perfectly execute her Aura Smash inputs all the time, most characters would not even have a viable answer to Yungmie's gameplan.



Combos

  • cLKx3, cHK (yeah... this is the best you can do on the ground most of the time. It's better if you stop at the third cLK if your opponent blocks, then go immediatly into an Aura Smash or backdash).
  • Aura Smash, cHK (in case they eat a fireball close to you, sweep them and then resume your fireball game).
  • jHK, stHP xx Fire Kick (this is Yungmie's optimal dizzy combo. It is kinda difficult to execute if you're mashing the Fire Kick immediatly after stHP, so it is recommended that you start mashing slowly once jHK connects, then mash faster after stHP connects).

Matchups

  • Vs. Yungmie (Mirror):
  • Vs. Clown:
  • Vs. Feilin:
  • Vs. Jean:
  • vS. Karnov:
  • Vs. Lee:
  • Vs. Marstorius:
  • Vs. Matlok:
  • Vs. Mizoguchi:
  • Vs. Ray:
  • Vs. Ryoko:
  • Vs. Samchay:
  • Vs. Zazie: