Introduction
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
Top 10 Moves
This is Jun's key neutral and space control move, very strong for denying movement and controlling the neutral. DF3 provides a knock-down on hit, and can wallsplat from close range, and its unique on hit (OH) animation can also provide a wallsplat from certain distances and angles. DF3 is only -8 OB, so it's safe, has long reach functioning as a unique punish vs certain moves, has a pretty low hitbox catching MOST ( not all unfortunately ) Evasive stances/moves. Extremely solid mid, even if it gives up Jun's turn OB it's worth applying this move in your toolkit. Potentially one of her best mids, and a lot of characters would love to have a space control move like DF3m, i17, -8 oB, +19a (+10) oH
The notorious Cancans .. Jun's strongest counterhit tool. Cancans are wildly hated, always have been, and were only made stronger in Tekken 8 as they count as an arial status move and therefore cannot be low parried. Cancans have a start-up frame of I14, which is pretty fast, and count as a low/high, 2-hit attack. What makes Cancans such a solid panic and CH tool is that it's also Jun's quickest aerial status move, putting her in the air on frame 5, evading a lot of lows, and in most cases doesn't bring a lot of risk when CH as Jun is in aerial status quickly. As Cancans count as a low hit first, they are also a big counter to Powercrush moves. Cancans can be stepped in either direction, and as it's low/high, it can be ducked and launch-punished, but this requires the opponent to duck, and that leaves room for Jun to use her many big-hitting mids. Cancans are -6 OB when not ducked, and also provide pushback, a luxury only Jun has, as her Cancans are better than Asuka's. The damage on a successful Cancan is very rewarding. Just make sure your Cancans don't become too obvious, but don't be afraid to use them! l,h, i14 i24~27, -25 oB, +30a (+20) oH
WS2 Is a move that can be accessed from crouch. WS2 has a startup frame of I13, is -8 OB, and also has very good tracking. WS2 was a very good poke in TTT2, granting her a fast tracking mid with an amazing hitbox and decent range, mostly used for poking. In Tekken 8, however, this move gained an extra property, making it a very strong poking/neutral tool, it's also a CH launcher! WS2 can be used in nuetral, but alot of ways to set this move up is by using moves that recover in crouch ( DB2, F2~DF, GEN 3~D to name a few) When you get a CH with this move, you can launch with an inmediate tornado like D1+2. WS2 is a very strong while standing move that should be utilized in order to freeze up your opponent and create room for more moves. If you feel like you're being disrespected after WS2 gets blocked, you can always use the extended hit to keep them at bay, but it is punishable at -12. WS2, 1 also functions as Jun's I13 WS punisher, so it's a neutral tool and punish tool! m, i13~14, -8 oB, +5 oH, +32a oCH
Jun's B2 and its extensions are mostly used as her go-to mid check at high level. The mid follow-up or high into string enders are good ways to condition your opponent to stop disrespecting B2. B2,2 is Jun's new mid ender from this string, both B2 and B2,2 are -9 OB, but they both have a great range, hitbox, and tracking ( especially the 2nd hit ), they are +2 and +3 OH, but the string ender pushes the opponent away OH, resetting the nuetral. The high version and string enders ( B2,1 follow-ups) function as a great way to stop players from pressing after B2,2. B2,1,2 is by far the scariest option, as the ender of that string CH launches, dealing big dmg to the opponent. The 2nd high hit can be ducked, but that's where B2,2 comes in. You have a mostly safe mix here to have your opponent respect your fast tracking mid option, so you can successfully control the space and leave little room for your opponent to interact. If your opponent is being very respectful, you can try and frustrate them, as B2,1 can also transition into her stance options. Here, you would mostly want to look for GEN1 ( which we will cover soon ) and further apply your mixes from there. B2 and its extensions are for the real mental frame masters, but extremely effective during poking when used correctly. The other string enders from B2,1, being B2,1,4 and B2,1,1, have more niche uses. I would mostly reccomend to use B2, b2,2 and B2,1,2 m, i14~15, -9 oB, +2 oH
SS4 is Jun's well-known pressure tool. SS4 might have lost its glory from being a CH launcher in TTT2, but in Tekken 8 it has become a Heat engager. SS4 is I18 in startup and a little unorthodox to use, as it comes from a side step. With that said, it is +6 OB! As it comes from a side step, it can also provide a few situations where you can evade the opponent's offense whilst trying to access SS4. SS4 can be turned into a launcher when in heat, however, if the opponent blocks the SS4 heat dash, you'll be +5 instead. Not a big change, but it's a waste of your heat, which is a very strong mechanic for Jun, so be sure to make your SS4 hit when going for the heat dash (HD)! SS4 can also be used in another unorthodox method, using Jun's build in side steps form moves like: F3~D(U), 1,2~D(U), and MIA~D(U). However, SS4 will have a different startup or i21, so it's a tiny bit slower. Also note that SS4 has little tracking, so be sure to apply your pressure well, as it can be evaded with movement! m, i18~20, +6 oB, +8c oH
This is Jun's other heavy-pressure mid. FF1+2 is her forward advancing pressure mid, dealing dmg to both the opponent and Jun when it lands OB. FF1+2 can access her two stances, Genjitsu and Miare, by holding F and B after using FF1+2. FF1+2 on its own is +6 OB, and when entering said stances will turn into +9 OB. It is mostly recommended to use FF1+2 on its own, as +6 is a lot to work with, but if you want a forced mix, you'll access FF1+2,F for GEN and apply your mid-low mix from there. FF1+2 has very good tracking and a good hitbox. However, the move is i22 in startup, and that's done from an instant FF input, so this pressure move is very much on the slow side, and requires conditioning if you'd like to loop it. FF1+2 is also one of Jun's Kazama Essence moves, so try to apply this move in your movelist as it grants you big + OB to pressure your opponent with, whilst building up to your install.m, i22, +6 oB, +23a (+13) oH
The famous Kazama whiffpunisher, F2 is I17 in startup and -18 OB, very unsafe buuuut verry rewarding OH. This is the Kazama whiff punish move, as it has solid range and a great hitbox. Jun has the unique ability to turn her launcher into a Heat engager, not granting her a launch, but making the move safe as it becomes -9 OB. When in heat, F2 1+2 becomes a hitconfirm launcher by spending the heat by using F2 1+2 into heat dash, and F2 covers Jun's weakside, so when you're in heat, it becomes extremely scary to move against her. F2 has some unique evasiveness to it, sometimes going under mids, although the move has no registered crouching or evasive state. This does depend on the opponent's move and hurtbox, as it does not consistently evade all highs, but does evade certain mids, for example.M, M, i17~18, -9 oB, +32a (+17) oH
Grace, what a name for such a low poke. FC DF2 is another well-known Kazama button. This low is I16 in speed, has good tracking to either side, and in Jun's case, guarantees a WS3 on CH, granting her a free launcher. It is also only -11 OB, which in most cases isn't a lot of dmg when blocked. FC DF2 might be a little difficult to access as it's locked behind a crouching state, but its properties are really good, and definitely should be used during your poking game plan! FC DF2 also really complements WS2 well and vice versa, use both while standing moves to apply a crouching Mid/Low mix with good CH rewards.L, i16~17, -11 oB, +0 oH, +18 oCH
Yeah, it's two moves, but they function the same. These are Jun's I10 punishers, with her UF1 granting a KND with left axis travel, and her famously known FC DF1 being an i10 KND that does crazy KND travel as an i10 low punish. Both moves are very unsafe, UF1 being -14 while automatically consuming 12 health, and FC DF1 being -19 while automatically consuming 18 health. It's gonna hurt if your punish gets blocked, so be quick and sharp! Both Divine Exile heaven and earth grant 10 Kazama Essence when landed successfully, so not only is there insane dmg potential worth the punishment, it also brings you closer to your Kazama Essence!h,h, i10 i26, -14 oB, +22a oH
In season 2, this i10 jab string got turned from being a counter hit (CH) confirm to a normal hit (NH) confirm, granting her that Mishima jab playstyle by hit-confirming the full string. For Jun, 1,2,2 grants her access to her IZUMO stance with heavy + frames ( +11 OH ) basically forcing the opponent to respect the mix. 1,2,2 is also one of the few moves that actually heal Jun, making it possible to look for hit-confirms when low on health, and healing attacks also build Kazama Essence. As 1,2,2 is very + OH, you can try and get a safe attempt at either her stance grab ( IZU 1+3 ) or use her safe stance mid ( IZU F1+2 ), both granting extra healing when landed successfully! Even if Jun's jab range is pretty weak, the reward she gains from such a small risk is pretty strong! h, h, h, i10, +4 oB, +11 oH, +20c oCH
Combos
F2 | IZU 2F4 → FF2,B → MIA 1+2 → F3 → B2,1 B → MIA 1+2 → IZU 2 T! → GEN 3, DELAY 2
DF2, 1+2 | WS 3+4F4 → B4,2 → F3 → B2,1,B → MIA 1+2 → IZU 2 T! → GEN 3, DELAY 2
B3,2 | UF4,3GEN 4 → F3 → B,2,1,B → MIA 1+2 → IZU 1,F → GEN 2
CH D2FC DF2 → WS 2 → F3 → B2,1,B → MIA 1+2 → IZU F1,1 T! → GEN 3 DELAY 2
CH IZU 1,21+4 → 4 → FF2,b → MIA 1+2 → IZU 2 T! → MIA 1+2 → IZU 1,F → GEN ( SLIGHT DELAY ) 2
CH D3+4 | WS34 → FF2,B → MIA 1+2 → F3 → B2,1 B → MIA 1+2 → IZU 2 T! → GEN 3, DELAY 2
Notable Moves
Space control is one of Jun's strongest traits, so she didn't need just 1 homing move, she needed a few more ( she has 10, 12 if you count generic throws tihi ). One of her strong homing tools is F4. F4 also has been altered, as in TTT2, this used to be a launching homing move like Asuka has, however, in Tekken 8, it grants you +13 OH, giving you guaranteed dmg. The most common follow-up would be 1+2, that being your I13 punisher/heatengager. F4 is still very much an amazing homing tool, as its range and recovery make it function as a space control but also a keep-out tool. F4 is a high homing move, but is +3 OB and I19 in startup. With F4 granting you a guaranteed Heat engager move, this is a strong and defensive way to turn the tide from defense to offense once you're able to hit F4 on the opponent. h, i19~21, +3~+5 oB, +13~+15 oH
This move was included in season 2, got butchered in season 2, and is still strong in season 2. MIA 1+2 is her stance homing mid, which grants a little Kazama essence, has a lot of range, has some high evasion to it, grants her strong aerial tailspin properties on aerial opponents, and is +4 OB. MIA 1+2 does, however, transition to IZUMO without blocking properties, so it's recommended to commit to a new move when entering the stance. Even with certain parts of this move being nerfed, it still controls a lot of space, and forces your opponent to interract with the IZUMO stance, as +4 can be countered in some ways, but the stance does have outs to said options which i will explain for you: the fastest IZU buttons are IZU 1+3 and IZU 1 both being I14 and i13 so it's difficult to challenge those. however, they are both highs. Jun also has two fast mids in this stance: IZU 3 and IZU F1+2. IZU F1+2 is her safe homing mid, granting follow-ups on CH. This move can be beaten by jabs, but again, she has her own jab beating that option. If you want to duckjab, IZU 3 comes in place, as it has aerial status and jumps over the duckjab, so this forces a button out of both players, definitely has a healthier interaction than before its pre-nerfed state.m, i20~21, +4 oB, +11g oH
Jun's chunkiest low, GEN 1 does 20 dmg and is +3 OH, this sets up perfectly for the previously mentioned WS2 as a CH frame trap, while making it really difficult to step WS2. GEN 1 has VERY good tracking to the left, and on CH guarantees a grounded follow-up. While it might be a little risky and difficult to apply this low in neutral, it is, however, very much recommended using this low as it does a good bit of dmg, and makes it immediately very risky to retaliate OH. Other than that, GEN 1 is only -12 OB, so it's not too risky when it gets blocked. As Genjitsu can be entered from a few moves ( WS1,1,F B2,1,F FF2,F FF1+2,F ) there are some opportunities to apply this chunky low without a raw stance transition. Try and mix GEN 1 up with GEN 3,2 as a solid low/mid mix.L, i20~21, -13 oB, +3c oH, +26a oCH
Another TTT2 move that still provides solid value, UF3 is a low profiling i20, mid, -6 OB, and becomes a launcher upon CH. The move has decent tracking, and again, as it's a safe CH launcher plays into Jun's strength of dealing big dmg, as Jun can do big combo dmg. The move has decent range, about the same range as F2. UF3 is also +5 on NH, which still gives room for quite a lot of strong follow-ups to make sure your opponent can't retaliate. Looping UF3 on NH also makes it really difficult to step out of, they are forced to block the follow-up, and if they don't respect the +5, it leaves room for big buttons like D3+4 amongst many others. m, i20~21, -6 oB, +5 oH, +30a oCH
DF4 is a very fast long long-reaching CH tool, having a startup of i15, and having decent tracking to Jun's weak side ( SSR ). this move can function as a great keepout tool, and whiff punisher tool. The NH crumple stun forces the opponent to tech roll and deal with a new mix, and at teh wall can be converted into a combo. This move is however, -14 OB. DF4 is ofc pretty fast, so it might be difficult to punish this move, but do be catious when using it. A strong, but risky keepout CH tool.m, i15, -14 oB, +48a (+17) oH, +52a oCH
D4(,4) is a well-known low amongst the Jun legacy players. In TTT2 this used to be her go-to low poke, as it has fast startup frames ( i15 ), solid range, and very good tracking. D4 is -1 OH, but provides very good spacing, leaving room for whiffpunish opportunities! It is very risky, but the follow-up counts as a high, being a KND and wallsplat on normal and CH. On CH, the low, high are both guaranteed, the high is -9 OB, but it does not jail, so watch out when using the follow-up! The high will also interrupt most punish attempts ( can't be interrupted, but can be evaded by high crush moves, and can be ducked ofc ). It is mostly recommended to just use D4 as a poking tool, but sometimes you just gotta let it rip, it is what it is ( don't make it a habit though .. ) L, i15, -12 oB, -1 oH
DB3 is a new low introduced to Tekken 8 to help Jun apply a bit more pressure during her poking. DB3 is +2 OH and +6 on CH, however, the CH stun is very unique, and looks like it's more + than it actually is. A lot of players are willing to respect this low on CH ( which is recommended anyway ), allowing for more big pressure moves like SS4 and FF1+2 to be used. If someone is willing to disrespect this low on CH, you can use a good bit of your movelist to CH them and make it hurt. DB3 does not have as much range as the previously mentioned D4 but still has good tracking and provides a bit more pressure, so it's the low you want to use when starting your more aggressive poking.L, i18, -12 oB, +2 oH, +6c oCH
My last one, and a bit of a biased choice, UF3+4 is a long-range mid with the 2nd hit having very fast follow-up frames. The first hit counts as i20 ~ 23 and the 2nd hit as i2 ~ 6. This means the move has active frames, providing a bit of an extended hitbox during said active frames. UF3+4 granting multiple active frames means that if the opponent tries to whiff punish or interact too quickly with the move, it will realign and track. The move is mostly -8 OB if not safer due to the active frames, hits grounded so it's can't be mid crushed, guarantees a mid follow-up on NH and CH ( Run up F2 is recommended, but you can also do another UF 3+4 as an easier follow-up). A niche but usefull tip for UF3+4 is that if any of the later active frames 3 ~ 6 hit near a wall, you can get a mini combo with UF2 for a tornado and wallcombo, and as UF3+4 knocks down for a guarnateed follow up, you can always do UF2 near a wall and just react on which active frame hit on the 2nd attack. Outisde of UF3+4 having a good range, it can also low profile as it's a jumping move, and in some occasions go under highs as the first few frames of the move make her go very low before performing the flip jump animation. With all these niche benefits, the move is, however, still linear to both directions, so an opponent that stays defensive will be able to step the move. I would recommend using UF3+4 as a ranged check along with DF3 and your ranged low pokes, perhaps best used as a round ender, as the move + guaranteed follow-up deal a total of 42 dmg. One of my fav moves, I've been able to get good use out of it, so it's my personal recommendation.m,M, i20~23 i2~6, -8~-4 oB, +18a oH
Panic Moves
I14 big dmg CH launcher, requires committed duck in order to be punished, airborne status starts at frame 5l,h, i14 i24~27, -25 oB, +30a (+20) oH
Punch sebaki that can lead to big dmg on a good read, I29 startup, so can be ducked on reaction on high level, but still worth the risk/reward. B1+3 functions as a reversal, like Asuka's; it counters punches and kicks. Jun converts this into an animated attack when landed successfully with good oki. Note that reversals can be countered by throwsh, i28~29, +0 oB, +25a oH
Risky but evasive launcher, has backwards recovery, so it can be tricky to punish, usually functions as a keepoutm, i16~17, -19~-18 oB, +22a (+12) oH
Long-range CH launcher, a bit unsafe at -14, but has really good range and a solid hitbox, difficult to avoidm, i15, -14 oB, +48a (+17) oH, +52a oCH
i12 high with decent recovery, guarantees a grounded hit on CHh, i12, -9 oB, +7 oH, +32d oCH