Jun: Difference between revisions

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* 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)
* '''Well-Rounded''': All facets of Jun's play are excellent; whiff punishment, evasiveness, keepout, damage, and even safety are all well-above average, especially if she spends health.
* Strong CH game(4, ws+1+2, fc d/f+2, d/f+3, d+2, u/f+3 d+3+4)
* '''Defense''': Jun's defense stands out above the rest, being able to interrupt quickly with her counter-hit tools, parry with either her reversal or GEN stance (which uniquely parries both lows and throws), and being highly evasive with various crushing options.
* Strong punishment game(u/f+1, fc d/f+1, ws+3, 1+2)
* '''Tricky''': Almost all of her strings have layered mixups that can counter various defensive measures (catching high duckers with a mid, going into either GEN or MIA, covering sidesteps with a different extension, etc.), making it nearly impossible to solidly defend against her.
* Strong whiff punishment(f+3,4, f+2)
* '''Heat''': Jun has a great set of Heat Engagers, and she arguably benefits the most from entering Heat state, as all of her pillar attacks will heal her gray health instead of giving her gray health. She also has one of the fastest and farthest reaching Heat Smashes in the game (which also heals her gray health), and an enhanced low Heat Smash out of her GEN stance.
* 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


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* Spends health for access to many strong moves, including KND punishment
* '''Standing Punishment''': She cannot launch from standing at i15, though she still gets a decent mini-combo (and i14 launch from crouching makes up for it anyway).
* Loses a lot in combos without spending health
* No i15 launch punish
 
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Revision as of 11:56, 15 March 2024

Jun
Heat
  • Kazama Powers no longer cost 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)
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...

Strengths
  • Well-Rounded: All facets of Jun's play are excellent; whiff punishment, evasiveness, keepout, damage, and even safety are all well-above average, especially if she spends health.
  • Defense: Jun's defense stands out above the rest, being able to interrupt quickly with her counter-hit tools, parry with either her reversal or GEN stance (which uniquely parries both lows and throws), and being highly evasive with various crushing options.
  • Tricky: Almost all of her strings have layered mixups that can counter various defensive measures (catching high duckers with a mid, going into either GEN or MIA, covering sidesteps with a different extension, etc.), making it nearly impossible to solidly defend against her.
  • Heat: Jun has a great set of Heat Engagers, and she arguably benefits the most from entering Heat state, as all of her pillar attacks will heal her gray health instead of giving her gray health. She also has one of the fastest and farthest reaching Heat Smashes in the game (which also heals her gray health), and an enhanced low Heat Smash out of her GEN stance.
Weaknesses
  • Standing Punishment: She cannot launch from standing at i15, though she still gets a decent mini-combo (and i14 launch from crouching makes up for it anyway).
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links