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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, crouch or jump as normal in either stance and if you get hit it will knock you out of the stance
*note: you cannot throw, block, crouch or jump as normal in either stance and if you get hit it will knock you out of the stance. Also Jhun adopts a hop-style dash when in stance.


'''Soshuu Stance''' - (d, d + A, hold down to maintain stance)
'''Soshuu Stance''' - (d, d + A, hold down to maintain stance)
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*Jhun swings an axe of a leg down on the opponent.
*Jhun swings an axe of a leg down on the opponent.
*hits mid
*hits mid
*can combo into Soshuu stance f+D for a hard knockdown and normal stance f+B
*if you land it against and aerial opponent it causes a hard knockdown


┗ Shuusou Kyaku Gedan - (C)
┗ Shuusou Kyaku Gedan - (C)

Revision as of 22:12, 4 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 throw, block, crouch or jump as normal in either stance and if you get hit it will knock you out of the stance. Also Jhun adopts a hop-style dash when in stance.

Soshuu Stance - (d, d + A, hold down to maintain stance)

┗ Shuusou Kyaku Joudan - (u + C)

  • Jhun swings an axe of a leg down on the opponent.
  • hits mid
  • can combo into Soshuu stance f+D for a hard knockdown and normal stance f+B
  • if you land it against and aerial opponent it causes a hard knockdown

┗ 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

Discuss at Dream Cancel

Videos

Jhun Hoon Master Class

Navigation

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