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The King of Fighters 2002 UM/Jhun Hoon: Difference between revisions
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'''Soshuu Stance''' - (d, d + A, hold down to maintain stance) | '''Soshuu Stance''' - (d, d + A, hold down to maintain stance) | ||
┗ Shuusou Kyaku Joudan - (u + C) | ┗ Shuusou Kyaku Joudan - (u + C) | ||
*Jhun swings an axe of a leg down on the opponent. | *Jhun swings an axe of a leg down on the opponent. | ||
Line 68: | Line 69: | ||
┗ Kirikae Kougeki - (B and hold for Ryouko Stance) | ┗ Kirikae Kougeki - (B and hold for Ryouko Stance) | ||
*Jhun quickly flips to his Ryouko state | |||
*this allows fast toggling between his two stances so you can utilize the move desired, such as his Evade move | |||
*you can seamlessly move between the stance indefinitely | |||
┗ Kirikae Dousa - ( | ┗ Kirikae Dousa - (b/f+B and hold B for Ryouko stance) | ||
*Jhun whips out a little side kick that is an effective poke at long range and deception tool | |||
*hits mid | |||
*can't combo into anything | |||
*the meat of this tool is that it provides block stun to move into Ryouko stance and keep the opponent guessing from there | |||
Revision as of 22:42, 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. If you get hit in a stance it counts as a counter. 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 D for a hard knockdown and normal stance f+B
- if you drop the stance during the move you can combo into quick normal stance normals
- if you land it against an aerial opponent it causes a hard knockdown
- it is slightly plus on block
┗ Shuusou Kyaku Gedan - (C)
- Jhun slashes out in front of himself with a quick kick
- hits mid
- can combo into Soshuu stance D for a hard knockdown
- good as a pressure tool to then switch stance and go for a mixup
- it is plus on block
┗ Taikyoku Ha - (D)
- Jhun shoots his leg straight out stomping the opponent's midriff.
- causes hard knockdown
- relatively slow move, but causes a guard crash on block
- can be comboed into to secure a hard knockdown
┗ Kirikae Kougeki - (B and hold for Ryouko Stance)
- Jhun quickly flips to his Ryouko state
- this allows fast toggling between his two stances so you can utilize the move desired, such as his Evade move
- you can seamlessly move between the stance indefinitely
┗ Kirikae Dousa - (b/f+B and hold B for Ryouko stance)
- Jhun whips out a little side kick that is an effective poke at long range and deception tool
- hits mid
- can't combo into anything
- the meat of this tool is that it provides block stun to move into Ryouko stance and keep the opponent guessing from there
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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