While her brother,Ren, is a balanced but a somewhat slow aggressive fighter, Jun is his exact counterpart. She is still balanced, but she is also fast and focused on constant harassment rather than pressure. Jun’s ability provides her with a constant priority bonus on all of her strikes and blasts. This allows her to more easily win priority rolls or, alternatively, save on dice. She primarily uses blasts to help distance herself from an opponent while stocking up on strike actions for future combo opportunities.
Tiger Pounce gives her incredible range, is very easy to follow up, and the sudden position change is sure to surprise any opponent. Rising Claw is a great combo opener against an aerial opponent. With strategic spacing, Tiger Flip can hit an opponent in any position. Tiger Jaw is a fast and powerful strike that will wear down a blocking opponent’s defense. Tiger Roar is an amazing blast that simply must be blocked, giving a great opportunity for her to regain dice or cards for additional combos. Her Quick Block is pretty straightforward. It doesn’t have any special effects outside of the normal Energize 1, but allows her to safeguard against the fastest attacks in the game. Lastly, her mode Eye of the Tiger transforms her into a real terror by increasing her damage output significantly.
While Jun is very strong thanks to her high priority, her main weakness is her lack of damage output, forcing her to rely on combos, which requires skill and precise timing. Using the Precise technique from the Soft style gives her flexibility and some of the fastest strikes available, which makes her a real threat. While the Combo technique from the Soft style works wonders with her mode and allows for terrifying combos. The Bombard technique from the Chi style reinforces her harassment style by allowing her to keep a distance, and the Yin technique from the Chi style feeds her need for cards that are quickly spent on comboing.
Tiger Pounce + Tiger Flip: This two card combo is a staple in Jun’s tricks, and is a simple combo that can be quite easy to pull off and surprise opponents. Even better, it can hit an opponent as many as six spaces away. It can be pulled mid-game for a game changing five points of damage, or use it in the late-game as a simple low damage finisher.
Keen Move + Aerial Blast: This is a perfect combo for when your hand is depleted and you need some breathing room. Use the Shift command to retreat and draw a card. Then, use Keen Move to retreat one space further, draw an additional two cards, and link an Aerial Blast to stay aggressive in the fight. The net effect of your normal draw, Shift command, and Keen Move allows you to draw four cards, refreshing your hand and preparing you for the next turn.
Sudden Step + Rising Claw + Opening Punch + Side Kick: This large four card combo may seem daunting, but thanks to the proliferation of Chain keywords it can be executed mid-game fairly reliably. Ideally, you want eight core dice to pull it off. If you’re a gambler, you can pull it off with as few as two to four with a good measure of luck, thanks to Chain recycling your core dice.
Start the combo at a distance with Sudden Step to close in with an aerial opponent, return two of the dice back to your active pool. Attack the helpless target with a Rising Claw, which will advance another space forward before connecting. Because the opponent is jumping, you will trigger Rising Claw’s special effect, allowing you to return another die. Then combo into Side Kick and then Opening Punch, delivering three total damage.
If you have Jun’s Eye of the Tiger mode active, this fast combo deals six damage and can be a spectacular, furious, finisher!