Jun strategy: Difference between revisions

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Line 73: Line 73:
* '''b2,2 / b2,1'''
* '''b2,2 / b2,1'''
* '''df1,1 / df1,2'''
* '''df1,1 / df1,2'''
* '''1+4,3,3+4 / 1+4,3,2'''
* '''1+4,3,1/ 1+4,3,4'''
* '''1+4,2,4 / 1+4,2,2'''
* '''1+4,2,d+4 / 1+4,2,2'''


=== Stances ===
=== Stances ===

Revision as of 22:35, 10 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

Jun's basic gameplan revolves around conditioning an opponent and exploiting tendencies in either their offense or defense. This is primarily done with her strong poking attacks, to chip away life while remaining safe from punishment:

  • 1,2
  • 1,1
  • 1,3
  • b+2,1
  • b+2,2
  • d+b+3
  • d+f+1
  • d+4

Since many of her attacks grant safety, this enables more attention towards the opponent's reactions. Once a pattern has been identified, Jun's can employ hard-counters:

d+1+2 / u+f+2: High-crushing safe launcher for opponent using high strings/not mid-checking.

d+3+4 / u+f+3 / u+f+4,3: Low-crushing counter-hit launchers, with the first two being safe on block. d+3+4 (Can-cans) will also launch those who are neutral blocking and not holding back.

Approach

f+2 / b+1 / WS1+2 (Cancel into FC): Cancelling these attacks 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 on Counter-Hit (CH) leads to a full combo.

ff+3, 3+4: The 3+4 follow-up can be jab-interrupted after ff+3. However, if uncontested, 3+4 deals chip damage and 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

Jun has a couple layers of mixups. The simplest mix stemming from her pokes, some of which transition into one of her core three stances.

Strings

  • 1,1 / 1,3 / 1,2,2 (IZU) / 1,2 SSC
  • b2,2 / b2,1
  • df1,1 / df1,2
  • 1+4,3,1/ 1+4,3,4
  • 1+4,2,d+4 / 1+4,2,2

Stances

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

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