Jun Kazama · flying-white outline portrait
Theme
Notation

Jun KazamaKAZAMA JUNTEKKEN 8 movelist

COUNTRY
Japan
STYLE
Kazama Style Traditional Martial Arts
Hit levelHigh=high Mid=mid Low=low Sp.=special Throw=throw !=unblockableistartup frames to first impact — lower is faster, per Wavuabout a fifth of all moves have no name on Wavu — those take the project's own description, and say so on hover
Buttons · directions 1=left punch 2=right punch 3=left kick 4=right kick | f=forward b=back u=up d=down d/f=down-forward d/b=down-back u/f=up-forward u/b=up-backStates · separators f,f=dash WS=while standing FC=full crouch SS=sidestep +=together ~=immediately after *=chargeSTANCES GEN=Genjitsu IZU=Izumo MIA=Miare
Notation 1234 four-button grid (1 LP, 2 RP, 3 LK, 4 RK — lit = pressed) = tap direction = hold N= neutral STANCE= state prefix | Separators › follow-up + direction & button ~ immediately after * charge → next move T! tornado

Throws

MoveInputiDirectionDmgBreak
Shiho Nage1234(or+1234)1+3 (or f+1+3)i12~14Front351
Katanuki1234(or+1234)2+4 (or f+2+4)i12~14Front352
Cloud TasteLEFT1234(or1234)LEFT 1+3 (or 2+4)Left401
Wind WheelRIGHT1234(or1234)RIGHT 1+3 (or 2+4)Right402
Twisted LimbsBACK1234(or1234)BACK 1+3 (or 2+4)Back50
White Mountain+1234d/f+2+3i12Front402
MoveInputiDirectionDmgBreak
Riai+1234u/f+1+2i12Front401+2
Falling RainFC+1234FC+d/b+1+2i14~15Front451+2
TsukuyomiIZU1234IZU 1+3i14Front351+2
Attack ReversalON PARRY+1234(or+1234)ON PARRY b+1+3 (or b+2+4)Reversal25
GenjitsuVS LOW+1234(GEN auto)vs a low: f+3+4 (GEN auto)Reversal20
GenjitsuVS THROW+1234(GEN auto)vs a throw: f+3+4 (GEN auto)Reversal40

Attacks

MoveInputiDmgHit
Amatsu IzanamiRAGE+1234RAGE d/f+1+2i2055MidThrow
Jab123412341, 1i105, 15HighMid
Jab123412341, 2i105, 8HighHigh
Jab1234123412341, 2, 2i105, 8, 12HighHighHigh
Jab1234123412341, 2, 4i105, 8, 16HighHighMid
Jab123412341, 3i105, 12HighLow
Right Jab12341234123412342, 1, 4, 1i127, 9, 12, 30HMMM
Right Jab12341234123412342, 1, 4, 3i127, 9, 12, 21HMMH
Right Jab1234123412342, 1, 1+2i127, 9, 21HighMidHigh
Shion12343i14~1514Mid
Shion123412343, 1i14~1514, 20MidHigh
Magic Four12344i1217High
Shunkei12341+2i1326Mid
Ryuuntsui - Misogi12343+4i23~246, 18, 20MidMidMid
White Heron Dance1234123412341+4, 2, 4i145, 8, 10, 23sLHHM
White Heron Lower Dance12341234+12341+4, 2, d+4i145, 8, 10, 15sLHHL
White Heron Sun Palm1234123412341+4, 3, 1i145, 8, 15, 20sLHMM
White Heron Moon Kick1234123412341+4, 3, 4i145, 8, 15, 17sLHML
Ki Charge12341+2+3+4
Izumo Smash+1234f+1i2015Mid
Demon Slayer+1234f+2i17~1820Mid
Demon Slayer+1234(on hit or block)1234f+2 (on hit or block) 1+2i17~1820, 20MidMid
Kanbashira+1234f+3i1613Mid
Kanbashira > Izumo Strike+12341234f+3, 2i1613, 17MidHigh
Double Kanbashira+12341234f+3, 4i1613, 22MidMid
Getsukankyaku+1234f+4i19~2121High
Inner Peace+1234f+1+2i12(5)High
Genjitsu+1234f+3+4
Wheel Kick+1234f+2+3i28~2921High
Mid Check+12341234d/f+1, 1i13~1410, 17MidMid
Mid Check+12341234d/f+1, 2i13~1410, 12MidHigh
Mizuho+1234d/f+2i16~1714Mid
Mizuho+1234(on hit or block)1234d/f+2 (on hit or block) 1+2i16~1714, 12MidMid
Kazakiri+1234d/f+3i1722Mid
Katabami+1234d/f+4i1522Mid
Heavenly Sun Palm+12341234d/f+3+4, 1i24~2517, 20MidMid
Heavenly Moon Kick+12341234d/f+3+4, 4i24~2517, 17MidLow
Narumi+1234d+2i20~2118Mid
Suminagashi+12341234d+4, 4i1510, 20LowHigh
Kamudo-no-Tsurugi+1234d+1+2i2628Mid
Double Lift Kicks+1234d+3+4i145, 15LowHigh
Hourai's Dance+123412341234d/b+1, 1, 1+2i15~167, 8, 5, 5, 20MMMMM
Ayame+1234d/b+2i23~2417Low
Leg Scythe+1234d/b+3i1814Low
MoveInputiDmgHit
Kariashi+1234(12341234)d/b+4, (4, 4)i22~2414, (15, 16)Low (Low, Low)
Kariashi HakuroKARIASHI1234KARIASHI 1+4i2214, 5, 8LowSp. lowHigh
Violet+1234b+1i29~3019Low
Ryuen+1234b+2i14~1510Mid
Ryuen Elbow+12341234b+2, 1i14~1510, 7MidHigh
Ryuen Saika Shikei+123412341234b+2, 1, 1i14~1510, 7, 20MidHighMid
Ryuen Saika Renken+123412341234b+2, 1, 2i14~1510, 7, 20MidHighMid
Ryuen Saika Renshuu+123412341234b+2, 1, 4i14~1510, 7, 24MidHighHigh
Ryuen Magushi+12341234b+2, 2i14~1510, 10MidMid
Dragon Wheel Kick+1234b+3i16~1720Mid
Dragon Wheel Kick+12341234b+3, 2i16~1720, 22MidMid
Dragon Wheel Kick+12341234b+3, 4i16~1720, 14MidLow
Shirabyoushi+12341234b+4, 2i13~1414, 17MidMid
Omoikane+1234b+3+4i22~2325Mid
Shinki+1234u/b+1+2i57~5850Unblockable (Mid)
Chikura+1234u+4i22~2321Mid
Divine Exile - Heaven+1234u/f+1i106, 30HighHigh
Totsuka-no-Tsurugi+1234u/f+2i1924Mid
Iwato+1234u/f+3i20~2117Mid
Housenka - Misogi+12341234u/f+4, 3i16~1810, 8, 20MidMidMid
Saiuntsui+1234u/f+3+4i20~235, 21MidMid
Suiei Ura Saika+12341234f, f+2, 2i16~1716, 22MidMid
Suiei Kagetsu+12341234f, f+2, 3i16~1716, 22MidHigh
Yukimiguruma+12341234f, f+3, 3+4i18~1923, 12, 15MidMidMid
Tokkei - Misogi+1234f, f+1+2i2232Mid
Ame-no-Uzume+1234f, f, f+3i24~2828Mid
Tenkan Saika ShikeiWS123412341234WS+1, 1, 1i12~1314, 7, 20HighHighMid
Tenkan Saika RenkenWS123412341234WS+1, 1, 2i12~1314, 7, 22HighHighMid
Tenkan Saika RenshuuWS123412341234WS+1, 1, 4i12~1314, 7, 24HighHighHigh
TomoezakuraWS123412341234WS+1, 4, 2i12~1314, 16, 17HighMidLow
TomoefujiWS123412341234WS+1, 4, 1+2i12~1314, 16, 28HighMidMid
HyakkaouWS12341234WS+2, 1i13~1412, 20MidMid
GiohWS1234WS+3i14~1516Mid
IchikakuWS1234WS+4i11~1221Mid
Sudare NagashiWS1234WS+1+2i2120Mid
Flowing Moon ScentWS1234WS+3+4i18~1923Mid
Twin Cloud KicksFC12341234FC+3+4, 3i21~2210, 10, 10, 10MMMM
Divine Exile - EarthFC+1234FC+d/f+1i106, 30Sp. lowMid
GraceFC+1234FC+d/f+2i16~1712Low
KanamegaeshiFC+1234FC+d/f+3i2112Low
KasanegasumiSS1234SS+2i1627Mid
KaguraSS1234SS+4i18~2020Mid
SankouchouSS1234SS+1+2i167, 9, 18HighHighMid

Genjitsu

MoveInputiDmgHit
Genjitsu+1234f+3+4
RurikoukaiGEN1234GEN 1i20~2122Low
Kazama Style SpiritGEN1234GEN 2i16~1716, 32MidThrow
GetsuunGEN1234GEN 3i17~2014Mid
Getsuun RenkenGEN12341234GEN 3, 2i17~2014, 16MidMid
NichiunGEN1234GEN 4i26~2824High
AmaterasuautoGEN auto-parries lows20Throw

Izumo

MoveInputiDmgHit
Izumo Strike+1234u+2i23~2417High
Haraede KannagiIZU12341234IZU 1, 1i13~147, 26HighHigh
Haraede MusubiIZU12341234IZU 1, 2i13~147, 20HighMid
Setsurinbu - MisogiIZU1234IZU 2i23~2524Mid
Zuiun RenkyakuIZU1234IZU 3i16~1510, 16MidHigh
Wakeikazuchi - MisogiIZU12341234IZU 4, 1i1910, 21LowMid
MihikarioroshiIZU1234IZU 1+2i21~2224Mid
Dianthus GardenIZU+1234IZU f+1+2i16~1721Mid
TsukuyomiIZU1234IZU 1+3i1435Throw

Miare

MoveInputiDmgHit
Miare+1234b+1+2
Ame-no-SakahokoMIA1234MIA 1i24~2530Mid
Ame-no-NubokoMIA1234MIA 2i1628Sp. mid
YakumodachiMIA1234MIA 1+2i20~2117Mid
GenjitsuMIAMIA F

Heat

MoveInputiDmgHit
Heat BurstHEAT READY1234HEAT READY 2+3i1612Mid
Shunkei12341+2i1326Mid
Demon Slayer+1234(on hit or block)1234f+2 (on hit or block) 1+2i17~1820, 20MidMid
KaguraSS1234SS+4i18~2020Mid
Zuiun RenkyakuIZU1234IZU 3i16~1510, 16MidHigh
Ame-no-NubokoMIA1234MIA 2i1628Sp. mid
Yomotsu OoyumiHEAT1234HEAT 2+3i1320, 30MidMid
RurikoukaiHEAT·GEN12341234HEAT·GEN 1, 2+3i20~2114, 35LowMid

10-hit combo

InputiDmgHit
WS123412341234123412341234123412341234WS+1, 1, 1+4, 2, 1, 2, 4, 4, 3i12~13 90 HHLHHMHLMM

Advanced guideCombos · punishers · practical notes

Combos from Wavu Wiki (current patch) · gameplay notes from TekkenDocs (Pagani)
Terms BnB=the everyday combo (bread and butter — learn this one first) | T!=tornado: spins an airborne opponent to extend the combo, once per combo | CH=counter hit: catching an opponent mid-move; most moves gain a launch or crumple on CH | Punishers=a guaranteed punish taken from the recovery of a blocked move | Staples=a higher-damage route for one particular starter | Mix-up=forcing a guess between standing (blocks mid) and crouching (blocks low); the core mix-up is the character's main guessing point
Game plan Jun Kazama is built around Parries & reversals: control the range in neutral, bait with backdashes, and punish impatience with counter hits. Her Kazama ki moves (the f+2 follow-ups, d+1+2) cost her own health when blocked (partly recoverable); in Heat the cost halves and the chip damage rises, and 1,2,2 and d/b+1,1,1+2 restore health on hit. Poke at close range with b+2 / d+4 / d/b+3, deny at mid range with d/f+4 and b+3, and punish whiffs with f+2 (Onikiri).

Key moves

InputKey points
+1234d/f+3Kazakiri: her neutral trump card — a mid with excellent lateral coverage, only -8 on block, and a knockdown that carries to a nearby wall
+1234d+3+4Double Lift Kicks (scissors): i14, her best counter-hit launcher, with an airborne propertycannot be low-parried, -25 on block
+1234f+2Onikiri: i17, the long-range launcher and her signature whiff punish; in Heat, f+2,1+2 turns it into a safe, confirmable launch
+1234d/f+4Katabami: i15, a long-range counter-hit mid; on hit it crumples and forces a tech roll. -14 on block, so use it with care
+1234u/f+3Iwato: i20, a low-profile mid, only -6 on block, launches on counter hit and is +5 on hit to keep pressuring
+1234f+4Tracks a sidestep (high), +3 on block and +13 on hit, after which 1+2 is guaranteed (Heat engager)
+1234/SS1234f,f+1+2 / SS+4the two+6 on blocka pressure move, and one of the few strong frame-advantage starts Jun has
+1234/+1234d+4 / d/b+3Main low pokes: d+4 has range and tracks well; d/b+3 is +2 on hit and +6 on counter hit, so pressure continues
+1234/MIA1234u+2 / MIA1+2tracks a sidestep and goes intoIzumoStances: IZU 4,1 (low sweep) and IZU 2 (mid launcher) form the core mix-up
+1234f+1+2Inner Peace: a high parry; in Heat it becomes a frame-5 reversal that leads into MIA 2 and a full combo

Combos (Wavu, current patch)

StarterRoute (T!=tornado / ~=into / SWL=sidewalk left)
Bread and butter (d/f+2 and other standard launchers)+12341234+12341234~IZU12341234T!+12341234b+4,2 → f+3,2~IZU1,1 T! → b+4,2
Instant tornado (e.g. low parry)T!+12341234+1234+12341234~GEN1234T! → b+4,2 → f+3 → b+2,1~F → GEN2
+1234(staple +55)d/f+2 (staple +55)+12341234+1234+12341234~IZU12341234T!+1234~GEN1234b+4,2 → d/f+1 → f+3,2~IZU1,1 T! → f,F+2~F → GEN2
+12341234(+60)d/f+2,1+2 (+60)+1234+12341234+12341234~IZU12341234T!+12341234~GEN1234f+4 → b+4,2 → f+3,2~IZU1,1 T! → b+2,1~F → GEN2
+12341234(high damage +73)d/f+2,1+2 (high damage +73)+1234+1234~MIA1234T!SWL+12341234~IZU1234MIA1234f+4 → f,F+2~B → MIA1 T! → SWL → f+3,2~IZU1+2 → MIA1
+1234(+75)f+2 (+75)1234+1234+1234~MIA1234T!+12341234~IZU1234MIA12344 → f+4 → f,F+2~B → MIA1 T! → f+3,2~IZU1+2 → MIA1
+1234(+58)b+3 (+58)+1234~1234T!SWL+12341234~IZU1234MIA1234b+3~2 T! → SWL → f+3,2~IZU1+2 → MIA1
WS1234(+55)WS+3 (+55)+12341234+1234+12341234~IZU12341234T!+1234~GEN1234b+4,2 → d/f+1 → f+3,2~IZU1,1 T! → f,F+2~F → GEN2
+12341234(+38)u/f+4,3 (+38)~f~GEN 4 → f+3 → b+2,1~F → GEN 3>2
CH+1234(+62)CH d+3+4 (+62)+12341234+1234+1234~MIA1234+1234~GEN1234+12341234b+4,2 → f+4 → f,F+2~B → MIA1 → f+3+4~GEN4 → f,F+2,3
CH+1234(+60)CH u/f+3 (+60)+1234T!+1234~GEN1234+12341234+12341234d+1+2 T! → f+3+4~GEN4 → b+4,2 → f,F+2,3
FC+1234after the throw(+49)After the FC d/b+1+2 throw (+49)1234+12341234+12341234~IZU1234T!+123412344 → b+4,2 → f+3,2~IZU2 T! → f,F+2,3

Punishers

FramesInputNotes
Standing 10f123412341234/+12341,2,2 / u/f+11,2,2 confirms into a stance and heals; u/f+1 knocks down (prefer it near the wall)
12f123412341234(1234)2,1,4(,1)confirms three hits for 28 damage
13f12341+2Heat engager
15f+123412341234d/b+1,1,1+2confirms into 45 damage and heals
16f+12341234d/f+2,1+2the best launch punish, with the best routes
17f+1234f+2long-range launcher
Crouching 10fFC+1234FC+d/f+136 damage and a knockdown, very strong at the wall (costs health)
11fWS1234WS+4knocks down, with good oki
13fWS12341234WS+2,1knocks down and carries to the wall — first pick near one
14fWS1234WS+3fastest while-standing launcher
18fWS1234WS+3+4highest-damage while-standing launcher
Whiff punish123412341234/+1234/+1234/+12341,2,2 / d/f+4 / f+2 / u/f+3+4pick by range, nearest first

Using Heat

Key pointsNotes
Inner Peace becomes a reversalIn Heat, f+1+2 reverses from frame 5; on success it spends Heat and goes into MIA 2~F for a full combo
confirmable launcherHEAT+12341234becomes safea hit-confirmable Heat dash launcherIn Heat, f+2,1+2 becomes a safe, hit-confirmable Heat dash launcher
A second sweepHEATGEN12341234(Yomotsu Mihashira)effectively a second low sweepIn Heat, GEN 1,2+3 (Yomotsu Mihashira) works as a second low sweep
Ki bonusIn Heat the ki moves cost Jun half as much and take more from the opponent, which turns f,f+1+2 into very strong pressure

Mini-combos & wall

SituationRoute
CH1234(+24)CH 4 (+24)+1234~MIA1234(or+1234/+1234)→ b+1+2~MIA1 (or d+1+2 / u/f+3+4)
CHSS1234(+25)CH SS+2 (+25)+1234(or+1234)→ f,F+1+2 (or d+1+2)
+1234On hit(+20)f+4 on hit (+20)+12341234(or1234into Heat)→ b+4,2 (or 1+2 into Heat)
CH+12341234(+25)CH d/f+1,2 (+25)+1234→ u/f+1
+1234On hit(+18)u+2 on hit (+18)IZU1234→ IZU 3
At the wall (+27)WALL!+12341234~MIA1234WALL! → u/f+4,3~MIA2
At the wall (consistent)WALL!+12341234~~MIA1234/+123412341234/SS1234+1234WALL! → b+2,1~B~MIA2 / d/b+1,1,1+2 / SS+1+2 → U/F+2
At the wall, with tornadoWALL!+12341234T!~GEN12341234WALL! → u/f+4,3 T! → F~GEN4 → 1+2

Practical tips

TipsNotes
Health managementWhen low on health, punish with 1,2,2 and d/b+1,1,1+2 to heal, and lay off the expensive ki moves
The Izumo mix-upIZU 4,1 (low) against IZU 2 (mid, punishable on block) is the core guess
Use MIA 2 sparinglyMIA 2 is punishable on block, rage arts included — save it for Heat or for the kill
Combo notesCore transitions: f+3,2~IZU and f,F+2~B into MIA; finish with GEN 2 for damage or f,F+2,3 to carry
Against turtlesJun struggles to open up a blocker: use GEN 1 (+3) and the Izumo sweep to make a gap, and wait patiently for a counter hit