Jun strategy: Difference between revisions

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'''ff+3, 3+4''':
'''ff+3, 3+4''':
The 3+4 follow-up can be jab-interrupted after ff3. However, if uncontested, 3+4 deals chip damage, is +3 on block. Causes knockdown on hit, leading to oki follow-ups.
The 3+4 follow-up can be jab-interrupted after ff+3. However, if uncontested, 3+4 deals chip damage, is +3 on block. Causes knockdown on hit, leading to oki follow-ups.


'''ff+2~f (GEN)''':
'''ff+2~f (GEN)''':
Similar to ff3, transition into GEN can be contested. If an opponent does not respect your stance transitions, you can use ff2,3
Similar to ff+3, transition into GEN can be contested. If an opponent does not respect your stance transitions, you can use ff+2,3


'''u+2 (IZU)''':
'''u+2 (IZU)''':

Revision as of 17:15, 4 June 2024

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
4
f+4
f+3,4
d/f+1
d/f+2,1+2
d/f+3
d/f+4
d+1+2
d+3+4
d/b+2
d/b+3
b+3
u+2
u/f+2
ws+2
ws+3
fc+df/2
ws+1+2

Overview

Sharing similar characteristics to both Jin and Asuka, Jun has a very well-rounded set of tools with an emphasis on defense and punishment. Her offensive capabilities from her Izumo stance can be smothering to the uninitiated, but generally rely on Izumo Strike to be used without being contested.

As a poke-oriented character, Jun rewards gathering information and exploiting tendencies in an opponent. If an adversary overstays their welcome, she has an array of counter-hit launchers. If an opponent has a predictable offense, she has a punch sabaki that leads into one of her most damaging combos.

Her heat smash is very fast and long ranged, however as of v1.0.4, it is very linear and can be sidestepped and punished. This lends itself more to utilization as a defensive tool or combo ender, while her low heat smash variation from Genjitsu (GEN) stance is a serious offensive threat.

Basic Gameplan

Approach

f+2 / b+1 / WS1+2 (Crouch-Cancel): Crouch cancelling these will clear quite a bit of distance, and place you in Full Crouch (FC). WS1+2 notably being very safe on block even if not cancelled, and is a full combo on Counter-Hit (CH).

ff+3, 3+4: The 3+4 follow-up can be jab-interrupted after ff+3. However, if uncontested, 3+4 deals chip damage, is +3 on block. Causes knockdown on hit, leading to oki follow-ups.

ff+2~f (GEN): Similar to ff+3, transition into GEN can be contested. If an opponent does not respect your stance transitions, you can use ff+2,3

u+2 (IZU): Covers a distance of approximately 2.7, homing, grants +6 on block, and puts Jun into Izumo stance.

Mixups

IZU

GEN

1+4

WS

Keepout

d3+4

d1+2

b3,2

df4

df3

3

4

1+2

Heat

Wall

Oki

d1+2

f2

df4

3+4 / u3+4

External Links

Notable Players

  • PJT
  • Arslan Ash (Primarily Nina)
  • KiraKira22 (Primarily Alisa)
  • Fergus2k8 (Primarily Asuka)
  • GakashiKH_TV
  • Ricksstarz
  • Pssms