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The King of Fighters 2002 UM/Jhun Hoon: Difference between revisions
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* cr.B, cr.A/st.A, f+B, BC, far D, qcfx2+BD | * cr.B, cr.A/st.A, f+B, BC, far D, qcfx2+BD | ||
: Fast conversion off the bnb low chain. Some hits may miss depending on characters and crouching/standing. '''59~62%'''. | : Fast conversion off the bnb low chain. Some hits may miss depending on characters and crouching/standing. You can slightly walk up before far D to counter that but you then risk getting cl.D and forcing yourself to do the super much faster to not drop the combo. '''59~62%'''. | ||
* cr.B, cr.A/st.A, f+B, BC run, cr.A, f+B, qcfx2+BD | |||
: Harder but good option to go for if you're having trouble with far D vs cl.D in the above one. Without cr.B, Jhun is closer and the combo does more; if you keep cr.B, '''60%~62%'''. | |||
== Videos == | == Videos == |
Revision as of 11:07, 5 January 2022
Movelist
0 Bar |
Anywhere, Low |
(jump-in or cr.B), cr.A/st.A, f+B = 13% |
2 Bar |
Corner, Low |
(jump-in or cr.B), cr.A, d~u+C(2), (SC) j.qcfx2+K = 40% |
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
Standing
- 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
Crouching
- cr.A/B/C are cancellable
- cr.B chains into itself, cr.A, cl.A and s.B
- cr.D has good range for a sweep and decent startup
- you can do an interesting trick by throwing out a cr.A and simultaneously entering the command for either A or B stance thus making a mini blockstring into a stance mixup
Jumping
- j.A is a horizontal strike during a neutral, hop or hyper hop, but during normal jump and super jump it takes on a downward angle that can crossup
- j.B has a very acute vertical angle that would be a matchup based air to air
- j.C has two neutral versions: at hop height Jhun does his flip kick and at normal height he does an angled kick. The hop height version controls aerial space really well
- j.C in its forward and backward varieties is his flip kick version
- j.D has two neutral versions at hop height it is a downward angled kick and at normal height it is an angled kick roughly the same space as his normal j.C
- j.D has crossup properties that are hard to land on smaller characters
Blowback
- Jhun's blowback will whiff on crouching shorter & some medium characters like Chin, Leona, Vice, Bao, Angel and others, but not on similar characters such as Vanessa
- j.CD has great horizontal hitbox
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
- will send Jhun in opposite way horizontally. if you used it from neutral jump, he will keep neutral jump.
- will send Jhun upward on both hit and block. you can control the height of following jump with down(low), neutral(mid), up(high) input.
- is a overhead.
- 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
Special Moves
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. Jhun also 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 stance
- 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
- 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
- has armor on it. making it his safer approach tool.
Ryouko Stance - (d, d + B hold to maintain stance)
┗ Hiko Geki - (u + C)
- Jhun hops at the opponent crashing down with a wheel kick
- hits overhead
- causes hard knockdown to grounded or aerial opponents
- very negative on block
┗ Mouko Geki - (C)
- Jhun sends out a low kick that slams the opponent into the air
- hits low
- causes soft knockdown
- puts the opponent into a juggle state where you can follow up
- is super cancellable
- negative on block, but can be mitigated by being at max range
┗ Shuuko Geki - (d +C)
- Jhun slides at the opponent with a heavy kick
- hits low and is rather fast
- negative on block, less so if properly spaced
- can be timed to go under some projectiles like King's
- super cancellable
- another mixup and pressure tool for Jhun's odd arsenal
┗ Taikyoku Hi - (D)
- Jhun step out of the way of harm with this evade
- will evade normals, projectile and some supers if timed correctly
- absolutely crucial to being able to use Jhun in his two stances as outside of backdash it is his only defensive option-
┗ Kirikae Kougeki - (A, hold for Soshuu Stance)
- allows for quick switching to Soshuu stance
- this gives Jhun the ability to have a quicker and largely safer attack in Soshuu
- you can switch indefinitely or hold A to stay within Soshuu
┗ Kirikae Dousa - (b/f+A, hold for Soshuu Stance)
- Jhun stomps on the opponents knees and flips backward slightly
- puts Jhun just within distance for his normal stance sweep
- hits mid in ridiculous speed making it one of fastest ground overhead in the game, 10f.
- negative on block like all of Jhun's Ryouko moves.
- has armor on 3f~9f. making it really amazing safe get away tool.
Instant Stance Switch Tech, NMC
Whil you are in a stance move's recovery frames, holding opposite stance and C or D will switch your stance immediately. e.g : A stance D, hold BC or BD. B stance C, hold AC or AD.
Just pressing it will make you switch and use a move you pressed immediately. e.g : A stance, BC = switch to B stance and use C move.
With this technique, you can A stance D into B stance C to perform an unblock launcher. A stance D, wait until recovery, BC.
Learning this technique will allow your pressure to be much more fluid between stances.
Mangetsu Zan - (qcb + B/D hold B for Ryouko Stance during B version)
- Jhun flys forward in a flurry of acrobatic taekwondo
- B version goes only a short distance and hits 5 times in full
- B version can switch Jhun into Ryouko stance by holding B
- D version goes covers half screen and hits 6 times in full
- D version does significant guard damage on block
- both versions are negative on block
- can be cancelled into, but will not combo unless you land a counter hit
Haiki Jin - (qcb + P, hold A to Soshuu Stance)
- Jhun spins in place creating energy around himself
- hits mid
- the A version can switch Jhun into Soshuu stance if A is held during the move
- both versions of this move are plus on block
- both versions of this move allow for full combos on hit and even his grounded qcf+K super
- great pressure move, would work as frame trap to timid opponents
Kuu Sajin - (charge down briefly, then up + P hold A to Soshuu Stance during A version)
- Jhun jumps straight up slashing at the opponent with kicks
- hits mid
- A version goes a shorter distance and hits 2 times
- A version works as Jhun's natural reversal option
- A version whiffs on crouching opponents
- C version carry Jhun half screen and hits 3 times
- you can hide the down charge when you are in a stance, release the stance and press up if an opponent is jumping in.
- C version is super cancellable
Desperation Moves
Hou'ou resou Kyaku - (qcf x 2 + B/D)
- Jhun goes ham with a series of slashing kicks
- hits mid
- causes soft knockdown on hit
- Jhun's damaging combo ender
Hou'ou Tenbu Kyaku - (qcf x 2 + B/D in the air)
- Jhun stomps down on the opponent unleashing leg fury
- hits mid
- causes soft knockdown
- can combo into this from his Kuusa Jin move
- cause it hits mid it really only belongs as combo ender/ punishing move
Super Desperation Move
Hou'ou resou Kyaku - (qcf x 2 + BD)
- EX version of Jhun's Kyaku super
- more hits and more damage that
Hidden Super Desperation Move
Zankou Haik Geki - (qcb x 2 + AC)
- Jhun taunts the opponent and creates a ring of energy around him
- if the ring of energy hits it allows form Jhun to land a full combo or enough to switch into a stance
- if the player decides uses it away from the opponent Jhun will create the ring of energy and it will stay on the stage for 6 full seconds. Jhun can leave and reenter the ring during this time.
- If the opponent jumps in on this ring it causes 4 hits and a soft knockdown. This creates interesting protection for Jhun to fight from as he is essentially protect from any low.
Combos
If you add a jump-in remember to eventually remove a cr.B from your chain.
0 Stock
Anywhere
★ cr.B, cr.A/st.A, f+B
- Fast and safe bnb combo to go into B stance. 14%.
★ cr.Bx1~2, cr.A, d~u+C
- Good hitconfirm into knockdown but going into stance like above is usually preferred. d~u+C may whiff or not fully connect after 2 cr.B's, stick to one for consistency. 19%.
- B stance C, B/A stance u+C
- Limited but advantageous midscreen B stance conversion. You can instant switch after B stance C to land A stance u+C for 1% more damage. With B stance u+C, 17%.
Corner
- qcb+A, A stance D
- Decent way to convert off a meaty qcb+A, the hard knock can be great to setup the next combo. 28%.
- B stance C, superjump d+B x4/6, briefly hold up, j.CD
- The infamous staircase combo. Landing the first stomp is hard, make sure you buffer the superjump. You can do a meaty guard crush A stance D before instantly stance switching into this combo. 29/32%.
1 Stock
Anywhere
- cl.C, f+A, qcfx2+K
- Decent 1 bar conversion but you can't add a jump-in or super whiffs so best kept for punishes. Do it as cl.C, qcf+A, qcf+K. Some hits may miss depending on characters and crouching/standing. 39~41%.
Corner
- B stance C, superjump d+B x4/6, briefly hold up, j.qcfx2+K
- The infamous staircase combo. Landing the first stomp is hard, make sure you buffer the superjump. You can do a meaty guard crush A stance D before instantly stance switching into this combo. 40/43%.
2 Stocks
Anywhere
- cr.B, cr.A/st.A, f+B, qcfx2+BC
- Very fast conversion, not really worth going for over the easier and more damaging next one. Some hits may miss depending on characters and crouching/standing. 36~39%.
- cr.B, cr.A/st.A, f+B, BC, far D, qcfx2+K
- Fast conversion off the bnb low chain. Some hits may miss depending on characters and crouching/standing. You can slightly walk up before far D to counter that but you then risk getting cl.D and forcing yourself to do the super much faster to not drop the combo. 40~44%.
- cr.B, cr.A/st.A, f+B, BC run, cr.A, f+B, qcfx2+K
- Harder but good option to go for if you're having trouble with far D vs cl.D in the above one. Without cr.B, Jhun is closer and the combo does more; if you keep cr.B, 39%~41%.
Corner:
- cr.Bx1~2, cr.A, d~u+C(2), (SC) j.qcfx2+K
- Good hitconfirm into easy 2 bar conversion, stick to one cr.B for d~u+C to connect consistently. 42~44%.
- cr.A, f+B, BC run/walk, far D, qcb+D(3~5), (C) d~u+C(2), (SC) j.qcfx2+K
- The timing for the run/walk is very tight and qcb+D doesn't properly land on a lot of crouchers, not worth much. 51~53%.
3 Stocks
Anywhere
- cr.B, cr.A/st.A, f+B, BC, far D, qcfx2+BD
- Fast conversion off the bnb low chain. Some hits may miss depending on characters and crouching/standing. You can slightly walk up before far D to counter that but you then risk getting cl.D and forcing yourself to do the super much faster to not drop the combo. 59~62%.
- cr.B, cr.A/st.A, f+B, BC run, cr.A, f+B, qcfx2+BD
- Harder but good option to go for if you're having trouble with far D vs cl.D in the above one. Without cr.B, Jhun is closer and the combo does more; if you keep cr.B, 60%~62%.
Videos
External Links
Check Jhun Hoon's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
Info on stance switching by Atma