Saotome Kaneda
09-15-2005, 12:04 PM
Okay, this is just a compilation of my tactics that I pulled from my swiss-cheesed memory, plus things I've seen Jhun is capable of but I cannot perform during my tenure in Okinawa, Japan and against certain people in Cali and NYC.
Jhun is all rushdown and pokes. If you're not moving towards them, you ain't doing shit.
This is gonna be done in a few parts, [1]Normals, [2]Specials and Stances, then [3]Supers and Random Combos/(my)Tactics
-Normals-
USE:
c.A - Not low hitting, but essential for his low pressure chains
c.B - Low hitting, this should be the most thrown out move. Quick and links to stronger shit.
c.D - Arguably the best sweep in the game. Long range, quick coming out, quick coming back. Do NOT abuse, as hoppers eat this thing alive.
s.B(occasionally, both close and far) - The far version is a nicely ranged sidekick that IIRC is cancellable. Your best option off this is f+A if you want mindgames. Mind you that it usually doesn't combo at max range. In those cases you want to go f+B XX mixup. Close is a high kick that hits disturbingly high. Also cancellable, also hard to punish. It's also good if you're cornered against an empty hop mixup.
Close C - Pay attention, I said CLOSE C. Far C should never EVER come out. This is the standard, combos into almost everything attack. Decent for meaties.
Close D - Close C with better chance of stopping hop shenanigans.
Far D - Your best, non-command normal poke. Doesn't combo into or out of shit, but it does two things for you. 1, it goes over really low sweeps/pokes. And 2, it makes particular poke strings safe and increase your chances of a guard crush. Not bad startup, but at most ranges, impossible to punish.
instant jumpback A - On mid/large characters, this is an annoying overhead. Don't use it often.
j.B - For air to air against people with higher jumps. Don't use often either.
Neutral j.C - Someone jumping at you? Dashing at you? Do this and they'll stop. Possibly the best jumping attack in the game.
j.D - Not great, but not bad. Doesn't have that stupid delay like Neowave does on startup. Also the only hop move you should use other than...
j.d+B a.k.a. THE STOMP - His claim to fame. Fuck the stances, the Stomp has been broken since 99, and this year is no different. The stomp has a handful of good uses. It's easy to hit confirm into air super, it has a deceptively large hitbox, you can do goofy crossup tricks with it, and of course, it leads into the airwalk glitch(fixed in Original mode or whatever the revision was). It's also decent protection against people that will sit in defensive crouch and try to sweep you as you land(I'M LOOKING AT YOU, IORI SCRUBS).
f+A - Everything a command normal should be. Good, fast poke, knocks down(slide KD), Wire Damage on CH(and it's easy to CH with it), leads into A Stance(facing the screen), and it has AUTOGUARD. The AG frames are kinda early, so test and find where they are, as I can't remember.
f+B - Ever since he was given f+A, f+B has been neglected. Unfortunately, it's pretty much the same here. There's hardly any reason to use it outside of using the AG frames to cover you so you can easily use it as an AA, since it gets to the hitting frames faster. It doesn't knock down, but it leads into B Stance(facing the BG), which is your high/low/anti FB stance. I'll get more into the stances later. It also leads to an easy way to link your LDM.
DON'T USE:
Far A - Far B does everything it does with better range.
Far C - I covered this already. It's fucking horrible.
c.C - You have a better AA in the form of Kuu Sa Jin(which, if you're on the defensive, you should have charged anyway), or neutral j.C
f/b j.C - Slower than previous years, and for some reason gets beat much more air to air.
Part 2 coming over the weekend.
Jhun is all rushdown and pokes. If you're not moving towards them, you ain't doing shit.
This is gonna be done in a few parts, [1]Normals, [2]Specials and Stances, then [3]Supers and Random Combos/(my)Tactics
-Normals-
USE:
c.A - Not low hitting, but essential for his low pressure chains
c.B - Low hitting, this should be the most thrown out move. Quick and links to stronger shit.
c.D - Arguably the best sweep in the game. Long range, quick coming out, quick coming back. Do NOT abuse, as hoppers eat this thing alive.
s.B(occasionally, both close and far) - The far version is a nicely ranged sidekick that IIRC is cancellable. Your best option off this is f+A if you want mindgames. Mind you that it usually doesn't combo at max range. In those cases you want to go f+B XX mixup. Close is a high kick that hits disturbingly high. Also cancellable, also hard to punish. It's also good if you're cornered against an empty hop mixup.
Close C - Pay attention, I said CLOSE C. Far C should never EVER come out. This is the standard, combos into almost everything attack. Decent for meaties.
Close D - Close C with better chance of stopping hop shenanigans.
Far D - Your best, non-command normal poke. Doesn't combo into or out of shit, but it does two things for you. 1, it goes over really low sweeps/pokes. And 2, it makes particular poke strings safe and increase your chances of a guard crush. Not bad startup, but at most ranges, impossible to punish.
instant jumpback A - On mid/large characters, this is an annoying overhead. Don't use it often.
j.B - For air to air against people with higher jumps. Don't use often either.
Neutral j.C - Someone jumping at you? Dashing at you? Do this and they'll stop. Possibly the best jumping attack in the game.
j.D - Not great, but not bad. Doesn't have that stupid delay like Neowave does on startup. Also the only hop move you should use other than...
j.d+B a.k.a. THE STOMP - His claim to fame. Fuck the stances, the Stomp has been broken since 99, and this year is no different. The stomp has a handful of good uses. It's easy to hit confirm into air super, it has a deceptively large hitbox, you can do goofy crossup tricks with it, and of course, it leads into the airwalk glitch(fixed in Original mode or whatever the revision was). It's also decent protection against people that will sit in defensive crouch and try to sweep you as you land(I'M LOOKING AT YOU, IORI SCRUBS).
f+A - Everything a command normal should be. Good, fast poke, knocks down(slide KD), Wire Damage on CH(and it's easy to CH with it), leads into A Stance(facing the screen), and it has AUTOGUARD. The AG frames are kinda early, so test and find where they are, as I can't remember.
f+B - Ever since he was given f+A, f+B has been neglected. Unfortunately, it's pretty much the same here. There's hardly any reason to use it outside of using the AG frames to cover you so you can easily use it as an AA, since it gets to the hitting frames faster. It doesn't knock down, but it leads into B Stance(facing the BG), which is your high/low/anti FB stance. I'll get more into the stances later. It also leads to an easy way to link your LDM.
DON'T USE:
Far A - Far B does everything it does with better range.
Far C - I covered this already. It's fucking horrible.
c.C - You have a better AA in the form of Kuu Sa Jin(which, if you're on the defensive, you should have charged anyway), or neutral j.C
f/b j.C - Slower than previous years, and for some reason gets beat much more air to air.
Part 2 coming over the weekend.