hide results

    Jun by Littlepony

    Version: 2 | Updated: 10/25/00 | Search Guide | Bookmark Guide

    Jun Kazama TTT FAQ by Littlepony
    1 - Introduction
    2 - Version History & Updates
    3 - Jun Kazama Data File & Story
    4 - Move Conventions
    5 - TTT Movelist
    6 - TTT Juggles & Combos
    7 - Moves Analysis
    8 - Strategy (coming next update)
    9 - Credits
    (1) - Introduction
    This is the second FAQ that I've written.My first was for the Dreamcast 
    game,Code Veronica.After writing the FAQ,I vowed to never again write a 
    walkthrough.However,my inbox is finally starting to cool down from CV mails so I 
    thought I'd share my Jun knowledge and gameplay secrets with you.I will say 
    now,this FAQ is gonna get pretty big cause I want it to cover everything inside 
    and out.So without further ado, "Littlepony's Jun FAQ" begins!
    (2) - Version History & Updates
    VERSION 1 (29/06/00) - The FAQ is born.Not much yet but bear with me ^_^
    VERSION 2 (25/10/00) - Added a few more juggle that are contained within both 
    current and new Jun juggle movies.Stay tuned to the Shrine to see the movies yet 
    to come.Added MOVES ANALYSIS section.
    (3) - Data File & Story (Tekken 2)
    NATIONALITY - Japanese
    FIGHTING STYLE - Classic Bu-Jitsu (Kazama Ryu)
    AGE - 22
    HEIGHT - 170 cm
    WEIGHT - 54 kg
    OCCUPATION - WWWC Inspector
    HOBBY - Birdwatching
    LIKES - Bathing in woodland streams
    Jun is a master in Aiki - jujitsu. She is a WWWC top field operative. She works 
    undercover for this organisation that works mainly to expose illegal animal 
    exporters. She is known as "The Pretty Flower".
    A nature maiden, she grew up in the wilds of Yakushima (a remote Japanese 
    region). She was taught of the spirits and the flow and energy of nature. She 
    became " The chosen one" by her relatives prior to moving to Tokyo. However, it 
    didn't take long for her to divert her attentions to the hectic city life. She 
    soon forgot about her childhood teachings. However, one day the ghost of her 
    dead father appeared to Jun and convinced her to go back to her natural origins. 
    Since this encounter, she learns of Kazuya's evil animal trade. She also learns 
    of the darkness within his spirit. She vows to stop his illegal animal trade and 
    exorcise the demons that inhabit his soul! 
    (4) - Move Conventions
    1 = left punch
    2 = right punch
    3 = left kick
    4 = right kick
    5 = tag 
    f = tap forward - F = hold forward
    d = tap down - D = hold down
    b = tap back - B = hold back
    u = tap up - U = hold up
    d/f = tap down forward - D/F = hold down forward
    d/b = tap down back - D/B - hold down back
    u/f = tap up forward - U/F = hold up forwards
    u/b = tap up back - U/B = hold up back
    qcf = quarter circle forwards 
    hcf = forwards
    FC = full crouching position
    WS = while standing
    N = joystick to neutral position
    WR = whilst running
    SS = side step
    [ ] = optional method
    SSR = side step right
    SSL = side step left
    , = followed by...
    ~ = press immediately afterwoods
    + = press at the same time
    (_) = or
    : = delay possible
    = = next in sequence
    PLD = play dead position, face up with feet away
    KND = knockdown position, face up with feet towards
    SLD = slide position, face down with feet away
    FCD = face down position, face down with feet towards
    BK = back turned to opponent
    JG = juggle starter
    RC = move recovers crouching
    BN = bounce juggle starter
    OB = force's opponents back to you
    OS = force's opponents side to you
    DS = double over stun
    FS = fall over stun
    CS = crumple stun
    GS = gut stun
    KS - knee drop stun
    HS = hunch over stun
    TS = trip stun
    LS - lift stun
    SP = spins opponent in air
    MC = Master Counter
    CFS = crumple fall stun
    BS = low block stagger
    GB = guard break
    UB = unblockable
    T = taunt
    LST = left side throw
    RST = right side throw
    BT = back throw
    BTO = back to opponent
    # = see corresponding foot note
    c = counter hit modifier
    L = hits low - block D/B
    M = hits mid - block B
    H = hits high - block B or duck
    Sm = hits special mid - block D/B or B
    wgf = Wind Godfist (f,N,d,d/f+2)
    ewgf = Electric Wind Godfist (f,N,d~d/f+2)
    tgf = Thunder Godfist (f,N,d,d/f+1)
    big = Only works on big characters
    cd = Crouch Dash (f,N,d,d/f)
    cc = Crouch Cancel (tap u while crouching)
    (5) - TTT Movelist
    Throws,move reversals and parries
    Move - Description - Hit Range - Escape
    1+3 - Arm Scroll Lock - H - 1
    2+4 - Serpent Twist - H - 2
    LST - Cloud Taste - H - 1
    RST - Wind Wheel - H - 2
    BT - German Suplex - H - unescapable
    b+1+2 ~(5) - Cherry Blossom (tag) - H - 1+2 #1
    d/f+2+3 - White Mountain - H - 2
    b+1 (CH) - Sparrow Trap Throw - Lg - #2
    b+(1+3_2+4) - High & Mid Attack Reversal
    Standard Moves
    Move - Description - Hit Range - Special
    1 - Left Jab - H
    2 - Right Upper - M - JG
    3 - Shin Kick - L
    4 - Right Kick - H - JGc
    d/f+1 - Left Uppercut - M
    d/f+2 - Right Uppercut - M - SH JGc
    d/f+3 - Side Kick - M
    d/f+4 - Toe Kick - M
    WS+2 - Rising Upper - M - SH JGc
    WS+4 - Mid Kick - M
    Special Techniques
    Move - Description - Hit Range - Special
    1,2 - One,two punches - HM
    1,3 - Jab,Shin kick - HL
    WS+1 - Sparrow Gut Punch - M - GS
    WS+3 ~(5) - Moon Scent (tag) - M - Jg
    f+1,4 - Screw Punch,Can Can - MLH - JGc GB
    f+1,3 - Screw Punch,Punt Kick - MM
    1+2 - Vacuum Mist Palm - M - JG CF
    (f+2_d/f+1+2) ~(5) - Tooth Fairy (tag)- M - JG
    (f+2_d/f+1+2) ~(d_d/b) - Tooth Fairy (cancel) - M - RC
    f,f+2 - Mist Palm Thrust - M
    d/b+2 ~(5) - Rock Shooter (tag) - M - JG
    (b_SS)+2 - Diving Sparrow - M - GB
    (b_SS)+2,4,(4,4) - Diving Sparrow to Leg Cutter(s) - M,l,l,l
    (b_SS):2,1+2 - Spinning Nest - M
    (FC,d/f_D/F)+2 - Sweeping Sparrow - Lg - RC TSc
    2+3 - Sparrow Pirouette - H - #3
    b+3 ~(5) - Back Flip kick (tag) - M - JG
    b+3,2 ~(5) - Back Flip to Tooth Fairy - M - JG
    b+3,4 ~(D) - Back Flip to Leg Cutter (RC) - Lg
    (WR_f,f,f)+3 - Leaping Slash Kick (recovers FCD) - M
    f+4 - Crescent Kick - H
    SS+4 - Boomerang Sparrow - H - HS FCDc
    3+4 - Cartwheel Kick - MMg
    d+3+4 - Can Can Kicks - LH - JG GB #4
    (FC_WS)+3+4,3+4 - Twin Cloud Kicks - MMMM
    u,u/b - Backflip
    Infinity String Techniques & Links
    Infinity String Links
    Move - Description - Hit Range - Links to:-
    1~4,(4,4) - High Punch to Leg Cutter(s) - A,H - HLg(LgLg)
    (d/b+4_3~4),(4,4) - Leg Cutter(s) - A,H - Lg(LgLg)
    b+3,4,(4,4) - Backflip kick to Leg Cutter(s) - A,H - MLg(LgLg)
    (b_SS)+2,4,(4,4) - Diving Sparrow to Leg Cutter(s) - A,H - MLg(LgLg)
    (b_SS)+2,1,3 - Diving Sparrow to Screw Punch Combo - B,C,D,H,I - MMM
    (b_SS)+2,1,4 - Diving Sparrow to Screw Punch to Can Can - MMLM
    1+4,2 - White Heron Starter - B,C,D,E,F,H,I - sMHH
    f+1,3 - Screw Punch Combo - B,C,D,H,I - MM
    f+1,4 - Screw Punch to Can Can - MLM
    1,1,3 - Jab,Screw Punch Combo - B,C,D,H,I - HMM
    1,1,4 - Jab,Screw Punch to Can Can - HMLM
    Infinity Combo Links
    Move - Description - Links to - Hit Range
    1+4,2 - [A] White Heron Link - B,C,D,E,F,H,I - sMHH
    1,1,3 - [B] Jab,Screw Punch Combo Link - B,C,D,H,I - HMM
    1,4,(4,4) - [C] Jab to Leg Cutter(s) Link - A,H - HLg(LgLg)
    Infinity Combo Enders
    Move - Description - Hit Range
    1,1,4 - [D] Can Can Ender - HMLH
    4 - [E] White Heron Mid Kick Ender - M
    d+4 - [F] White Heron Low Sweep Ender - Lg
    3 - [G] Cartwheel Ender - Mg
    1,2 - [H] One,Two punch Ender - HM
    1,3 - [I] Shin Kick Ender - HL
    Unblockable Attacks
    Move - Description - Hit Range - Special
    F+3 :(d_b) - Spinning Roundhouse (cancel) - H - UB
    Foot Notes
    #1 - Tag Throws with Jin,Kazuya or Heihachi on your team
    #2 - Throws on a counterhit
    #3 - Automatically reverses punches
    #4 - If the Can Can kicks are blocked by holding back,second hit will GB.It 
    cannot be blocked neautrally
    (6) - TTT Juggles & Combos
    Some of these combos are featured in my first "Jun Kazama Tribute Movie #1" 
    available to download at my site.More a tribute than a combo movie,it'll give 
    you some idea as to what these combos look like.
    All combos are not tech rollable meaning that once the combo has started,it will 
    all hit and cannot be tech rolled.Any that ARE tech rollable,I will make a note 
    next to it.
    Listed after the combo will be the amount of damage the combo/juggle does.Almost 
    all of the combos do more damage on a counter hit but some put your opponent 
    into a different state if the move hits on a counter.A good example is Jun's 
    SS+4.This move sets up a lot of possibilities when it hit's normally.However,if 
    it hits on a counter,it puts your opponent into the "SLD" position meaning they 
    hit the floor thus stopping any juggle attempts.Special cases will always be 
    mentioned with the combo if necessary.
    The juggle starter is included above the combos meaning that you activate the 
    commands after the starter.For example,if the juggle starter is "F+2",the follow 
    ups to the juggle will be written below the header without including the "F+2" 
    to save repeatedly typing the "F+2".To sum it up,I'm a lazy cow ^_^
    This is only a starter.I still have combo's to add.Any that aren't here that you 
    may have that a guaranteed TRUE combo's,please send them to me at littlpony@jun-
    Juggle Starter = F+2_d/f+1+2
    d/b+2 = 27
    b+3 = 31
    1,1,d/f+1 = 25
    1,1,D/F+2 = 27
    1,1,4 = 30
    1,1,d/f+4 = 27
    1,1,d/f+3 = 25
    1,1,1,d/f+1+2 = 29 
    d/f+1,1,d/f+1 = 30
    d/f+1,1,d/f+2 = 32
    d/f+1,1~1~3 = 39
    d/f+1,1+2 = 34
    d/f+1,b+2,4,1+4 = 37
    d/f+1,b+2,1+2,1+4,2 = 42
    d/f+1,d/f+2,d/f+1+2 = 56 (big CH)
    1,1,f,f+2 = 32
    1,1~1~3 = 34
    1,1~1~4 = 35
    1,1~2,d/f+1+2 = 32
    1,1~2,d/b+4 = 32
    1,1,1,d/f+1+2 = 29
    (1,1,1,d/b+4)_(1,1,1~4) = 29
    1,1~4,1+4 = 30
    1~4,1+4,2,d+4 = 43
    1~4,1+4,2 = 38
    1,1,1~3 = 25
    1~2,4 = 33
    1~2,d+3 = 29
    1~2,d+4 = 26
    1~2,1+2 = 34
    1~2,1,d/f+1+2 = 32
    (1~2,1,d/b+4)_(1~2,1,4~3) = 32
    1~2,1~1 = 32
    1~2,b+2,4 = 34
    1~2,b+2,1+2 = 34
    1~2,f,f+2 = 35
    1~2,1~2,d/f+1+2_F+2 = 37 (from side only)
    4,F+1,3 = 45
    4,d/f+1+2 = 38
    4,f,f+2 = 43
    1,d+1,D/F+4 = 25
    1,d+1,D/F+3 = 25
    1,d+1,WS+1 = 29
    1,d+1,WS+3 = 31
    1,d+1,D/F+2 = 26
    F,1+4,1+4,1+4 = 36
    b+2,1+2,1,d+3 = 36
    b+2,1+2,1~4 = 37
    b+2,1+2,4 = 38
    b+2,1+2,1+4,2,d+4 = 46
    b+2,1+2,1~1 = 37
    1+2,1+4,2,d+4 = 50
    b+2,1+2,1,b+2,1 = 59 (Big CH)
    b+2,1+2,b+2,1+2,d/f+1+2_F+2 = 68 (Big CH)
    4,f,f,1+4,2,4 = 56
    CH d/f+1,d/f+1,b+2,1+2,d/f+1+2 = 53 (jack)
    b+2,1+2,1+4,3 = 39
    d/f+1,d/f+1,1+2 = 39
    d/b+2~5,d,d/b+4,b,b+4~3,2~5,f,f,N+4 = 92 (tag juggle with Lee)
    d/f+1,1~2,d/f+1+2~5,f,f,N+4 = 54
    1,1,d,d/b+4~5,f,f,N+4 = 50 (with Lee)
    d/f+1,d/f+1,d/f+1,d/f+1+2~5,f,f,N+1+2 = 70 (from side)
    Juggle Starter = 1+2
    3 = 27
    b+3 = 38
    d+3+4 = 36
    d+4,d+3 = 33
    1+4,2,4 = 49
    1+4,2,1+4,2,d+4 = 50
    1+4,1+4,1+4 = 48
    1+4,3 = 35
    1+4,d+3+4 = 44
    3~4_d/b+4,1+4,2,d+4 = 51
    3~4_d/b+4,4,4 = 47
    d+1,FC+1 = 28
    d+1,FC+3 = 32
    d+1,FC+4 = 31
    d+1,D/F+2 = 32
    d+1,WS+1 = 35
    d+1,WS+4 = 37
    d+2,FC+3 = 36
    d+2,FC+4 = 35
    d+2,D/F+2 = 36
    d+2,WS+1 = 39
    d+2,WS+3 = 41
    b+1 = 34
    b,3+4 = 26
    d+1,cc,1,1+4,2,d+4 = 46
    WS+4,1+4,2,4 = 59
    Juggle Starter = d/b+2
    1~2,1+2 = 35
    1~2,d/f+1+2_F+2 = 31
    1~2,f,f+2 = 36
    1,1,1~1 = 30
    1,1~1~3 = 35
    1,1~1~4 = 35
    1,d+1,D/F+2 = 27
    1,d+1,WS+1 = 30
    1,d+1,WS+4 = 32
    1+4,1+4,1+4 = 37
    d/f+1,d/f+2 = 31
    1,d+3+4 = 31
    b+2,4,4 = 36
    b+2,4,1+4,2,d+4 = 47
    b+2,1,1,3 = 36
    b+2,1,1,4 = 39
    b+2,1+2,1+4,2,d+4 = 47
    b+2,1+2,4 = 39
    b+2,1+2,3 = 32
    b+2,1+2,d/f+1+2_F+2 = 36
    1,b+2,1+2,1,b+2,1+2,d/f+1+2_F+2 = 39 (Big)
    1~2,1,1+4,2,d+4 = 44
    d/b+2,1,1,1~1~3 = 37 (side only)
    1~2,4 = 34
    Juggle Starter = d+3+4
    1+4,1+4,2,d+4 = 55
    d+1,WS+1 = 40
    d+1,WS+3 = 42
    d+1,D/F+2 = 37
    1+4,f,f,1+4,f,f,1+4 = 48
    1+4,d+3+4 = 46
    1~2,f,f,d+3+4 = 47 (on King)
    1+4,d/f+1+2~5,f,f,N+4 = 59
    Combo Starter = SS+4
    * Not all of these combos are guarenteed.However,they do have certain 
    interesting properties.
    b+1+2 = 38 (Can only escape throw with 1+2)
    1+3 = 48 (Can only escape with 1)
    2+4 = 48 (Can only escape with 2)
    D/F+2+3 = 53 (Can only escape with 2)
    b+1 (If opponent tries a high counter attack,they will eat 41 damage on CH)
    2+3 (Will automatically reverse any high punches for 39 damage.Time 2+3 same as 
    a regular b+1+3_2+4 counter)
    d+3+4 (Again if opponent attacks,they will eat the juggle and be open to any 
    d+3+4 juggles)
    Combo Starter = 2
    1+2,f,f,1+4,2,d+4 = 50
    f+4 = 35
    2+3 = 
    (7) - Move Analysis
    This section is going to be a break-down of Jun's moves explaining their 
    uses,advantages/disadvantages and a little strategy.Please bear in mind that 
    these are only my personal views on her moves.You may disagree with me.I will 
    say though that I play at a very high level of play and have attented numerous 
    tournaments.Okay,I haven't won anything (bar a little respect here & there) but 
    I do now how effective these manouveres can be in a battle situation.Here we go 
    then :-
    The majority of Jun's throws all have the same follow-up's.The most simple after 
    the arm lock is a simple d+3 kick.Another alternative is to go for a 3+4.If the 
    opponent rolls back they will eat both kicks and decent damage.If they tech 
    roll,it may still hit or will put the player in a position where they need to 
    block.Beware though as there is enough time to block and deal Jun a juggle 
    starter as if she misses she is wide open.My final tactic is to go into her 
    d/b+4_3~4.I'm pretty certain this is a guarenteed hit and can link into any of 
    her infinity strings.ALWAYS use her infinity with caution!!!
    All of the above tactics work for this throw too.The infinity link can be a 
    little more effective from this throw but I'd only advice a d/b+4_3~4 and leave 
    the offense there.There's also a chance you could hit with a F+2 if they roll 
    back but a good player will whiff it a mile off!
    Both of Jun's side throws are pretty effective though easily escaped.The above 
    tactics all work fine.The WIND WHEEL will put quite a bit of distance between 
    you and your opponent.After a CLOUD TASTE you can also get a sure hit FC D/F+2.
    There isn't a back throw in the game that isn't useful as they all do decent 
    damage with some allowing you to buffer a tag on the end for more 
    damage.Sadly,Jun get's a bad deal once again.Though her most powerfull throw,it 
    only does a paltry amount of damage.Still as with all back throws,it has a 
    perfect advantage.It is totally un-escapable!
    Again,you have a guarenteed d/b+4_3~4 after this throw.Sadly,the damage for this 
    throw has been cut down a LOT since Tekken 2 where it was Jun's top throw.A nice 
    little trick I like to do for a little variety is after a SS+4,you can execute 
    ANY throw (bar back throws) and although escapable,the throw attempt is a 
    guarentee.Try popping this little throw in after a SS+4.
    In my opinion,Jun's best throw for a number of reasons.The best being it is her 
    hardest throw to escape,requiring your opponent to press 1+2 to escape.The other 
    lovely thing about this throw is that if you are teamed with Jin,Kazuya or 
    Heihachi,pressing tag (5) during the throw tag's a partners headbutt on the end 
    for additional damage.Plus it looks VERY cool.As above,this throw is guarenteed 
    after a SS+4.
    Opinion on this move is divided.Firstly,it only becomes a throw if it hit's on a 
    counter hit with a possible FC D/F+2 follow-up.If you abuse this move,you're in 
    da shit basically.It is pretty slow to come out and most of the time,unless you 
    can really sense an oncoming high attack,it'll either miss or be blocked.I find 
    that playing mind games a little and throwing this out randomly works best.It 
    can be effective against wave-dashing too but it's not easy.
    With most characters,this is one of their best moves.Although it is still a very 
    useful move for Jun,it is very slow and has little frame advantage compared to 
    characters like Juila & Jin.Still,if it has a use,which it has,by all means use 
    it.Very good for stopping lot's of attacks quickly.Also extremely usefull in her 
    variety of juggles.An essential tool in battle.
    Although quite slow,this move does have some unique juggles as follow-up's.See 
    above for a couple.Like the Sparrow Trap,throw it into your attacks randomly and 
    if you're lucky,it might hit.Also,regardless of who it hit's,this move will 
    juggle ANY character.Exploit this fact!
    Again,opinion is divided.It hit's low for near no damage and it comes out very 
    slowly.It can be used as a surprise tactic to chip away at energy but for a 
    quick low hit,your best bet is d+1 which is one of Jun's best moves.
    There aren't really many uses for this kick.It's got some nice follow-up's if it 
    hit's on a counter such as a guarenteed f,f,+2 or d/f+1+2_F+2.It's only other 
    use I can think of is in a juggle after a F+2 where it can lead to some damaging 
    combo's.These are among Jun's toughest juggles to master but they are satisfying 
    to land and not seen to often.
    I love this move.This makes your juggles taste that little bit sweeter.It's 
    quick,it's easy and erm...it's an uppercut.Chuck it into your juggles for a 
    little variety.
    I'm not convinced with this move.At best,it is an average keep-out tactic to but 
    you some space but apart from that,it sucks I'm afraid :(
    Although it sounds like Jun has the most powerful toe in the world (and who am I 
    to argue),it is an above average keep-out move.Very little range but it comes 
    out quicker than the side kick.
    Works very much like her right upper.All the tactics above will work off it.Does 
    more damage off a counter hit (obviously.Doh).
    Oh hell yeah baby.This rates with d+1 as the single most useful attack in your 
    Jun game.Fast,easy,reliable.The perfect accompaniment after a d+1.You need this 
    in your game if you're to stand any chance of a sucessfull game.Don't worry 
    about over-using this move.If anyone moans,fart on em!
    A staple poke from Miss Kazama (!!!!).As above,you really want to get this into 
    your game.Good as a keep-out.Good in juggles.Good priority.Damn,it's probably 
    even good with chips!!!
    Pretty useful little tactic to put into your offense and defense.Mis it up with 
    her 1,2 punches for maximum effect.Although the low kick can be parried,it's 
    unlikely it'll happen unless you abuse the move.This can be annoying to your 
    opponent and will certainly keep em on their toes.Use it sparingly and you'll 
    use it well!
    What is it with all these sparrow's hey? Anyway,this is a decent little addition 
    to TTT.It'll put some space between you if it's blocked.It comes from a WS 
    position meaning it'll mix well with Jun's other WS moves.Can be followed up in 
    many juggles with a 1+4,2,d+4 which does some decent damage and looks good.Hurts 
    your opponents tummy if it hits on a CH.It is also a guarenteed hit after a 
    counter hit FC D/F+2 for 36 damage.
    No,it's not some cheap perfume,it's another WS move.Although it's pretty slow 
    coming out,it does go under a lot of moves and you can bump a tag on the end.Not 
    really a very good launcher so you're best to use a tag slide as a follow-up to 
    a tag out.Works best in juggles.
    Major moaning here.In Tekken 2,this move was da shit for Jun.If the 1st low kick 
    connected,the second was a fact and lead to some nasty damage.In TTT,the 1st 
    kick has to be on a major CH to juggle.Still,it is decent to mix in with the 
    punt kick and will go into some juggles altough it looks a little 
    "unfinished".I'd avoid this to be honest and just use her regular d+3+4 can can.
    Better than it's counterpart above but still nothing amazing.Works in quite a 
    few juggles however and it is one of Jun's many infinity links with pressing 1 
    after the kick go into the string.Can be effective but don't abuse it else 
    you'll eat knuckles.
    I officially like this move.Jun's claim to being Bruce Lee with a sort of chi 
    punch.Although the move is slow,it has some tremendous follow-up's.It also works 
    great in juggles to start em,mid way or finish em.It also works well for me off 
    of a side step.Definetely a move you'll want in your Jun aresenal.
    No money under your pillow off this one.This has always been a staple Jun move 
    passed on to Jin.Not the dominating force it used to be thanks to the tech roll 
    but nevertheless a VERY essential Jun move.It is probably her best and most 
    versatile juggle starter.There are tons of juggles off this baby and like above 
    it works well at any point of a juggle.Learn to execute this move from both the 
    F+2 and the d/f+1+2.I find the latter to be a lot easier to perform in a juggle 
    with the former the easier starter.
    This cancel can work well for you but it takes practise to use effeftively.One 
    of the perfect follow-up's to this cancel is FC D/F+2.I give it a pretty good 
    hit average and if it's on a counter there are a lot of extra options avaialble 
    to you.The other good thing about this cancel is it is pretty easy to perform 
    compared to crouch cancles et al.
    Okay,a LOT of people laugh at this move.However,the many people I have played 
    who go rolling across the screen on their ass after a counter hit,seem to stop 
    laughing while they rub their bottom.Works lovely in juggles.It is a guarentee 
    after a CH 4 or a CH FC D/F+2.As you can probably imagine from the first 
    sentence,it works well on the counter hit too ^_^
    Again,a lot of people have a good ol' chuckle at this move too; with the vast 
    majority finding it useless.Well that stops here.This move IS useful you just 
    gotta know when to use it that's all.This can work well sometimes against the 
    light/wave dashers of the world.It's main power is that Jun ducks back 
    slightly,going under a lot of attacks and handing you an instant advantage.Some 
    nice little floaters (no,not turds) off this one.Also,contraty to popular 
    belief,this can be used in juggles too.See the F+2,d/b+2.... juggle with Lee 
    below.You tech roll and your in the house of pain (so Jump Around.Sorry,couldn't 
    resist that).However,this move does take an aeon to come out,this being it's 
    biggest draw back.
    A bird in a swimming pool tis not.This is the first hit of a lovely new move.On 
    it's own,it is a little poo.However,it has 2 usefull follow-up's which I'll 
    detail below.
    Of the 2 follow-up's,this is my preffered tactic.The second hit can have quite a 
    delay tagged onto it which works well as a surprise tactic.A good poking 
    strat,this also works well both with and without the delay in a variety of 
    juggles.Even more effective against the obese characters.
    Of the two available,I think this is the poorer follow-up.However,it does have 
    it's uses.The main being it's use in juggles.It can be a little risky however to 
    use as a stand alone as the leg cutter's come out slowly and are very easily 
    This move is cheeky.Jun delivers a sweet little slap to her victims ankle.You 
    catch this baby on a CH and you have quite a few guatenteed follow-up's; the 
    best being WS+3 or WS+1.All her WS moves will hit but those two do the better 
    damage and leave you at a good vantage point.It's also nice to sometimes try a 
    second sweep sparrow but if your opponent shoots you in the face don't blame me 
    Another new move that I'm fond of.Although it slow in coming out,if you attack 
    Jun with a punch while she is exectuing the move,it will automatically turn into 
    a punch parry with some decent damage and some nice follow up 
    tactics.Again,don't over-use this move and you may be surprised with it's 
    advanatges.Also goes really well and looks awesome after a WS+2 or regular 2 
    On it's own,nothing special.However,this can be a usefull little ally having two 
    decent follow-up's which both have the ability to give you a juggle 
    opportunity.Let's look at them.
    Big characters hate this move straight away as both the flip kick and the tooth 
    fairy will/can hit them easily.As you know,the tooth fairy is a lovely juggle 
    starter.Mixing between doing just the flip kick,flip kick to tooth fairy and 
    kick flip to leg cutters,is the key to sucess here.Play havoc with the ol' 
    Tekken psychology and make a frustrating time for your opponent.Careful not to 
    leave yourself wide open though as the repercussions can be costly.
    Like above,mixing  and varying this after the flip kick is your best 
    option.After a b+3,4 you can get a 1+4,2,d+4 which although difficult,looks real 
    good and will show you know your Jun.
    Although this sounds like it will eviscerate you,it isn't as deadly as it 
    sounds.Has a little potential but I certainly wouldn't call it a good move.Nice 
    to mix with a running/tag dive and slide to keep your opponent guessing but 
    thats about it really seeing as it ends with Jun being on the floor which isn't 
    the most offensive of positions unless your name is Lei Wulong :o)
    I think this move too has suffered the transition from Tekken 2 to TTT.Good for 
    when your opponent is wide open but you'd be much better off with a juggle 
    starter like the tooth fairy.This can however be done after a WS+2 or 2 which 
    looks pretty cool and hit's for 35 points of damage.
    I'd not heard of it before but it appears that the person who named these moves 
    has a fetish for birds that nest in trees.Anyway,this move is lovely.You have a 
    guarenteed throw attempt after this move,with the nest,sorry,best (bloody birds) 
    being a cherry blossom throw.You can also try a 2+3 after this move so that if 
    your opponent counters with a jab you will auto punch parry and make it look 
    like Jin and Kaz's bitch kicks throw.Also,if the SS+4 hit's on a counter you run 
    over to your oppenent and either sparrow sweep them or do a cartwheel kick for 
    some nice damage and a sore spine for your opponent.
    I tend to use this move a lot.It's best use was in Tekken 2.Tooth 
    fairy,cartwheel kick into a finishing tooth fairy.Mega damage and very 
    flashy.This is no more sadly.It can be done after a class 1 launcher such as 
    Lee's d,d/b+4 or Baek's f,N,d,d/f+3 and I think you can sometimes hit after a CH 
    F+2 but don't quote me on that one.Good when used as a follow up to a CH SS+4 
    and can also work after a CH U/F+3 which stuns the opponent well but has a low 
    hite rate.Carefull with abusing this move as you can sometimes be wide open to a 
    back throw which you don't really want to be on the end of.
    Another Tekken 2 move butchered for Jun in TTT.Works VERY well on a counter as 
    the second kick lifts the opponent for some beefy juggles.I find it worthwhile 
    throwing out this move as a surprise.I've been surprised with how well it can 
    still catch people even though it has been toned down.Certainly a staple to your 
    Jun game.You'd be wise to learn when to use this move as it certainly has the 
    potential for pain!Also works very nicely after a low parry.
    Not really a very good move for anything really.You have a guarenteed first 
    cartwheel hit after a CH D/F+4 but it's a little lame as your follow-up options 
    a nil.You can throw both the kicks out,wait for your opponent to counter (watch 
    out if it's King)and give em some poultry but I'd not advise playing a chicken 
    game at decent level play.
    I bloody love this move (I can hear Kingfan laughing now.A private joke about us 
    English).VERY VERY good to add to Jun's already impressive evasion game.With 
    enough practice,you can keep repeating the flip over and over which is bound to 
    piss your opponent off.Specially if used when the timer is low for a cheesy win 
    Now this is where I'm gonna cause a little controversy.Do I care?Do I 
    f...Oops,sorry bout that.I don't yet know of a top level Jun player that has a 
    nice word to say about her infinity string.That changes here.The string CAN be 
    used very effectively to poke any level player effectively.If you attempt the 
    entire string you're silly cos even a scrub could eventually knock Jun out of it 
    easily.The trick to using the string is to vary it and not get too complacent 
    with it.It's best use is not in it's entirity,rather in it's numerous choices it 
    gives you.By consistantly switching the string,you can create a fair level of 
    confusion.Learn the entire string and ALL of it's avenues.However,don't mistake 
    my view.You certainly ain't no top level Jun player just cos you got your 
    infinity down.It's not going to win the match for you but it IS worth learning 
    early in your Jun plsying career.
    I only know of two half decent uses for this unblockable attack.The first is a 
    hit and miss follow-up to a running charge.As your opponent goes flying,you can 
    execute the unblockable and sometimes hit them as they stand seeing as they 
    cannot tech roll the charge on a counter hit.Really though it is just a prettier 
    way of getting close to your opponent again.It's other use,and in my opinion 
    better use,is to start the move but cancel it out by holding back.Mixing this 
    with letting the kick out earlier (though no longer being unblocable)and letting 
    it out later can be fairy useful but in reality you're going to eat fist or foot 
    way before the unblockable comes out.For total flash execute the roundhouse 
    fake,then go into the tooth fairy feint and end with an evasive backflip and 
    repeat.Looks totally stunning and is pure flash but with a purpose!
    (9) - Credits
    NAMCO - for making the all time best fighting game,TTT and fighting game 
    character,Jun Kazama
    Shadow - For being an inspiration,a shoulder to cry on and just generally being 
    sexy ^_^
    Decschief - For bringing out my Tekken playing ability and for being a cool 
    Claka - For giving me some cool matches and showing the way forward with My Eddy 
    Gamefaqs at www.gamefaqs.com & Castel at www.tekkenzaibatsu.com for hosting the 
    Kingfan - For being an amazing friend and for providing me with some nice 
    juggles and strats
    Chris - We've never met but I only needed to see 1 mpeg of this guy's Jun in 
    action for total respect.An awesome player!
    Copyright Littlepony Productions 2000

    FAQ Display Options: Printable Version