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'''GEN''': While lacking a dedicated throw option, GEN offers a chunky low and a powercrush that can deal a whopping 48 damage on a front hit. Other options are a safe mid that has an extra follow-up option, as well as an advancing homing high that is +4 on block. | '''GEN''': While lacking a dedicated throw option, GEN offers a chunky low and a powercrush that can deal a whopping 48 damage on a front hit. Other options are a safe mid that has an extra follow-up option, as well as an advancing homing high that is +4 on block. | ||
''' | '''MIA''': Used primarily in combos, MIA also can function as an option for playing keep-out. Each tick of MIA restores recoverable life, so it can be used to bait an enemy toward you. MIA 1 being a very long range (3.5) safe launcher similar to d+1+2. MIA 2 is shorter range (2.5) heat engager, faster at 16f but very unsafe on block at -20. With MIA 1+2, she uses Izumo Strike (u+2). One notable aspect of MIA is the sidestep from the stance is very evasive, clearing a lot of distance. With careful timing, this can be a lead to some deceptive counterplay against linear attacks. | ||
== Keepout == | == Keepout == |
Latest revision as of 19:31, 12 December 2024
Jun |
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Strategy (Tekken 8) |
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Key moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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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 access to reversals to most attack as well as 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 can employ hard-counters:
d+1+2 / u+f+2: High-crushing launcher for opponent using high strings/not mid-checking. Safe on block, and deals chip damage.
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 (d to cancel into FC): Cancelling these attacks will clear quite a bit of distance, and enable Jun to stay 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, the forward input to transition into GEN can be contested. If an opponent does not respect stance transitions, ff+2,3 is available.
u+2 (IZU): Covers a distance of approximately 2.7, homing, grants +6 on block and Jun enters 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+4,2,4 / 1+4,2,d+4
Stances
IZU: This stance forms the backbone of Jun's offensive mixups. However, nearly all options depend upon Izumo Strike, which is a high that can be ducked and punished. Izumo Strike on CH is +20 and forces crouch, making IZU 3 and IZU f+1+2 guaranteed follow-ups. However, this also means that IZU 1 / IZU 4 / IZU 2+3 will whiff or be blocked, so care must be taken not to input an option until after confirming Izumo Strike's status.
GEN: While lacking a dedicated throw option, GEN offers a chunky low and a powercrush that can deal a whopping 48 damage on a front hit. Other options are a safe mid that has an extra follow-up option, as well as an advancing homing high that is +4 on block.
MIA: Used primarily in combos, MIA also can function as an option for playing keep-out. Each tick of MIA restores recoverable life, so it can be used to bait an enemy toward you. MIA 1 being a very long range (3.5) safe launcher similar to d+1+2. MIA 2 is shorter range (2.5) heat engager, faster at 16f but very unsafe on block at -20. With MIA 1+2, she uses Izumo Strike (u+2). One notable aspect of MIA is the sidestep from the stance is very evasive, clearing a lot of distance. With careful timing, this can be a lead to some deceptive counterplay against linear attacks.
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
- Usama Abbasi
- PTJ
- Arslan Ash (Primarily Nina)
- KiraKira22 (Primarily Alisa)
- Fergus2k8 (Primarily Asuka)
- GakashiKH_TV
- Ricksstarz
- Pssms