Ironfist Insights
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Jun — character information

Every Jun move in Tekken 8: 52 rows, 7 lows, 5 throws, 7 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Jun is hard to interrupt (46.6% of their pokes stay plus on hit and safe on block). Everything else about them sits inside the roster's normal range.

  • Neutral throws510th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Jun: 5 throws from neutral — 10th of 41. The roster median is 4.

  • Plus on block11.1%20th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Jun: 11.1% of the movelist is plus on block — 20th of 41. The roster median is 11%.

  • Lows16.7%11th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Jun: 16.7% of the movelist is lows — 11th of 41. The roster median is 13.8%.

  • CH launchers178th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Jun: 17 moves launch on counter hit — 8th of 41. The roster median is 12.

  • Stances36th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Jun: 3 stances: GEN, IZU, MIA — 6th of 41. The roster median is 2.

  • Homing45th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Jun: 4 homing strikes — 5th of 41. The roster median is 3.

  • Wall / balcony22.9%27th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Jun: 22.9% of the movelist carries a balcony break or wall crush — 27th of 41. The roster median is 24.8%.

  • Floor breakers031st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Jun: 0 strikes break the floor — 31st of 41. The roster median is 2.

  • Side switches126th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Jun: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage13.2%26th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Jun: 13.2% do chip damage on block — 26th of 41. The roster median is 14.5%.

  • Power crushes44th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Jun: 4 power crushes — 4th of 41. The roster median is 3.

  • Fast mids38th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Jun: 3 mids at i13 or faster — 8th of 41. The roster median is 2.

  • Parries / sabaki45th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Jun: 4 parries or sabaki — 5th of 41. The roster median is 2.

  • Launchable lows29.2%33rd of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Jun: 29.2% of their lows are -15 or worse — 33rd of 41. The roster median is 37.5%.

  • Launchable mids/highs10.7%22nd of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Jun: 10.7% of their highs and mids are -15 or worse — 22nd of 41. The roster median is 10.9%.

  • Turn-keeping pokes46.6%6th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Jun: 46.6% of their pokes stay plus on hit and safe on block — 6th of 41. The roster median is 35.5%.

  • Duckable highs20.8%22nd of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Jun: 20.8% of the movelist is highs — 22nd of 41. The roster median is 21.3%.

  • Low crushes10.4%30th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Jun: 10.4% of the movelist jumps over lows — 30th of 41. The roster median is 12.8%.

  • High crushes12.5%9th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Jun: 12.5% of the movelist ducks under highs — 9th of 41. The roster median is 9.7%.

  • Safe evasions50%10th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Jun: 50% of their evasive moves are still safe when blocked — 10th of 41. The roster median is 45.5%.

  • Fast plus on block1.4%32nd of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Jun: 1.4% of the movelist is plus on block at i15 or faster — 32nd of 41. The roster median is 2%.

  • Safe poke damage10.341st of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Jun: their average safe poke does 10.3 damage — 41st of 41. The roster median is 13.2.

  • Follow-ups per move0.789th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Jun: 0.78 follow-ups per standalone move — 9th of 41. The roster median is 0.61.

Shading shows where Jun sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Jun reaches it on 1 of 23.

Your back to the wall

22.9% of their moves carry wall or balcony properties, below the roster middle.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

4 homing strikes, in the top fifth of the roster, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

Only the grab. No strike of Jun's breaks the floor, but 1 throw does — so on these stages the floor is a reason to respect the throw, not the buttons.

Key Jun moves

Plus on block

  • f,f,F+3Ame-no-Uzumei24, mid, +7 on block at best
  • SS.4Kagurasituationali18, mid, +6 on block
  • f,F+1+2Tokkei - Misogii22, mid, +6 on block
  • GEN.4Nichiunstancei26, high, +6 on block at best

Plus you cannot ignore

  • SS.4Kagurasituationali18, mid, +6 on block
  • MIA.1+2Yakumodachistancei20, mid, +4 on block

Fastest mids

  • 1+2Shunkeii13, mid, -12 on block
  • b+4i13, mid, -7 on block
  • df+1Mid Checki13, mid, -3 on block

Lows, safest first

  • db+4,4from db+4 (i22), low, -5 on block at best
  • db+4,4,4Kariashifrom db+4 (i22), low, -5 on block at best
  • db+4i22, low, -9 on block at best, borderline — some players react to it
  • b+1Violeti29, low, -9 on block at best, slow enough to block on reaction

Special lows

  • 1+4i14, special low, -3 on block, too fast to see coming
  • db+4,1+4Kariashi Hakurofrom db+4 (i22), special low, -3 on block
  • ws1,1,1+4situationalfrom ws1 (i12), special low, -12 on block
  • FC.df+1Divine Exile - Earthsituationali10, special low, -19 on block, too fast to see coming

Panic buttons

  • b+3+4Omoikanei22, absorbs a hit, -12 on block
  • f+3+4Genjitsuparries, block frames unpublished
  • b+1+3Attack Reversalparries, block frames unpublished
  • f+2+3Wheel Kicki28, parries, +0 on block

Launches on counter-hit

  • uf+2Totsuka-no-Tsurugii19, counter-hit +69a (+53)
  • b+2,1,2Ryuen Saika Renkenfrom b+2 (i14), counter-hit +69a (+53)
  • b+3,2Ryuusha Renkenfrom b+3 (i16), counter-hit +69a (+53)
  • ws1,1,2Tenkan Saika Renkensituationalfrom ws1 (i12), counter-hit +69a (+53)

Homing

  • GEN.4Nichiunstancei26, homing, +6 on block at best
  • f+4Getsukankyakui19, homing, +5 on block at best
  • MIA.1+2Yakumodachistancei20, homing, +4 on block
  • u+2Izumo Strikei23, homing, +4 on block

Parries and sabaki

  • H.f+1+2,Psituationali12, Sabaki, parries mid or high punches or kicks, needs Heat, only after a parry lands
  • f+2+3Wheel Kicki28, Punch sabaki
  • b+1+3Attack ReversalParries mid or high punches or kicks
  • f+3+4GenjitsuParries low punches or kicks

Free launches for you

  • 1+4,2,4White Heron Dancefrom 1+4 (i14), -15 on block
  • db+1,1,1+2Hourai's Dancefrom db+1 (i15), -15 on block
  • ws1,1,1+4,2,1,2situationalfrom ws1 (i12), -15 on block at best
  • ws1,4,2Tomoezakurasituationalfrom ws1 (i12), -16 on block
What Jun punishes you with
Jun’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worseuf+136—
−12 or worseuf+136ws421 launches
−13 or worse1+226 launchesws2,132 launches
−15 or worse1+226 launchesws2,132 launches
What you get to do about Jun’s strings

Fuzzy guard candidates

  • ws1,1high, 7f before ws1,4
  • 1+4,2high, 5f before 1+4,3
  • 2,1,4,3high, 5f before 2,1,4,1
  • df+1,2high, 2f before df+1,1
  • IZU.1,1high, 1f before IZU.1,2
  • …and 1 more

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 2,1,4,1interrupt with i10
  • f,F+3,3+4interrupt with i11
  • hFC.3+4,3interrupt with i11

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,2jails — you stay in blockstun
  • f+2,1+2jails — you stay in blockstun

Steps out of a string, in wavu’s words

  • 2,1,4,1“Whiffs vs SWL from 1st block”
  • f,F+3,3+4“Whiffs vs SSR from 1st block”
  • hFC.3+4,3“Whiffs vs SS from 1st block”

Jailing is unrecorded on 95% of Jun’s string continuations, so a string missing from the last list was probably never checked.

Getting into Jun’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Jun there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

MIA — 4 moves out of it

  • f+1+2Inner Peacei12, +2 on block
  • f,F+2i16, -12 on block
  • uf+4,3Housenka - Misogifrom uf+4 (i16), -12 on block
  • f,F+1+2Tokkei - Misogii22, +6 on block

GEN — 6 moves out of it

  • f,F+2i16, -12 on block
  • f,F+1+2Tokkei - Misogii22, +6 on block

IZU — 10 moves out of it

  • MIA.1+2Yakumodachifrom a stancei20, +4 on block

3 of 3 stances in Jun’s movelist have a documented way in.

Throws and breaks

Jun has 5 throws that can start from neutral.

Default break: 2. It covers 3 of 5 breakable throws (60%).

What 2 does not cover, most damaging first:

  • uf+1+2 Riai — breaks with 1+2, 40 damage
  • FC.db+1+2 Falling Rain — breaks with 1+2, 15,15,15 damage
Jun neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Shiho Nage1 or 235—Against sidestepping
2+4Katanuki1 or 235—Against sidesteppingTo escape a corner
df+2+3White Mountain240—On a breakable floor
FC.db+1+2Falling Rain1+215,15,15——
uf+1+2Riai1+240——

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 156 moves
Level
Properties

156 moves

Search any column from its heading.

Jun frame data — 156 moves
DetailsProperties
(Back to wall).b,b,UBWall Jump AttackMid39~414~+6+22a—21
1JabHigh10+1+8—5—
1,1Suikei > Izumo SmashMidi25 rel-1+8+13,15—
1,2Spear StepHighi16 rel-3+6—,8—
1,2,2Spear Step > Izumo StrikeHighi16~17 rel+4+11+20c,12
1,2,4Spear Step > Spin KickMidi27~28 rel-12+5+15a (+6),16
1,3Suiren Leg ScytheLowi23 rel-12+2+6c,12—
1+2ShunkeiMid13-12 HD+28a—26
1+2+3+4Ki Charge———————
1+3Shiho NageThrow12~14+0+0d—35
1+4—Low sl ⋯14-3-3+45,8—
1+4,2—Highi19 rel-2+9—,10—
1+4,2,4White Heron DanceMidi24 rel-15+11a (+2)—,23—
1+4,2,d+4White Heron Lower DanceLowi24~25 rel-23~-22+27a—,15
1+4,3—Midi24~25 rel-11~-10+1~+2—,15—
1+4,3,1White Heron Sun PalmMidi33~34 rel-13~-12+17a (+10)—,20—
1+4,3,4White Heron Moon KickLowi25~26 rel-13~-12+4c~+5c+26a,17—
2Right JabHigh12-4+7—7—
2,1—Midi21 rel-6+7—,9
2,1,1+2Byakuren MisogiHighi22 rel+2+22c—,21
2,1,4—Midi10 rel-12-1—,12
2,1,4,1Byakuren TsukinukiMidi30 rel-9+10a (+1)+42a (-5),30
2,1,4,3Byakuren TamasudareHighi25 rel-9+13a (+4)—,21
2+3Heat BurstMid16+1+2c—[12;12]
2+4KatanukiThrow12~14—+0d—35
3ShionMid14~15-10+2—14
3,1Shion KannagiHighi14~15 rel-4+22d—,20
3+4Ryuuntsui - MisogiMid ⋯23~24-6+26a (+8)—6,18,20
4Magic FourHigh12-9+7+32d17—
b+1VioletLow29~30-10~-9+6~+7+0d19
b+1+2Miare———————
b+1+3Attack Reversal——————
b+1+3,P—Throw— rel—-4d—25—
b+2—Mid14~15-9+2—10—
b+2,1—Highi15~16 rel-9+2—,7
b+2,1,1Ryuen Saika ShikeiMidi25 rel-13+13a (+4)—,20
b+2,1,2Ryuen Saika RenkenMidi23 rel-9+30a (+15)+69a (+53),20
b+2,1,4Ryuen Saika RenshuuHighi23~25 rel-8~-7+16c—,24
b+2,2Ryuen MagushiMidi16~17 rel-9+3—,10—
b+3Dragon Wheel KickMid16~17-19~-18+22a (+12)—20
b+3,2Ryuusha RenkenMidi20 rel-9+30a (+15)+69a (+53),22
b+3,4Dragon Wheel Leg CutterLowi20~22 rel-11+0~+2+3,14
b+3+4OmoikaneMid22~23-12+9a (+0)—25
b+4—Mid13~14-7+5—14
b+4,2ShirabyoushiMidi22~23 rel-13+12g+28a (+18),17—
Back throwTwisted LimbsThrow——+7d—50—
d+1+2Kamudo-no-TsurugiMid26-9+72a (+56)—28
d+2NarumiMid20~21-4+9c+18a18
d+3+4Double Lift KicksLow ⋯14-25+30a (+20)—5,15
d+4—Low15-12-1—10—
d+4,4SuminagashiHighi25~26 rel-9+13a (+4)—,20
db+1—Mid15~16-8+1—7—
db+1,1—Midi21 rel-11+0—,8—
db+1,1,1+2Hourai's DanceMid ⋯i17i26i49 rel-15+21a (+11)—,5,5,20
db+2AyameLow23~24-12+2+14g17
db+3Leg ScytheLow18-12+2+6c14—
db+4—Low22~24-11~-9+0~+2+3~+514
db+4,1+4Kariashi HakuroLow sl ⋯i22i17 rel-3-3+4,5,8—
db+4,4—Lowi31~33 rel-7~-5+4~+6+35a,15
db+4,4,4KariashiLowi31~33 rel-7~-5+4~+6+35a,16
df+1Mid CheckMid13~14-3+8—10—
df+1,1HabotanMidi24~25 rel-11+5+13g,17—
df+1,2Aya StitchHighi22~23 rel-4+6+11,12—
df+2MizuhoMid16~17-12+29a (+19)—14—
df+2,1+2Ame-no-MurakumoMidi25~26 rel-9+38a (+28)—,12
df+2+3White MountainThrow12-6-6d—40
df+3KazakiriMid17-8+19a (+10)—22
df+3+4—Mid24~25-11+1—17—
df+3+4,1Heavenly Sun PalmMidi33~34 rel-13+17a (+10)—,20—
df+3+4,4Heavenly Moon KickLowi25~26 rel-13+4c+26a,17—
df+4KatabamiMid15-14+48a (+17)+52a22
f,f,F+3Ame-no-UzumeMid24~283~+7+14a (+5)+46d (-1)28
f,F+1+2Tokkei - MisogiMid22+6+23a (+13)—32
f,F+2—Mid16~17-12+3—16—
f,F+2,2Suiei Ura SaikaMidi21 rel-13+8a+53a,22
f,F+2,3Suiei KagetsuHighi20~21 rel-8~-7+29a (+14)—,22—
f,F+3—Mid18~19-9+2—23
f,F+3,3+4YukimigurumaMid ⋯i35~36i5~6 rel+3+14a—,12,15
f+1Izumo SmashMid20+0+9+1415—
f+1+2Inner PeaceHigh12+2+26g+23(5)—
f+2Demon SlayerMid17~18-18+33a (+23)—20—
f+2,1+2Ame-no-HabakiriMidi29~32 rel-9 HD+32a (+17)—,20
f+2+3Wheel KickHigh28~29+0+25a—21
f+3—Mid16-9+7—13—
f+3,2Kanbashira > Izumo StrikeHighi20~21 rel+4+11+20c,17
f+3,4Double KanbashiraMidi20~22 rel-13~-11+28a (+13)—,22
f+3+4Genjitsu——————
f+4GetsukankyakuHigh19~213~+5+13~+15—21
FC.db+1+2Falling RainThrow ⋯14~15-6+56a (+28)—15,15,15—
FC.df+1Divine Exile - EarthLow sl ⋯10-19+26a (+11)—6,30
FC.df+2GraceLow16~17-11+0+1412
FC.df+3KanamegaeshiLow21-19+0c—12
GEN.1RurikoukaiLow20~21-12+3c+26a22
GEN.2Kazama Style SpiritMid ⋯16~17-13~-12+0d—16,32
GEN.3—Mid17~20-4~-1+4c~+7c—14
GEN.3,2Getsuun RenkenMidi24 rel-9+33a (+18)—,16—
GEN.4NichiunHigh26~284~+6+26a (+17)—24
Gen.P (Low)AmaterasuThrow——+0d—20—
GEN.P (Throw)Throw ReversalThrow——+0d—40—
H.2+3Yomotsu OoyumiMid ⋯13-6 to +37 g+21a~+64a (-5~+38)—20,30
H.f+1+2,P—High12—+40g—0
H.GEN.1,1+2Yomotsu MihashiraLow ⋯20~21-14+25a (+7)—14,35
hFC.3+4—Mid ⋯21~22-6+5c—10,10
hFC.3+4,3Twin Cloud KicksMid ⋯i31~32i40~41 rel0~+1+15a—,10,10
IZU.1—High13~14-7+4—7—
IZU.1,1Haraede KannagiHighi23~24 rel-4+22d—,26
IZU.1,2Haraede MusubiMidi24 rel-13+6a+15a,20
IZU.1+2MihikarioroshiMid21~22-12+19a—24
IZU.1+3TsukuyomiThrow14-6+0d—35—
IZU.2Setsurinbu - MisogiMid23~25-13~-11+34a (+24)—24
IZU.3Zuiun RenkyakuMid ⋯16~15-6 HD+12a (+3)—10,16
IZU.4—Low19-37-1c+23a10
IZU.4,1Wakeikazuchi - MisogiMidi19~20 rel-14~-13+14a (+3)—,21
IZU.f+1+2Dianthus GardenMid16~17-6+5+2521
Left throwCloud TasteThrow—-3+0d—40—
MIA.1Ame-no-SakahokoMid24~25-9+72a (+56)—30
MIA.1+2YakumodachiMid20~21+4+11g—17
MIA.2Ame-no-NubokoMid sm16-20 HD+26a (+0)—28
MIA.FGenjitsu——————
R.df+1+2Amatsu IzanamiMid20-18+0d—55+
Right throwWind WheelThrow—-3+0d—40—
SS.1+2SankouchouHigh ⋯16-4+7c—7,9,18
SS.2KasanegasumiMid16-9+14a (+5)+34d (+26)27
SS.4KaguraMid18~20+6+8c—20
u+2Izumo StrikeHigh23~24+4+11+20c17
u+4ChikuraMid22~23-3~-2+22a—21
UB,bBack Handspring——————
ub+1+2ShinkiMid57~58—+6a—50
uf+1Divine Exile - HeavenHigh ⋯10-14+12a (+3)—6,30
uf+1+2RiaiThrow12-6+0d—40—
uf+2Totsuka-no-TsurugiMid19-9+30a (+15)+69a (+53)24
uf+3IwatoMid20~21-6+5+30a17
uf+3+4SaiuntsuiMid ⋯20~23-8~-4+18a—5,21
uf+4—Mid16~18-20-9—10
uf+4,3Housenka - MisogiMid ⋯i29i18 rel-12+84a (+68)—,8,20
ws1—High12~13-6+5—14—
ws1,1—Highi15~16 rel-9+2—,7
ws1,1,1Tenkan Saika ShikeiMidi25 rel-13+13a (+4)—,20
ws1,1,1+4—Low sl ⋯i14i17 rel-12-1—,5,8—
ws1,1,1+4,2—Highi19 rel-12-1—,6—
ws1,1,1+4,2,1—Midi21~22 rel-18~-17-2~-1—,6—
ws1,1,1+4,2,1,2—Highi23~24 rel-16~-15-11~-10—,7—
ws1,1,1+4,2,1,2,4—Lowi21~22 rel-37~-36-1~+0—,10—
ws1,1,1+4,2,1,2,4,4—Midi16~18 rel-25~-24+1a (+0)—,13—
ws1,1,1+4,2,1,2,4,4,3—Midi28~30 rel-13~-12+8a—,20—
ws1,1,2Tenkan Saika RenkenMidi23 rel-9+30a (+15)+69a (+53),22
ws1,1,4Tenkan Saika RenshuuHighi23~25 rel-8+16c—,24
ws1,4—Midi22~23 rel-11+0c—,16
ws1,4,1+2TomoefujiMidi25~26 rel-20+16a (+11)—,28
ws1,4,2TomoezakuraLowi23~24 rel-16+0c+13a,17
ws1+2Sudare NagashiMid21-2+5+14 +63a20
ws2—Mid13~14-8+5+32a12—
ws2,1HyakkaouMidi22~23 rel-12+19a (10)—,20
ws3GiohMid14~15-13+25a (+5)—16
ws3+4Flowing Moon ScentMid18~19-21+38a (+28)—23
ws4IchikakuMid11~12-12+18a (+11)—21—