Jun: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
(Navbox fighters at the bottom, like on T7 pages)
(Added strengths and weaknesses for Jun. Really struggling to think of weaknesses. Complete character strong.)
Line 10: Line 10:
|blue=
|blue=
* Blue
* 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)
* Strong CH game(4, ws+1+2, fc d/f+2, d/f+3, d+2, u/f+3 d+3+4)
* Strong punishment game(u/f+1, fc d/f+1, ws+3, 1+2)
* Strong whiff punishment(f+3,4, f+2)
* 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 and  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, GEN 1 and 1+2 recieving followups, 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=
* Red
* Spends health for access to many strong moves, including KND punishment
* Loses a lot in combos without spending health
* No i15 launch punish
 
}}
}}
{{Navbox fighters}}
{{Navbox fighters}}

Revision as of 18:01, 2 February 2024

Jun


Jun is...


Strengths
  • 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)
  • Strong CH game(4, ws+1+2, fc d/f+2, d/f+3, d+2, u/f+3 d+3+4)
  • Strong punishment game(u/f+1, fc d/f+1, ws+3, 1+2)
  • Strong whiff punishment(f+3,4, f+2)
  • 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 and 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, GEN 1 and 1+2 recieving followups, 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
Weaknesses
  • Spends health for access to many strong moves, including KND punishment
  • Loses a lot in combos without spending health
  • No i15 launch punish