Jun: Difference between revisions

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{{Infobox fighter
{{Infobox fighter
|name=Jun
|name=Jun
|heat={{Plainlist|
* Kazama Powers no longer cost health.
* Inner Peace (f1+2) becomes powered up, gaining more parry frames.}}
|heatSmash={{Plainlist|
* Mid, i13, {{MoveGet|Jun-H.2+3|block}}
* Low, i20, {{MoveGet|Jun-H.GEN.2+3|block}}
}}
|heatEngagers={{Dotlist|
* 1+2
* f+2,1+2
* SS.4
* IZU.3
* MIA.2
}}
|stances={{Plainlist|
* IZU ''(Izumo)'' – u+2
* GEN ''(Genjitsu)'' – f+3+4
* MIA ''(Miare)'' – b+1+2
}}
|launch={{Plainlist|
* i16 – df+2 ''(standing)''
* i14 – ws3 ''(crouching)''
}}
|splat={{Plainlist|
* i10 – uf+1 ''(standing)''
* i10 – FC.df+1 ''(crouching)''
}}
|chLaunch={{Plainlist|
* i15 – df+4 ''(mid)''
* i14 – d+3+4 ''(low, high)''
}}
|parry={{Plainlist|
* b+1+3 ''(high or mid attacks)''
}}
|sabaki={{Plainlist|
* f+2+3 ''(high or mid punches)''
* f+1+2 ''(high or mid attacks, powered up in heat)''
}}
|midCheck={{Plainlist|
* df+1 ''(standing)''
* b+2,2 ''(standing)''
* ws2  ''(crouching)''
}}
|statureKick=db+3
|twitter=T8_Jun
|twitter=T8_Jun
}}
}}

Revision as of 04:58, 7 February 2024

Jun
Heat
  • Kazama Powers no longer cost health.
  • Inner Peace (f1+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)
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 (none)
External links
Lore {{{lore}}}
Twitter #T8_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, 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
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links