KOF2003 Jhun Hoon character FAQ 
Version 1.0
By Stephen So (sto67@hotmail.com)
Do not reproduce this work without permission of the creator.
This work is copyright Stephen So 2004
(Feel free to message me about any inconsistencies found in my faq, or
if you have anything to add to this, I will credit all sources)

The King of Fighters 2003, SNK Playmore, Jhun Hoon, and all other 
SNK Characters are
all Registered Trademarks and Copyrighted by SNK Playmore 
Corporation of Japan.


Background info

 Name:              Jhun Hoon
 Fighting Style:    Tae Kwon Do
 Birthday:         July 26
 Age:               32
 Height:            1.77m
 Weight:            77kg
 Blood Type:        O
 Birthplace:        Korea
 Hobbies:           Collecting cologne, being a pop idol groupie
 Prized Things:     All of Yusami Mori CDs (limited first pressings), 
                         seagull figurines, Akina Nakamori concert videos
 Favorite Food:     Eel, clams, arrowroot gruel
 Dislikes:          Prawns, his family name
 Best Sport:        Billiards, darts


Legend

A- weak punch
B- weak kick
C- strong punch
D- strong kick
P- any punch
K- any kick
AB- emergency roll (if done while blocking, costs 1 power stock)
     - safe landing (just before hitting the ground)
     - evasion
CD- guard knockdown attack (while blocking, costs 1 power stock)
Multi-Shift- BC or CD
Multi-Shift Attack- qcf + BC/CD
Falling Recovery Roll- AB before hitting the ground
f- forward
b- back
u- up
d- down
c- crouching
s- standing
j- jumping
Run- f, f (hold f, cant run while in stances)
Hop Forward- f, f (only while in stance)
Hop Back- b, b
Short Jump- tap d, uf/ d, u/ d, ub
Quick Jump- d, uf/ d, u/ d, ub
Start- taunt
qcf- quarter circle forward
qcb- quarter circle back
df- diagonally down forward
db- diagonally down back
uf- diagonally up forward
ub- diagonally up back
DM- Desperation Move
LDM- Leader Desperation Move


Movelist

-------------===={Throws}====-------------

Kai Senpuu                     b/f + C/D  (when close)

--------===={Command Moves}====--------

Soshuu Geki                    f + A
 Ryouko Geki                    f + B
 Ryuurou Shuu                   d + B  (in air)

----------===={Special Moves}====----------

 Haiki Geki                     qcb + A/C
 Kuusajin                       Charge d,u + A/C
 Mangetsu Zan                   qcb + B/D

 Soshuu Jin                     d,d + A
 - Ryouko Geki              During Soshuu Jin, press A
 - Mangetsu Zan                 During Soshuu Jin, press B
 - Taikyoku Ha                  During Soshuu Jin, b + B
 - Shuusou Kyaku (high)         During Soshuu Jin, u + C
 - Shuusou Kyaku (low)          During Soshuu Jin, press C

 Ryouko Jin                     d,d + B
 - Kirikae Kougeki              During Ryouko Jin, press A
 - Kuusajin                     During Ryouko Jin, u + A
 - Ko Ressou                    During Ryouko Jin, press B
 - Mouko Geki                   During Ryouko Jin, press C
 - Hiko Geki                    During Ryouko Jin, u + C
 - Shuuko Geki                  During Ryouko Jin, d + C

   Stance Cancel                During any stance, press D

---------===={Desperation Moves}====---------

 Hou'ou Tenbu Kyaku             In the air, qcf,qcf + B/D
 Hou'ou Ressou Kyaku            qcf,qcf + B/D

-------==={Leader Desperation Moves}===-------

Zen Shiki: Tsume Hiten Kyaku   qcf,qcf + AC

________________________________________


Move Breakdown

Before we start, I will stress the fact that Jhun's attacks are mostly 
priority based and requires a lot of timing to master correctly, and half of 
his attacks have autoguard ability which I will go into now.
Jhun's stances allow him to move slowly back and forth as well as hop in 
either direction, but he cannot jump or block while in a stance, hence his 
large repository of autoguard abilities.
Another note to make is that if the opponent jumps over you while you 
are in the middle of a technique, there is a glitch which keeps Jhun 
facing one direction while in a stance, or he doesn’t turn around fast 
enough, avoid this at all costs.

Soshuu Geki                    f + A
Hops forward and does a push kick, a great distancing move. Stays in 
Soshuu Jin after move is complete. Very small frame of autoguard just 
before his leg shoots out.

Ryouko Geki                    f + B
Basic turning kick with high priority, great for counter games and to 
overpower the opponent at close distance, also a good distancing move. 
Decent autoguard ability when his leg is not yet extended.

Ryuurou Shuu                   d + B  (in air)
Good linker to Hou'ou Tenbu Kyaku. Can hit infinitely if timed properly 
in the corner. Otherwise a good mix-up to air attacks. Jumps backwards if 
you connect while jumping forward.


Haiki Geki                     qcb + A/C
Jhun does a 360 sweep and creates a wave which negates projectiles. 
Goes into Soshuu Jin after A version. Avoid this move, it's too slow and 
the enemy can punish you severely if you miss. Only use I can see this 
for is against rushers as it stuns the opponent for a brief moment.

Kuusajin                       Charge d,u + A/C
Decent anti air, but if executed too late you leave yourself wide open for 
attack. A version attacks for 2 hits and leaves you in Soshuu Jin stance, 
C version attacks for 3 hits. Good wake up move.

Mangetsu Zan                   qcb + B/D
B version hits for 4 and leaves you in Ryouko Jin, D version hits for 5. 
Final hit knocks down. Can be super cancelled last hit of D version but I 
don’t see much of a point.

Soshuu Jin                     d,d + A 
- Ryouko Geki              A
A basic turning kick with a small autoguard frame which overpowers 
most attacks except the near infinite priority oniyaki, the autoguard 
frame can even overpower Whip's whip attacks and Billy's pole if timed 
correctly. Changes stance into Ryouko Jin.

- Mangetsu Zan                 B
A forward flip attack which attacks for 3-4 hits, last hit knocks down, 
goes into Ryouko Jin. Good for covering distance, offensively changing 
stance and for pressure. Try to connect the last hit or else you will be 
open for attack.

- Taikyoku Ha                  b + B
Great feint attack with strong guard break ability. Also has strong 
autoguard when his leg is bent, can even negate projectiles if timed 
correctly. This move is THE punishing move to rushers, making them 
think twice before running up to you again. Heavy guard chip damage.

- Shuusou Kyaku (high)         u + C
Decent anti air attack, high priority and hard knockdown ability. Decent 
range as well, and it does not suffer the same lag as the low version.

 - Shuusou Kyaku (low)         C
Avoid this move. I have yet to find a good use for this attack, too slow 
even for a poke. Just a punisher for early dodgers.

Ryouko Jin                     d,d + B
 - Kirikae Kougeki              A
HEAVY autoguard frames. Can overpower the oniyaki if timed right. 
Use this when you think you are really screwed and hope the frames run 
right. Can also negate projectiles if timed correctly. Hits low and can hit 
opponents on the ground. Changes stance into Soshuu Jin.

 - Kuusajin                     u + A
Decent anti air. Leaves you in Soshuu Jin upon completion. 2 hits.

 - Ko Ressou                    B
Reflects projectiles. Can be used as anti air, but not recommended due to 
relatively low priority.

 - Mouko Geki                   C
Low attack, good for mixing up height. Launches. Can be combined 
with Kuusajin or Hiko Geki for a rare stance combo.

 - Hiko Geki                    u + C
Overhead attack. Good against those turtlers and to knock down jumping 
opponents. Combine with Kirikae Kougeki to hit them while they are 
down.

 - Shuuko Geki                  d + C
Hits low, avoid this attack because of its slow recovery time. Have not 
discovered any useful combo with this, but it IS good because it covers 
half the screen and leaves Jhun relatively far away from the attacker.

Stance Cancel (all stances)                  D
If you are really in a pickle, cancel that stance and block the 
projectile/reversal DM that’s coming your way. That is the only reason to 
leave a stance imo. That or defending against crossups.

Hou'ou Ressou Kyaku            qcf,qcf + B/D
B version can be performed during Soshuu Jin. Distance covers half the 
screen. Wasted if using this to attack an airborne opponent, because the 
last hit causes the most damage. Returns to normal stance.

Hou'ou Tenbu Kyaku             In the air, qcf,qcf + B/D
Great priority and it just looks good. Medium damage for 12 hits. Use 
this when distancing yourself, ie jump backwards then execute, or as a 
cross up attack. However it has a very narrow angle of attack.

Zen Shiki: Tsume Hiten Kyaku   qcf,qcf + AC
Not much to this, hits low, and can juggle after execution, can also be 
used during Ryouko Jin. Returns to normal stance. On a side note, it has 
unexpected range of half screen. Good against rushers as they wont 
usually expect a low hitting LDM.


Regarding Combos
Jhun has VERY LITTLE combos that I know of as it is incredibly hard 
to combo much of his attacks. As well as that I don't see Jhun as being 
much of a combo character because most his attacks besides his pokes 
are knockdown attacks. (but do correct me if I am wrong)
But here are some basic ones which are pretty much all I ever found, 
unless you cancel something into (qcb + K), but usually the last 
knockdown hit will not connect, leaving you vulnerable. 

Multishift attacks (MSA) I have not yet delved too far with, but 
basically, if you MS Jhun in it is for a knockdown and counter attack 
string. If you MS Jhun out, it’s for the increased damage dealing/combo 
capability of your other characters.

A/B/C/D, f + A/B (when close)
cA, cA, f + A
cB, cB, f + A/B
C/D, f + A/B
jA, cA, f + A
Ryouko Jin – C, u + C, A
(in air) d + B, qcf qcf + K
qcf qcf AC, qcf qcf B/D (must have distance correct to get 7 hits)
(in air) d + B, A/B/C/D (timing must be correct)


Playing styles
(for the sake of simplicity, Soshuu jin is associated with the A button
and Ryouko jin is associated with the B button from normal standing
position, and I will abbreviate them to SJ and RJ respectively)

Offence
Either out prioritize the enemy while they are attacking due to the
autoguard abilities or tempt the enemy to charge up to you then punish
with (SJ b + B). If they try to jump in at head height, use (RJ u + C)
or Shuusou Kyaku (RJ u + C). If they try to cross up, use (SJ u + C) or
cancel the stance and DM them as they land. Use (RJ A)against turtlers,
and to mix it up use (RJ C) to launch them or (SJ C) for poking and
generating paranoia. Against fast attackers, dodge and poke them to
death, as there isn’t much you can do save knock them down.
An extremely cheap method of using Jhun is to attack them just before 
they get up. I won’t delve into this for ethical reasons, but let me tell you 
it does wonders against Mukai because a few of Jhun's attacks have hard 
knockdown, so go figure.

Defense
Against projectiles the safe bet is to stay in RJ and keep reflecting until
they get impatient, then use (RJ u + A) or (RJ u + C) to make them
change their minds. Jhun plays a great keep away game which seeks the
right moment to strike all the time. 
Rushers? (SJ b + B) (SJ B) (SJ C) (RJ u + C)
Jump happy Malin users? (RJ u + A) (SJ u + C) (RJ u + C) 
Projectile abusers? (RJ B) (SJ A – not recommended).
If you are in the wrong stance for reflecting projectiles, Ryouko geki's 
autoguard frames can be timed to autoguard the projectile without 
suffering too much damage. 
Grapplers? Jump and DM their rear end back to the other side of the 
screen. 
Long range attackers like Billy or Whip? Outprioritise them, hitting the 
weapon = hitting them. 
Watch out for DMs though, they are very dangerous because some will 
negate the autoguard and really hurt you, especially projectiles 
(unconfirmed if autoguard negates DM projectiles if it does I will be 
surprised). If you are playing defense, always keep the opponent at a 
distance you are comfortable with, about 3/4 screen length is just about 
right. 

Aggressive offence
This character is not for you, Jhun is not a fast attacker and cannot string 
together the pokes required to combo a damaging combo. He has almost 
no priority in air battles and has no anti air outside his stances save for 
his basic crouching C, my suggestion, use Iori instead.
(an alternative is to be very cheap)

Happy go lucky dodger
Same as offence, but the key here is to dodge their attacks and string 
together a cheap 3 hit combo which knocks them down, and then repeat. 
Wash, lather and rinse as necessary.

Hit and run
The cheaper version of defense. Run up and use f + A to outprioritise. 
Cancel stance and repeat taking into consideration defensive strategies.
OR stay in RJ and just keep poking from afar using (RJ d + C) or
knockdown using (RJ u + C).

My preferred style: Offensive + Defensive
Offence allows Jhun some breathing space while using his abilities to his 
max. By keeping a small distance between you and the attacker, you 
allow them the illusion of closeness with their run up poking. However, 
autoguard keeps them from really hurting you, and once they are in 
range they are knocked down while you are waiting for them to get up 
so you can hit them again. If you happened to be knocked back due to an 
oniyaki or unsuspecting DM, you give the impression that the enemy is 
dominating, having the space to do whatever they please. But Jhun is 
always in control, with his strong defensive and offensive mix of attacks, 
there is nothing that he cannot counter, except anti air defense is weak, 
so if you are fighting someone like Malin or Mai, get ready to dodge and 
DM them rather than countering.
Overall, Jhun is not much of a leader character, but he adds an excellent 
mix of diversity to your team, because there is only one Jhun, and only 
he uses the stances in the whole game.

My preferred team
Jhun goes very well with a quick attack team, as he slows down the pace 
considerably and can be the defensive countering juggernaut. Anybody 
like Kyo, Iori, K', Duo Lon, Malin or even Robert can make a good team 
mate. If you want to keep your team slow, you can choose Chang, 
Yamakazi or Griffon. As for leader, I usually choose Kim because of his 
extremely damaging comboability, for those who use Kim as leader they 
should know how to easily take 1/2 - 3/4 of the life bar off the enemy in 
one combo (with enough power bars). I don't usually use Jhun's DM's, 
so I save up the power bar for characters such as Kim who uses it up 
almost as fast as I can fill it back up.
All in all, my preferred team is Kim(leader), Iori, and Jhun. Jhun plays 
counter, Iori plays rusher, and Kim plays the 5 stock 
supercanceller/heavy damage dealer. Let me just say Kim with 5 stocks 
is a very dangerous Kim.


Pros and Cons of using Jhun

Pros +
A very effective ground fighter
Has a versatile and diverse range of attacks for almost every single 
situation
AUTOGUARD GOD - he is one of the only characters that can out 
prioritize Kusanagi's oniyaki (with some luck and timing) as well as 
defeat Whip and Billy's weapons without even touching the character 
sprites. 
AUTOGUARD... need I say more?
Attacks mostly knockdown

Cons -
May be called cheap/beaten up if autoguard ability is abused too often
Not good against air attacks
One of the slower characters in the game
Hard to time attacks to override enemy's attack
Generally weak, DM is no exception
Lack of Combos


Credits
Thanks to my friend Bryan Tan who introduced me to the KOF series. 
Thanks to Moriya for allowing me to use his movelist! His guides on kof 
always rock ^^V
Thanks to SNK and Playmore for creating the best fighting series in 
history!

Version history
1.0
My first faq!!!
Compiled the basic guide with most of the content.

1.1
Fixed up readability errors to make the guide easier to understand.