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The King of Fighters 2002 UM/Jhun Hoon
![](/w/images/thumb/c/cf/02UM_Jhun_Profile.png/398px-02UM_Jhun_Profile.png)
![](/w/images/thumb/e/ef/02UM_Jhun_0.gif/142px-02UM_Jhun_0.gif)
Movelist
Throws
Command Moves
Soshuu Geki - +
(Hold for Soshuu Stance)
Ryouko Geki - +
(Hold for Ryouko Stance)
Special Moves
Mangetsu Zan - +
/
(Hold
for Ryouko Stance)
Kuu Sajin - charge ~
+
/
(Hold
for Soshuu Stance)
Haiki Jin - +
/
(Hold
for Soshuu Stance)
Soshuu Stance - +
(Hold to maintain stance)
Ryouko Stance - +
(Hold to maintain stance)
Desperation Moves
Hou'ou Tenbu Kyaku - in air, +
/
Super Desperation Move
Hidden Super Desperation Move
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% |
Gameplay Overview
Jhun is a pretty unorthodox but fun character. His obvious main feature is his 2 stances, somewhat reminiscent of Hwoarang's flamingo from Tekken. During these, Jhun stands on one leg and goes into "turret" mode: he gets access to a variety of strong attacks with big hitboxes or mixup properties, but can't jump or perform other moves. It takes time to get used to, but his moveset isn't actually all that complicated. Jhun's combos aren't very long, but he gets some very strong mixups with a guard crush move, overheads, slides and a bunch of others. While not exactly easy to pick up, he can be played in a pretty simple fashion and with very basic execution. That said, for those who want it, Jhun still has more than enough complex stuff that may require very good inputs.
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