Jun: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
No edit summary
ย 
(12 intermediate revisions by 5 users not shown)
Line 3: Line 3:
|name=Jun
|name=Jun
|heat={{Plainlist|
|heat={{Plainlist|
* Kazama Powers no longer cost health.
* Kazama Powers cost less health.
* Inner Peace (f+1+2) becomes powered up, gaining more parry frames.}}
* Inner Peace (f+1+2) becomes powered up, gaining more parry frames.}}
|heatSmash={{Plainlist|
|heatSmash={{Plainlist|
Line 35: Line 35:
|parry={{Plainlist|
|parry={{Plainlist|
* b+1+3 ''(high or mid attacks)''
* b+1+3 ''(high or mid attacks)''
* f+3+4 ''(lows or throws)''
}}
}}
|sabaki={{Plainlist|
|sabaki={{Plainlist|
Line 51: Line 52:
|lore=[[fandom:Jun Kazama|Jun Kazama]]
|lore=[[fandom:Jun Kazama|Jun Kazama]]
|twitter=T8_Jun
|twitter=T8_Jun
|discord=[https://discord.com/invite/xQ47pdh4AU Jun Kazama Discord]
}}
}}


'''Jun''' is...
'''Jun''' is a versatile poking and defense-oriented character, who excels at chipping away an opponent's health and frustrating them into running into her strong whiff punishment, reversals or counterhits. Her unique Kazama's Power allows her to power up key moves at the cost of grey health, with [[Heat]] allowing her to heal herself by landing these key moves.
ย 
Jun retains the powerful defense of a Kazama-ryu practitioner, with access to strong whiff punishers like the Demon Slayer (f+2), and a number of parries and sabakis. Unlike her fellow practitioner, [[Asuka]], she has a much more potent poking-based offense, allowing her to safely and effectively wear down her opponent with a multitude of pokes, counterhit tools and poke strings. She also has access to strong early punishment, an i14 crouching launcher, and likely the most devastating i10 crouching punish (FC.df+1) in the game (shades of [[Akuma]]...).
ย 
Jun's mysterious Kazama Power allows her to spend grey health to buff her key moves. This can allow her to turn some moves into launchers, make launchers safe, and increase the damage on her mixups. [[Heat]] allows her to heal herself upon landing these moves, making the strategic use of her Kazama Power an important part of gameplan. She has three stances, however they don't see much use outside of being combo filler.
ย 
Jun has many strengths and few weaknesses, chief among them being her lack of a standing i15 launch punish. She lacks heavy mixups and cannot snowball an opponent or make quick comebacks. Proper usage of her Kazama Power can be tricky, with mismanagement quickly putting you in a situation with too much grey health, and too few opportunities to heal yourself.


{{BlueRed
{{BlueRed
|blue=
|blue=
ย 
* Strong evasive and crush options(b+3, f+2~d, u/f+3 u/f+4,3, d+3+4, d/b+2, GEN stance auto low parry/throw reversal)
* Very well rounded character, with emphasis on her defense and CH tools
* Strong CH game(4, ws+1+2, fc d/f+2, d/f+3, d+2, u/f+3 d+3+4)
* Layered string mixups are hard to defend against
* Strong punishment game(u/f+1, fc d/f+1, ws+3, 1+2)
* Can launch from crouch at i14
* Strong whiff punishment(f+3,4, f+2)
* Good Heat Engagers and Heat mechanic which makes Kazama Power cost less health, along with a fast, long range Heat Smash that can heal her grey health
* Plus frames attached to rewarding moves(f+4, f+1+2, ss+4)
* Strong stance and FC game with many availing transitions
* Oppressive wall game and okizeme with pillars(u/f+2, d+1+2, MIA 1), Safe launching mids andย  rewarding lows CH FC d/f+2 or FC d/f+3
* Extremely stable and rewarding combos
* Parry
* Incredible options in heat, with health moves being no cost, and ss+4, MIA 2, GEN 3, and f+1+21+2 all being heat dash launchers.
* Health costs can be mitigated almost instantly with use of Heat smash even on block


|red=
|red=
* Spends health for access to many strong moves, including KND punishment
* No i15 standing launcher
* Loses a lot in combos without spending health
* Can end up spending too much health to either make a strong fast punish with uf+1 or FC df+1, or make df+2 and f+2 safe
* No i15 launch punish
* Unrewarding lows
ย 
}}
}}
Line 87: Line 87:
== External links ==
== External links ==


* [https://www.youtube.com/watch?v=5zdN2w4UMoc The DEFINITIVE Jun Kazama Guide For Tekken 8 by Fergus2k8]
* [https://www.youtube.com/watch?v=5zdN2w4UMoc The DEFINITIVE Jun Kazama Guide For Tekken 8 by Fergus2k8] by Fergus2k8
* [https://www.youtube.com/watch?v=W5nA6Dy8KxU Jun Kazama Character Guide, Part 1 by mastermind6000]
* [https://www.youtube.com/watch?v=W5nA6Dy8KxU Jun Kazama Character Guide, part 1 - Moves and Playstyle by mastermind6000] by mastermind6000
* [https://www.youtube.com/watch?v=YBcqTzfLmI8 Jun Kazama Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 05:57, 29 September 2024

Jun
Heat
  • Kazama Powers cost less health.
  • Inner Peace (f+1+2) becomes powered up, gaining more parry frames.
Heat Smash
  • Mid, i13, -6~+37g
  • Low, i20, -12
Heat Engagers
  • 1+2
  • f+2,1+2
  • SS.4
  • IZU.3
  • MIA.2
Stances
  • IZU (Izumo) – u+2
  • GEN (Genjitsu) – f+3+4
  • MIA (Miare) – b+1+2
Fastest
Launch
  • i16 – df+2 (standing)
  • i14 – ws3 (crouching)
CH launch
  • i15 – df+4 (mid)
  • i14 – d+3+4 (low, high)
Wall splat
  • i10 – uf+1 (standing)
  • i10 – FC.df+1 (crouching)
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
  • f+3+4 (lows or throws)
Sabaki
  • f+2+3 (high or mid punches)
  • f+1+2 (high or mid attacks, powered up in heat)
Mid check
  • df+1 (standing)
  • b+2,2 (standing)
  • ws2 (crouching)
Stature kick db+3
Generic moves
Remapped (none)
Missing
  • d+2
  • d+4
External links
Lore Jun Kazama
Twitter #T8_Jun
Discord Jun Kazama Discord

Jun is a versatile poking and defense-oriented character, who excels at chipping away an opponent's health and frustrating them into running into her strong whiff punishment, reversals or counterhits. Her unique Kazama's Power allows her to power up key moves at the cost of grey health, with Heat allowing her to heal herself by landing these key moves.

Jun retains the powerful defense of a Kazama-ryu practitioner, with access to strong whiff punishers like the Demon Slayer (f+2), and a number of parries and sabakis. Unlike her fellow practitioner, Asuka, she has a much more potent poking-based offense, allowing her to safely and effectively wear down her opponent with a multitude of pokes, counterhit tools and poke strings. She also has access to strong early punishment, an i14 crouching launcher, and likely the most devastating i10 crouching punish (FC.df+1) in the game (shades of Akuma...).

Jun's mysterious Kazama Power allows her to spend grey health to buff her key moves. This can allow her to turn some moves into launchers, make launchers safe, and increase the damage on her mixups. Heat allows her to heal herself upon landing these moves, making the strategic use of her Kazama Power an important part of gameplan. She has three stances, however they don't see much use outside of being combo filler.

Jun has many strengths and few weaknesses, chief among them being her lack of a standing i15 launch punish. She lacks heavy mixups and cannot snowball an opponent or make quick comebacks. Proper usage of her Kazama Power can be tricky, with mismanagement quickly putting you in a situation with too much grey health, and too few opportunities to heal yourself.

Strengths
  • Very well rounded character, with emphasis on her defense and CH tools
  • Layered string mixups are hard to defend against
  • Can launch from crouch at i14
  • Good Heat Engagers and Heat mechanic which makes Kazama Power cost less health, along with a fast, long range Heat Smash that can heal her grey health
Weaknesses
  • No i15 standing launcher
  • Can end up spending too much health to either make a strong fast punish with uf+1 or FC df+1, or make df+2 and f+2 safe
  • Unrewarding lows
Mashing
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Blocking
importance
โ˜†โ˜†โ˜†โ˜†โ˜†
value
โ˜†โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links