----------
Disclaimer
----------
This FAQ is a free publication so if you see any parts of this document 
in magazines(like EGM)or any form of media please contact me.If you 
would like to put this document on your site or whatever kind of media 
please ask me first for I have no problem with those who would like to 
use this FAQ(like anyone would anyway),I'd just like to know where my 
things are.King of Fighters is copyright of SNK/Neo Geo.Chun Li is 
copyright of Capcom.This FAQ is copyright of Yang Yang He

Version:1.0 (June 2001) 
Email:hebretto@hotmail.com


Site/s where this FAQ should be found:
www.gamefaqs.com


--------
Contents
--------
1.Introduction
2.Controls
3.Command and Special Moves
4.Desperation Moves
5.Striker Moves
6.Notes
7.Combos
8.S-Team Combos
9.Credits
10.History


--------------
1.Introduction
--------------
Every character has got to have a rival.And Kim's rival appeared in 
KOF99 as Jhun.Jhun, like Kim,also does Tae Kwan Do trying to see who is 
beater between the two.I have to agree that Kim is good,but Jhun will 
always be better for his mind-game abilities in the game.You can play a 
very offensive Jhun or a very defensive one,they are both very 
good.Enjoy the FAQ(also try to notice that all of his moves involves 
with kicks,not a single punch).Also,I apologise for sometimes using 
stance and stunt(you will know what I mean),they both mean the same 
thing,it's just sometimes I type one word and the grammar sounds better

          If you find any mistakes that I might have made or you might 
have found this FAQ in another site from the ones listed above,please 
kindly email me(hebretto@hotmail.com)


----------
2.Controls
----------

All are for the left side of the screen
qcf - down,down-forward,forward
qcb - down,down-back,back
hcf - back,down-back,down,down-forward,forward
hcb - forward,down-forward,down,down-back,back
dp  - forward,down,down-forward

The following applies to any character:

Charge
-Hold a direction for 2 seconds

A/B/C/D
-In order light punch,light kick,hard punch etc

xx
-Press two buttons at the same time(like AB)

Dodge(AB)
-It's more of a slide that grants you invincibility for a short time,by 
holding back and pressing AB you will do a back dodge.If done while 
blocking you will roll away(roll back if you hold back,roll forward if 
you leave it neutral/hold forward)from your opponent thus preventing 
from doing their attack but it costs one powerstock 

Safe Fall(press AB when your just about to hit the ground)
-A quick recovery from a fall.Comes in handy sometimes from the any off 
the ground Strikers like Joe

Call Striker(BC)
-Call out your 4th character for assistant

CD attack
-A knockdown attack which can be done in the air.If you do this when 
blocking you will knock down you opponent thus preventing them from 
doing their attack but it costs one powerstock if you do it and it also 
does no damage

Throw(when near opponent,forward or back + C/D)
-Throws,who can live without them.If you call out your Striker after a 
throw they will knock your opponent into the air leaving you for another 
hit.This process takes up one Striker stock and powerstock

Throw escape(tap any button before being thrown)
-Stops a throw period.This year you knockdown your opponent instead of 
pushing them away.You can call out a Striker after you knockdown your 
opponent for an extra hit.This process takes up one Striker stock  

Counter mode(ABC when you have 3 powerstocks)
-A mode in which you can do unlimited normal DMs and more damage for 
attacks for a period of time.When the timer runs out,you will not be 
able to add anything to your power gauge for about 3 or so seconds

Armour mode(BCD when you have 3 powerstocks)
-A mode in which you will not get into hit stun and do more damage(more 
than Counter mode)for a period of time. When the timer runs out,you will 
not be able to add anything to your power gauge for about 3 or so 
seconds

Super Desperation Move(motion of any Desperation Move + AC/BD)
-An enhanced version of one of your DMs,the set damage for a SDM is 
about 50%.When you finish the SDM you will not be able to add anything 
to your power gauge though for about 3 or so seconds

Taunt(press Start)
-Just used to annoy your opponent but this year each time you taunt you 
are given an extra Striker stock but it costs a powerstock.Also,you 
can't just stop it any time you want like in the other games,so don't do 
it just because you felt like unless you feel suicidal.While in Counter 
Mode(and maybe in Armour Mode),if you taunt you will also get a Striker 
stock but that will decrease the amount of time you have left for the 
mode(s?)


---------------------------
3.Command and Special Moves
---------------------------

>Command Moves<

Soshuu Geki (forward + A, hold A to go into A Stunt)
-Jhun will strike at his opponent with a straight kick(which looks like 
a spear since his foot is pointed towards the opponent),nice range.You 
can follow this with a Special move or DM(most of them won't connect 
though so do at your own risk).If you hold A after doing the move you 
will go into Soshuu Jin(A Stunt)

Ryouko Geki (forward + B, hold B to go into B Stunt)
-Jhun will strike at his opponent with a straight kick(but it's the 
other leg),not as good compared to the Soshuu Jin version(A Stunt, 
forward/back + B).This isn't as good as Soshuu Geki but it's faster than 
it and it's more combo friendly.This can't be cancelled into anything.If 
you hold B after doing the move you will go into Ryouko Jin(B Stunt)

Ryuurou Shuu(AKA Dragon Step) (in air, down + B)
-Jhun will attempt to step on the opponent with one foot(similar to Chun 
Li's in air down + medium kick).
           If you hit the opponent with this while jumping in,you will 
jump back to where you were.However,if you did this from a neutral 
jump,Jhun will just jump up instead of jumping forward or back.If this 
is done like a crossover,Jhun will jump back to where he was before 
instead of jumping back(e.g-You did a crossover from 1P side,instead of 
jumping towards the 2P side,you will jump back to the 1P side),this can 
be used to confuse your opponent.Also by holding up on the joystick 
after hitting you will make Jhun jump higher compared to just leaving it 
after hitting(this can become useful when doing the Dragon Step infinite 
mentioned below)
           If mastered correctly you can use this as an infinite just by 
doing it over and over if your opponent is in the corner(see combos 
section for more information).


>Special Moves<

Haiki Jin (qcb + A/C)
-Jhun will do a crouching spin kick which forces the dirt/sand on the 
ground he's on to come up.This is a short range projectile.But like most 
projectiles(especially this one)the damage is little.What makes it even 
wrose is that it takes some time to come out.Now for the good,as long as 
he's done the starting animation,there is no way your opponent can 
cancel(destory)it,so if your opponent hit with a close range attack 
shortly after your starting animation they'll be hit by the 
dirt/sand.The hit stun on this is fantastic,if this hits 
successfully(close range)you can connect with just about anything.If you 
used the A version and hold it you will go into A Stunt  

Mangetsu Zan (qcb + B/D)
-Jhun will do a bunch of somersault kicks towards you(his version of 
Kim's qcb + B/D).This not only looks good but it can be used as an anti-
air attack as well as a block damage attack.If your opponent AB roll you 
can do this so the moment their out of it,the move should hit them.B 
version does less hits(the D version does about 6/7)and also less 
range,but if you hold the B button afterwards you will go into B Stunt

Kuu Sajin (Charge down, up + A/C)
-Jhun will go up into the air like a tornado doing 2 kicks(A version) or 
3 kicks(C version).The third hit of the C version will only hit if your 
opponent is in the corner.Nice damage and hella fun as an anti-air.If A 
version is used,hold A to go into A Stunt

Soshuu Jin(AKA A Stunt) (down,down + A, hold A, move forward or back)
-Jhun will hold up one of his legs trying to balance himself on the 
other one(makes him look very intelligent).Whilst in this stance,you 
perform 5 follow-ups if you like to call them but the bad thing you 
can't block or run.Once you are hit you will have to perform the motion 
again to be in the stance.The only thing you can do is move forward and 
back or hop forward or back.But you can always let go of the button so 
that you can run and block

*Shuusou Kyaku (Joudan) (up + C during Soshuu Jin)
-Jhun will attack with the leg that his holding up like a 
vertical sword slash.Knockdown attack if hit in the air,it is 
also a knockdown if this was a counter hit

*Shuusou Kyaku (Gedan) (C during Soshuu Jin)
-Same as the Joudan version above but Jhun will make a 
horizontal sword slash(range exceeds 1cm of his foot).Very 
fast,plus the stun time on this is very good.Quite fast as well 
compared to the KOF99 version

*Taikyoku Ha (D during Soshuu Jin)
-Jhun will attempt to horizontally stomp the opponent,knockdown 
attack.This is very useful since it can destroy most 
projectiles(if timed correctly)and cause Guard Crush if blocked 
which will stop the opponent from blocking,you can try to follow 
that with his Kirikae Kougeki(below)

*Kirikae Kougeki (forward/back + B during Soshuu Jin)
-Same animation as his Ryouko Geki(forward + B)but what makes 
this even better is that its and it has auto-guard,try this 
against a jumping opponent.If you hold the button you will go 
into Ryouko Jin(B Stunt)

*Kirikae Dousa (B during Soshuu Jin, hold to go into Ryouko Jin)
-Not much of a move more like a transformation,by pressing and 
holding B you will go into his Ryouko Jin(B Stunt)

Ryouko Jin(AKA B Stunt) (down,down + B, hold B, move forward or back)
-Same deal as the Soshuu Jin(A Stunt)only difference is that his other 
leg is up this time.

^Hiko Geki (up + C during Ryouko Jin)
-Jhun will hop and do a kick(like a vertical sword slash)with 
the leg that his holding up.This is an overhead attack.Very 
quick against opponents who are in the air and those who are 
blocking low

^Shuuko Geki (down + C during Ryouko Jin)
-Jhun will crouch shortly after do a sliding kick(travels 2/5 of 
the screen).This can go under most air bound projectiles(except 
Bao's)and must be blocked low

^Mouko Geki (C during Ryouko Jin)
-Jhun will crouch and do a sweep kick,if this hits(only has a 
2cm range)it will launch the opponent up into air leaving a free 
juggle.But what makes this good is that if in range you can hit 
the opponent before they land from a jump.Must be blocked low

^Taikyoku Hi (D during Ryouko Jin)
-Jhun will stick out the leg that he's holding up.During that 
time he will become invulnerable to all attacks except 
throws.Watch out when your doing this to projectiles for if you 
do it too quickly it will end up hitting you anyway 

^Kirikae Kougeki (forward/back + A during Ryouko Jin)
-Jhun will do a back flip(similar to Ramon's hcf + B/D throw 
when he presses his foot against the opponent)which can still 
hit.This must be blocked high for its an overhead attack and it 
also has auto-guard.You can use this to retreat from your 
opponents.Hold the A button to go into Soshuu Jin(A Stunt)

^Kirikae Dousa (A during Ryouko Jin, hold to go into Soshuu Jin) 
-Not much of a move more like a transformation,by pressing and 
holding A you will go into his Soshuu Jin(A Stunt)


-------------------
4.Desperation Moves
-------------------
^=Can be done as a SDM

Hou'ou Tenbu Kyaku (in air, qcfx2 + B/D)
-Jhun will descend from the air and if he successfully hits he will do a 
number of flip kicks before finishing with the starting hit of his Kuu 
Sajin(Charge down, up + A/C).This is best used against opponents that 
are still in the middle of trying to attack you(surprise attack)or in 
conjunction with a combo

Hou'ou Ressou Kyaku^ (qcfx2 + B/D/BD)
-Jhun will do a number of kicks which causes slash effects(think of it 
as a compilation of his A stunt moves),the last few kicks creates 
tornado like slashes and covers some distance,if the opponent blocks all 
of it your still pretty safe since it has very little lag time.Quick so 
you can use it if you think your within range and up for a free hit,you 
can also use this if your opponent is in the air as an anti-air 
attack.Did I mention this does excellent block damage?(I remember at one 
stage I did this 3 times in a row against an blocking opponent,almost 
40% damage)
         The SDM version is just an extended version with more kicks and 
longer range tornado like slash kicks.Also a lot of block damage


---------------
5.Striker Moves
---------------

Jhun-Jhun has two actions that he can do.One is if the opponent is far 
he will come in and do his Hiko Geki(B Stunt, up + C),this is an 
overhead and knockdown attack so you have to block high for this.The 
second Striker action is if the opponent is near the corner when Jhun 
dashes in he will do his C version Kuu Sajin(Charge down, up + C).Note 
that Jhun only comes out from the corner like Seth and Vanessa Striker

Baedal-When he lands he will do two kicks which creates two 
tornadoes(like Joe's hcf + C but with kicks instead).This can be best 
used in combos or when your opponent is down on the ground since it can 
pick up an opponent on the ground(only thing is you need to time it 
since he takes some time to release the tornadoes).Baedal comes out 
wherever you are on the screen.Also does anyone know where he originated 
from???Please email me if you do


-------
6.Notes
-------
Jhun's moves are hard to master(I'm still trying to do the Dragon Step 
infinite).This section is to help you(hopefully)at least get the hang of 
his moves

>Soshuu and Kyouko Jin<
If your not in range with any of your moves then don't stay in the 
Stance forever just waiting for your opponent.If you do you can be 
easily punished by either a fast enough projectile DM or Striker.Only 
stay in the Stunt if you know you are in range and you stand a chance 
against the opponent with the attacks(try to mix up the two Stances to 
confuse your opponent,if you just do the same thing and stay in the same 
Stunt all the time you will become predictable)


>Timing when doing combos with Stances<
Timing is the most important element when doing combos with A/B Stunt 
cause even if you miss by one margin of a second you.The best time to do 
a follow-up is when the move has hit and has caused the slow down 
effect(I'm referring to his A Stunt Standing C and up + C),then attempt 
to do a follow-up 


>Canceling whilst in Stances< 
I will use the word "canceling" in all my combos that are related to his 
Stance moves.What this means is that instead of waiting to go into 
either A or B Stunt after a move you should switch to that Stance and 
perform the move.Example:

->A Stunt Standing C, A Stunt up + C, B Stunt up + C

*Normal way of doing it would be  
A Stunt Standing C, A Stunt up + C, switch to holding B and then up + C

*Canceling way of doing it would be 
A Stunt Standing C, A Stunt up + C(switch to B Stunt after this), 
quickly press up + C

This takes time and practice but once you get the hang of it,it won't be 
too long before you master the rest.One of the hardest canceling combos 
you will ever come across would be the one below:

->A Stunt Standing C, B Stunt Standing C

If your too slow when trying to cancel this Jhun will do his switching 
from Stunt to Stunt animation and then do the B Stunt Standing C.The 
best time to cancel is before the A Stunt Standing C causes the slow 
down effect hold B and then do Standing C,if done right,Jhun will follow 
with his B Stunt Standing C straight after the A Stunt Standing C 

There is even a way to cancel the animation in which Jhun will switch 
from Stunt to Stunt.The best way to do this is to do a move and then 
switch to the other mode and either hold C or D


>Dragon Step infinite<
This is best done with the opponent in the corner(the most you can get 
off against an opponent that's not in the corner would be 5 Dragon 
Steps).You have a few choices to set this up,either from his B Stunt 
Standing C,a Striker or a Counter Hit registered CD attack(including 
blocked CD attacks).All sounds simple doesn't it?Just keep on pressing 
down + B whilst in the air.Wrong,if you don't hit the opponent on the 
right area you could miss the rest,there's also the jump in factor which 
will cause Jhun to slightly make you jump away from the opponent after 
the first Dragon Step.I have included the best ways to do this infinite 
below

->Neutral jump version
Just jump up and do Dragon Step.This is the easiest and safest way to do 
it for it won't knock you away after the first Dragon Step(see Command 
Moves description for more info).The safest area on the opponents' 
bodies are their stomach area,try to time when you press the B(don't 
just mash it,else that won't connect).The most hits I have managed to do 
with this version was 15

->Neutral jump + pause version
Same as the first one but I can jump up higher(hold up on the joystick 
after doing a Dragon Step)to do some more Dragon Steps.The pattern in 
doing this is flexible as well(you can do five Dragon Steps,hold up,then 
do five more Dragon Steps and repeat the procedure).This guarantees that 
your second and third Dragon Steps will hit but sometimes you might miss 
the opponent after holding up.The most hits I have managed to do with 
this version was 12

->Jump in version
Well,in this version,instead of doing a neutral jump you would be doing 
a forward jump and then Dragon Step.The best area is on the opponents' 
head(so right on top of them),try to mash with this one so you won't be 
knocked away from the opponent after one of the Dragon Steps.I haven't 
managed to get more than 4 hits with this due to my lack of timing


--------
7.Combos
--------
Since Jhun has the two stances(Soshuu and Ryouku)he has a variety of 
combos.One of the best is trying to connect a normal move from his Gedan 
version of Shuusou Kyaku(A stunt, press C)in the corner.I tend not to 
include Striker combos in my FAQs since there are too many but if you 
like to contribute with one(provided it works)I'll gladly post it up and 
give you full credit.I won't be using the names of the moves either 
since it would be too long and hard to understand

*=Optional

1.(with opponent in corner)
qcb + A*, A Stunt Standing C, A Stunt up + C*, follow with:
-cancel into B Stunt up + C
-A Stunt Standing D
-A Stunt forward + B

2.(with opponent in corner)
qcb + A*, A Stunt Standing C, cancel into B Stunt Standing C, follow 
with:
-A Stunt up + C(canceling is not required)
-A Stunt Standing D(canceling not required)
-A Stunt forward + B(canceling not required)
-B Stunt up + C
-B Stunt back + A(timing required)
-Charge down, up + A/C(best to start charging down the moment you did B 
Stunt Standing C)
-Dragon Step infinite(see 6.Notes)
-qcfx2,uf + B/D(a short jump into his in air qcfx2 + B/D DM)

3.(with opponent in corner)
qcb + A*, A Stunt Standing C, (pause), follow with:
-Crouching B, Crouching B, Crouching A, up + C
-Standing C, forward + A*, qcfx2 + B/D/DB
-Standing C, qcb + D

4.(for most damage,best done in corner)
Jump C/D*, Crouching B, Crouching B, Crouching B*, Crouching A, up + A/C

5.(if the optional Crouching B is done the combo might not connect)
Crouching B, Crouching B*, Crouching A, forward + B

6.(for the D version of the DM to connect it's best done in the corner)
Jumping C/D*, Standing C, follow with:
-qcb + D
-forward + A*, qcfx2 + B/D/BD


---------------
8.S-Team Combos
---------------
These are combos seen in the S-Team combo movies,which were these two 
very big(71mb and 35mb)Divx files(they came from a VCD full of combos 
made by this Hong Kong games magazine called "Game Weekly").I decided to 
add this section for those who can't see them(due to the requirements of 
the Divx codec)or just couldn't be bothered to download them.The combos 
are listed as exactly how it was done in the movies.Enjoy

1.(with opponent in corner and Cool Choi as Striker)
Jump D, Crouching B, Crouching B, Crouching A, up + C, on the last hit 
call Choi, after Choi hits jump up and do Dragon Step infinite

2.(with opponent in corner and Goenitz as Striker)
Standing C, forward + A, call Goenitz, qcfx2 + B/D, after that Goenitz 
should hit, run forward and jump up to do Dragon Step four times, qcfx2 
+ B/D in air DM

3.(with you in the corner and opponent half screen away)
Crossover Jump A, Crouching B, Crouching B, Crouching B, Crouching B, 
Crouching B, Crouching A, up + C

4.(with opponent in corner and Seth as Striker)
qcb + A, A Stunt Standing C, cancel into B Stunt Standing C(let go of 
the button and charge down after this), up + C, Seth should hit after 
the last hit, wait before doing qcfx2 + B/D

5.(with opponent in corner)
Standing C, forward + A, qcfx2 + BD

6.(with opponent in corner and Joe as Striker)
qcb + A, A Stunt Standing C, A Stunt up + C, A Stunt Standing D, release 
A and call Joe, qcb + A, A Stunt Standing C, A Stunt up + C, A Stunt 
Standing D, release A and call Joe, qcb + A, A Stunt Standing C, A Stunt 
up + C, A Stunt forward + B

---------
9.Credits
---------

I would like to thank the following in helping me write this FAQ(In no 
particular order)

CJayC
-Without him you wouldn't be reading this FAQ
(www.gamefaqs.com)

Vincent Chua
-Many more combos for Jhun and others at his site.If your interested in 
finding out stuff about the KOF2000 Hong Kong comics this site is the 
best for that
(www.kofonline.com)

Chris MacDonald(Kao Megura)
-One of the best FAQ writers around,a real pioneer.Always an inspiration 
for FAQ writers everywhere.Also got Jhun moves' names from his FAQ.Check 
out his FAQ at where you found this(GameFAQs.com)

Anyone I versed over the years in KOF(Stefan,Fat Cat Lim,Wolferaizer)
-For giving me an goal to beat you guys(except for Stefan,no offense),if 
not for these people I wouldn't want to learn how to play everybody

My gaming friends (Ivan, Bufa, Stefan, Jake, Jacky, Ming, FCL, 
Wolferaizer, Krizalid, Skinner, Jackson, William and the rest that I 
might have forgotten)
-Another reason for me to play games,to beat you guys(exception to 
Bufa,Krizalid and Ivan since you guys don't live near me)

Gunsmith      
-For posting up the S-Team videos,not to mention joining them 
together(another site posted the same videos up but they were in 10 or 
so WinRAR files so you had to link them together,all too complicated to 
me).These are now in .rm format making the downloads easier for you
(www.orochinagi.com)

Neo-geo.com Bulletin Boards
-If you want to find out stuff about Neo-Geo hardware or Neo-Geo 
games,they have a bulletin board their to help you(very helpful).I 
frequent there everyday
(www.neo-geo.com) 

Orochinagi Bulletin Boards
-Another BB that I frequent.If your more into the games this forum is 
it(Neo-Geo is more pro hardware but there's still games)(to access the 
bulletin boards go to the top right corner and find the SD Orochi Iori 
and Orochi Leona pic near the envelope icon)
(www.orochinagi.com)

White Tower Team
-A site with tons of combos for various fighting games.
(www.white-tower.net)

Jared Low (Vivx)
-His site also features original combos for KOF2000 as well as 
characters' moves in graphical view.              
(www.shingohandbook.com)

Game Weekly
-For releasing the S-Team combos on VCD

You
-For reading this FAQ


---------
10.History
---------
Version 1.0 (June 13th, 2001)  Another FAQ(semi)done,only another 10 to 
                                go(I hope not)^_^
