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The King of Fighters 2002 UM/Jhun Hoon: Difference between revisions
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==Stances== | ==Stances== | ||
*note: you cannot block as normal in either stance and if you get hit | *note: you cannot block as normal in either stance and if you get hit it will knock you out of the stance | ||
'''Soshuu Stance''' - d, d + A (hold down to maintain stance) | '''Soshuu Stance''' - d, d + A (hold down to maintain stance) |
Revision as of 23:21, 3 February 2015
Normals
Close
- cl.A/B/C are cancellable
- cl.B chains into itself and cl.A
- cl.D's hitbox is quite high and will whiff on small characters like Bao, Chin and Choi
Stand
- none of Jhun's stand normals are special or command move cancellable
- s.A is whiff cancellable into specials and command normals
- s.D has a very far range and moves Jhun slightly closer to the opponent
- Jhun's stand normals all have decently far reaching horizontal hitboxes for poking
- Jhun s.A works as a preemptive anti-hop tool
Throws
Handougeki - (close, b/f + C)
- causes soft knockdown
Kai Senpuu - (close, b/f + D)
- causes hard knockdown
- throws the opponent all the way to the opposite corner
Command Moves
Soshuu Geki - (f + A, Hold for Soshuu Stance)
- Jhun send out a far reaching kick that when held puts him in a stance
- hits mid
- can combo into it and from it, though it will usually put Jhun out of range to hit
- has some frames of stance recovery even if not held
Ryouko Geki - (f + B, Hold for Ryouko Stance)
- Jhun strikes out a kick, turns his back to the screen and into a stance
- hits mid
- can combo into it, but not from it
- has some frames of stance recovery even if not held
Ryuurou Shuu - (d + B, in the air)
- Jhun lands a downward stomp on the opponents head
- Jhun will jump back 1/3 of the screen after landing the hit or if the opponent blocks
- must be blocked high so a useful tool for crouching opponents
- can cancel his air super from the hit
- it has interesting crossup quality in that if hits as a crossup it doesn't bounce Jhun away, but keeps him right next to the opponent
Stances
- note: you cannot block as normal in either stance and if you get hit it will knock you out of the stance
Soshuu Stance - d, d + A (hold down to maintain stance)
┗ Shuusou Kyaku Joudan - u + C
┗ Shuusou Kyaku Gedan - C
┗ Taikyoku Ha - D
┗ Kirikae Kougeki - b/f + A (Hold for Ryouko Stance)
┗ Kirikae Dousa - A (Hold for Ryouko Stance)
Ryouko Stance - d, d + B (hold to maintain stance
┗ Hiko Geki - u + C
┗ Mouko Geki - C
┗ Shuuko Geki - d + C
┗ Taikyoku Hi - D
┗ Kirikae Kougeki - b/f + A
┗ Kirikae Dousa - A (Hold for Soshuu Stance)
Special Moves
Mangetsu Zan - qcb + B/D (Hold B for Ryouko Stance)
Kuu Sajin - charge down briefly, then up + P (Hold A to Soshuu Stance)
Haiki Jin - qcb + P (Hold A to Soshuu Stance)
Desperation Moves
Hou'ou resou Kyaku - qcf x 2 + B/D
Hou'ou Tenbu Kyaku - qcf x 2 + B/D in the air
Super Desperation Moves
Hou'ou resou Kyaku - qcf x 2 + BD
Hidden Super Desperation Moves
Zankou Haik Geki - qcb x 2 + AC
Combos
Discussion Threads
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