Strategy : Part 3

- Jun TTT Movelist -

Special Techniques

One,Two Punches - 1~2

A staple poke from Miss Kazama (!!!!).As above,you really want to get this into your game.Good as a keep-out.Good in juggles.Good priority.Damn,it's probably even good with chips!!!

Jab,Shin Kick - 1~3/b>

Pretty useful little tactic to put into your offense and defense.Mis it up with her 1,2 punches for maximum effect.Although the low kick can be parried,it's unlikely it'll happen unless you abuse the move.This can be annoying to your opponent and will certainly keep em on their toes.Use it sparingly and you'll use it well!

Sparrow Gut Punch - f+1

What is it with all these sparrow's hey? Anyway,this is a decent little addition to TTT.It'll put some space between you if it's blocked.It comes from a WS position meaning it'll mix well with Jun's other WS moves.Can be followed up in many juggles with a 1+4,2,d+4 which does some decent damage and looks good.Hurts your opponents tummy if it hits on a CH.It is also a guarenteed hit after a counter hit FC D/F+2 for 36 damage.

Moon Scent - WS+3

No,it's not some cheap perfume,it's another WS move.Although it's pretty slow coming out,it does go under a lot of moves and you can bump a tag on the end.Not really a very good launcher so you're best to use a tag slide as a follow-up to a tag out.Works best in juggles.As a stand-alone move,this does 22 damage.However,if you buffer a tag onto the kick,the damage goes up to 25.By holding B,it does 18 damage but gives you more space from your opponent.Holding D will make Jun recover crouching.

Screw Punch,Can Can - f+1,4

Major moaning here.In Tekken 2,this move was da shit for Jun.If the 1st low kick connected,the second was a fact and lead to some nasty damage.In TTT,the 1st kick has to be on a major CH to juggle.Still,it is decent to mix in with the punt kick and will go into some juggles altough it looks a little "unfinished".I'd avoid this to be honest and just use her regular d+3+4 can can.

Screw Punch,Punt Kick - f+1,3

Better than it's counterpart above but still nothing amazing.Works in quite a few juggles however and it is one of Jun's many infinity links with pressing 1 after the kick go into the string.Can be effective but don't abuse it else you'll eat knuckles.

Vacuum Mist Palm - 1+2

I officially like this move.Jun's claim to being Bruce Lee with a sort of chi punch.Although the move is slow,it has some tremendous follow-up's.It also works great in juggles to start em,mid way or finish em.It also works well for me off of a side step.Definetely a move you'll want in your Jun aresenal.

Tooth Fairy - F+2_d/f+1+2

No money under your pillow off this one.This has always been a staple Jun move passed on to Jin.Not the dominating force it used to be thanks to the tech roll but nevertheless a VERY essential Jun move.It is probably her best and most versatile juggle starter.There are tons of juggles off this baby and like above it works well at any point of a juggle.Learn to execute this move from both the F+2 and the d/f+1+2.I find the latter to be a lot easier to perform in a juggle with the former the easier starter.

Tooth Fairy Cancel - F+2~D

This cancel can work well for you but it takes practise to use effeftively.One of the perfect follow-up's to this cancel is FC D/F+2.I give it a pretty good hit average and if it's on a counter there are a lot of extra options avaialble to you.The other good thing about this cancel is it is pretty easy to perform compared to crouch cancles et al.

Mist Palm Thrust - f,f+2

Okay,a LOT of people laugh at this move.However,the many people I have played who go rolling across the screen on their ass after a counter hit,seem to stop laughing while they rub their bottom.Works lovely in juggles.It is a guarentee after a CH 4 or a CH FC D/F+2.As you can probably imagine from the first sentence,it works well on the counter hit too ^_^

Rock Shooter - d/b+2

Again,a lot of people have a good ol' chuckle at this move too; with the vast majority finding it useless.Well that stops here.This move IS useful you just gotta know when to use it that's all.This can work well sometimes against the light/wave dashers of the world.It's main power is that Jun ducks back slightly,going under a lot of attacks and handing you an instant advantage.Some nice little floaters (no,not turds) off this one.Also,contraty to popular belief,this can be used in juggles too.See the F+2,d/b+2.... juggle with Lee below.You tech roll and your in the house of pain (so Jump Around.Sorry,couldn't resist that).However,this move does take an aeon to come out,this being it's biggest draw back.

Diving Sparrow - b_SS+2

A bird in a swimming pool tis not.This is the first hit of a lovely new move.On it's own,it is a little poo.However,it has 2 usefull follow-up's which I'll detail below.

Spinning Nest - b_SS+2:1+2

Of the 2 follow-up's,this is my preffered tactic.The second hit can have quite a delay tagged onto it which works well as a surprise tactic.A good poking strat,this also works well both with and without the delay in a variety of juggles.Even more effective against the obese characters.

Diving Sparrow to Leg Cutter - b_SS+2,4

Of the two available,I think this is the poorer follow-up.However,it does have it's uses.The main being it's use in juggles.It can be a little risky however to use as a stand alone as the leg cutter's come out slowly and are very easily parried.

Sweeping Sparrow - FC D/F+2

This move is cheeky.Jun delivers a sweet little slap to her victims ankle.You catch this baby on a CH and you have quite a few guatenteed follow-up's; the best being WS+3 or WS+1.All her WS moves will hit but those two do the better damage and leave you at a good vantage point.It's also nice to sometimes try a second sweep sparrow but if your opponent shoots you in the face don't blame me ;p

Sparrow Pirouette - 2+3

Another new move that I'm fond of.Although it slow in coming out,if you attack Jun with a punch while she is exectuing the move,it will automatically turn into a punch parry with some decent damage and some nice follow up tactics.Again,don't over-use this move and you may be surprised with it's advanatges.Also goes really well and looks awesome after a WS+2 or regular 2 upper.

Back Flip Kick - b+3

On it's own,nothing special.However,this can be a usefull little ally having two decent follow-up's which both have the ability to give you a juggle opportunity.Let's look at them.

Back Flip Kick to Tooth Fairy - b+3,2

Big characters hate this move straight away as both the flip kick and the tooth fairy will/can hit them easily.As you know,the tooth fairy is a lovely juggle starter.Mixing between doing just the flip kick,flip kick to tooth fairy and kick flip to leg cutters,is the key to sucess here.Play havoc with the ol' Tekken psychology and make a frustrating time for your opponent.Careful not to leave yourself wide open though as the repercussions can be costly.

Back Flip Kick to Leg Cutters b+3,4,4,4

Like above,mixing and varying this after the flip kick is your best option.After a b+3,4 you can get a 1+4,2,d+4 which although difficult,looks real good and will show you know your Jun.

Leaping Slash Kick - WR+3

Although this sounds like it will eviscerate you,it isn't as deadly as it sounds.Has a little potential but I certainly wouldn't call it a good move.Nice to mix with a running/tag dive and slide to keep your opponent guessing but thats about it really seeing as it ends with Jun being on the floor which isn't the most offensive of positions unless your name is Lei Wulong :o)

Crescent Kick - f+4

I think this move too has suffered the transition from Tekken 2 to TTT.Good for when your opponent is wide open but you'd be much better off with a juggle starter like the tooth fairy.This can however be done after a WS+2 or 2 which looks pretty cool and hit's for 35 points of damage.

Boomerang Sparrow - SS+4

I'd not heard of it before but it appears that the person who named these moves has a fetish for birds that nest in trees.Anyway,this move is lovely.You have a guarenteed throw attempt after this move,with the nest,sorry,best (bloody birds) being a cherry blossom throw.You can also try a 2+3 after this move so that if your opponent counters with a jab you will auto punch parry and make it look like Jin and Kaz's bitch kicks throw.Also,if the SS+4 hit's on a counter you run over to your oppenent and either sparrow sweep them or do a cartwheel kick for some nice damage and a sore spine for your opponent.
Cartwheel Kick - 3+4

I tend to use this move a lot.It's best use was in Tekken 2.Tooth fairy,cartwheel kick into a finishing tooth fairy.Mega damage and very flashy.This is no more sadly.It can be done after a class 1 launcher such as Lee's d,d/b+4 or Baek's f,N,d,d/f+3 and I think you can sometimes hit after a CH F+2 but don't quote me on that one.Good when used as a follow up to a CH SS+4 and can also work after a CH U/F+3 which stuns the opponent well but has a low hite rate.Carefull with abusing this move as you can sometimes be wide open to a back throw which you don't really want to be on the end of.This move can also be recovered to crouching by holding D or standing by holding N during the recovery frames.
Can Can Kicks - d+3+4

Another Tekken 2 move butchered for Jun in TTT.Works VERY well on a counter as the second kick lifts the opponent for some beefy juggles.I find it worthwhile throwing out this move as a surprise.I've been surprised with how well it can still catch people even though it has been toned down.Certainly a staple to your Jun game.You'd be wise to learn when to use this move as it certainly has the potential for pain!Also works very nicely after a low parry.
Twin Cloud Kicks - WS+3+4,3+4

Not really a very good move for anything really.You have a guarenteed first cartwheel hit after a CH D/F+4 but it's a little lame as your follow-up options a nil.You can throw both the kicks out,wait for your opponent to counter (watch out if it's King)and give em some poultry but I'd not advise playing a chicken game at decent level play.
Backflip u,u/b

I bloody love this move (I can hear Kingfan laughing now.A private joke about us English).VERY VERY good to add to Jun's already impressive evasion game.With enough practice,you can keep repeating the flip over and over which is bound to piss your opponent off.Specially if used when the timer is low for a cheesy win :p
Infinity String

Now this is where I'm gonna cause a little controversy.Do I care?Do I f...Oops,sorry bout that.I don't yet know of a top level Jun player that has a nice word to say about her infinity string.That changes here.The string CAN be used very effectively to poke any level player effectively.If you attempt the entire string you're silly cos even a scrub could eventually knock Jun out of it easily.The trick to using the string is to vary it and not get too complacent with it.It's best use is not in it's entirity,rather in it's numerous choices it gives you.By consistantly switching the string,you can create a fair level of confusion.Learn the entire string and ALL of it's avenues.However,don't mistake my view.You certainly ain't no top level Jun player just cos you got your infinity down.It's not going to win the match for you but it IS worth learning early in your Jun plsying career.
Spinning Roundhouse F+3

I only know of two half decent uses for this unblockable attack.The first is a hit and miss follow-up to a running charge.As your opponent goes flying,you can execute the unblockable and sometimes hit them as they stand seeing as they cannot tech roll the charge on a counter hit.Really though it is just a prettier way of getting close to your opponent again.It's other use,and in my opinion better use,is to start the move but cancel it out by holding back.Mixing this with letting the kick out earlier (though no longer being unblocable)and letting it out later can be fairy useful but in reality you're going to eat fist or foot way before the unblockable comes out.For total flash execute the roundhouse fake,then go into the tooth fairy feint and end with an evasive backflip and repeat.Looks totally stunning and is pure flash but with a purpose!

Back to Gameplay page