Jhun FAQ v1.3, the King of Fighters 2003 By Zytan ============================================ 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. ============================================ 3. Jhun's Basic Moves -------------------------------------------- Cancellable Normal Moves: Standing Close: A B C D Crouching: A C D (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 3. DMs --------------------------------------------------------------------- Hou'ou Ressou Kyaku qcf, qcf + B/D Performable in Eagle Hou'ou Tenbu Kyaku in air, qcf, qcf + B/D 4. LDMs --------------------------------------------------------------------- Jhun Shiki: Ressou Hiten Kyaku qcf, qcf + AC Performable in Tiger ======================================================================= (Move name translations given below are mostly taken from SNK-P's KoF 10th Anniversary website.) 4.1 Throws / Command Moves -------------------------------------------- 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: (****-) ============================================ 5. Combos -------------------------------------------- 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.) -> Jumping C/D (op.) \ -> +-- sA/cA (op.) \ -> +-- f+B (op.) +-- jD +- d,d+B, (tiger) A \ / / *Corner only -> +-- qcf,qcf+AC --+-- (charge d, u+C) \ +-- jump, (qcf, qcf+B/D) \ +- d,d+B, (tiger) A *Corner only 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: Jumping C/D, crouch-B, crouch-B, crouch-A, (qcf, qcf+B/D) 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. ============================================ 7. Misc. -------------------------------------------- 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. This FAQ may be reproduced for non-commercial use only in either its entirety without any modification or in part accompanied with a citation to this file (at GameFAQs). This FAQ may not be used in part or in whole for any commercial purposes.