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* '''Great Neutral Presence:''' Unlike many characters in her archetype, Jun gets to have a powerful command grab and great buttons without having to pay the Grappler Mobility Tax, meaning she is more than capable of holding her own in footsies. | * '''Great Neutral Presence:''' Unlike many characters in her archetype, Jun gets to have a powerful command grab and great buttons without having to pay the Grappler Mobility Tax, meaning she is more than capable of holding her own in footsies. | ||
* '''Explosive Damage:''' Jun has access to some of the highest damage in the game, thanks to stable confirms with {{Tooltip|text=Kubota Lariat|hovertext=[4]6HP}} and combos after her command throw, all of which can lead to over half the opponent's life gone if she chooses to cash out with {{Tooltip|text=Kubota Shuttle|hovertext=641236HK}}, a super which deals unscaled damage. | * '''Explosive Damage:''' Jun has access to some of the highest damage in the game, thanks to stable confirms with {{Tooltip|text=Kubota Lariat|hovertext=[4]6HP}} and combos after her command throw, all of which can lead to over half the opponent's life gone if she chooses to cash out with {{Tooltip|text=Kubota Shuttle|hovertext=641236HK}}, a super which deals unscaled damage. | ||
* '''Hardy:''' Kubota sports one of the | * '''Hardy:''' Kubota sports one of the highest defense ratings in the game, which allows her to take more risks and make more mistakes than many other characters. | ||
| cons = | | cons = | ||
* '''Predictable Footsies:''' While Jun has some fantastic poking normals, she has just as many normals that are dirt slow, giving them far fewer practical applications in neutral. This means that sharp opponents can have a much easier time scoping out specific buttons and scoring whiff punishes against Jun. | * '''Predictable Footsies:''' While Jun has some fantastic poking normals, she has just as many normals that are dirt slow, giving them far fewer practical applications in neutral. This means that sharp opponents can have a much easier time scoping out specific buttons and scoring whiff punishes against Jun. | ||
* '''Inconsistent Reward:''' While Jun can cash out a clean hit for some incredible damage, her inability to consistently confirm combos from her pokes means that much of her damage will require a strong ability to condition your opponent into sitting still. | * '''Inconsistent Reward:''' While Jun can cash out a clean hit for some incredible damage, her inability to consistently confirm combos from her pokes means that much of her damage will require a strong ability to condition your opponent into sitting still. |
Latest revision as of 02:37, 27 August 2024
Introduction
At one point, Jun was actually considered for the Japanese Olympic wrestling team. Unfortunately, she was disqualified after the International Olympic Committee found that she had a history of blatant disregard for official damage scaling regulations.
If you've picked up AVG2 looking for a grappler, then girl, have you found one. While Jun quite dutifully fills the role that comes with the big damage command grab -- in her case, the mighty Kubota Buster -- prospective grappler mains will find a surprisingly versatile character with excellent neutral thanks to a fantastic set of pokes and, most importantly, a full suite of mobility options that other grapplers would be forced to go without. That's not to say she doesn't suffer from other archetype-standard weaknesses, though. While she isn't lacking in mobility, her normals are on the slower side, putting her at a disadvantage in some scramble situations, and her combos, while powerful, are difficult to confirm, meaning that her damage will require lots of conditioning and confidence. But that's why you picked the grappler anyway, right?
Stats
Attack | Defense | Dash Jump | Dash Brake | Backdash | Wakeup Speed |
---|---|---|---|---|---|
B+ | A | Yes | Yes | 27F (Throw Invul) | 16F |
Color Options