=====================================================================
             The King Of Fighters 99: Millenium Battle
                             Jhun Faq
                           Version 2K
                By Edward Koo (edwardkoo@yahoo.com)
=====================================================================
=====================================================================
TABLE OF CONTENTS
=====================================================================

[1] VERSION HISTORY
[2] INTRODUCTION
[3] MOVES
    [3.1] Legend
    [3.2] Normal moves
    [3.3] Command/Special moves
    [3.4] Desperation moves
    [3.5] Striker moves
[4] COMBOS
    [4.1] Normal combos
    [4.2] Counter combos
    [4.3] Eagle mode combos
    [4.4] Tiger mode combos
    [4.5] Death/Infinity combos
    [4.6] Striker combos
[5] STRATEGIES
[6] MISC
    [6.1] Bugs
[7] ACKNOWLEDGEMENTS
    [7.1] About the author
    [7.2] Credits and special thanks
    [7.3] Final words

=====================================================================
[1] VERSION HISTORY
=====================================================================

v0.5, 04/09/1999  - Moves and rating.
v0.6, 05/09/1999  - Combos and strategies.
v1.0, 06/09/1999  - Initial release.
v1.2, 13/09/1999  - Corrected Ambush Tiger Strike.
                  - Added more info for Full Moon Slash.
                  - Added some explanation to normal combos.
                  - More combos.
v1.3, 17/09/1999  - Added some basic normal combo.
                  - Added an unblockable counter combo.
v1.5, 19/09/1999  - New info for Taiji Break and some correction to 
                    Taiji Dodge.
                  - Added a nearly unescapable strategy.
                  - Added Jhun's practising routine under strategies
                    section.
v1.7, 26/09/1999  - Added three more combo section.
                  - Added some eagle mode combos.
                  - Added a death combo.
                  - New info for Escape Tiger Strike.
                  - More credits.
v2.0, 07/10/1999  - Added more normal combos.
                  - Added an eagle combo and some important 
                    explanation.
		  - Move some normal combos to counter combos.
                  - Corrected the striker moves.
                  - All combos have been re-organized according to 
                    number of hits.
v2.2, 14/10/1999  - New info for Hunting Tiger Trap.
                  - Added a 15 hits counter combo.
                  - Added striker combos section.
                  - Added an infinite cross-up attacking strategy.
v2.3, 28/10/1999  - Added more normal combos.
                  - Added a freeze bug under misc section.
v2K,  01/01/2000  - Happy Millenium! See you in next KOF...

=====================================================================
[2] INTRODUCTION
=====================================================================

Jhun is a new character in KOF series. He is one of the member of
Korea team which consist of Kim, Chang and Choi. He wanted to show
Kim that his method of re-educating his student, Chang and Choi is
not effective. So, he join the team to prove it.
Although some of his moves are same with Kim, he do have some really
new moves that never be seen before in any fighting game. His 
command/special move is not easy to perform when you first control 
him but once you get familiar with him, you'll be surprise on how 
powerful and flexible his moves are. This few words best describe
Jhun,

SILENCE AS AN EAGLE, MOVING AS A TIGER

=====================================================================
[3] MOVES
=====================================================================

---------------------------------------------------------------------
[3.1] Legend
---------------------------------------------------------------------

A = light punch 
B = light kick 
C = heavy punch 
D = heavy kick 

d   = downward joystick direction 
u   = upward joystick direction
b   = backward joystick direction 
f   = forward joystick direction
qcb = quarter circle back joystick motion 
qcf = quarter circle forward joystick motion 
hcb = half circle back joystick motion 
hcf = half circle forward joystick motion 
dp  = uppercut joystick motion 
rdp = reverse uppercut joystick motion 

s       = stand 
j       = jump
c       = crouch 
cx      = crossup jump
hold    = hold down a button
charge  = hold on a joystick direction
release = release a button

(air)     = opponent is on air
(close)   = opponent is close to you
(corner)  = opponent is in corner
(armor)   = in armor mode
(counter) = in counter mode
(eagle)   = in eagle stunt mode
(tiger)   = in tiger stunt mode
(DM)      = desperation move
(SDM)     = super desperation move

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[3.2] Normal moves
---------------------------------------------------------------------

sA (*)
A mid level kick.

sB (**)
An up level kick. Win against some air attack.

sC (***)
A mid level side kick. Has good priority and can be combo only by 
itself.

sD (***)
A mid level reverse side kick. Has good reach. Good for hitting
opponent who are executing crouching attack.

(close)A (*)
A mid level kick. Identical to sA.

(close)B (**)
A mid level knee kick. Comboable.

(close)C (***)
A mid level side kick. Has good priority and can be combo only by 
itself.

(close)D (****)
A high level reverse hooking kick. Good for defending against air
attack when Jhun is in corner.

cA (***)
A low front kick. Quick and comboable. A must use for poking.

cB (***)
A low sweeping kick. Quick but not comboable. Can chain with cA. 
A poking starter move.

cC (****)
A high level reverse hooking kick. Good for defending against air
attack when Jhun is in corner.

cD (****)
A low level sweeping kick. Has good reach and comboable.

jA (**)
A jumping front kick. Good for jump in attack.

jB (**)
A jumping upper kick. Will win against some air attack.

jC (***)
A jumping downward kick. A combo starter.

jD (****)
A jumping front kick. Good priority and a combo starter.

C&D (*****)
A mid to upper level front kick. Comes out fast and has very good 
priority. Jhun's main weapon, abuse it as much as you can.

---------------------------------------------------------------------
[3.3] Command/Special moves
---------------------------------------------------------------------

Eagle Stunt: d, d + hold A
Jhun will knee up his left leg. Note that he still can walk and dash
forward or backward in this mode.

Tiger Stunt: d, d + hold B
Jhun will knee up his right leg. Note that he still can walk and dash
forward or backward in this mode.

Stunt Change, Eagle to Tiger: release A hold B
Stunt Change, Tiger to Eagle: release B hold A
Jhun can only change stunt while he is in either stunt mode. It maybe
can dodge ground projectile attack, not confirm yet.

Knee Throw: b/f + C (***)
A knee throw, good for keep throwing opponent in the corner.

Full Moon Throw: b/f + D (***)
Jhun will pick up the opponent and throw it to other side with his
leg. Looks cool.

Full Moon Slash: qcb + B/D (****)
Identical to Kim's Half Moon Slash but it goes a bit higher. Good for
counter attacking ground projectile attack. Jhun can either be in 
Tiger Stunt or Eagle Stunt mode if you hold A/B after executing it.

Exhaust Strike: qcb + A/C (***)
Jhun's answer to Ryu/Ken's famous Senpu Kyaku/Hurricane Kick except
that he do it on the floor. Once hit, it'll stun the opponet leaving
him open for a combo.

Empty Dust: charge d, u + A/C (***)
Kim's lost move found by Jhun. Jhun will do a series of flying 
reverse kick. Don't use it against air attack, you'll lose most of
the time. Use it to combo from d + A.

Flying Dragon Step: (air)d + B (****)
Jhun will step on the opponent. Once hit, he'll fly backward unless 
you do another Flying Dragon Step. Comboable with itself or his (DM/SDM)Phoenix Heaven Dance Kick.

Upper Eagle Kick: (eagle)u + C (****)
Jhun will do an up to mid level downward kick. Comes out and recover
quick. It'll knock down the opponent on air. Abuse it when opponent
is in corner.

Middle Eagle Kick: (eagle)C (***)
Jhun will do a mid level front kick. Comboable with Upper Eagle Kick.

Taiji Break: (eagle)D (****)
Jhun will do a short front kick. If the move is blocked, the opponent
will guard crush. If not block, the opponent will be knock down. Use
it to link to counter combo, pressing the opponent in the corner or
just for building up the super bar.

Flying Tiger Strike: (tiger)u + C (******)
Jhun will do a jumping downward kick. Comes out fast and it must be
block high. Jhun's high low game starter. Looks cool and another star
have to be awarded for it's best sound in KOF series.

Fierce Tiger Strike: (tiger)C (****)
Jhun will do a sweeping kick. Once hit, it'll knock the opponent up
to air leaving him open for juggle. Jhun's high low game starter. Not
as fast as Flying Tiger Strike.

Ambush Tiger Strike: (tiger)d + C (*****)
Jhun will do a sliding sweeping kick. It has good reach, about 2/3
screen. Good for counter attack projectiles and pressing opponent.
Incredibly useful when follow up with other Tiger Strike especially
the Escape Tiger Strike.

Escape Tiger Strike: (tiger)b + A (*****)
Jhun will do a low level Flying Dragon Step and will immediately jump
backward. Has very good priority and it can only be block high. 
Jhun's ultimate escaping attack. Do it after his Tiger Strikes.
It has autoguard priority and will win against any incoming attack
except jumping attack and DM/SDM. Note that it can cancel any 
incoming projectiles too.

Hunting Tiger Trap: (eagle)f + B (****)
Jhun will do a mid level hooking kick. Has counter hit priority. Jhun 
will be in Tiger Stunt mode if you hold B. It can cancel incoming
projectiles too.

Taiji Dodge: (tiger)D (**)
Jhun will do a dodge motion, leaving him invincible for a very short
while. Good for dodging projectiles. Note that it will not build up 
the super bar.

---------------------------------------------------------------------
[3.4] Desperation Moves
---------------------------------------------------------------------

Phoenix Nail Kick: qcf, qcf + B/D (*****)
Jhun will perform various Eagle Kicks. Good damage even if blocked.
Has some lag but if you do it in a good distance you'll be safe.
Do it as soon as you have stock. Looks cool.

Phoenix Heaven Dance Kick: j + qcf, qcf + B/D (***)
Identical to Kim's Phoenix Flying Heaven Kick. Jhun will kick up the
opponent with various kicks. Has long lag. Only use it as a follow up
after his Flying Dragon Step.

---------------------------------------------------------------------
[3.5] Striker Moves
---------------------------------------------------------------------

Hiding Tiger Ambush: B + C (***)
When the opponent is near, he will do Empty Dust.
When the opponent is far away, he will do Flying Tiger Strike.
Best use when the opponent is within attack range because you can 
immediately do a low level attack during his Flying Tiger Strike. In 
this way, the opponent will get hit either blocking low or high.

=====================================================================
[4] Combos
=====================================================================

---------------------------------------------------------------------
[4.1] Normal Combos
---------------------------------------------------------------------

(3 hits)
j + C/D -> C -> f + B

(3 hits)
j + C/D -> d + C -> f + B

(4 hits)
j + C/D -> d + B -> d + A -> f + B

(4 hits) (corner)
qcb + hold A -> C -> u + C -> D

(4 - 6 hits)
j + C/D -> d + B -> d + A -> u + A/C.

(6 hits) (corner)
qcb + A -> (eagle)C -> (wait 1 sec) C -> qcb + D

(5 - 7 hits) (corner)
qcb + A -> (eagle)C -> (wait 1 sec) d + B -> d + B -> d + A -> 
u + A/C

(6 - 8 hits) (corner)
j + C/D -> qcb + B/D

(13 hits) (DM/SDM)
d + C -> qcf, qcf + B/D

(14 hits) (DM/SDM)
qcb + C -> qcf, qcf + B/D.

(14 hits) (DM/SDM)
j + C/D -> qcf + C -> qcf + B/D

(14 hits) (corner) (DM/SDM)
qcb + A -> (eagle)C -> (wait 1 sec) -> qcf + C -> qcf + B/D

(13 - 17 hits) (air) (DM/SDM)
d + B(1-5 times) -> qcf, qcf + B/D.

---------------------------------------------------------------------
[4.2] Counter Combos
---------------------------------------------------------------------

(13 hits) (counter) (DM/SDM)
A&B + A/B/C/D -> qcf, qcf + B/D

(15 hits) (counter) (DM/SDM)
qcb + hold A -> (eagle)C -> (eagle)u + C -> qcf, qcf + B/D

(15 hits) (counter) (air) (DM/SDM)
A&B + A/B/C/D -> qcb + D -> qcf, qcf + B/D
The last DM/SDM move should be execute before the last hit of qcb + D
while Jhun is still in air.

(16 hits) (counter) (DM/SDM)
A&B + A/B/C/D -> qcb + D -> qcf, qcf + B/D
The last DM/SDM move should be execute during the last hit of qcb + 
D.

(16 hits) (counter) (corner) (air) (DM/SDM)
j + C/D -> C -> qcb + D -> qcf, qcf + B/D (Phoenix Heaven Dance Kick)

(17 hits) (counter) (corner) (DM/SDM)
j + C/D -> C -> qcb + D -> qcf, qcf + B/D (Phoenix Nail Kick)

(? hits) (counter) (DM/SDM) (not confirm)
j + C/D -> d + B -> d + B -> d + A -> u + A/C then cancel it on first 
hit with qcf, qcf + B/D.

(? hits) (counter) (DM/SDM) (not confirm)
j + C/D -> d + B -> d + B -> d + A -> u + A/C then cancel it on last 
hit with qcf, qcf + B/D.

---------------------------------------------------------------------
[4.3] Eagle Mode Combos
---------------------------------------------------------------------

(2 hits)
(eagle)C -> u + C

(2 hits)
(eagle)C -> f + B

(3 hits)
(eagle)C -> u + C -> D

(3 hits)
(eagle)C -> u + C -> f + B
You must hold A while doing f + B in order to connect. After f + B, 
you can hold B for Tiger Stunt or A for Eagle Stunt.

(4 hits)
(eagle)C -> f + B -> (tiger)C -> u + C

(5 hits)
(eagle)C -> u + C -> f + B -> (tiger)C -> u + C

(4 - 6 hits)
(eagle)C -> f + B -> (tiger)C -> charge d, u + A/C

(5 - 7 hits)
(eagle)C -> u + C -> f + B -> (tiger)C -> charge d, u + A/C

(1/12 hits) (counter) (DM/SDM) (unblockable)
(eagle)D -> qcf, qcf + B/D

(14 hits) (counter) (DM/SDM)
(eagle)C -> u + C -> qcf, qcf + B/D.

---------------------------------------------------------------------
[4.4] Tiger Mode Combos
---------------------------------------------------------------------

(2 hits)
(tiger)C -> u + C

(2 - 4 hits)
(tiger)C -> charge d, u + A/C

(13 hits) (counter) (DM/SDM)
(tiger)d + C -> qcf, qcf + B/D.

---------------------------------------------------------------------
[4.5] Death/Infinity Combos
---------------------------------------------------------------------

TOD(touch of death)
(corner)(air)(DM/SDM)

Clark as striker(best) or any other striker that launch opponent into 
the air.

(Clark as striker)
After launch, near corner, walk forward a bit, jump and do down + B 
in such a way that Jhun would step opponent's head, then repeat x 12+ 
to dizzy. 

Note : opponent will dizzy with back facing Jhun.

Then jump down + B x 2 into qcf, qcf + B/D.
Opponent dies by this time.

(any striker that launch opponent into air)
Run towards opposite side when opponent is launched and do the same 
as above, but its much more difficult to do this.

---------------------------------------------------------------------
[4.6] Striker Combos
---------------------------------------------------------------------
The following are combos that you can do after call out a striker.
Note that only those combos that inflict good damage are listed here.
You may need to run forward or do a super jump if the opponent is not 
within attacking range for some combo.

(Andy as striker)
B + C -> TOD(touch of death)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Benimaru as striker)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D
B + C -> cx, d + B -> qcf, qcf + D

(Choi as striker)
(close)B + C -> charge d, u + A/C

(Clark as striker)
B + C -> TOD(touch of death)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Iori as striker)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D
(corner)j, d + B -> d + B -> qcf, qcf + B/D

(Kyo-1/Kyo-2 as striker)
B + C -> qcf, qcf + B/D

(Shin Kyo as striker)
B + C -> TOD(touch of death)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Leona as striker)
B + C -> TOD(touch of death)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Maxima as striker)
B + C -> j, qcf, qcf + B/D

(Ralf as striker)
B + C -> TOD(touch of death)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Robert as striker)
B + C -> TOD(touch of death)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Ryo as striker)
(close)B + C -> qcf, qcf + B/D
(close)B + C -> j, qcf, qcf + B/D

(Terry as striker)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

(Yury as striker)
B + C -> qcf, qcf + B/D
B + C -> j, qcf, qcf + B/D

=====================================================================
[5] STRATEGIES
=====================================================================

Please note that the following moves are not combos. They are a
a series of moves intended to confuse the opponent who are defending
themself so that they'll get hit. The same strategies may have 
several variations. You should perform them interchangeably for
maximum effective.

* (tiger)d + C, after hitting the opponent immediately do b + B.
* (tiger)d + C, after hitting the opponent immediately do u + C.
* (tiger)d + C, after hitting the opponent immediately do C then
  follow up with u + C.
A very tricky and confusing high low attack move. The opponent can't 
attack you even if they have able to block all the move, so abuse it. 
You can always do b + A to escape or retreat from the opponent.

* j + C/D -> d + B -> d + B -> d + A -> f + hold B -> u + C.
* j + C/D -> d + B -> d + B -> d + A -> f + hold B -> d + C -> 
  u + C.
Another high low attack. Remember that you can always perform b + A 
to escape or retreat from opponent. Good for guard crushing.

* j + C&D, once hit the opponent immediately do d, d + B -> u + C.
* j + C&D, once hit the opponent immediately do d, d + B -> C ->
  u + C.
A very quick high low surprise attack. Comes out fast. Good for
fighting turtles.

* qcb + hold B -> u + C
* qcb + hold B -> C
Another surprise attack.

* (corner)(eagle)u + C, repeat it until opponent move then do 
  qcf, qcf + B/D.
Need good timing but you can substitute his (DM/SDM) with C&D for
safety.

* (corner)(eagle)C/u + C, when opponent try to come near press D.
With Upper Eagle Kick, the opponent will not be able to jump out and
with Taiji Break, the opponent will not be able to come near. Even if
the opponent do C&D, chances are that he will still get hit if you
are doing (eagle)C -> (eagle)u + C.
SF3, Alex's quote: YOU CAN'T ESCAPE!

* (tiger)d + C -> b + A -> C/u + C -> hold A ->
  (eagle)C/D -> u + C -> f + hold B ->
  (tiger)C/u + C -> d + C -> b + A ->
  (eagle)u + C -> u + C -> f + B -> ...
Jhun's practising routine. Remix it as much as you can. Just beware
that you are not playing with an easy to angry person with this
routine. May the force be with you!

* super cross-up jump, d + B -> d + B...
Do a super cross-up jump, aim for the opponent's back shoulder and do
d + B. If you hit the opponent, Jhun will automatically bounce to the 
opponent's back, aim for the back shoulder and do d + B again. Repeat
this until you get tired. It's kinda fun to play with this strategy.

=====================================================================
[6] MISC
=====================================================================

---------------------------------------------------------------------
[6.1] Bugs
---------------------------------------------------------------------

* Freeze bug (improbable)
Ready for your Tiger Stunt then when the opponent is near you and 
while he is executing a multi-hits move such as King's hcb + B/D or 
Mary's dp + B/D, execute the Escaping Tiger Attack which is (tiger)b 
+ A. Voila! Jhun will be freezing immediately if you have success to 
time it properly (i forgot the exact timing, guess you'll able to 
figure it out). Note that your opponent can invoke this bug in 
order to win you by end of time.

=====================================================================
[7] ACKNOWLEDGEMENTS
=====================================================================

---------------------------------------------------------------------
[7.1] About the author
---------------------------------------------------------------------

Name     : Edward Koo
Email    : edwardkoo@yahoo.com
ICQ#     : 7181441
Homepage : i.am/edwardkoo

---------------------------------------------------------------------
[7.2] Credits and special thanks
---------------------------------------------------------------------

SNK <http://www.neogeo.jp.co>
- for releasing many cool fighting games especially KOF, Last Blade
  and Samurai Spirit series.

Jared Low <jaredlow@cyberway.com.sg>
- for some move name and biodata.

Vincent <http://hello.to/vincKOF>
- for posting my overpower crap to his KOF site.

GMStalker <ashcan@tm.net.my>
- for accompanying me to arcade centre and writing down some move.

Kerry
- for being my mental motivator.

Jason Wu
- for being the first one who notice me some erratas and sending many 
  useful infos.

Ah Kai and Sun Chai
- for practicing KOF99 with me every weekend, sorry for winning you
  guys too much but i guess you guys will outplay me sooner or later
  8)

Anders and Janne
- for releasing NeoRageX, the best NeoGeo emulator in the world. My
  dream of owning a NeoGeo system comes true.

Moonrun <http://i.am/moonrun>
- for many combos especially the death combo and his excellent KOF 
  combo faq.

RS <http://home.rochester.rr.com/rshomepage>
- for dumping KOF99, at last i can test out all possible move for 
  Jhun at home.

---------------------------------------------------------------------
[7.3] Final words
---------------------------------------------------------------------

Your comments, infos, ideas, erratas and contributions are welcome.
Thank you very much for reading this faq.

ENJOY YOUR LIFE, ENJOY KOF! CHEERS!

Copyright 1999 Edward Koo All rights reserved.