
Tekken 2 · PlayStation archive
Jun Kazama
Throws, moves and combos, in familiar notation.
Input key
1 = LP / □ 2 = RP / △ 3 = LK / × 4 = RK / ○
Left punch · Right punch · Left kick · Right kick
f / b / d / u = forward / back / down / up. Diagonals combine letters. A comma means next input; + means together; ~ before a direction means hold;
separates combo steps. ~ between buttons means press them in quick succession. FC means full crouch; WS means attack while rising from crouch; CH means counter hit; n means return to neutral. Tap, crouch, release and timing instructions appear beside the move.
Use the input display settings in the navigation to switch between icons and notation.
Throws
- Arm Bar

- Serpent Twist

- Striking Oshi Taoshi
+
Key Moves
- Charging Strike
+
- Uppercut
+
- Can-Can Kicks
+
- Middle screw into can-can
+
,
- Punches into can-can
,
,
- Cartwheel Kick

- White Heron string
,
,
- Sweeps into cartwheel
+
,
,
- Backflip into uppercut
+
,
- Backflip sweep string
+
,
,
,
,
- Attack Reversal
+
Time the reversal against an incoming attack.
Combo Routes
- Charging strike into cartwheel
+




The last kick follows the cartwheel knockdown.
- Can-can into white heron
+

,
,
- Middle screw into sweep string
+
,

~
,
,
,
- Can-can string into punch-kick finish
,
,

,
,
Land the opening string to launch.
10 Hit Combos
- 10 Hit Combo

,
,
,
,
,
,
,
,
Use the string’s rhythm; these ten attacks are not all guaranteed on hit.
Unblockable Attacks
- Spinning kick
+
Release forward to execute the attack.