===================================================================== The King Of Fighters 99: Millenium Battle Jhun Faq Version 2.00 By Edward Koo (edwardkoo@yahoo.com) ===================================================================== ===================================================================== TABLE OF CONTENTS =====================================================================
[1] VERSION HISTORY [2] INTRODUCTION [3] MOVES [3.1] Legend [3.2] Normal moves [3.3] Command/Special moves [3.4] Desperation moves [3.5] Striker moves [4] COMBOS [4.1] Normal combos [4.2] Counter combos [4.3] Eagle mode combos [4.4] Tiger mode combos [4.5] Death/Infinity combos [5] STRATEGIES [6] ACKNOWLEDGEMENTS [6.1] About the author [6.2] Credits and special thanks [6.3] Final words
===================================================================== [1] VERSION HISTORY =====================================================================
v0.5, 04/09/1999 - Moves and rating. v0.6, 05/09/1999 - Combos and strategies. v1.0, 06/09/1999 - Initial release. v1.2, 13/09/1999 - Corrected Ambush Tiger Strike. - Added more info for Full Moon Slash. - Added some explanation to normal combos. - More combos. v1.3, 17/09/1999 - Added some basic normal combo. - Added an unblockable counter combo. v1.5, 19/09/1999 - New info for Taiji Break and some correction to Taiji Dodge. - Added a nearly unescapable strategy. - Added Jhun's practising routine under strategies section. v1.7, 26/09/1999 - Added three more combo section. - Added some eagle mode combos. - Added a death combo. - New info for Escape Tiger Strike. - More credits. v2.0, 07/10/1999 - Added more normal combos. - Added an eagle combo and some important explanation. - Move some normal combos to counter combos. - Corrected the striker moves. - All combos have been re-organized according to number of hits.
Jhun is a new character in KOF series. He is one of the member of Korea team which consist of Kim, Chang and Choi. He wanted to show Kim that his method of re-educating his student, Chang and Choi is not effective. So, he join the team to prove it. Although some of his moves are same with Kim, he do have some really new moves that never be seen before in any fighting game. His command/special move is not easy to perform when you first control him but once you get familiar with him, you'll be surprise on how powerful and flexible his moves are. This few words best describe Jhun,
A = light punch B = light kick C = heavy punch D = heavy kick
d = downward joystick direction u = upward joystick direction b = backward joystick direction f = forward joystick direction qcb = quarter circle back joystick motion qcf = quarter circle forward joystick motion hcb = half circle back joystick motion hcf = half circle forward joystick motion dp = uppercut joystick motion rdp = reverse uppercut joystick motion
s = stand j = jump c = crouch cx = crossup jump hold = hold down a button charge = hold on a joystick direction release = release a button
(air) = opponent is on air (close) = opponent is close to you (corner) = opponent is in corner (armor) = in armor mode (counter) = in counter mode (eagle) = in eagle stunt mode (tiger) = in tiger stunt mode (DM) = desperation move (SDM) = super desperation move
--------------------------------------------------------------------- [3.2] Normal moves ---------------------------------------------------------------------
sA (*) A mid level kick.
sB (**) An up level kick. Win against some air attack.
sC (***) A mid level side kick. Has good priority and can be combo only by itself.
sD (***) A mid level reverse side kick. Has good reach. Good for hitting opponent who are executing crouching attack.
(close)A (*) A mid level kick. Identical to sA.
(close)B (**) A mid level knee kick. Comboable.
(close)C (***) A mid level side kick. Has good priority and can be combo only by itself.
(close)D (****) A high level reverse hooking kick. Good for defending against air attack when Jhun is in corner.
cA (***) A low front kick. Quick and comboable. A must use for poking.
cB (***) A low sweeping kick. Quick but not comboable. Can chain with cA. A poking starter move.
cC (****) A high level reverse hooking kick. Good for defending against air attack when Jhun is in corner.
cD (****) A low level sweeping kick. Has good reach and comboable.
jA (**) A jumping front kick. Good for jump in attack.
jB (**) A jumping upper kick. Will win against some air attack.
jC (***) A jumping downward kick. A combo starter.
jD (****) A jumping front kick. Good priority and a combo starter.
C&D (*****) A mid to upper level front kick. Comes out fast and has very good priority. Jhun's main weapon, abuse it as much as you can.
Eagle Stunt: d, d + hold A Jhun will knee up his left leg. Note that he still can walk and dash forward or backward in this mode.
Tiger Stunt: d, d + hold B Jhun will knee up his right leg. Note that he still can walk and dash forward or backward in this mode.
Stunt Change, Eagle to Tiger: release A hold B Stunt Change, Tiger to Eagle: release B hold A Jhun can only change stunt while he is in either stunt mode. It maybe can dodge ground projectile attack, not confirm yet.
Knee Throw: b/f + C (***) A knee throw, good for keep throwing opponent in the corner.
Full Moon Throw: b/f + D (***) Jhun will pick up the opponent and throw it to other side with his leg. Looks cool.
Full Moon Slash: qcb + B/D (****) Identical to Kim's Half Moon Slash but it goes a bit higher. Good for counter attacking ground projectile attack. Jhun can either be in Tiger Stunt or Eagle Stunt mode if you hold A/B after executing it.
Exhaust Strike: qcb + A/C (***) Jhun's answer to Ryu/Ken's famous Senpu Kyaku/Hurricane Kick except that he do it on the floor. Once hit, it'll stun the opponet leaving him open for a combo.
Empty Dust: charge d, u + A/C (***) Kim's lost move found by Jhun. Jhun will do a series of flying reverse kick. Don't use it against air attack, you'll lose most of the time. Use it to combo from d + A.
Flying Dragon Step: (air)d + B (****) Jhun will step on the opponent. Once hit, he'll fly backward unless you do another Flying Dragon Step. Comboable with itself or his (DM/SDM)Phoenix Heaven Dance Kick.
Upper Eagle Kick: (eagle)u + C (****) Jhun will do an up to mid level downward kick. Comes out and recover quick. It'll knock down the opponent on air. Abuse it when opponent is in corner.
Middle Eagle Kick: (eagle)C (***) Jhun will do a mid level front kick. Comboable with Upper Eagle Kick.
Taiji Break: (eagle)D (****) Jhun will do a short front kick. If the move is blocked, the opponent will guard crush. If not block, the opponent will be knock down. Use it to link to counter combo, pressing the opponent in the corner or just for building up the super bar.
Flying Tiger Strike: (tiger)u + C (******) Jhun will do a jumping downward kick. Comes out fast and it must be block high. Jhun's high low game starter. Looks cool and another star have to be awarded for it's best sound in KOF series.
Fierce Tiger Strike: (tiger)C (****) Jhun will do a sweeping kick. Once hit, it'll knock the opponent up to air leaving him open for juggle. Jhun's high low game starter. Not as fast as Flying Tiger Strike.
Ambush Tiger Strike: (tiger)d + C (*****) Jhun will do a sliding sweeping kick. It has good reach, about 2/3 screen. Good for counter attack projectiles and pressing opponent. Incredibly useful when follow up with other Tiger Strike especially the Escape Tiger Strike.
Escape Tiger Strike: (tiger)b + A (*****) Jhun will do a low level Flying Dragon Step and will immediately jump backward. Has very good priority and it can only be block high. Jhun's ultimate escaping attack. Do it after his Tiger Strikes. It has autoguard priority and will win against any incoming attack except jumping attack and DM/SDM. Note that it can cancel any incoming projectiles too.
Hunting Tiger Trap: (eagle)f + B (****) Jhun will do a mid level hooking kick. Has counter hit priority. Jhun will be in Tiger Stunt mode if you hold B.
Taiji Dodge: (tiger)D (**) Jhun will do a dodge motion, leaving him invincible for a very short while. Good for dodging projectiles. Note that it will not build up the super bar.
Phoenix Nail Kick: qcf, qcf + B/D (*****) Jhun will perform various Eagle Kicks. Good damage even if blocked. Has some lag but if you do it in a good distance you'll be safe. Do it as soon as you have stock. Looks cool.
Phoenix Heaven Dance Kick: j + qcf, qcf + B/D (***) Identical to Kim's Phoenix Flying Heaven Kick. Jhun will kick up the opponent with various kicks. Has long lag. Only use it as a follow up after his Flying Dragon Step.
Hiding Tiger Ambush: B + C (***) When the opponent is near, he will do Empty Dust. When the opponent is far away, he will do Flying Tiger Strike. Best use when the opponent is within attack range because you can immediately do a low level attack during his Flying Tiger Strike. In this way, the opponent will get hit either blocking low or high.
--------------------------------------------------------------------- [4.1] Normal Combos ---------------------------------------------------------------------
(3 hits) j + C/D -> C -> f + B
(3 hits) j + C/D -> d + C -> f + B
(4 hits) j + C/D -> d + B -> d + A -> f + B
(4 hits) (corner) qcb + hold A -> C -> u + C -> D In order to successfully perform this combo, qcb + A/C must hit the opponent after the move finish, not during the move.
(4 - 6 hits) j + C/D -> d + B -> d + B -> d + A -> u + A/C. Do it as close to the opponent as you can for more hits. Preferably in corner.
(14 hits) qcb + A/C -> qcf, qcf + B/D. Again, qcb + A must hit after the move finish, so do it early.
(15 hits) (counter) (air) (DM/SDM) A&B + A/B/C/D -> qcb + D -> qcf, qcf + B/D The last DM/SDM move should be execute before the last hit of qcb + D while Jhun is still in air.
(16 hits) (counter) (DM/SDM) A&B + A/B/C/D -> qcb + D -> qcf, qcf + B/D The last DM/SDM move should be execute during the last hit of qcb + D.
(3 hits) (eagle)C -> u + C -> f + B You must hold A while doing f + B in order to connect. After f + B, you can hold B for Tiger Stunt or A for Eagle Stunt.
(4 hits) (eagle)C -> f + B -> (tiger)C -> u + C
(5 hits) (eagle)C -> u + C -> f + B -> (tiger)C -> u + C
(4 - 6 hits) (eagle)C -> f + B -> (tiger)C -> charge d, u + A/C
(5 - 7 hits) (eagle)C -> u + C -> f + B -> (tiger)C -> charge d, u + A/C
Clark as striker(best) or any other striker that launch opponent into the air.
(Clark as striker) After launch, near corner, walk forward a bit, jump and do down + B in such a way that Jhun would step opponent's head, then repeat x 12+ to dizzy.
Note : opponent will dizzy with back facing Jhun.
Then jump down + B x 2 into qcf, qcf + B/D. Opponent dies by this time.
(any striker that launch opponent into air) Run towards opposite side when opponent is launched and do the same as above, but its much more difficult to do this.
===================================================================== [5] STRATEGIES ===================================================================== Please note that the following moves are not combos. They are a a series of moves intended to confuse the opponent who are defending themself so that they'll get hit. The same strategies may have several variations. You should perform them interchangeably for maximum effective.
* (tiger)d + C, after hitting the opponent immediately do b + B. * (tiger)d + C, after hitting the opponent immediately do u + C. * (tiger)d + C, after hitting the opponent immediately do C then follow up with u + C. A very tricky and confusing high low attack move. The opponent can't attack you even if they have able to block all the move, so abuse it. You can always do b + A to escape or retreat from the opponent.
* j + C/D -> d + B -> d + B -> d + A -> f + hold B -> u + C. * j + C/D -> d + B -> d + B -> d + A -> f + hold B -> d + C -> u + C. Another high low attack. Remember that you can always perform b + A to escape or retreat from opponent. Good for guard crushing.
* j + C&D, once hit the opponent immediately do d, d + B -> u + C. * j + C&D, once hit the opponent immediately do d, d + B -> C -> u + C. A very quick high low surprise attack. Comes out fast. Good for fighting turtles.
* qcb + hold B -> u + C * qcb + hold B -> C Another surprise attack.
* (corner)(eagle)u + C, repeat it until opponent move then do qcf, qcf + B/D. Need good timing but you can substitute his (DM/SDM) with C&D for safety.
* (corner)(eagle)C/u + C, when opponent try to come near press D. With Upper Eagle Kick, the opponent will not be able to jump out and with Taiji Break, the opponent will not be able to come near. Even if the opponent do C&D, chances are that he will still get hit if you are doing (eagle)C -> (eagle)u + C. SF3, Alex's quote: YOU CAN'T ESCAPE!
* (tiger)d + C -> b + A -> C/u + C -> hold A -> (eagle)C/D -> u + C -> f + hold B -> (tiger)C/u + C -> d + C -> b + A -> (eagle)u + C -> u + C -> f + B -> ... Jhun's practising routine. Remix it as much as you can. Just beware that you are not playing with an easy to angry person with this routine. May the force be with you!
--------------------------------------------------------------------- [6.1] About the author ---------------------------------------------------------------------
Name : Edward Koo Email : edwardkoo@yahoo.com ICQ# : 7181441 Homepage : i.am/edwardkoo
--------------------------------------------------------------------- [6.2] Credits and special thanks ---------------------------------------------------------------------
SNK <http://www.neogeo.jp.co> - for releasing many cool fighting games especially KOF, Last Blade and Samurai Spirit series.
GMStalker - for accompanying me to arcade centre and writing down some move.
Kerry - for being my mental motivator.
Jason Wu - for being the first one who notice me some erratas and sending many useful infos.
Ah Kai and Sun Chai - for practicing KOF99 with me every weekend, sorry for winning you guys too much but i guess you guys will outplay me sooner or later 8)
Anders and Janne - for releasing NeoRageX, the best NeoGeo emulator in the world. My dream of owning a NeoGeo system comes true.
Moonrun <http://i.am/moonrun> - for many combos especially the death combo and his excellent KOF combo faq.
--------------------------------------------------------------------- [6.3] Final words ---------------------------------------------------------------------
Your comments, infos, ideas, erratas and contributions are welcome. Thank you very much for reading this faq.