Jun

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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

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
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value
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dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Blocking
importance
โ˜†โ˜†โ˜†โ˜†โ˜†
value
โ˜†โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links