******************************** Jun Kazama TTT FAQ by Littlepony ******************************** ******** Contents ******** 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 BLOOD TYPE - AB 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- shrine.com ++++++++++++++++++++++++++++ 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 :- ++++++ THROWS ++++++ """""""" ARM LOCK """""""" 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!!! """"""""""""" SERPENT TWIST """"""""""""" 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! """""""""""""""""""""""" CLOUD TASTE & WIND WHEEL """""""""""""""""""""""" 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. """"""""""""" GERMAN SUPLEX """"""""""""" 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! """""""""""""" WHITE MOUNTAIN """""""""""""" 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. """""""""""""" CHERRY BLOSSOM """""""""""""" 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. """""""""""" SPARROW TRAP """""""""""" 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. ++++++++++++++ STANDARD MOVES ++++++++++++++ """""""" LEFT JAB """""""" 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. """"""""""" RIGHT UPPER """"""""""" 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! """"""""" SHIN KICK """"""""" 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. """""""""" RIGHT KICK """""""""" 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. """"""""""""" LEFT UPPERCUT """"""""""""" 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. """"""""" SIDE KICK """"""""" 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 :( """""""" TOE KICK """""""" 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. """""""""""" RISING UPPER """""""""""" Works very much like her right upper.All the tactics above will work off it.Does more damage off a counter hit (obviously.Doh). """"""""""""""" MID/RISING KICK """"""""""""""" 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! ++++++++++++++++++ SPECIAL TECHNIQUES ++++++++++++++++++ """"""""""""""" ONE,TWO PUNCHES """"""""""""""" 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!!! """"""""""""" JAB,SHIN KICK """"""""""""" 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! """"""""""""""""" SPARROW GUT PUNCH """"""""""""""""" 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. """""""""" MOON SCENT """""""""" 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. """"""""""""""""""" SCREW PUNCH,CAN CAN """"""""""""""""""" 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. """"""""""""""""""""" SCREW PUNCH,PUNT KICK """"""""""""""""""""" 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. """""""""""""""" VACUUM MIST PALM """""""""""""""" 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. """"""""""" TOOTH FAIRY """"""""""" 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. """""""""""""""""" TOOTH FAIRY CANCEL """""""""""""""""" 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. """""""""""""""" MIST PALM THRUST """""""""""""""" 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 ^_^ """""""""""" ROCK SHOOTER """""""""""" 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. """""""""""""" DIVING SPARROW """""""""""""" 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. """"""""""""" SPINNING NEST """"""""""""" 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. """""""""""""""""""""""""""" DIVING SPARROW TO LEG CUTTER """""""""""""""""""""""""""" 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 parried. """""""""""""""" SWEEPING SPARROW """""""""""""""" 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 ;p """"""""""""""""" SPARROW PIROUETTE """"""""""""""""" 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 upper. """""""""""""" BACK FLIP KICK """""""""""""" 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. """"""""""""""""""""""""""""" BACK FLIP KICK TO TOOTH FAIRY """"""""""""""""""""""""""""" 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. """"""""""""""""""""""""""""" BACK FLIP KICK TO LEG CUTTERS """"""""""""""""""""""""""""" 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. """""""""""""""""" LEAPING SLASH KICK """""""""""""""""" 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) """"""""""""" CRESCENT KICK """"""""""""" 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. """"""""""""""""" BOOMERANG SPARROW """"""""""""""""" 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. """""""""""""" CARTWHEEL KICK """""""""""""" 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. """"""""""""" CAN CAN KICKS """"""""""""" 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. """""""""""""""" TWIN CLOUD KICKS """""""""""""""" 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. """""""" BACKFLIP """""""" 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 :p """"""""""""""" INFINITY STRING """"""""""""""" 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. """"""""""""""""""" SPINNING ROUNDHOUSE """"""""""""""""""" 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 friend. Claka - For giving me some cool matches and showing the way forward with My Eddy Gordo Gamefaqs at www.gamefaqs.com & Castel at www.tekkenzaibatsu.com for hosting the FAQ 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 http://www.jun-shrine.com littlepony@jun-shrine.com