********************************
Jun Kazama TTT FAQ by Littlepony
********************************

********
Contents
********

1 - Introduction

2 - Version History & Updates

3 - Jun Kazama Data File & Story

4 - Move Conventions

5 - TTT Movelist

6 - TTT Juggles & Combos

7 - Moves Analysis (coming next update)

8 - Strategy (coming next update)

9 - Credits

******************
(1) - Introduction
******************

This is the second FAQ that I've written.My first was for the Dreamcast 
game,Code Veronica.After writing the FAQ,I vowed to never again write a 
walkthrough.However,my inbox is finally starting to cool down from CV mails so I 
thought I'd share my Jun knowledge and gameplay secrets with you.I will say 
now,this FAQ is gonna get pretty big cause I want it to cover everything inside 
and out.So without further ado, "Littlepony's Jun FAQ" begins!



*******************************
(2) - Version History & Updates
*******************************


VERSION 1 (29/06/00) - The FAQ is born.Not much yet but bear with me ^_^



**********************************
(3) - Data File & Story (Tekken 2)
**********************************


NATIONALITY - Japanese

FIGHTING STYLE - Classic Bu-Jitsu (Kazama Ryu)

AGE - 22

HEIGHT - 170 cm

WEIGHT - 54 kg

BLOOD TYPE - AB

OCCUPATION - WWWC Inspector

HOBBY - Birdwatching

LIKES - Bathing in woodland streams


Jun is a master in Aiki - jujitsu. She is a WWWC top field operative. She works 
undercover for this organisation that works mainly to expose illegal animal 
exporters. She is known as "The Pretty Flower".

A nature maiden, she grew up in the wilds of Yakushima (a remote Japanese 
region). She was taught of the spirits and the flow and energy of nature. She 
became " The chosen one" by her relatives prior to moving to Tokyo. However, it 
didn't take long for her to divert her attentions to the hectic city life. She 
soon forgot about her childhood teachings. However, one day the ghost of her 
dead father appeared to Jun and convinced her to go back to her natural origins. 
Since this encounter, she learns of Kazuya's evil animal trade. She also learns 
of the darkness within his spirit. She vows to stop his illegal animal trade and 
exorcise the demons that inhabit his soul! 



**********************
(4) - Move Conventions
**********************


1 = left punch
2 = right punch
3 = left kick
4 = right kick
5 = tag 
f = tap forward - F = hold forward
d = tap down - D = hold down
b = tap back - B = hold back
u = tap up - U = hold up
d/f = tap down forward - D/F = hold down forward
d/b = tap down back - D/B - hold down back
u/f = tap up forward - U/F = hold up forwards
u/b = tap up back - U/B = hold up back
qcf = quarter circle forwards 
hcf = forwards


FC = full crouching position
WS = while standing
N = joystick to neutral position
WR = whilst running
SS = side step
[ ] = optional method
SSR = side step right
SSL = side step left
, = followed by...
~ = press immediately afterwoods
+ = press at the same time
(_) = or
: = delay possible
= = next in sequence


PLD = play dead position, face up with feet away
KND = knockdown position, face up with feet towards
SLD = slide position, face down with feet away
FCD = face down position, face down with feet towards


BK = back turned to opponent
JG = juggle starter
RC = move recovers crouching
BN = bounce juggle starter
OB = force's opponents back to you
OS = force's opponents side to you
DS = double over stun
FS = fall over stun
CS = crumple stun
GS = gut stun
KS - knee drop stun
HS = hunch over stun
TS = trip stun
LS - lift stun
SP = spins opponent in air
MC = Master Counter
CFS = crumple fall stun
BS = low block stagger
GB = guard break
UB = unblockable
T = taunt
LST = left side throw
RST = right side throw
BT = back throw
BTO = back to opponent
# = see corresponding foot note
c = counter hit modifier


L = hits low - block D/B
M = hits mid - block B
H = hits high - block B or duck
Sm = hits special mid - block D/B or B


wgf = Wind Godfist (f,N,d,d/f+2)
ewgf = Electric Wind Godfist (f,N,d~d/f+2)
tgf = Thunder Godfist (f,N,d,d/f+1)
big = Only works on big characters
cd = Crouch Dash (f,N,d,d/f)
cc = Crouch Cancel (tap u while crouching)
 

******************
(5) - TTT Movelist
******************


+++++++++++++++++++++++++++++++++
Throws,move reversals and parries
+++++++++++++++++++++++++++++++++

---------------------------------------
Move - Description - Hit Range - Escape
---------------------------------------

1+3 - Arm Scroll Lock - H - 1

2+4 - Serpent Twist - H - 2

LST - Cloud Taste - H - 1

RST - Wind Wheel - H - 2

BT - German Suplex - H - unescapable

b+1+2 ~(5) - Cherry Blossom (tag) - H - 1+2 #1

d/f+2+3 - White Mountain - H - 2

b+1 (CH) - Sparrow Trap Throw - Lg - #2

b+(1+3_2+4) - High & Mid Attack Reversal



++++++++++++++
Standard Moves
++++++++++++++

----------------------------------------
Move - Description - Hit Range - Special
----------------------------------------

1 - Left Jab - H

2 - Right Upper - M - JG

3 - Shin Kick - L

4 - Right Kick - H - JGc

d/f+1 - Left Uppercut - M

d/f+2 - Right Uppercut - M - SH JGc

d/f+3 - Side Kick - M

d/f+4 - Toe Kick - M

WS+2 - Rising Upper - M - SH JGc

WS+4 - Mid Kick - M


++++++++++++++++++
Special Techniques
++++++++++++++++++


----------------------------------------
Move - Description - Hit Range - Special
----------------------------------------

1,2 - One,two punches - HM

1,3 - Jab,Shin kick - HL

WS+1 - Sparrow Gut Punch - M - GS

WS+3 ~(5) - Moon Scent (tag) - M - Jg

f+1,4 - Screw Punch,Can Can - MLH - JGc GB

f+1,3 - Screw Punch,Punt Kick - MM

1+2 - Vacuum Mist Palm - M - JG CF

(f+2_d/f+1+2) ~(5) - Tooth Fairy (tag)- M - JG

(f+2_d/f+1+2) ~(d_d/b) - Tooth Fairy (cancel) - M - RC

f,f+2 - Mist Palm Thrust - M

d/b+2 ~(5) - Rock Shooter (tag) - M - JG

(b_SS)+2 - Diving Sparrow - M - GB

(b_SS):2,1+2 - Spinning Nest - M

(FC,d/f_D/F)+2 - Sweeping Sparrow - Lg - RC TSc

2+3 - Sparrow Pirouette - H - #3

b+3 ~(5) - Back Flip kick (tag) - M - JG

b+3,2 ~(5) - Back Flip to Tooth Fairy - M - JG

b+3,4 ~(D) - Back Flip to Leg Cutter (RC) - Lg

(WR_f,f,f)+3 - Leaping Slash Kick (recovers FCD) - M

f+4 - Crescent Kick - H

SS+4 - Boomerang Sparrow - H - HS FCDc

3+4 - Cartwheel Kick - MMg

d+3+4 - Can Can Kicks - LH - JG GB #4

(FC_WS)+3+4,3+4 - Twin Cloud Kicks - MMMM

u,u/b - Backflip


++++++++++++++++++++++++++++++++++
Infinity String Techniques & Links
++++++++++++++++++++++++++++++++++

+++++++++++++++++++++
Infinity String Links
+++++++++++++++++++++

-------------------------------------------
Move - Description - Hit Range - Links to:-
-------------------------------------------

1~4,(4,4) - High Punch to Leg Cutter(s) - A,H - HLg(LgLg)

(d/b+4_3~4),(4,4) - Leg Cutter(s) - A,H - Lg(LgLg)

b+3,4,(4,4) - Backflip kick to Leg Cutter(s) - A,H - MLg(LgLg)

(b_SS)+2,4,(4,4) - Diving Sparrow to Leg Cutter(s) - A,H - MLg(LgLg)

(b_SS)+2,1,3 - Diving Sparrow to Screw Punch Combo - B,C,D,H,I - MMM

(b_SS)+2,1,4 - Diving Sparrow to Screw Punch to Can Can - MMLM

1+4,2 - White Heron Starter - B,C,D,E,F,H,I - sMHH

f+1,3 - Screw Punch Combo - B,C,D,H,I - MM

f+1,4 - Screw Punch to Can Can - MLM

1,1,3 - Jab,Screw Punch Combo - B,C,D,H,I - HMM

1,1,4 - Jab,Screw Punch to Can Can - HMLM


++++++++++++++++++++
Infinity Combo Links
++++++++++++++++++++

-----------------------------------------
Move - Description - Links to - Hit Range
-----------------------------------------

1+4,2 - [A] White Heron Link - B,C,D,E,F,H,I - sMHH

1,1,3 - [B] Jab,Screw Punch Combo Link - B,C,D,H,I - HMM

1,4,(4,4) - [C] Jab to Leg Cutter(s) Link - A,H - HLg(LgLg)


+++++++++++++++++++++
Infinity Combo Enders
+++++++++++++++++++++

------------------------------
Move - Description - Hit Range
------------------------------

1,1,4 - [D] Can Can Ender - HMLH

4 - [E] White Heron Mid Kick Ender - M

d+4 - [F] White Heron Low Sweep Ender - Lg

3 - [G] Cartwheel Ender - Mg

1,2 - [H] One,Two punch Ender - HM

1,3 - [I] Shin Kick Ender - HL


+++++++++++++++++++
Unblockable Attacks
+++++++++++++++++++

----------------------------------------
Move - Description - Hit Range - Special
----------------------------------------

F+3 :(d_b) - Spinning Roundhouse (cancel) - H - UB


++++++++++
Foot Notes
++++++++++ 

#1 - Tag Throws with Jin,Kazuya or Heihachi on your team

#2 - Throws on a counterhit

#3 - Automatically reverses punches

#4 - If the Can Can kicks are blocked by holding back,second hit will GB.It 
cannot be blocked neautrally


**************************
(6) - TTT Juggles & Combos
**************************

Some of these combos are featured in my first "Jun Kazama Tribute Movie #1" 
available to download at my site.More a tribute than a combo movie,it'll give 
you some idea as to what these combos look like.

All combos are not tech rollable meaning that once the combo has started,it will 
all hit and cannot be tech rolled.Any that ARE tech rollable,I will make a note 
next to it.

Listed after the combo will be the amount of damage the combo/juggle does.Almost 
all of the combos do more damage on a counter hit but some put your opponent 
into a different state if the move hits on a counter.A good example is Jun's 
SS+4.This move sets up a lot of possibilities when it hit's normally.However,if 
it hits on a counter,it puts your opponent into the "SLD" position meaning they 
hit the floor thus stopping any juggle attempts.Special cases will always be 
mentioned with the combo if necessary.

The juggle starter is included above the combos meaning that you activate the 
commands after the starter.For example,if the juggle starter is "F+2",the follow 
ups to the juggle will be written below the header without including the "F+2" 
to save repeatedly typing the "F+2".To sum it up,I'm a lazy cow ^_^

This is only a starter.I still have combo's to add.Any that aren't here that you 
may have that a guaranteed TRUE combo's,please send them to me at littlpony@jun-
shrine.com


++++++++++++++++++++++++++++
Juggle Starter = F+2_d/f+1+2
++++++++++++++++++++++++++++

d/b+2 = 27

b+3 = 31

1,1,d/f+1 = 25

1,1,D/F+2 = 27

1,1,4 = 30

1,1,d/f+4 = 27

1,1,d/f+3 = 25

1,1,1,d/f+1+2 = 29 

d/f+1,1,d/f+1 = 30

d/f+1,1,d/f+2 = 32

d/f+1,1~1~3 = 39

d/f+1,1+2 = 34

d/f+1,b+2,4,1+4 = 37

d/f+1,b+2,1+2,1+4,2 = 42

d/f+1,d/f+2,d/f+1+2 = 56 (big CH)

1,1,f,f+2 = 32

1,1~1~3 = 34

1,1~1~4 = 35

1,1~2,d/f+1+2 = 32

1,1~2,d/b+4 = 32

1,1,1,d/f+1+2 = 29

(1,1,1,d/b+4)_(1,1,1~4) = 29

1,1~4,1+4 = 30

1~4,1+4,2,d+4 = 43

1~4,1+4,2 = 38

1,1,1~3 = 25

1~2,4 = 33

1~2,d+3 = 29

1~2,d+4 = 26

1~2,1+2 = 34

1~2,1,d/f+1+2 = 32

(1~2,1,d/b+4)_(1~2,1,4~3) = 32

1~2,1~1 = 32

1~2,b+2,4 = 34

1~2,b+2,1+2 = 34

1~2,f,f+2 = 35

1~2,1~2,d/f+1+2_F+2 = 37 (from side only)

4,F+1,3 = 45

4,d/f+1+2 = 38

4,f,f+2 = 43

1,d+1,D/F+4 = 25

1,d+1,D/F+3 = 25

1,d+1,WS+1 = 29

1,d+1,WS+3 = 31

1,d+1,D/F+2 = 26

F,1+4,1+4,1+4 = 36

b+2,1+2,1,d+3 = 36

b+2,1+2,1~4 = 37

b+2,1+2,4 = 38

b+2,1+2,1+4,2,d+4 = 46

b+2,1+2,1~1 = 37

1+2,1+4,2,d+4 = 50

b+2,1+2,1,b+2,1 = 59 (Big CH)

b+2,1+2,b+2,1+2,d/f+1+2_F+2 = 68 (Big CH)

++++++++++++++++++++
Juggle Starter = 1+2
++++++++++++++++++++

3 = 27

b+3 = 38

d+3+4 = 36

d+4,d+3 = 33

1+4,2,4 = 49

1+4,2,1+4,2,d+4 = 50

1+4,1+4,1+4 = 43

1+4,3 = 35

1+4,d+3+4 = 44

3~4_d/b+4,1+4,2,d+4 = 51

3~4_d/b+4,4,4 = 47

d+1,FC+1 = 28

d+1,FC+3 = 32

d+1,FC+4 = 31

d+1,D/F+2 = 32

d+1,WS+1 = 35

d+1,WS+4 = 37

d+2,FC+3 = 36

d+2,FC+4 = 35

d+2,D/F+2 = 36

d+2,WS+1 = 39

d+2,WS+3 = 41

b+1 = 34

b,3+4 = 26


++++++++++++++++++++++
Juggle Starter = d/b+2
++++++++++++++++++++++

1~2,1+2 = 35

1~2,d/f+1+2_F+2 = 31

1~2,f,f+2 = 36

1,1,1~1 = 30

1,1~1~3 = 35

1,1~1~4 = 35

1,d+1,D/F+2 = 27

1,d+1,WS+1 = 30

1,d+1,WS+4 = 32

1+4,1+4,1+4 = 37

d/f+1,d/f+2 = 31

1,d+3+4 = 31

b+2,4,4 = 36

b+2,4,1+4,2,d+4 = 47

b+2,1,1,3 = 36

b+2,1,1,4 = 39

b+2,1+2,1+4,2,d+4 = 47

b+2,1+2,4 = 39

b+2,1+2,3 = 32

b+2,1+2,d/f+1+2_F+2 = 36

1,b+2,1+2,1,b+2,1+2,d/f+1+2_F+2 = 39 (Big)


++++++++++++++++++++++
Juggle Starter = d+3+4
++++++++++++++++++++++

1+4,2+4 = 54

1+4,1+4,2,d+4 = 55

d+1,WS+1 = 40

d+1,WS+3 = 42

d+1,D/F+2 = 37

1+4,f,f,1+4,f,f,1+4 = 48


++++++++++++++++++++
Combo Starter = SS+4
++++++++++++++++++++

* Not all of these combos are guarenteed.However,they do have certain 
interesting properties.

b+1+2 = 38 (Can only escape throw with 1+2)

1+3 = 48 (Can only escape with 1)

2+4 = 48 (Can only escape with 2)

D/F+2+3 = 53 (Can only escape with 2)

b+1 (If opponent tries a high counter attack,they will eat 41 damage on CH)

2+3 (Will automatically reverse any high punches for 39 damage.Time 2+3 same as 
a regular b+1+3_2+4 counter)

d+3+4 (Again if opponent attacks,they will eat the juggle and be open to any 
d+3+4 juggles)


*************
(9) - Credits
*************

NAMCO - for making the all time best fighting game,TTT and fighting game 
character,Jun Kazama

Shadow - For being an inspiration,a shoulder to cry on and just generally being 
sexy ^_^

Decschief - For bringing out my Tekken playing ability

Claka - For giving me some cool matches and showing the way forward with My Eddy 
Gordo

Whoever hosts this FAQ.Much appreciated ^_^

More to come.I need my "thank you shoes" on for inspiration :o)



--------------------------------------------------------------------------------

Copyright Littlepony Productions 2000

http://www.jun-shrine.com

littlepony@jun-shrine.com
