jun

Jun Kazama, a woman shrouded in mystery, spiritually connected to nature, fighting to protect her family, has finally made her return to another canon Tekken title. Jun's last playable appearance was in Tekken Tag Tournament 2, and her gameplay and gameplan have had some drastic changes to help her keep up with the Tekken 8 environment.
Jun Kazama is considered to be an intermediate character regarding difficulty. Jun's movelist might be a little intimidating to start with, as she has a big movelist ( 135 moves total ) that includes a lot of multi-hit strings, 3 separate stances, and has her own unique mechanic of health management, having moves that inflict damage on her, and also has moves that heal her. However, she is not tied to a lot of execution, has pretty simple inputs, and pretty easy staple combos!
The Kazama gameplan has always placed focus upon neutral, defensive play, keepout, and catching your opponents' timing by counter-hitting them. Jun's movelist greatly promotes this playstyle by having a multitude of keepout tools with good reach or evasion like DF4 and B3, strong heavy-hitting counter hit (CH) tools like D3+4, F2+3, and having solid punishment like her strong I10's UF1 and FC DF1 Jun's offense is mostly focussed on locking the opponent down in place with fast paced poking and applying string mix ups, a trade she kept from TTT2, with pokes like B2, D4, DB3, and B4(2) she can safely try and claim her turn whilst keeping you in place. Jun has gained a few new amazing tools to complement her strength in space control, with moves like DF3, B2,2, and IZU F1+2.
Even if Jun is focused around defensive play, she still has a few moves designed for applying pressure and + frames, FF1+2 and SS4, providing her the best advantage on block, both being +6 on block (OB)! Jun also has both U2 and MIA 1+2, both homing attacks that grant her access to her IZUMO stance, a stance that has her biggest risk-reward mix-up available to her with IZU 4,1 being her low hellsweep, and IZU 2 being her punishable, but heavy-hitting launcher. Overall, Jun is mostly played between the short to mid range, using her poking for close ranged pressure, and usually looks at mid range for either keep out, or for whiff punish opportunities to gain big damage with her iconic Demon slayer ( F2 ). But even if Jun is at a long distance, she still has a few buttons that can help her out. Her longest reaching Keepout counter hit (CH) tool is DF4, her new homing moves DF3 and FF3, and her Kazama power moves like D1+2 and MIA2