============================================
Table of Contents
--------------------------------------------
1. Jhun - Background and Introduction
2. Notation and Basic KoF 2003 System
3. Jhun's Basic Moves
4. Command and Special Moves
5. Combos
6. Gameplay and Strategy
7. Misc.
Version history:
1.4 - 12/2008 Final version. Expanded combos section.
1.3 - 7/2008 Added move translations; general revisions, corrections,
and additions to all sections. Intended to be final.
1.2 - 5/2008 Major revision of the strategy section.
1.1 - 4/2008 Minor additions in combos and move analysis
1.0 - 4/2008
============================================
1. Jhun - Background and Introduction
--------------------------------------------
Jhun first appeared in KOF 99 as the fourth member of the Korea team.
Story-wise, he is a friend and rival of Kim, the two of whom are masters
of separate styles of Tae Kwon Do. When Jhun first appeared in KoF 99,
he "stole" a few of Kim's old moves, but repackaged those moves in great
new style, along with original moves of his own. Jhun has since been one
of the most stylish characters in the series, at least in my opinion:
1. He is the king of kicks. He'd better be, because you won't be relying
on punches very much playing as Jhun!
2. Switching in an out of stances is fun.
3. He is very chill.
Even though it's been years since KOF 2003 was released and although it
was the last in the series for the Neo Geo playform, and despite the
fact that KOF 2k3 failed to gain the cult status of KOF 98, this FAQ was
written party on the basis that KOF 2k3 marked the first appearance of
Jhun since KOF 2000. Some people were not entirely satisfied with the
stylistic changes of Jhun in 2k3 (and why did SNK-P give him such a
brash superiority complex over Kim now), but he remains a top tier
character and still one that's very fun to use.
============================================
2. Notation and Basic KoF 2003 System
--------------------------------------------
Notation used in this FAQ:
--------------------------------------------
f - forward
b - back
u - up
d - down
df - down-forward
db - down-back
qcf - quarter circle forward: d, df, f
qcb - quarter circle back: d, db, b
hcf - half circle forward: b, db, d, d f, f
hcb - half circle back: f, df, d, db, b
A, B, C, D refer to the four buttons (for light punch, light kick,
strong punch, strong kick, respectively). Of course, "punch" refers to
normal convention, since all of Jhun's punch commands are kicks.
AC, AB, CD, BC, etc. refers to two buttons pressed simultaneously
Summary of KOF 2003 System Basics:
--------------------------------------------
Run: f, f (and hold)
Backhop: b, b
Normal jump: u, ub, or uf (and hold)
Short Jump: "tap" u, ub, or uf briefly
Fast Jump: db, uf or df, uf
Run-jump: while running, press and hold or tap: u, ub, or uf
Evasion roll: AB or b + AB. If done after blocking an attack this move
will cost a power bar. Against certain moves, it's not possible to roll
after blocking.
Recovery roll: AB after being knocked down, if the move is not a hard
knockdown.
Guard Cancel: CD after being attack. The stand-alone CD attack of
previous KoF games have been removed, but you can still perform a CD
guard cancel.
BC or CD: Tag in another character.
qcf + BC or qcf + CD: Character attacks and tags in another character,
who enters with a jump in attack. Requires one energy stock.
Leader System: The leader, marked by having a blue life bar, is the
sole member able to perform an LDM move.
(In fighting game terminology, "canceling" refers to the interruption
Of a move's ending animation so that a properly timed follow-up move
may connect.)
3.1 Standing far
--------------------------------------------
Standing far A (*----)
Jhun performs an awkward kick with the standing leg bent. Not much
use for this move. For a quick poke, there are much better options.
Standing far B (**1/2--)
Decent poke that's fast and fairly high priority. Can be used as an
alternative to the standing far C/D.
Standing far C (***--)
Priority isn't bad, but it's slower than the similar looking f + B and
without autoguard. However, the far C does tend to "stay" longer and has
fairly good priority at the tip of the foot (whereas the standing D,
seems to have the attacking hit detection not fully extended along the
leg).
Standing far D (***1/2-)
Decent ground poke with good range.
3.2 Standing close
--------------------------------------------
Standing close A (*----)
Jhun does a knee to the opponent's head. Slow recover makes this move
particular poor, compared to crouching B, for example.
Standing close B (*----)
A fast upward kick. Slow recover makes this move poor compared to
crouching B, for example.
Standing close C (***--)
Looks very similar to f + B. You can do this move after a jumping C (or
D) and then cancel into f + A or another move.
Standing close D (***1/2-)
Usage is fairly similar to the C version, but hits higher and can be
used as a close range anti-air in some circumstances.
3.3 Crouching
--------------------------------------------
Jhun's crouching moveset is among his most useful and important.
Crouching A (****-)
Jhun performs an upward-pointing kick while crouching. Range is
superior to crouching B, but has slower recovery, so you won't be
hitting one crouching A after another. Use this move after a series of
crouching B's, as they become out of range, because you can't do
another crouching light attack after this move. This move can combo
into Jhun's qcf, qcf + B/D DM, although the timing has to be precise.
Crouching B (*****)
Similar to the crouching A, but Jhun kicks out on the ground. This is
one of the most important pokes because it is fast and it's possible to
link 2-3 Crouching B's together and then follow up with crouching A or
another move. It is generally necessary to follow up with a crouching A
because crouching A is cancelable, whereas crouching B is not. Crouching
B is often used as the default move when the opponent is up close.
Crouching C (**1/2--)
A crouching high kick which can be used as a crude anti-air. The
drawback is that it's horizontal range is extremely limited and priority
as an anti-air is poor. It's easy to combo into Jhun's charge d, u+A
move from a crouching C.
Crouching D (****1/2)
This move has very good range, is reasonably fast, and catches people
off guard. Aggressive characters like Iori generally do not rely on
crouching Ds, but since Jhun is very much a poking and zoning character,
and relies on poking to build his meter, this move fits into the
gameplay pretty well.
3.4 Jumping
--------------------------------------------
Like his crouching game, Jhun's jumping game is important. Unlike some
of the newer characters like Gato, some of the jump kicks are different
depending on whether the movement is upward or forward/backward, or
whether it's a full jump or a short hop.
High forward/backward Jumping A (**1/2--)
Jhun expends his leg diagonally downward while in the air. Very fast
with great priority. Can be used after a d+B or in a jumpback. However,
it's generally not necessary to use this move over the more damaging
jumping D. A problem is that this move can't be used in short jumps,
therefore limiting its usability.
Jumping B (*----)
Like the standing close B, but in the air.
Jumping C (****-)
A bizarre-looking kick which is actually not too bad as a jump in. It's
advantage over the jumping D is that it's better for air to air because
its hit area is higher, and that it's easier to combo off of after
connecting with this move.
Jumping D (*****)
Fast, long-ranged, and decent in priority, this is one of the important
moves in his arsenal, particularly if you value high mobility, Short
hopping with this move is one of the keys to playing Jhun. When you're
on the move (i.e. not in a stance), use his jumping move as much as
possible.
Upward or short-hop A (**---)
Can be used for air to air combat, but generally isn't necessary to use
over the jumping C or D's.
High Upward-hop C (*----)
Not much use for this move. Note that if you only do a small jump and
press C, the resulting move is not this one, but the "jumping C"
mentioned earlier
High Upward-Jumping D (*1/2----)
Like the C version, there's not much use for this move.
============================================
4. Command and Special Moves
--------------------------------------------
Move list:
Attributes Notation:
>E goes into Eagle stance upon completion
>T goes into Tiger stance upon completion
SC Super cancelable (on last hit, in this case)
AG Autoguard
CW Counter Wire
HK Hard Knockdown (opponent cannot AB roll while getting up)
OH Overhead
=======================================================================
Move Name Input Attributes
=======================================================================
1. Command Moves
----------------------------------------------------------------------
Throw f/b + C/D
Soshu Geki f + A >E, AG, CW
Ryouko Geki f + B >E, AG
Ryuurou Shuu in air, d + B
2. Special Moves
----------------------------------------------------------------------
Kuu Sajin charge d, u + A/C A version: >E, HK
Haiki Geki qcb + A/C
Mangetsu Zan qcb + B/C B version: >T
D version: SC
Soshuu Jin d, d + A >E
In Soshuu Jin (Eagle):
Ryouko Geki A >T, AG
Mangetsu Zan B >T, AG, CW
Taikyoku Ha b + B
Shuusou Kyaku: Joudan u + C HK, OH
Shuusou Kyaku: Gedan C
Stance Cancel D
Ryouko Jin d, d + B >T
In Ryouko Jin (Tiger):
Kirikae Kougeki A >E, AG
Kuu Sajin u + A >E
Ko Ressou B HK, Reflects
Mouko Geki C
Hiko Geki u + C HK, OH
Shuuko Geki d + C
Stance Cancel D
Kai Senpuu f + C/D or b + C/D
Jhun's throw command, as with every other character.
Soshuu Geki f + A
"Swooping Eagle Kick"
Jhun lunges forward and extends his leg into a kick. Has excellent
reach and autoguard frames during the startup, making it good for
midrange poking. Afterward, Jhun enters into Soshuu Jin ("Eagle
Stance"). The opponent is knocked down after this move. If the opponent
is counter-wired, you can follow up with an u+C after entering into
stance, or with different move of your choice, such as a jumping D after
canceling the stance. The f+A is an easy follow-up to a close C/D.
Rating: (***1/2-)
Ryouko Shuu f + B
"Stalking Tiger Kick"
Roundhouse kick with autoguard during startup frames. After completing
this move, Jhun enters into Ryouko Jin ("Tiger Stance"). One thing
that's nifty with this move is that you can immediately cancel into his
LDM (qcf, qcf + AC). Range is shorter than the f+A, but autoguard frames
for this move appear to be longer and the execution is faster and,
making this move an excellent choice as a quick reaction move. Unlike
f+A, you usually cannot cancel into this move from a close C/D unless
the opponent is in a corner, recovering from a move, is very close to
you after jump-in, or is blocking. However, when it is possible to
cancel into an f+B from a close C/D, then do so, as it looks far more
elegant than to finish with an f+A!
Rating: (***--)
Ryuurou Shuu in air, d + B
"Waterfall Kick"
Sometimes nicknamed as the "dragon step," with this move, Jhun performs
a step-like kick in the air. You can sometimes follow it up with his air
DM or a jumping kick (see the combos section). You can cancel into his
air DM anywhere after landing a hit using this move. This should be the
primary use for this move, although due to limited range, it's harder to
connect than with a normal jump kick.
Rating: (**---)
4.2 Special Moves
--------------------------------------------
Kuu Sajin charge d, u + A/C
"Sand Slicer"
Originally a move of Kim until KOF 99, Jhun performs a series of
spinning kicks moving diagonally upward into the air. Kuu Sajin can be
used as an anti air, although it's not a "perfect" anti-air. The Kuu
Sajin can be used in combos, particular in the corner. It can also be
used as a follow-up to Jhun's LDM. If the A version is done, Jhun will
enter Eagle Stance if A is held after the move.
Rating: (***--)
Haiki Geki qcb + A/C
"Exhaust Attack"
Jhun spins on the ground and a wave follows. Besides doing great damage,
the good thing is that when the wave appears, you are already ready to
attack. The bad thing is that this move is really slow, so it can only
be done while the opponent is already down, and preferably in a corner.
This might be useful for building the power bar but is largely useless.
Rating: (*----)
Mangetsu Zan qcb + B/C
"Full Moon Slice"
Similar to Kim's "Half moon slice", but Jhun's variation spins higher in
the air with more attacks. Unlike Kim's variant, you usually can't
cancel into this move from a standing attack, unless you're in a corner.
Can be used as a pressure move or anti-air in some situations, although
it's not a complete anti-air. In the b version, Jhun will enter B-Stance
if you hold B after performing this move. There's not much you can do in
combos with this move, however. The hit on either version is a soft
knockdown, although you usually will not be able to connect this last
hit when using the B version unless you are in the corner. The last hit
of the D version is super cancelable, but since the hit is knockdown, I
don't see why this would be useful since you would not be able to
connect.
Rating: (**1/2--)
4.3 Special Moves performed while in Eagle Stance
--------------------------------------------
While in a stance, you cannot jump or block and your "normal" moves are
replaced by a new set of stance moves. To exit any stance, press D.
Unlike in '99 2000, stances must be manually canceled unless Jhun is hit
out of it. The need for cancelling to get out, which itself is a
relatively slow process, and the lack of a quick switch between stances
make the whole stance game a lot more cumbersome and tactically unfit in
fast-paced situations.
Soshuu Jin - Eagle Stance (Normal stance) d, d + A
"Wall of the Swooping Eagle"
Jhun enters Soshu Jin ("Eagle Stance" or "A-Stance"). You can enter
this stance through other moves but this input will get Jhun in stance
directly.
Ryouko Geki (Eagle stance) A
"Stalking Tiger Attack"
Performs the same f + B attack as is done in normal stance, but with
a knock down. Switches to Tiger Stance after the attack.
Rating: (***--)
Mangetsu Zan (Eagle stance) B
"Full Moon Slice"
Performs the A version of the Mangetsu Zan (charge d, u + A)
Taikyoku Ha (Eagle stance) b + B
"Annihilating Lone Eagle"
Jhun hops back and then immediately hops forward and extends his leg
outward. Long autoguard frames during the forward hop which you can use
to counter moves or even negate projectiles (including DM projectiles).
This move is a counter-wire so you can hit the opponent with an u + C
Or another move after they bounce off an fly toward you. Useful move,
perhaps the highlight of the Eagle Stance, but don't use it too much so
that you become predictable. As with how this move is traditionally
depicted, heavy guard crush damage is inflicted if this move is blocked.
Rating: (****-)
Shuusou Kyaku: Joudan (Eagle stance) u + C
"Eagle Talon Slash: Upper"
Overhead slash kick. Can be used as an anti-air against slow moving
attacks, but is simply too slow for most occasions.
Rating: (**---)
Shuusou Kyaku: Gedan (Eagle stance) C
"Eagle Talon Slash: Lower"
Low version of the above move. Since this move is so slow, you probably
won't be using this except in the most specialized cases. You can follow
up with (Eagle) A if you land this attack at close range, but you
probably won't be in that situation many times.
Rating: (*----)
4.4 Special Moves performed while in Tiger Stance
--------------------------------------------
To exit any stance, press D.
Ryouko Jin - Tiger Stance (Normal stance) d, d + B
"Stalking Tiger Pounce"
You can enter this stance through other moves but this input will get
Jhun in stance directly.
Kirikae Kougeki (Tiger stance) A
"Changing Attack"
Jhun does a backflip which attacks the opponents as he starts to flip.
The initial frames of this move have great autoguard and can counter
just about anything they send against you. Great defensive zoning move,
which when used along with the Eagle stance's B, provides a pretty good
set of tools for reaction-based countering centered on autoguard. Jhun
switches stances upon completion of the move. However, if you attempt to
hit a downed opponent and the opponent is able to AB roll, the timing
required to hit is much more difficult than if he cannot AB roll, which
occurs when hit by a hard knockdown move, such as the (Tiger) u+C.
Rating: (****-)
Kuu Sajin (Tiger stance) u + A
"Sand Slicer"
Performs the B version of the Kuu Sajin, which you can also do in
normal stance (in normal stance: qcb + B).
Ko Ressou (Tiger stance) B
"Violent Tiger Claw"
Use this move to reflect projectiles as part of your zoning or keepaway
game. Since startup time is slow, if the opponent projectile is fired
too close to you, you won't be able to reflect it in time, limiting the
practicality of this move to midrange and beyond. For any other purposes
than reflecting, this move lacks speed or priority to hold its own. This
move replaces the old stand-in-place dodge move he had in older KOF
games.
Rating: (**1/2--)
Mouko Geki (Tiger stance) C
"Raging Tiger Assault"
Low sweep attack that launches the opponent in the air for a juggle.
When zoning in Tiger stance, the combination of this move and the u+C
attack can leave the opponent guessing whether he should block high or
low.
Rating: (***1/2-)
Hiko Geki (Tiger stance) u + C
"Flying Tiger Attack"
Fast overhead attack with high priority and hit coverage. You can use
this move to catch people off guard or to counter their move. Follow up
with (Tiger) A for extra damage.
Rating: (****-)
Shuuko Geki (Tiger stance) d + C
"Pouncing Tiger Attack"
Slide attack. Somewhat slow but you can use this to counter mid-height
fireballs.
Rating: (**---)
4.5 Special Moves - DM's
--------------------------------------------
Hou'ou Ressou Kyaku qcf, qcf + B/D
"Phoenix Talon Tear"
Jhun performs a series of slashing kicks against the enemy. This move
is a great DM because it comes out fast and has great reach. Basically,
if the enemy is vulnerable (i.e. can't block) and you're not too far
away, he will take damage to this DM. Chip damage is also great (if the
enemy has no stocks left, or is the CPU). The only problem is that
against airborne opponents, most of the high damage hits at the end will
probably miss. Use this move as a follow-up to cancelable normal
attacks, such as crouching A, close standing D, etc. Can be performed
while in Eagle stance.
Rating: (*****)
Hou'ou Tenbu Kyaku in air, qcf, qcf + B/D
"Heavenly Dance of the Phoenix"
This move, the "Heavenly Phoenix Dance" is another move originally of
Kim's. Jhun goes diagonally down and if the move connects, he performs
a series of kicks in the air. Priority is good, but if blocked, you can
be punished. Compared to the ground DM, this one is arguably less
useful because there are fewer situations in which you can use this
move, as it is far less versatile. Use this move in air juggles or to
surprise the enemy during a backward jump.
Rating: (**1/2--)
Zen Shiki: Ressou Hiten Kyaku qcf, qcf + AC
"Jhun's Style: Phoenix Talon Tear"
(LDM, requires Jhun as leader and two power stocks). Jhun does a low-
hitting slide and follows up with a single Kuu Sajin kick which launches
the enemy into the air for a juggle. This move is fast and can slide
under fireballs. Damage isn't superb, but you can follow up in the
juggle, most notably with the Kuu Sajin (charge d, u + C) or even with
his air DM if you are fast. If you plan to use his Kuu Sajin to follow
up the juggle, keep in mind that this move won't connect if the opponent
is launched too close to Jhun. Sometimes the second hit can miss if the
first hit connects too far away from the opponent's body. Overall, this
move is decent, although not the best among LDMs. This move can be done
in Tiger stance and you can cancel into this move after a (normal
stance) f+B. Cancelling from standing close C/D or crouching C is also
simple.
Rating: (****-)
Some people consider Jhun to not be a combo character, but this is an
incorrect characterization. While he might not have the longest and best
combos in the game, his combos are in fact very important to his
gameplay.
Notation:
--------------------------------------------
s - Standing Close
c - Crouching
j - Jumping
(Tiger) - Denotes that Jhun is in Ryouko Jin
(Eagle) - Dontes that Jhun is in Soshuu Jin
(op.) - Denotes that the move is an optional
addition to the main chain
---------------------------------------------
1. Bread and butter basics. Keep in mind that the close C or Close D can
combo into f+A or f+B, therefore forming the basic combos below. You can
also include a jump-in, if it's timed right. It's also possible to
replace the standing Cs, with crouching B's and then a crouching A
(although this makes it harder to perform). There are many "simple"
combos, but here are a few illustrative examples:
-> sC/sD, (f, f+A)
-> jumping C/D, sC/sD, (f, f+A)
*(Jumping C, sC, f+A is probably the easiest combo to perform, and
it still does relatively good damage)
-> cB, cB (op.), cA, (f, f+A)
-> jumping C/D, cB, cB (op.), cA, (f, f+A)
2. A popular and well-known stance combo, performed anywhere. This combo
looks like an inverted Comet Crusher (Kim's charge b, f + B/D)
-> (Tiger) C, u + C, A
3. Jhun's Ryuurou Shuu (in air: d+B). The move is sometimes repeatable.
As mentioned, his DM can always be canceled into; comboing into other
kicks is not always possible.
+-- jumping A/C/D
/
-> (in air) d+B ---+-- (qcf, qcf+B/D Air DM)
\
+-- (in air) b+AB -> activates the air glitch...
4. Combos with Jhun's ground DM. The upper path in the diagram
constitutes one of the most important combos for Jhun. Using standing D
as the middle move does a hair more damage, but doing (cB, cB, cA)
catches people off guard more often if not chained into from a jump-in.
+-- cB, cB, cA --+
/ \
-> Jumping C/D --+--------------------+---(qcf, qcf+B/D)
(op.) \ /
+--- sC/sD-------+
*(cC would also work well here in a wakeup)
5. A few (nearly useless) corner combos. Some of these do surprisingly
good damage, but you'll rarely get a chance to hit a qcb+A/C, especially
in a corner. While lacking in practicality, the qcb+A/C has
traditionally been a popular "combo demonstration" move because it does
great damage and can be followed up with just about anything if in the
corner. Again, please note that if the opponent AB rolls out of the
knockdown, it is much harder to land the (Tiger) A hit.
-> In corner: qcb+A, (Eagle) B, (Tiger) A
-> In corner: qcb+C, cC, ([d already charged], u+C), d,d+B, (tiger) A
-> In corner: qcb+C, sD, qcb+D
-> In corner: qcb+C, cB, cB, cA, (qcf, qcf+B/D)
-> In corner: (Eagle) C, u+A, (Tiger) A
-> In corner: (Tiger) C, move forward, B, u + A
6. Combos with Jhun's LDM. The LDM launches opponents into the air and
you can finish with a variety of moves. The first and third follow-ups
to the LDM can be done anywhere. The second follow-up can be done
depending on how the move hits. The optional start-up chain can be
substituted other moves as well. For example, you can also begin the
chain with a qcb+C in the corner. The full combo does an impressive 75-
80% damage.
-> Jumping C/D, sC/sD/cC, (qcf,qcf+AC), ...(juggle moves)
*(the LDM does not connect fast enough to link
from a crouching A as you can with Jhun's DM.)
7. Tag combos: this is all about creativity, since there are lots of
characters to mix and match. Jhun's tag-in attack can be used in place
of any jump-ins, (or in some cases, even as a lead-in to an additional
jump-in in). Jhun does not have many decent lead-in strings to a ground
tag-out attack. You can do a juggle tag-out after his LDM, although
power stock usage is heavy and not many characters have an efficient
juggle follow-up. When tagging in Jhun, he has a few efficient options
to capitalize using either his DM or LDM. Here are some examples of
simple tag combos, with Gato, one of my favorite SNK characters.
(3 stocks - ground tag-in; common tag-in combo with Jhun's DM)
Gato -> jD, cD(1), qcb+B, C {or cB, cB, cA}, tag in Jhun, sD,
(qcf,qcf+B/D)
(4 stocks - juggle tag-out; corner for all hits)
Jhun (leader) -> jD, cA, f+B, (qcf,qcf+AC), tag in Gato, qcb+B, B, f+B,
(qcf,qcf+B/D)
(4 stocks - juggle tag-out; showcase of Jhun's combo power)
Gato -> jD, cD(1), qcb+B, C, tag in Jhun (leader), sB, f+B,
(qcf,qcf+AC), jump and (qcf,qcf+B/D) in the air, (in corner: d,d+B,
(tiger) A)
(2 stocks - ground tag-out; corner with the impractical qcb+C startup)
Jhun -> qcb+C, tag in Gato, sD(1), qcb+D, B, (qcf,qcf+A/C)
Here I chose Gato as an illustrative example of tag combos with Jhun,
but the combos can be performed with just about any other character. In
addition to the LDM juggle tag-out, you can also initiate a juggle using
(Tiger) C.
============================================
6. Gameplay and Strategy
--------------------------------------------
6.1 Overview
--------------------------------------------
Strengths:
1. Excellent range and priority in normal kicks.
2. Diverse set of moves, including a number of autoguard attacks and an
easy-to-use ground DM. Autoguard moves are good if you like fast-
reaction countering.
3. Relatively good air speed. If you compare Jhun's jump and Athena's
(for example), you can see that even though Athena jumps higher, Jhun
moves faster in the air. This aspect is very important because Jhun
relies on jumping for mobility and attack pace.
4. Have distinct styles for midrange zoning and close-range pressure.
Some Considerations:
1. His high priority moves, mainly those in stances, have limited combo
potential and therefore limited damage potential
2. Stances restrict mobility (unlike back in '99) and increases
predictability.
3. Buildup of power meter is slow.
6.2 General Strategy
--------------------------------------------
Jhun has both midrange and close-range aspects to his game and it will
be important to be able to utilize both styles, depending on the type of
opponent and his strategy. Both aspects will be examined here.
6.2.1 Midrange: defense-oriented strategy
There are two main aspects in Jhun's midrange gameplay: 1) utilizing his
long-range kicks in (short) upward or backward hops to zone and punish
mistakes; 2) using his high priority or autoguard moves, many of which
are used in one of his special stances. The purpose of this strategy is
to contain the opponent's offenses and control the pace of the match. A
jumping zoning game is useful when you want to remain mobile on the
screen. Furthermore, since Jhun lacks great anti-air moves, a good way
to counter incoming jump-is is to do backjumps. Jhun's jumping C is
useful against jumpers who jump higher than Jhun. If you are having
trouble in air-to-air, you can use his high backward jumping A, which is
very difficult to defeat in a backward jump. If the opponent is
attacking on the ground, a short upward jumping D or C is particularly
useful as keep-away measures, which you can also possibly follow up
after you hit. If the opponent is mainly doing ground-based attacks,
then you can also do ground-based keep-away with f+A or f+B, or the cB,
cB, cA,... chain can also be utilized. Just keep in mind that you do not
have a handy oniyaki uppercut to deal with air attacks while handy.
The other midrange approach is the utilization of stance moves. Stances
sacrifice mobility (since Jhun cannot move as fast on the ground in
stances as he can while jumping in the air), but offer a different set
of advantages, such as new autoguard moves, the high priority (Tiger)
u+C, the (Eagle) b+B, and the projectile reflector. Jhun's stance moves
are very powerful, and in theory, they seem to offer a pretty good
reaction game. But while stance moves are powerful in isolation, it is
important to not get caught in a waiting game because stances have a few
major weaknesses: The first weakness is that when you're in a stance,
you are much more predictable than otherwise. In tiger stance, for
example, your set of moves that you can do is essentially determined by
how far you are from your opponent, and a smart opponent will be ready
to react to whatever you put out and will time his attacks very
carefully. If the opponent becomes comfortable with the timing of your
moves, at the rate that they can dodge your (Tiger) u+C's with ease,
then your stance game is in trouble. Additionally, a few of the
defensive stance moves, such as the projectile reflector have poor
startup time and are vulnerable against fast-paced attackers who are
used to the timing of your moves. Another issue is that when you're in
stance mode, you are limited in the ability to do heavy damage. If you
manage to counter a few of the opponent's move, he'll still be healthy,
but if one major chain gets through then you're toast. The bottom line
is that stances should be utilized periodically and in a fashion that
the opponent does not get used to the lack of flexibility entailed by
the stances.
6.2.2 Close-range: offensive and semi-offensive strategy
In fact, it is not necessary to use stances at all. Stances are fun and
stylish, but only using stances cannot get you farther beyond a certain
point. Carefully timed and fast-paced attacks are particular dangerous
to stances. In this situation, you can switch to a more mobile keep-away
strategy or turn the game around by attacking. For reasons stated
earlier, it's generally not a good idea to heavily rely on stances for
attacking, since (against a skilled player), your (Tiger) u+C's and
(Eagle) f+B's will get dodged easily. For offense, the bulk of your
power lies in your long-range normal kicks, both jumping and standing
and. Well-timed and well-placed low-height jump-ins are particularly
useful while mixed in with crouching attacks. Jhun's most important
pressure chain is:
If he managed to block everything, you can continue with your normal
kicks and keep applying the poking pressure. At close range, the moves
cB, cB, cA are particularly useful as quick and long-ranged attacks. If
he gets used to crouch blocking, start jump kicking again or, from time
to time at time to time quick-switch into stances (d, d+A/B) and do
moves such as the (Tiger) u+C to surprise the opponent. If he keeps
blocking, you can keep pressure on with your crouching Ds
and keep up the offense with running short-height jump-ins (jumping D,
jumping C). The most important key is to utilize your high priority
normal kicks and Jhun's jumps.
6.3 vs. CPU Strategies:
--------------------------------------------
(Game Progression Note: To fight Chizuru, Maki, and Mukai, you must
defeat Kusanagi with a DM or LDM move. Otherwise, you will fight
Adelheid.)
First of all I do not regard the KOF 2003 AI very highly, even compared
to those of other SNK fighting games, due to some major weaknesses of
the AI and the fact that the AI plays some characters ridiculously
poorly (Gato, Blue Mary, Whip for example). But I'll still include a
section on vs. CPU strategies since this part of FAQs seem to be popular
nowadays. The biggest CPU flaw is that during wakeup (i.e. getting back
up after being knocked down) the computer rarely blocks and is thus
vulnerable to moves at this stage. For example, if the computer is
waking up in a corner and you perform Kim's (qcb, f+D) DM, the computer
will not block it while waking up.
Despite the cautions offered here in using stances against humans,
stances are obviously very effective against the computer. Beginning
players might have trouble using the stances system because the manner
in which you switch stances is a bit confusing at first. But beginning
players can still use Jhun very effectively with simple combos such as:
jumping C, close C, f+A. In exploiting the CPU's wakeup vulnerability,
Jhun's ground DM or his qcb + B/D while in a corner almost always hits
CPU chars trying to wake up. The CPU is also vulnerable at the wakeup to
Jhun's (Tiger) C.
Bosses:
The first boss is Kusanagi, who is quite a joke, but can pose problems
for new players due to the aggressiveness of his AI. Since Kusanagi is
very predictable, it's possible to beat him perfectly using only
crouching D's. Otherwise, if you're not comfortable with that, a good
trick (for any character) is to keep blocking and hit him with simple
combos such as close C, f+A after he does his mindless gymnastics at
you.
Against Chizuru/Maki, the strategy is to deal as much damage as possible
to Chizuru, and take the least damage as possible against Maki. As a
balanced and playable (through a code) character Chizuru is just as weak
as any normal character, but Maki (with the whiter outfit) is a true
boss character with a variety of overpowered moves, and annoying ones
such as the laughing invincible roll. Thus to make it as easy as
possible, you'll have to play aggressively when Chizuru is on the
screen. Maki has a lot of unique moves, such as invincible illusions and
her air cross up and a lot of it is simply being familiar with where her
moves hit and being able to jump out when needed. Against her
invulnerable advancing spin move, get used to when she does her downward
finishing move; at that moment, make sure you're in the air so you can
hit her with a jumping D or another move. At close range, use crouching
Bs for all occasions, including her advancing spin. Do not use crouching
Ds because the CPU will controller read you and counter immediately.
Some characters have moves that naturally exploit Maki's AI. For
example, King makes quick work of Maki by repeatedly performing double
strikes. Jhun does not have an equivalent mindless way of dealing with
Maki, however. Same goes with Mukai. But that does not mean the bosses
are hard.
Against Mukai keep in mind that Mukai is most dangerous against your
Jump-ins, crouching attacks, and when you are very close to him. Mukai
is most vulnerable in the range of how far your standing C extends.
Mukai is often unable to counter such midrange moves. For example, try
doing qcb+A repeatedly with Terry and Mukai goes down fast, since
Mukai's colums are negated when he gets hit. Jhun does not have anything
as convenient as Terry's burning knuckle, but you could just repeatedly
perform well-placed standing far C's and then run forward to keep him in
range. Alternatively, you can repeatedly do (Tiger) u+C attacks. An
easier approach to beat Mukai is to repeatedly perform qcb+D in the
corner, which if timed correctly, will prevent Mukai from ever getting
up. You can try using a combination of standing Cs and luring to get him
into the corner.
Finally, there's Adel. To me, there's nothing too special about him
other than the fact he moves really fast and can charge his meter at an
astonishing rate. Adel is simply a normal character with very standard
moves, but does everything faster. Keep up your short jumping Ds,
crouching kicks, and Adel goes down fast even without using cheap
tricks. Jumping Ds make quick work of his projectile spam, but you have
to know his pattern correctly.
Glitches:
--------------------------------------------
There are two well-known glitches associated with Jhun
One is that in stance mode, the direction that you're facing can fail to
update if the opponent goes over you.
The other glitch is that after the Ryuurou Shuu (in air: d+B), if you
immediately follow with an AB roll, then Jhun will be walking in the
air. While in this state, you can do an infinite combo by repeated
performing crouching A's with the opponent in the corner.
Colors:
--------------------------------------------
Jhun comes in four different color combinations, depending on which
button you use to select him.
A: White and Blue (this classic color scheme)
B: White and Red
C: Yellow and Green - my favorite
C: Pink and Red (!)
Win Quotes
--------------------------------------------
You're good, but at your level you can only hope to beat Kim.
How weak! Kim's even stronger than you. Whoops! It got out!
Boy! What a lousy work-out! Guess I better find Kim...
Selfish foe. I'd better look for Kim for a real match.
Win Quotes, having beaten specific characters as the final KO.
(vs. Kim): Kim! I'm looking forward to our next battle!
(vs. Athena): Oh, no! What have I done?! Athena! Honey-pie!
(vs. Malin): I-it's good to be spunky, but weapons are a no-no!
(vs. Shen): Oh, man! You're like... No, you are a real wimp.
(Personally, I dislike his superiority complex over Kim. Jhun should be
too good for that!)
Official Character Profile for KOF 2003
--------------------------------------------
Name (official): Jhun Hoon
Mode of Combat: Tae Kwon Do
Birthday: July 26 (characters never age in this game, of course, so no)
Height: 177 cm
Weight: 77 kg
Blood Type: Type O
Birthplace: Korea
Measurements: Unknown
Hobby: Collecting Cologne. Being a pop idol groupie
Personal Treasure: All of Yusami Mori's CDs (limited first pressings).
Seagull figurines. Akina Nakamori concert videos.
Favorite Food: Eel, Clams, Arrowroot gruel
Dislikes: Prawns. Family name (because the Chinese character Jhun is two
strokes less than his original name of Kim).
Forte in sports: Billiards. Darts
Other things worth mentioning: His family name written in Chinese
characters is (...)
COPYRIGHT (c) 2008 D.H.
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