---------- Disclaimer ---------- This FAQ is a free publication so if you see any parts of this document in magazines(like EGM)or any form of media please contact me.If you would like to put this document on your site or whatever kind of media please ask me first for I have no problem with those who would like to use this FAQ(like anyone would anyway),I'd just like to know where my things are.King of Fighters is copyright of SNK/Neo Geo.Chun Li is copyright of Capcom.This FAQ is copyright of Yang Yang He Version:1.3 (August 2001) Email:hebrettofaq@yahoo.com.au Site/s where this FAQ should be found: www.gamefaqs.com -------- Contents -------- 1.Introduction 2.Controls 3.Command and Special Moves 4.Desperation Moves 5.Striker Moves 6.Notes 7.Combos 8.S-Team Combos 9.Credits 10.History -------------- 1.Introduction -------------- Every character has got to have a rival.And Kim's rival appeared in KOF99 as Jhun.Jhun,like Kim,also does Tae Kwan Do trying to see who is better between the two.I have to agree that Kim is good,but Jhun will always be better for his mind-game abilities in the game.You can play a very offensive Jhun or a very defensive one,they are both very good.Enjoy the FAQ(also try to notice that all of his moves involves with kicks,not a single punch).Also,I apologise for sometimes using stance and stunt(you will know what I mean),they both mean the same thing,it's just sometimes I type one word and the grammar sounds better If you find any mistakes that I might have made or you might have found this FAQ in another site from the ones listed above,please kindly email me(hebretto@yahoo.com.au) ---------- 2.Controls ---------- All are for the left side of the screen qcf - down,down-forward,forward qcb - down,down-back,back hcf - back,down-back,down,down-forward,forward hcb - forward,down-forward,down,down-back,back dp - forward,down,down-forward The following applies to any character: Charge -Hold a direction for 2 seconds A/B/C/D -In order light punch,light kick,hard punch etc xx -Press two buttons at the same time(like AB) Dodge(AB) -It's more of a slide that grants you invincibility for a short time,by holding back and pressing AB you will do a back dodge.If done while blocking you will roll away(roll back if you hold back,roll forward if you leave it neutral/hold forward)from your opponent thus preventing from doing their attack but it costs one powerstock Safe Fall(press AB when your just about to hit the ground) -A quick recovery from a fall.Comes in handy sometimes from the any off the ground Strikers like Joe Call Striker(BC) -Call out your 4th character for assistance CD attack -A knockdown attack which can be done in the air.If you do this when blocking you will knock down you opponent thus preventing them from doing their attack but it costs one powerstock if you do it and it also does no damage Throw(when near opponent,forward or back + C/D) -Throws,who can live without them.If you call out your Striker after a throw they will knock your opponent into the air leaving you for another hit.This process takes up one Striker stock and powerstock Throw escape(tap any button before being thrown) -Stops a throw period.This year you knockdown your opponent instead of pushing them away.You can call out a Striker after you knockdown your opponent for an extra hit.This process takes up one Striker stock Counter mode(ABC when you have 3 powerstocks) -A mode in which you can do unlimited normal DMs and more damage for attacks for a period of time.When the timer runs out,you will not be able to add anything to your power gauge for about 3 or so seconds Armour mode(BCD when you have 3 powerstocks) -A mode in which you will not get into hit stun and do more damage(more than Counter mode)for a period of time. When the timer runs out,you will not be able to add anything to your power gauge for about 3 or so seconds Super Desperation Move(motion of any Desperation Move + AC/BD) -An enhanced version of one of your DMs,the set damage for a SDM is about 50%.When you finish the SDM you will not be able to add anything to your power gauge though for about 3 or so seconds Taunt(press Start) -Just used to annoy your opponent but this year each time you taunt you are given an extra Striker stock but it costs a powerstock.Also,you can't just stop it any time you want like in the other games,so don't do it just because you felt like unless you feel suicidal.While in Counter Mode(and maybe in Armour Mode),if you taunt you will also get a Striker stock but that will decrease the amount of time you have left for the mode(s?) --------------------------- 3.Command and Special Moves --------------------------- >Command Moves< Soshuu Geki (forward + A, hold A to go into A Stunt) -Jhun will strike at his opponent with a straight kick(which looks like a spear since his foot is pointed towards the opponent),nice range.You can follow this with a Special move or DM(most of them won't connect though so do it at your own risk).If you hold A after doing the move you will go into Soshuu Jin(A Stunt) Ryouko Geki (forward + B, hold B to go into B Stunt) -Jhun will strike at his opponent with a straight kick(but it's the other leg),not as good compared to the Soshuu Jin version(A Stunt, forward/back + B).This isn't as good as Soshuu Geki but it's faster than it and it's more combo friendly.This can't be cancelled into anything.If you hold B after doing the move you will go into Ryouko Jin(B Stunt) Ryuurou Shuu(AKA Dragon Step) (in air, down + B) -Jhun will attempt to step on the opponent with one foot(similar to Chun Li's in air down + medium kick). If you hit the opponent with this while jumping in,you will jump back to where you were.However,if you did this from a neutral jump,Jhun will just jump up instead of jumping forward or back.If this is done like a crossover,Jhun will jump back to where he was before instead of jumping back(e.g-You did a crossover from 1P side,instead of jumping towards the 2P side,you will jump back to the 1P side),this can be used to confuse your opponent.Also by holding up on the joystick after hitting you will make Jhun jump higher compared to just leaving it after hitting(this can become useful when doing the Dragon Step infinite mentioned below) If mastered correctly you can use this as an infinite just by doing it over and over if your opponent is in the corner(see combos section for more information). >Special Moves< Haiki Jin (qcb + A/C) -Jhun will do a crouching spin kick which forces the dirt/sand on the ground he's on to come up.This is a short range projectile.But like most projectiles(especially this one)the damage is little.What makes it even worse is that it takes some time to come out.Now for the good,as long as he's done the starting animation,there is no way your opponent can cancel(destory)it,so if your opponent hit with a close range attack shortly after your starting animation they'll be hit by the dirt/sand.The hit stun on this is fantastic,if this hits successfully(close range)you can connect with just about anything.If you used the A version and hold it you will go into A Stunt Mangetsu Zan (qcb + B/D) -Jhun will do a bunch of somersault kicks towards your opponent(his version of Kim's qcb + B/D).This not only looks good but it can be used as an anti-air attack as well as a block damage attack.If your opponent AB roll you can do this so the moment their out of it,the move should hit them.B version does less hits(the D version does about 6/7)and also less range,but if you hold the B button afterwards you will go into B Stunt Kuu Sajin (Charge down, up + A/C) -Jhun will go up into the air like a tornado doing 2 kicks(A version) or 3 kicks(C version).The third hit of the C version will only hit if your opponent is in the corner.Nice damage and hella fun as an anti-air.If A version is used,hold A to go into A Stunt Soshuu Jin(AKA A Stunt) (down,down + A, hold A, move forward or back) -Jhun will hold up one of his legs trying to balance himself on the other one(makes him look very intelligent).Whilst in this stance,you can perform up to 5 follow-ups if you like to but the bad thing you can't block or run.Once you are hit you will have to perform the motion again to be in the stance.The only thing you can do is move forward and back or hop forward or back.But you can always let go of the button so that you can run and block *Shuusou Kyaku (Joudan) (up + C during Soshuu Jin) -Jhun will attack with the leg that he's holding up like a vertical sword slash.Knockdown attack if hit in the air,it is also a knockdown if this was a counter hit *Shuusou Kyaku (Gedan) (C during Soshuu Jin) -Same as the Joudan version above but Jhun will make a horizontal sword slash(range exceeds 1cm of his foot).Very fast,plus the stun time on this is very good.Quite fast as well compared to the KOF99 version *Taikyoku Ha (D during Soshuu Jin) -Jhun will attempt to horizontally stomp the opponent,knockdown attack.This is very useful since it can destroy most projectiles(if timed correctly)and cause Guard Crush if blocked which will stop the opponent from blocking,you can try to follow that with his Kirikae Kougeki(below) *Kirikae Kougeki (forward/back + B during Soshuu Jin) -Same animation as his Ryouko Geki(forward + B)but what makes this even better is that its and it has auto-guard,try this against a jumping opponent.If you hold the button you will go into Ryouko Jin(B Stunt) *Kirikae Dousa (B during Soshuu Jin, hold to go into Ryouko Jin) -Not much of a move more like a transformation,by pressing and holding B you will go into his Ryouko Jin(B Stunt) Ryouko Jin(AKA B Stunt) (down,down + B, hold B, move forward or back) -Same deal as the Soshuu Jin(A Stunt)only difference is that his other leg is up this time. ^Hiko Geki (up + C during Ryouko Jin) -Jhun will hop and do a kick(like a vertical sword slash)with the leg that his holding up.This is an overhead attack.Very quick against opponents who are in the air and those who are blocking low ^Shuuko Geki (down + C during Ryouko Jin) -Jhun will crouch shortly after doing a sliding kick(travels 2/5 of the screen).This can go under most air bound projectiles(except Bao's)and must be blocked low ^Mouko Geki (C during Ryouko Jin) -Jhun will crouch and do a sweep kick,if this hits(only has a 2cm range)it will launch the opponent up into air leaving a free juggle.But what makes this good is that if in range you can hit the opponent before they land from a jump.Must be blocked low ^Taikyoku Hi (D during Ryouko Jin) -Jhun will stick out the leg that he's holding up.During that time he will become invulnerable to all attacks except throws.Watch out when your doing this to projectiles for if you do it too quickly it will end up hitting you anyway ^Kirikae Kougeki (forward/back + A during Ryouko Jin) -Jhun will do a back flip(similar to Ramon's hcf + B/D throw when he presses his foot against the opponent)which can still hit.This must be blocked high for its an overhead attack and it also has auto-guard.You can use this to retreat from your opponents.Hold the A button to go into Soshuu Jin(A Stunt) ^Kirikae Dousa (A during Ryouko Jin, hold to go into Soshuu Jin) -Not much of a move more like a transformation,by pressing and holding A you will go into his Soshuu Jin(A Stunt) ------------------- 4.Desperation Moves ------------------- ^=Can be done as a SDM Hou'ou Tenbu Kyaku (in air, qcfx2 + B/D) -Jhun will descend from the air and if he successfully hits he will do a number of flip kicks before finishing with the starting hit of his Kuu Sajin(Charge down, up + A/C).This is best used against opponents that are still in the middle of trying to attack you(surprise attack)or in conjunction with a combo Hou'ou Ressou Kyaku^ (qcfx2 + B/D/BD) -Jhun will do a number of kicks which causes slash effects(think of it as a compilation of his A stunt moves),the last few kicks creates tornado like slashes and covers some distance,if the opponent blocks all of it your still pretty safe since it has very little lag time.Quick so you can use it if you think your within range and up for a free hit,you can also use this if your opponent is in the air as an anti-air attack.Did I mention this does excellent block damage?(I remember at one stage I did this 3 times in a row against an blocking opponent,almost 40% damage) The SDM version is just an extended version with more kicks and longer range tornado like slash kicks.Also a lot of block damage --------------- 5.Striker Moves --------------- Jhun-Jhun has two actions that he can do.One is if the opponent is far where he will come in and do his Hiko Geki(B Stunt, up + C),this is an overhead and knockdown attack so you have to block high for this.The second Striker action is if the opponent is near the corner when Jhun dashes in he will do his C version Kuu Sajin(Charge down, up + C).Note that Jhun only comes out from the corner like Seth and Vanessa Striker Baedal-When he lands he will do two kicks which creates two tornadoes(like Joe's hcf + C but with kicks instead).This can be best used in combos or when your opponent is down on the ground since it can pick up an opponent on the ground(only thing is you need to time it since he takes some time to release the tornadoes).Baedal comes out wherever you are on the screen.Baedal is from a game called Fight Fever(thanks to Raul Torrez for the information) ------- 6.Notes ------- Jhun's moves are hard to master(I'm still trying to do the Dragon Step infinite).This section is to help you(hopefully)at least get the hang of his moves >Soshuu and Kyouko Jin< If your not in range with any of your moves then don't stay in the Stance forever just waiting for your opponent.If you do you can be easily punished by either a fast enough projectile DM or Striker.Only stay in the Stunt if you know you are in range and you stand a chance against the opponent with the attacks(try to mix up the two Stances to confuse your opponent,if you just do the same thing and stay in the same Stunt all the time you will become predictable) >Timing when doing combos with Stances< Timing is the most important element when doing combos with A/B Stunt cause you stuff up the combo if you missed by one margin of a second .The best time to do a follow-up is when the move has hit and has caused the slow down effect(I'm referring to his A Stunt Standing C and up + C),then attempt to do a follow-up >Canceling whilst in Stances< I will use the word "canceling" in all my combos that are related to his Stance moves.What this means is that instead of waiting to go into either A or B Stunt after a move you should switch to that Stance and perform the move.Example: ->A Stunt Standing C, A Stunt up + C, B Stunt up + C *Normal way of doing it would be - A Stunt Standing C, A Stunt up + C, switch to holding B and then up + C *Canceling way of doing it would be - A Stunt Standing C, A Stunt up + C(switch to B Stunt after this), quickly press up + C This takes time and practice but once you get the hang of it,it won't be too long before you master the rest.One of the hardest canceling combos you will ever come across would be the one below: ->A Stunt Standing C, B Stunt Standing C If your too slow when trying to cancel this Jhun will do his switching from Stunt to Stunt animation and then do the B Stunt Standing C.The best time to cancel is before the A Stunt Standing C causes the slow down effect hold B and then do Standing C,if done right,Jhun will follow with his B Stunt Standing C straight after the A Stunt Standing C There is even a way to cancel the animation in which Jhun will switch from Stunt to Stunt.The best way to do this is to do a move and then switch to the other mode and either hold C or D >Dragon Step infinite< This is best done with the opponent in the corner(the most you can get off against an opponent that's not in the corner would be 5 Dragon Steps).You have a few choices to set this up,either from his B Stunt Standing C,a Striker or a Counter Hit registered CD attack(including blocked CD attacks).All sounds simple doesn't it?Just keep on pressing down + B whilst in the air.Wrong,if you don't hit the opponent on the right area you could miss the rest,there's also the jump-in factor which will cause Jhun to slightly make you jump away from the opponent after the first Dragon Step.I have included the best ways to do this infinite below ->Neutral jump version Just jump up and do Dragon Step.This is the easiest and safest way to do it for it won't knock you away after the first Dragon Step(see Command Moves description for more info).The safest area on the opponents' bodies are their stomach area,try to time when you press the B(don't just mash it,else that won't connect).The most hits I have managed to do with this version was 16 ->Neutral jump + pause version Same as the first one but you can jump up higher(hold up on the joystick after doing a Dragon Step)to do some more Dragon Steps.The pattern in doing this is flexible as well(you can do five Dragon Steps,hold up,then do five more Dragon Steps and repeat the procedure).This guarantees that your second and third Dragon Steps will hit but sometimes you might miss the opponent after holding up.The most hits I have managed to do with this version was 12 ->Jump in version Well,in this version,instead of doing a neutral jump you would be doing a forward jump and then Dragon Step.The best area is on the opponents' head(so right on top of them),try to mash with this one so you won't be knocked away from the opponent after one of the Dragon Steps.I haven't managed to get more than 4 hits with this due to my lack of timing -------- 7.Combos -------- Since Jhun has the two stances(Soshuu and Ryouku)he has a variety of combos.One of the best is trying to connect a normal move from his Gedan version of Shuusou Kyaku(A stunt, press C)in the corner.I tend not to include Striker combos in my FAQs since there are too many but if you like to contribute with one(provided it works)I'll gladly post it up and give you full credit.I won't be using the names of the moves either since it would be too long and hard to understand *=Optional 1.(with opponent in corner) qcb + A*, A Stunt Standing C, A Stunt up + C*, follow with: -cancel into B Stunt up + C -A Stunt Standing D -A Stunt forward + B 2.(with opponent in corner) qcb + A*, A Stunt Standing C, cancel into B Stunt Standing C, follow with: -A Stunt up + C(canceling is not required) -A Stunt Standing D(canceling not required) -A Stunt forward + B(canceling not required) -B Stunt up + C -B Stunt back + A(timing required) -Charge down, up + A/C(best to start charging down the moment you did B Stunt Standing C) -Dragon Step infinite(see 6.Notes) -qcfx2,uf + B/D(a short jump into his in air qcfx2 + B/D DM) 3.(with opponent in corner) qcb + A*, A Stunt Standing C, (pause), follow with: -Crouching B, Crouching B, Crouching A, up + C -Standing C, forward + A*, qcfx2 + B/D/DB -Standing C, qcb + D 4.(for most damage,best done in corner) Jump C/D*, Crouching B, Crouching B, Crouching B*, Crouching A, up + A/C 5.(if the optional Crouching B is done the combo might not connect) Crouching B, Crouching B*, Crouching A, forward + B 6.(for the D version of the DM to connect it's best done in the corner) Jumping C/D*, Standing C, follow with: -qcb + D -forward + A*, qcfx2 + B/D/BD --------------- 8.S-Team Combos --------------- These are combos seen in the S-Team combo movies,which were these two very big(71mb and 35mb)Divx files(they came from a VCD full of combos made by this Hong Kong games magazine called "Game Weekly").I decided to add this section for those who can't see them(due to the requirements of the Divx codec)or just couldn't be bothered to download them.The combos are listed as exactly how it was done in the movies.Enjoy 1.(with opponent in corner and Cool Choi as Striker) Jump D, Crouching B, Crouching B, Crouching A, up + C, on the last hit call Choi, after Choi hits jump up and do Dragon Step infinite 2.(with opponent in corner and Goenitz as Striker) Standing C, forward + A, call Goenitz, qcfx2 + B/D, after that Goenitz should hit, run forward and jump up to do Dragon Step four times, qcfx2 + B/D in air DM 3.(with you in the corner and opponent half screen away) Crossover Jump A, Crouching B, Crouching B, Crouching B, Crouching B, Crouching B, Crouching A, up + C 4.(with opponent in corner and Seth as Striker) qcb + A, A Stunt Standing C, cancel into B Stunt Standing C(let go of the button and charge down after this), up + C, Seth should hit after the last hit, wait before doing qcfx2 + B/D 5.(with opponent in corner) Standing C, forward + A, qcfx2 + BD 6.(with opponent in corner and Joe as Striker) qcb + A, A Stunt Standing C, A Stunt up + C, A Stunt Standing D, release A and call Joe, qcb + A, A Stunt Standing C, A Stunt up + C, A Stunt Standing D, release A and call Joe, qcb + A, A Stunt Standing C, A Stunt up + C, A Stunt forward + B --------- 9.Credits --------- I would like to thank the following in helping me write this FAQ(In no particular order) CJayC -Without him you wouldn't be reading this FAQ (www.gamefaqs.com) Vincent Chua -Many more combos for Jhun and others at his site.If your interested in finding out stuff about the KOF2000 Hong Kong comics this site is the best for that (www.kofonline.com) Chris MacDonald(Kao Megura) -One of the best FAQ writers around,a real pioneer.Always an inspiration for FAQ writers everywhere.Also got Jhun moves' names from his FAQ.Check out his FAQ at where you found this(GameFAQs.com) Anyone I versed over the years in KOF(Stefan,Fat Cat Lim,Wolferaizer) -For giving me an goal to beat you guys(except for Stefan,no offense),if not for these people I wouldn't want to learn how to play everybody My gaming friends (Ivan, Bufa, Stefan, Jake, Jacky, Ming, FCL, Wolferaizer, Krizalid, Skinner, Jackson, William and the rest that I might have forgotten) -Another reason for me to play games,to beat you guys(exception to Bufa,Krizalid and Ivan since you guys don't live near me) Gunsmith -For posting up the S-Team videos,not to mention joining them together(another site posted the same videos up but they were in 10 or so WinRAR files so you had to link them together,all too complicated to me).These are now in .rm format making the downloads easier for you (www.orochinagi.com) Neo-geo.com Bulletin Boards -If you want to find out stuff about Neo-Geo hardware or Neo-Geo games,they have a bulletin board their to help you(very helpful).I frequent there everyday (www.neo-geo.com) Orochinagi Bulletin Boards -Another BB that I frequent.If your more into the games this forum is it(Neo-Geo is more pro hardware but there's still games)(to access the bulletin boards go to the top right corner and find the SD Orochi Iori and Orochi Leona pic near the envelope icon) (www.orochinagi.com) Iie-Kyo -Thanks for reminding me that I was still caught up with the Engrish Raul Torrez -He gave me the origin of Baedal White Tower Team -A site with tons of combos for various fighting games. (www.white-tower.net) Jared Low (Vivx) -His site also features original combos for KOF2000 as well as characters' moves in graphical view. (www.shingohandbook.com) Game Weekly -For releasing the S-Team combos on VCD You -For reading this FAQ --------- 10.History --------- Version 1.0 (June 13th, 2001) - Another FAQ(semi)done,only another 10 to go(I hope not)^_^ Version 1.1 (June 20th, 2001) - Grammar and spelling correction Version 1.2 (July 26th, 2001) - Origin of Baedal (another Striker) added Version 1.3 (August 13th, 2001) - Changed my email address