Anti Jun Punishment Guide In Tekken 8

Anti Jun Punishment Guide In Tekken 8
Anti Jun Punishment Guide In Tekken 8

Navigating the intricacies of Tekken 8, mastering Jun’s anti-strat punishment is key to success. When you witness the distinctive light cone emanating from the ground, be aware that she stands at -9f, making her attacks generally not punishable, albeit with a health cost unless in heat. However, a notable exception exists in the form of IZU2, where Jun becomes vulnerable at -13f. Discerning these nuanced details empowers players to capitalize on opportunities, exploiting her momentary weaknesses for effective counterplay. Stay vigilant and strategically leverage this knowledge to gain the upper hand when facing Jun in the relentless battles of Tekken 8.
TLDR:
-When you see the light cone from the ground, she is -9frames, not punishable (but it costs health unless in heat). The only exception is IZU2, which is -13Frames.

Jun Tekken 8 Frame Data

Heat:

  • Heat powers: Moves that cost health now does not.
  • Powered up f1+2, now a parry.
  • Heat engagers: 1+2 / f2,1+2 / ss4 / IZU3 / MIA2
  • Heat smash: i13, mid, mid / GEN (from stance) i20 low, mid

Stances:

  • Izumo. Transitions: 1,2,2 / f3,2 / u2 / MIA1+2 (+6) / 1,1 / f1(-9)
  • You’re going to see the homing spin high attack into stance.
  • She has a hellsweep, mid launcher, throw, and safe mids.
  • Genjitsu. Transitions: ff2~f(+1) / b2,1~f(+0) / ws1,1~f(+0) / MIA~f
  • Strong mids, plus frame high, but only a small poke low (CH KND)

Standing Block Punishment:

  • -15Frames pushback: 1+4,2,4(-15) / b3(-19, i22 gap before follow ups) / ws3+4(-21) / MIA2(-20)
  • -15Frames: f2(-18) / db1,1,1+2(-15) / uf4(-20) / ws1,4,1+2(-20) / FC df1(-19)
  • -14Frames: df4 / uf1 / (IZU4),1
  • -13 3 / f3,4 / df3+4,1 / b2,1,1 / ws1,1,1 / b3,2 / ff2,2 / ws3 / IZU1,2 / IZU2 / GEN2(safe if absorb)
  • -12Frames: 1,2,4 / 2,1,4 / 1+2 / 1+4,3,1 / df2 / b3+4(safe if absorb) / uf4,3 / ws2,1 / ws4(pushback) / IZU1+2(safe if absorb)
  • -11/-10Frames: 1+4,3(-11) / df1,1(-11) / df3+4(-11) / df3+4(-11) / db1,1(-11) / b1(-10) / ws1,4(-11)

While Standing Block Punishment:

  • -15Frames: 1+4,2,d4(-23) / ws1,4,2(-16) / FC df3(-19) / IZU4(-37)
  • -13Frames: 1+4,3,d4 / GEN1
  • -12Frames: 1,3 / d4 / db2 / db3
  • -11Frames: / -10 FC df2(-11)

Highs You Can Duck:

  • 1,2,2(mix, but 11f fuzzy with no delay)
  • 2,1,4,3(mix, 5f fuzzy)
  • 1+4,2
  • f3,2(mix)
  • df1,2(mix)
  • d4,4
  • b2,1(mix)
  • b2,1,4(mix)
  • ff2,3(mix)
  • ws1,1(mix, but 7f fuzzy)
  • ws1,1,4
  • IZU1,1(mix)

Plus On Block Moves:

  • SS4(+6)
  • ff1+2(+6)
  • 1,2,2 / f3,2 / u2 / MIA1+2 (+6 IZU)
  • f4(+3)
  • ff3,3+4(+3)
  • GEN4(+4)
  • WR3(+3~+7)
  • f1+2(+2)
  • 1,2~d_u (+1 into SS)
  • f2+2(+0)

Low Minus Moves:

  • ws1+2(-2)
  • f3~u_d (-2 SS)
  • u4(-3)
  • df1,2(-3,-4)
  • d2(-4 FC)
  • ss1+2(-4
  • GEN3(-4s)

Dealing With Strings:

  • 2,1 string: 2,1,4 jails, can always duck for 2,1,1+2. Full string 2,1,4,1_3 can be fuzzy guarded undelayed, 5f, high first.
  • 1+4,3,1: There is a 12f gap before last hit, which means you can i11 punish third hit. You can also SSL last hit for launch. There is however 1+4,3,4 which has no gap and will CH you.
  • df3+4,1/4: Same animation as 1+4,3,1, and same properties (you need to SWL this one). Mid can be interrupted, low will hit you.
  • ff3,3+4: SSR second hit. This is going to get spammed, as it deals chip, is +3 oB, and first hit is long range homing mid.
  • ws1: Very spammable string if you don’t duck second hit. Has a mid mixup, but 7f fuzzy, high first. You have to guess if she does
  • ws1,4,2_1+2, but both mid and low ender is launch punishable.
  • FC 3+4,3: You can jab float second hit, but she can cancel to crouch after first hit. Second hit jumps over a dickjab OS attempt.

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