Jhun FAQ v1.3, the King of Fighters 2003
By Zytan

============================================
Table of Contents
--------------------------------------------
1. Jhun - Background and Introduction
2. Notation and Basic KoF 2003 System
3. Jhun's Basic Moves
4. Command and Special Moves
5. Combos
6. Gameplay and Strategy
7. Misc.

Version history:
 1.4 - 12/2008 Final version. Expanded combos section.
 1.3 -  7/2008 Added move translations; general revisions, corrections, 
               and additions to all sections. Intended to be final.
 1.2 -  5/2008 Major revision of the strategy section. 
 1.1 -  4/2008 Minor additions in combos and move analysis  
 1.0 -  4/2008
 
============================================
1. Jhun - Background and Introduction
--------------------------------------------

Jhun first appeared in KOF 99 as the fourth member of the Korea team. 
Story-wise, he is a friend and rival of Kim, the two of whom are masters 
of separate styles of Tae Kwon Do. When Jhun first appeared in KoF 99, 
he "stole" a few of Kim's old moves, but repackaged those moves in great 
new style, along with original moves of his own. Jhun has since been one 
of the most stylish characters in the series, at least in my opinion:

1. He is the king of kicks. He'd better be, because you won't be relying 
on punches very much playing as Jhun!
2. Switching in an out of stances is fun.
3. He is very chill. 

Even though it's been years since KOF 2003 was released and although it 
was the last in the series for the Neo Geo playform, and despite the 
fact that KOF 2k3 failed to gain the cult status of KOF 98, this FAQ was 
written party on the basis that KOF 2k3 marked the first appearance of 
Jhun since KOF 2000. Some people were not entirely satisfied with the 
stylistic changes of Jhun in 2k3 (and why did SNK-P give him such a 
brash superiority complex over Kim now), but he remains a top tier 
character and still one that's very fun to use.


============================================
2. Notation and Basic KoF 2003 System
--------------------------------------------

Notation used in this FAQ:
--------------------------------------------

f - forward
b - back
u - up
d - down
df - down-forward
db - down-back

qcf - quarter circle forward: d, df, f
qcb - quarter circle back: d, db, b
hcf - half circle forward: b, db, d, d  f, f
hcb - half circle back: f, df, d, db, b

A, B, C, D refer to the four buttons (for light punch, light kick, 
strong punch, strong kick, respectively). Of course, "punch" refers to 
normal convention, since all of Jhun's punch commands are kicks.
AC, AB, CD, BC, etc. refers to two buttons pressed simultaneously


Summary of KOF 2003 System Basics:
--------------------------------------------

Run: f, f (and hold)
Backhop: b, b
Normal jump: u, ub, or uf (and hold)
Short Jump: "tap" u, ub, or uf briefly
Fast Jump: db, uf or df, uf
Run-jump: while running, press and hold or tap: u, ub, or uf

Evasion roll: AB or b + AB. If done after blocking an attack this move 
will cost a power bar. Against certain moves, it's not possible to roll 
after blocking.

Recovery roll: AB after being knocked down, if the move is not a hard 
knockdown.

Guard Cancel: CD after being attack. The stand-alone CD attack of 
previous KoF games have been removed, but you can still perform a CD 
guard cancel.

BC or CD: Tag in another character.

qcf + BC or qcf + CD: Character attacks and tags in another character, 
who enters with a jump in attack. Requires one energy stock.

Leader System: The leader, marked by having a blue life bar, is the 
sole member able to perform an LDM move.


============================================
3. Jhun's Basic Moves
-------------------------------------------- 

Cancellable Normal Moves:
 
   Standing Close: A  B  C  D
   Crouching:      A     C  D
  
  (In fighting game terminology, "canceling" refers to the interruption     
   Of a move's ending animation so that a properly timed follow-up move 
   may connect.)  
   

3.1 Standing far
--------------------------------------------

Standing far A (*----)
Jhun performs an awkward kick with the standing leg bent. Not much 
use for this move. For a quick poke, there are much better options.

Standing far B (**1/2--)
Decent poke that's fast and fairly high priority. Can be used as an 
alternative to the standing far C/D.

Standing far C (***--)
Priority isn't bad, but it's slower than the similar looking f + B and 
without autoguard. However, the far C does tend to "stay" longer and has 
fairly good priority at the tip of the foot (whereas the standing D, 
seems to have the attacking hit detection not fully extended along the 
leg).

Standing far D (***1/2-)
Decent ground poke with good range.


3.2 Standing close
--------------------------------------------

Standing close A (*----)
Jhun does a knee to the opponent's head. Slow recover makes this move 
particular poor, compared to crouching B, for example.

Standing close B (*----)
A fast upward kick. Slow recover makes this move poor compared to 
crouching B, for example.

Standing close C (***--)
Looks very similar to f + B. You can do this move after a jumping C (or 
D) and then cancel into f + A or another move.

Standing close D (***1/2-)
Usage is fairly similar to the C version, but hits higher and can be 
used as a close range anti-air in some circumstances.


3.3 Crouching
--------------------------------------------
Jhun's crouching moveset is among his most useful and important.

Crouching A (****-)
Jhun performs an upward-pointing kick while crouching. Range is 
superior to crouching B, but has slower recovery, so you won't be 
hitting one crouching A after another. Use this move after a series of 
crouching B's, as they become out of range, because you can't do 
another crouching light attack after this move. This move can combo 
into Jhun's qcf, qcf + B/D DM, although the timing has to be precise.

Crouching B (*****)
Similar to the crouching A, but Jhun kicks out on the ground. This is 
one of the most important pokes because it is fast and it's possible to 
link 2-3 Crouching B's together and then follow up with crouching A or 
another move. It is generally necessary to follow up with a crouching A 
because crouching A is cancelable, whereas crouching B is not. Crouching 
B is often used as the default move when the opponent is up close.

Crouching C (**1/2--)
A crouching high kick which can be used as a crude anti-air. The 
drawback is that it's horizontal range is extremely limited and priority 
as an anti-air is poor. It's easy to combo into Jhun's charge d, u+A 
move from a crouching C.

Crouching D (****1/2)
This move has very good range, is reasonably fast, and catches people 
off guard. Aggressive characters like Iori generally do not rely on 
crouching Ds, but since Jhun is very much a poking and zoning character, 
and relies on poking to build his meter, this move fits into the 
gameplay pretty well.


3.4 Jumping
--------------------------------------------
Like his crouching game, Jhun's jumping game is important. Unlike some 
of the newer characters like Gato, some of the jump kicks are different 
depending on whether the movement is upward or forward/backward, or 
whether it's a full jump or a short hop.


High forward/backward Jumping A (**1/2--)
Jhun expends his leg diagonally downward while in the air. Very fast 
with great priority. Can be used after a d+B or in a jumpback. However, 
it's generally not necessary to use this move over the more damaging 
jumping D. A problem is that this move can't be used in short jumps, 
therefore limiting its usability. 

Jumping B (*----)
Like the standing close B, but in the air. 

Jumping C (****-)
A bizarre-looking kick which is actually not too bad as a jump in. It's 
advantage over the jumping D is that it's better for air to air because 
its hit area is higher, and that it's easier to combo off of after 
connecting with this move.

Jumping D (*****)
Fast, long-ranged, and decent in priority, this is one of the important 
moves in his arsenal, particularly if you value high mobility, Short 
hopping with this move is one of the keys to playing Jhun. When you're 
on the move (i.e. not in a stance), use his jumping move as much as 
possible. 

Upward or short-hop A (**---)
Can be used for air to air combat, but generally isn't necessary to use 
over the jumping C or D's.

High Upward-hop C (*----)
Not much use for this move. Note that if you only do a small jump and 
press C, the resulting move is not this one, but the "jumping C" 
mentioned earlier

High Upward-Jumping D (*1/2----)
Like the C version, there's not much use for this move.


============================================
4. Command and Special Moves
-------------------------------------------- 

Move list:

 Attributes Notation: 
 >E goes into Eagle stance upon completion
 >T goes into Tiger stance upon completion
 SC Super cancelable (on last hit, in this case)
 AG Autoguard
 CW Counter Wire
 HK Hard Knockdown (opponent cannot AB roll while getting up)
 OH Overhead

=======================================================================
 Move Name                     Input                 Attributes
=======================================================================
 1. Command Moves
 ----------------------------------------------------------------------
  Throw                         f/b + C/D 
  Soshu Geki                    f + A                >E, AG, CW                 
  Ryouko Geki                   f + B                >E, AG
  Ryuurou Shuu                  in air, d + B
                
 2. Special Moves
 ----------------------------------------------------------------------
  Kuu Sajin                     charge d, u + A/C    A version: >E, HK
  Haiki Geki                    qcb + A/C
  Mangetsu Zan                  qcb + B/C            B version: >T 
                                                     D version: SC 
   
  Soshuu Jin                    d, d + A             >E
   In Soshuu Jin (Eagle):
     Ryouko Geki                A                    >T, AG 
     Mangetsu Zan               B                    >T, AG, CW
     Taikyoku Ha                b + B
     Shuusou Kyaku: Joudan      u + C                HK, OH
     Shuusou Kyaku: Gedan       C
     Stance Cancel              D
   
  Ryouko Jin                    d, d + B             >T
   In Ryouko Jin (Tiger):
     Kirikae Kougeki            A                    >E, AG
     Kuu Sajin                  u + A                >E
     Ko Ressou                  B                    HK, Reflects 
     Mouko Geki                 C
     Hiko Geki                  u + C                HK, OH
     Shuuko Geki                d + C
     Stance Cancel              D

  3. DMs
  ---------------------------------------------------------------------
  Hou'ou Ressou Kyaku           qcf, qcf + B/D     Performable in Eagle
  Hou'ou Tenbu Kyaku in air,    qcf, qcf + B/D

  4. LDMs 
  --------------------------------------------------------------------- 
  Jhun Shiki: Ressou Hiten Kyaku   qcf, qcf + AC   Performable in Tiger
=======================================================================


(Move name translations given below are mostly taken from SNK-P's KoF 
10th Anniversary website.)

4.1 Throws / Command Moves
--------------------------------------------

Kai Senpuu                    f + C/D or b + C/D
Jhun's throw command, as with every other character.

Soshuu Geki                    f + A
"Swooping Eagle Kick"
Jhun lunges forward and extends his leg into a kick. Has excellent 
reach and autoguard frames during the startup, making it good for 
midrange poking. Afterward, Jhun enters into Soshuu Jin ("Eagle 
Stance"). The opponent is knocked down after this move. If the opponent 
is counter-wired, you can follow up with an u+C after entering into 
stance, or with different move of your choice, such as a jumping D after 
canceling the stance. The f+A is an easy follow-up to a close C/D.
Rating: (***1/2-)
 
Ryouko Shuu                    f + B
"Stalking Tiger Kick"
Roundhouse kick with autoguard during startup frames. After completing 
this move, Jhun enters into Ryouko Jin ("Tiger Stance"). One thing 
that's nifty with this move is that you can immediately cancel into his 
LDM (qcf, qcf + AC). Range is shorter than the f+A, but autoguard frames 
for this move appear to be longer and the execution is faster and, 
making this move an excellent choice as a quick reaction move. Unlike 
f+A, you usually cannot cancel into this move from a close C/D unless 
the opponent is in a corner, recovering from a move, is very close to 
you after jump-in, or is blocking. However, when it is possible to 
cancel into an f+B from a close C/D, then do so, as it looks far more 
elegant than to finish with an f+A!
Rating: (***--)

Ryuurou Shuu                    in air, d + B
"Waterfall Kick"
Sometimes nicknamed as the "dragon step," with this move, Jhun performs 
a step-like kick in the air. You can sometimes follow it up with his air 
DM or a jumping kick (see the combos section). You can cancel into his 
air DM anywhere after landing a hit using this move. This should be the 
primary use for this move, although due to limited range, it's harder to 
connect than with a normal jump kick.
Rating: (**---)



4.2 Special Moves
--------------------------------------------

Kuu Sajin            charge d, u + A/C
"Sand Slicer"
Originally a move of Kim until KOF 99, Jhun performs a series of 
spinning kicks moving diagonally upward into the air. Kuu Sajin can be 
used as an anti air, although it's not a "perfect" anti-air. The Kuu 
Sajin can be used in combos, particular in the corner. It can also be 
used as a follow-up to Jhun's LDM. If the A version is done, Jhun will 
enter Eagle Stance if A is held after the move.
Rating: (***--)

Haiki Geki           qcb + A/C
"Exhaust Attack"
Jhun spins on the ground and a wave follows. Besides doing great damage, 
the good thing is that when the wave appears, you are already ready to 
attack. The bad thing is that this move is really slow, so it can only 
be done while the opponent is already down, and preferably in a corner. 
This might be useful for building the power bar but is largely useless. 
Rating: (*----)

Mangetsu Zan         qcb + B/C
"Full Moon Slice"
Similar to Kim's "Half moon slice", but Jhun's variation spins higher in 
the air with more attacks. Unlike Kim's variant, you usually can't 
cancel into this move from a standing attack, unless you're in a corner. 
Can be used as a pressure move or anti-air in some situations, although 
it's not a complete anti-air. In the b version, Jhun will enter B-Stance 
if you hold B after performing this move. There's not much you can do in 
combos with this move, however. The hit on either version is a soft 
knockdown, although you usually will not be able to connect this last 
hit when using the B version unless you are in the corner. The last hit 
of the D version is super cancelable, but since the hit is knockdown, I 
don't see why this would be useful since you would not be able to 
connect.  
Rating: (**1/2--)


4.3 Special Moves performed while in Eagle Stance
--------------------------------------------
While in a stance, you cannot jump or block and your "normal" moves are 
replaced by a new set of stance moves. To exit any stance, press D. 
Unlike in '99 2000, stances must be manually canceled unless Jhun is hit 
out of it. The need for cancelling to get out, which itself is a 
relatively slow process, and the lack of a quick switch between stances 
make the whole stance game a lot more cumbersome and tactically unfit in 
fast-paced situations.

Soshuu Jin - Eagle Stance    (Normal stance) d, d + A 
"Wall of the Swooping Eagle"
Jhun enters Soshu Jin ("Eagle Stance" or "A-Stance"). You can enter 
this stance through other moves but this input will get Jhun in stance 
directly.

Ryouko Geki                  (Eagle stance) A
"Stalking Tiger Attack"
Performs the same f + B attack as is done in normal stance, but with 
a knock down. Switches to Tiger Stance after the attack.
Rating: (***--)

Mangetsu Zan                 (Eagle stance) B
"Full Moon Slice"
Performs the A version of the Mangetsu Zan (charge d, u + A)

Taikyoku Ha                  (Eagle stance) b + B
"Annihilating Lone Eagle"
Jhun hops back and then immediately hops forward and extends his leg 
outward. Long autoguard frames during the forward hop which you can use 
to counter moves or even negate projectiles (including DM projectiles). 
This move is a counter-wire so you can hit the opponent with an u + C 
Or another move after they bounce off an fly toward you. Useful move, 
perhaps the highlight of the Eagle Stance, but don't use it too much so 
that you become predictable. As with how this move is traditionally 
depicted, heavy guard crush damage is inflicted if this move is blocked.  
Rating: (****-)

Shuusou Kyaku: Joudan       (Eagle stance) u + C
"Eagle Talon Slash: Upper"
Overhead slash kick. Can be used as an anti-air against slow moving 
attacks, but is simply too slow for most occasions. 
Rating: (**---)

Shuusou Kyaku: Gedan        (Eagle stance) C
"Eagle Talon Slash: Lower"
Low version of the above move. Since this move is so slow, you probably 
won't be using this except in the most specialized cases. You can follow 
up with (Eagle) A if you land this attack at close range, but you 
probably won't be in that situation many times.
Rating: (*----)


4.4 Special Moves performed while in Tiger Stance
--------------------------------------------
To exit any stance, press D. 

Ryouko Jin - Tiger Stance   (Normal stance) d, d + B
"Stalking Tiger Pounce"
You can enter this stance through other moves but this input will get 
Jhun in stance directly.

Kirikae Kougeki             (Tiger stance) A
"Changing Attack"
Jhun does a backflip which attacks the opponents as he starts to flip. 
The initial frames of this move have great autoguard and can counter 
just about anything they send against you. Great defensive zoning move, 
which when used along with the Eagle stance's B, provides a pretty good 
set of tools for reaction-based countering centered on autoguard. Jhun 
switches stances upon completion of the move. However, if you attempt to 
hit a downed opponent and the opponent is able to AB roll, the timing 
required to hit is much more difficult than if he cannot AB roll, which 
occurs when hit by a hard knockdown move, such as the (Tiger) u+C. 
Rating: (****-)  

Kuu Sajin                   (Tiger stance) u + A
"Sand Slicer"
Performs the B version of the Kuu Sajin, which you can also do in 
normal stance (in normal stance: qcb + B).
  
Ko Ressou                   (Tiger stance) B
"Violent Tiger Claw" 
Use this move to reflect projectiles as part of your zoning or keepaway 
game. Since startup time is slow, if the opponent projectile is fired 
too close to you, you won't be able to reflect it in time, limiting the 
practicality of this move to midrange and beyond. For any other purposes 
than reflecting, this move lacks speed or priority to hold its own. This 
move replaces the old stand-in-place dodge move he had in older KOF 
games. 
Rating: (**1/2--) 

Mouko Geki                  (Tiger stance) C
"Raging Tiger Assault"
Low sweep attack that launches the opponent in the air for a juggle. 
When zoning in Tiger stance, the combination of this move and the u+C 
attack can leave the opponent guessing whether he should block high or 
low.  
Rating: (***1/2-)

Hiko Geki                   (Tiger stance) u + C
"Flying Tiger Attack"
Fast overhead attack with high priority and hit coverage. You can use 
this move to catch people off guard or to counter their move. Follow up 
with (Tiger) A for extra damage. 
Rating: (****-)

Shuuko Geki                 (Tiger stance) d + C
"Pouncing Tiger Attack"
Slide attack. Somewhat slow but you can use this to counter mid-height 
fireballs.
Rating: (**---)


4.5 Special Moves - DM's
--------------------------------------------
 
Hou'ou Ressou Kyaku           qcf, qcf + B/D
"Phoenix Talon Tear"
Jhun performs a series of slashing kicks against the enemy. This move 
is a great DM because it comes out fast and has great reach. Basically, 
if the enemy is vulnerable (i.e. can't block) and you're not too far 
away, he will take damage to this DM. Chip damage is also great (if the 
enemy has no stocks left, or is the CPU). The only problem is that 
against airborne opponents, most of the high damage hits at the end will 
probably miss. Use this move as a follow-up to cancelable normal 
attacks, such as crouching A, close standing D, etc. Can be performed 
while in Eagle stance.
Rating: (*****)

Hou'ou Tenbu Kyaku            in air, qcf, qcf + B/D
"Heavenly Dance of the Phoenix"
This move, the "Heavenly Phoenix Dance" is another move originally of 
Kim's. Jhun goes diagonally down and if the move connects, he performs 
a series of kicks in the air. Priority is good, but if blocked, you can 
be punished. Compared to the ground DM, this one is arguably less 
useful because there are fewer situations in which you can use this 
move, as it is far less versatile. Use this move in air juggles or to 
surprise the enemy during a backward jump.
Rating: (**1/2--)

Zen Shiki: Ressou Hiten Kyaku   qcf, qcf + AC
"Jhun's Style: Phoenix Talon Tear"
(LDM, requires Jhun as leader and two power stocks). Jhun does a low-
hitting slide and follows up with a single Kuu Sajin kick which launches 
the enemy into the air for a juggle. This move is fast and can slide 
under fireballs. Damage isn't superb, but you can follow up in the 
juggle, most notably with the Kuu Sajin (charge d, u + C) or even with 
his air DM if you are fast. If you plan to use his Kuu Sajin to follow 
up the juggle, keep in mind that this move won't connect if the opponent 
is launched too close to Jhun. Sometimes the second hit can miss if the 
first hit connects too far away from the opponent's body. Overall, this 
move is decent, although not the best among LDMs. This move can be done 
in Tiger stance and you can cancel into this move after a (normal 
stance) f+B. Cancelling from standing close C/D or crouching C is also 
simple.
Rating: (****-)


============================================
5. Combos
--------------------------------------------

Some people consider Jhun to not be a combo character, but this is an 
incorrect characterization. While he might not have the longest and best 
combos in the game, his combos are in fact very important to his 
gameplay. 

Notation:
--------------------------------------------
s - Standing Close
c - Crouching
j - Jumping
(Tiger) - Denotes that Jhun is in Ryouko Jin  
(Eagle) - Dontes that Jhun is in Soshuu Jin 
(op.) - Denotes that the move is an optional 
        addition to the main chain
---------------------------------------------


1. Bread and butter basics. Keep in mind that the close C or Close D can 
combo into f+A or f+B, therefore forming the basic combos below. You can 
also include a jump-in, if it's timed right. It's also possible to 
replace the standing Cs, with crouching B's and then a crouching A 
(although this  makes it harder to perform). There are many "simple" 
combos, but here are a few illustrative examples:

 -> sC/sD, (f, f+A)
 -> jumping C/D, sC/sD, (f, f+A)
     *(Jumping C, sC, f+A is probably the easiest combo to perform, and 
       it still does relatively good damage)

 -> cB, cB (op.), cA, (f, f+A)
 -> jumping C/D, cB, cB (op.), cA, (f, f+A)


2. A popular and well-known stance combo, performed anywhere. This combo 
looks like an inverted Comet Crusher (Kim's charge b, f + B/D)
               
 -> (Tiger) C, u + C, A


3. Jhun's Ryuurou Shuu (in air: d+B). The move is sometimes repeatable. 
As mentioned, his DM can always be canceled into; comboing into other 
kicks is not always possible.  

                      +-- jumping A/C/D
                     / 
 -> (in air) d+B ---+-- (qcf, qcf+B/D Air DM) 
                     \
                      +-- (in air) b+AB -> activates the air glitch...


4. Combos with Jhun's ground DM. The upper path in the diagram 
constitutes one of the most important combos for Jhun. Using standing D 
as the middle move does a hair more damage, but doing (cB, cB, cA) 
catches people off guard more often if not chained into from a jump-in.    
                      
                    +-- cB, cB, cA --+
                   /                  \
 -> Jumping C/D --+--------------------+---(qcf, qcf+B/D)
      (op.)        \                  / 
                    +--- sC/sD-------+
                          *(cC would also work well here in a wakeup)

5. A few (nearly useless) corner combos. Some of these do surprisingly 
good damage, but you'll rarely get a chance to hit a qcb+A/C, especially 
in a corner. While lacking in practicality, the qcb+A/C has 
traditionally been a popular "combo demonstration" move because it does 
great damage and can be followed up with just about anything if in the 
corner. Again, please note that if the opponent AB rolls out of the 
knockdown, it is much harder to land the (Tiger) A hit.

 -> In corner: qcb+A, (Eagle) B, (Tiger) A

 -> In corner: qcb+C, cC, ([d already charged], u+C), d,d+B, (tiger) A

 -> In corner: qcb+C, sD, qcb+D

 -> In corner: qcb+C, cB, cB, cA, (qcf, qcf+B/D)

 -> In corner: (Eagle) C, u+A, (Tiger) A

 -> In corner: (Tiger) C, move forward, B, u + A 


6. Combos with Jhun's LDM. The LDM launches opponents into the air and 
you can finish with a variety of moves. The first and third follow-ups 
to the LDM can be done anywhere. The second follow-up can be done 
depending on how the move hits. The optional start-up chain can be 
substituted other moves as well. For example, you can also begin the 
chain with a qcb+C in the corner. The full combo does an impressive 75-
80% damage.  
    
 
 -> Jumping C/D, sC/sD/cC, (qcf,qcf+AC), ...(juggle moves)
     *(the LDM does not connect fast enough to link 
       from a crouching A as you can with Jhun's DM.)
                                            
 -> Jumping C/D (op.)
      \
   ->  +-- sA/cA (op.)                
            \                         
          -> +-- f+B (op.)            +-- jD       +- d,d+B, (tiger) A
                  \                  /            /     *Corner only 
                -> +-- qcf,qcf+AC --+-- (charge d, u+C) 
                                     \
                                      +-- jump, (qcf, qcf+B/D)
                                           \ 
                                            +- d,d+B, (tiger) A
                                             *Corner only


7. Tag combos: this is all about creativity, since there are lots of 
characters to mix and match. Jhun's tag-in attack can be used in place 
of any jump-ins, (or in some cases, even as a lead-in to an additional 
jump-in in). Jhun does not have many decent lead-in strings to a ground 
tag-out attack. You can do a juggle tag-out after his LDM, although 
power stock usage is heavy and not many characters have an efficient 
juggle follow-up. When tagging in Jhun, he has a few efficient options 
to capitalize using either his DM or LDM. Here are some examples of 
simple tag combos, with Gato, one of my favorite SNK characters.

(3 stocks - ground tag-in; common tag-in combo with Jhun's DM)
Gato -> jD, cD(1), qcb+B, C {or cB, cB, cA}, tag in Jhun, sD, 
(qcf,qcf+B/D)

(4 stocks - juggle tag-out; corner for all hits)
Jhun (leader) -> jD, cA, f+B, (qcf,qcf+AC), tag in Gato, qcb+B, B, f+B, 
(qcf,qcf+B/D) 

(4 stocks - juggle tag-out; showcase of Jhun's combo power)
Gato -> jD, cD(1), qcb+B, C, tag in Jhun (leader), sB, f+B, 
(qcf,qcf+AC), jump and (qcf,qcf+B/D) in the air, (in corner: d,d+B, 
(tiger) A)

(2 stocks - ground tag-out; corner with the impractical qcb+C startup)
Jhun -> qcb+C, tag in Gato, sD(1), qcb+D, B, (qcf,qcf+A/C)

Here I chose Gato as an illustrative example of tag combos with Jhun, 
but the combos can be performed with just about any other character. In 
addition to the LDM juggle tag-out, you can also initiate a juggle using 
(Tiger) C. 


============================================
6. Gameplay and Strategy
--------------------------------------------

6.1 Overview 
--------------------------------------------
Strengths:
1. Excellent range and priority in normal kicks. 
2. Diverse set of moves, including a number of autoguard attacks and an 
easy-to-use ground DM. Autoguard moves are good if you like fast-
reaction countering.  
3. Relatively good air speed. If you compare Jhun's jump and Athena's 
(for example), you can see that even though Athena jumps higher, Jhun 
moves faster in the air. This aspect is very important because Jhun 
relies on jumping for mobility and attack pace. 
4. Have distinct styles for midrange zoning and close-range pressure. 

Some Considerations:
1. His high priority moves, mainly those in stances, have limited combo 
potential and therefore limited damage potential
2. Stances restrict mobility (unlike back in '99) and increases 
predictability.
3. Buildup of power meter is slow. 


6.2 General Strategy
--------------------------------------------

Jhun has both midrange and close-range aspects to his game and it will 
be important to be able to utilize both styles, depending on the type of 
opponent and his strategy. Both aspects will be examined here.

6.2.1 Midrange: defense-oriented strategy 
There are two main aspects in Jhun's midrange gameplay: 1) utilizing his 
long-range kicks in (short) upward or backward hops to zone and punish 
mistakes; 2) using his high priority or autoguard moves, many of which 
are used in one of his special stances. The purpose of this strategy is 
to contain the opponent's offenses and control the pace of the match. A 
jumping zoning game is useful when you want to remain mobile on the 
screen. Furthermore, since Jhun lacks great anti-air moves, a good way 
to counter incoming jump-is is to do backjumps. Jhun's jumping C is 
useful against jumpers who jump higher than Jhun. If you are having 
trouble in air-to-air, you can use his high backward jumping A, which is 
very difficult to defeat in a backward jump. If the opponent is 
attacking on the ground, a short upward jumping D or C is particularly 
useful as keep-away measures, which you can also possibly follow up 
after you hit. If the opponent is mainly doing ground-based attacks, 
then you can also do ground-based keep-away with f+A or f+B, or the cB, 
cB, cA,... chain can also be utilized. Just keep in mind that you do not 
have a handy oniyaki uppercut to deal with air attacks while handy.

The other midrange approach is the utilization of stance moves. Stances 
sacrifice mobility (since Jhun cannot move as fast on the ground in 
stances as he can while jumping in the air), but offer a different set 
of advantages, such as new autoguard moves, the high priority (Tiger) 
u+C, the (Eagle) b+B, and the projectile reflector. Jhun's stance moves 
are very powerful, and in theory, they seem to offer a pretty good 
reaction game. But while stance moves are powerful in isolation, it is 
important to not get caught in a waiting game because stances have a few 
major weaknesses: The first weakness is that when you're in a stance, 
you are much more predictable than otherwise. In tiger stance, for 
example, your set of moves that you can do is essentially determined by 
how far you are from your opponent, and a smart opponent will be ready 
to react to whatever you put out and will time his attacks very 
carefully. If the opponent becomes comfortable with the timing of your 
moves, at the rate that they can dodge your (Tiger) u+C's with ease, 
then your stance game is in trouble. Additionally, a few of the 
defensive stance moves, such as the projectile reflector have poor 
startup time and are vulnerable against fast-paced attackers who are 
used to the timing of your moves. Another issue is that when you're in 
stance mode, you are limited in the ability to do heavy damage. If you 
manage to counter a few of the opponent's move, he'll still be healthy, 
but if one major chain gets through then you're toast. The bottom line 
is that stances should be utilized periodically and in a fashion that 
the opponent does not get used to the lack of flexibility entailed by 
the stances.


6.2.2 Close-range: offensive and semi-offensive strategy 
In fact, it is not necessary to use stances at all. Stances are fun and 
stylish, but only using stances cannot get you farther beyond a certain 
point. Carefully timed and fast-paced attacks are particular dangerous 
to stances. In this situation, you can switch to a more mobile keep-away 
strategy or turn the game around by attacking. For reasons stated 
earlier, it's generally not a good idea to heavily rely on stances for 
attacking, since (against a skilled player), your (Tiger) u+C's and 
(Eagle) f+B's will get dodged easily. For offense, the bulk of your 
power lies in your long-range normal kicks, both jumping and standing 
and. Well-timed and well-placed low-height jump-ins are particularly 
useful while mixed in with crouching attacks. Jhun's most important 
pressure chain is:

Jumping C/D, crouch-B, crouch-B, crouch-A, (qcf, qcf+B/D)

If he managed to block everything, you can continue with your normal 
kicks and keep applying the poking pressure. At close range, the moves 
cB, cB, cA are particularly useful as quick and long-ranged attacks. If 
he gets used to crouch blocking, start jump kicking again or, from time 
to time at time to time quick-switch into stances (d, d+A/B) and do 
moves such as the (Tiger) u+C to surprise the opponent. If he keeps 
blocking, you can keep pressure on with your crouching Ds 
and keep up the offense with running short-height jump-ins (jumping D, 
jumping C). The most important key is to utilize your high priority 
normal kicks and Jhun's jumps. 


6.3 vs. CPU Strategies:
--------------------------------------------

(Game Progression Note: To fight Chizuru, Maki, and Mukai, you must 
defeat Kusanagi with a DM or LDM move. Otherwise, you will fight 
Adelheid.)

First of all I do not regard the KOF 2003 AI very highly, even compared 
to those of other SNK fighting games, due to some major weaknesses of 
the AI and the fact that the AI plays some characters ridiculously 
poorly (Gato, Blue Mary, Whip for example). But I'll still include a 
section on vs. CPU strategies since this part of FAQs seem to be popular 
nowadays. The biggest CPU flaw is that during wakeup (i.e. getting back 
up after being knocked down) the computer rarely blocks and is thus 
vulnerable to moves at this stage. For example, if the computer is 
waking up in a corner and you perform Kim's (qcb, f+D) DM, the computer 
will not block it while waking up.

Despite the cautions offered here in using stances against humans, 
stances are obviously very effective against the computer. Beginning 
players might have trouble using the stances system because the manner 
in which you switch stances is a bit confusing at first. But beginning 
players can still use Jhun very effectively with simple combos such as: 
jumping C, close C, f+A. In exploiting the CPU's wakeup vulnerability, 
Jhun's ground DM or his qcb + B/D while in a corner almost always hits 
CPU chars trying to wake up. The CPU is also vulnerable at the wakeup to 
Jhun's (Tiger) C. 

Bosses:
The first boss is Kusanagi, who is quite a joke, but can pose problems 
for new players due to the aggressiveness of his AI. Since Kusanagi is 
very predictable, it's possible to beat him perfectly using only 
crouching D's. Otherwise, if you're not comfortable with that, a good 
trick (for any character) is to keep blocking and hit him with simple 
combos such as close C, f+A after he does his mindless gymnastics at 
you. 

Against Chizuru/Maki, the strategy is to deal as much damage as possible 
to Chizuru, and take the least damage as possible against Maki. As a 
balanced and playable (through a code) character Chizuru is just as weak 
as any normal character, but Maki (with the whiter outfit) is a true 
boss character with a variety of overpowered moves, and annoying ones 
such as the laughing invincible roll. Thus to make it as easy as 
possible, you'll have to play aggressively when Chizuru is on the 
screen. Maki has a lot of unique moves, such as invincible illusions and 
her air cross up and a lot of it is simply being familiar with where her 
moves hit and being able to jump out when needed. Against her 
invulnerable advancing spin move, get used to when she does her downward 
finishing move; at that moment, make sure you're in the air so you can 
hit her with a jumping D or another move. At close range, use crouching 
Bs for all occasions, including her advancing spin. Do not use crouching 
Ds because the CPU will controller read you and counter immediately. 

Some characters have moves that naturally exploit Maki's AI. For 
example, King makes quick work of Maki by repeatedly performing double 
strikes. Jhun does not have an equivalent mindless way of dealing with 
Maki, however. Same goes with Mukai. But that does not mean the bosses 
are hard. 

Against Mukai keep in mind that Mukai is most dangerous against your 
Jump-ins, crouching attacks, and when you are very close to him. Mukai 
is most vulnerable in the range of how far your standing C extends. 
Mukai is often unable to counter such midrange moves. For example, try 
doing qcb+A repeatedly with Terry and Mukai goes down fast, since 
Mukai's colums are negated when he gets hit. Jhun does not have anything 
as convenient as Terry's burning knuckle, but you could just repeatedly 
perform well-placed standing far C's and then run forward to keep him in 
range. Alternatively, you can repeatedly do (Tiger) u+C attacks. An 
easier approach to beat Mukai is to repeatedly perform qcb+D in the 
corner, which if timed correctly, will prevent Mukai from ever getting 
up. You can try using a combination of standing Cs and luring to get him 
into the corner. 

Finally, there's Adel. To me, there's nothing too special about him 
other than the fact he moves really fast and can charge his meter at an 
astonishing rate. Adel is simply a normal character with very standard 
moves, but does everything faster. Keep up your short jumping Ds, 
crouching kicks, and Adel goes down fast even without using cheap 
tricks. Jumping Ds make quick work of his projectile spam, but you have 
to know his pattern correctly.   


============================================
7. Misc.
--------------------------------------------

Glitches:
--------------------------------------------
There are two well-known glitches associated with Jhun

One is that in stance mode, the direction that you're facing can fail to 
update if the opponent goes over you.

The other glitch is that after the Ryuurou Shuu (in air: d+B), if you 
immediately follow with an AB roll, then Jhun will be walking in the 
air. While in this state, you can do an infinite combo by repeated 
performing crouching A's with the opponent in the corner.


Colors:
--------------------------------------------
Jhun comes in four different color combinations, depending on which 
button you use to select him.
A: White and Blue (this classic color scheme)
B: White and Red 
C: Yellow and Green - my favorite 
C: Pink and Red (!) 


Win Quotes
--------------------------------------------
You're good, but at your level you can only hope to beat Kim.
How weak! Kim's even stronger than you. Whoops! It got out!
Boy! What a lousy work-out! Guess I better find Kim...
Selfish foe. I'd better look for Kim for a real match.

Win Quotes, having beaten specific characters as the final KO.
(vs. Kim): Kim! I'm looking forward to our next battle!
(vs. Athena): Oh, no! What have I done?! Athena! Honey-pie!
(vs. Malin): I-it's good to be spunky, but weapons are a no-no!
(vs. Shen): Oh, man! You're like... No, you are a real wimp.

(Personally, I dislike his superiority complex over Kim. Jhun should be 
too good for that!)


Official Character Profile for KOF 2003
--------------------------------------------
Name (official): Jhun Hoon
Mode of Combat: Tae Kwon Do
Birthday: July 26 (characters never age in this game, of course, so no)
Height: 177 cm
Weight: 77 kg
Blood Type: Type O
Birthplace: Korea
Measurements: Unknown
Hobby: Collecting Cologne. Being a pop idol groupie
Personal Treasure: All of Yusami Mori's CDs (limited first pressings). 
Seagull figurines. Akina Nakamori concert videos.
Favorite Food: Eel, Clams, Arrowroot gruel
Dislikes: Prawns. Family name (because the Chinese character Jhun is two 
strokes less than his original name of Kim).
Forte in sports: Billiards. Darts
Other things worth mentioning: His family name written in Chinese 
characters is (...)


COPYRIGHT (c) 2008 D.H.
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