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Tekken 8 — Characters

Jun Kazama – Frame Data

Jun Kazama returns to Tekken 8 as a nature-connected, defensive fighter who controls space with keepout and punishes careless timing with heavy counter hits. She has a huge movelist and three stances, but her execution barrier stays low; her real depth lies in managing the self-damage and self-healing of her Kazama power moves.

149 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

GEN Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

IZU Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

MIA Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Defensive | Punishment Beginner
Offense
7
Defense
9
Execution
5

Weak to: Step Right

Overview

Jun is a defensive, intermediate-difficulty character who wins by controlling neutral with keepout and baiting counter hits. She works best from short-to-mid range, using fast pokes and string mixups to lock opponents down, then converting CH reads into big damage with tools like the Demon Slayer (F2) and strong 10-frame punishes. Her stance transitions add built-in mixups, and her heat mechanic amplifies her CH-heavy, pressure-oriented game plan.

Heat System

In heat, F1+2 becomes a frame-5 parry that can be extended into a combo via MIA 2~F, and her Kazama power moves deal more chip damage to the opponent than to her, with halved self-damage. She also gains the H.GEN 1,1+2 hellsweep (costs 420 heat) and F2,1+2 turns into a safe, hit-confirmable heat dash launcher.

Strengths

Movement: Good sidestep and backdash amplify her neutral game.Heat: Strong heat game that boosts her CH game plan and offensive potential.Space control: Solid tracking and keepout with moves like DF3, B2,2, and D4; approach tools FF2 and FF1+2 track well.Damage: High damage from CH tools (DF4, D3+4, WS2, FC DF2), keepout, and strong 10-frame punishment (UF1, FC DF1).Jun also has Parry and Sabaki.Poking: she has low risk-with solid rewards lows, and somewhat good moves in general

Weaknesses & Counterplay

Defense reliance: Needs the opponent to make mistakes; strong keepout and movement can shut her down completely.Self-damage: Kazama power moves hurt Jun on block, with some (F2,1+2, DF2,1+2) costing more health than the opponent, including non-recoverable health.Conditioning-based offense: Her multi-hit strings have poor frame data, requiring mental frames and conditioning to get momentum.Limited 50/50s: Her risk-reward lows are unorthodox and hard to access (FC DF3, GEN 1, IZU 4,1), making life lead comebacks difficult.
Game Plan
Play mid-range keepout with DF4 and B3 to bait counter hits.Poke with B2, D4, DB3, and B4(2) to lock the opponent down and claim turns.Whiff punish with F2 Demon Slayer for big damage.Use FF1+2 and SS4 to create +6 on block pressure.Enter IZUMO stance with U2 or MIA 1+2 to force the IZU 4,1 / IZU 2 mixup.
Stances
Izumo (IZU) — enter: Entered via multiple moves, including U2, MIA 1+2, and the Izumo smash transitions (1,1 / F1); also accessible from Miare. — Used for stance mixups and combo routing. Entry grants health and Kazama essence (except via MIA 1+2), and most transitions leave you at +4 on block (or +8~9/+11 on hit), letting you enforce the IZU 4,1 low hellsweep and IZU 2 launcher. Only the Izumo smash (1,1 / F1) lets you block on entry.Genjitsu (GEN) — enter: Manually with F3+4, or by holding forward after FF2, B2,1, WS1,1, or FF1+2. — Used for low/mid mixups and as a combo ender with GEN 3,2. GEN 1 is Jun's strongest low poke, and the stance auto-attacks when the opponent uses a low or throw, granting health on success — but you cannot block while in GEN.Miare (MIA) — enter: Entered via moves that transition into Miare (exact inputs not listed in the guide). — Mostly for combo routing and risky keepout. Has three attacks (MIA 1, MIA 2, MIA 1+2); MIA 1+2 heals 3 health and 1 Essence per healing burst, and the stance can transition to Genjitsu or Izumo, or sidestep with U/D.