Tatsunoko vs Capcom: Ultimate All Stars/Jun the Swan: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Jun the Swan|content=
 
==Introduction==
Second in command for the Gatchaman, uses her trusty exploding yoyos and quick wit to fight off enemies.
 
==Gameplay==
{{Content Box|content=
 
{{ProConTable
|pros=
*Pretty sick mixups
*Really good combos
*Level 3 does decent damage and comes out fast
*Really good DHC potential
 
|cons=
* Her yoyos become less threatening when the opponent just turtles
* Her mixups need baroque or partner, solo Jun has to work very hard
* Her zoning tends to taper off as the enemy closes in
 
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
*6B-Sweeping Kick-Jun does a sweeping kick at her enemy. However, the enemy will not fall, but will go into a very mild staggering state. You cannot ground combo with or into Sweeping Kick unless you Baroque before you perform Sweeping Kick. Of course, this normal move is nice since it has potential abilities as a high/low mix-up game. One thing that you can do with Sweeping Kick is cancel into any of her supers to guarantee some nice damage.
*6C-Twin Swan Spinning Kicks-Jun does two break dancing spin kicks at her enemy. The second kick will cause the enemy to go into a staggering state, making it possible for Jun to continue her ground combo. The second kick is considered an over-head; so if your enemy does not block high, her enemy will go into a staggering state (this creates some nice mind games). You can cancel the first kick into a special or super move. Use this normal move during your ground combos to guarantee a launcher or super set-up.
==Special Moves==
*String Bomb-236A/B/C (this move can also be done in the air)-Jun throws her yo-yo bomb at her enemy. If the bomb hits the enemy, the bomb will stick to the enemy (unless the enemy hits Jun, which, in that case, the bomb will disappear). You can place up to 5 bombs on the enemy (of course, you can always throw more bombs at your enemy; however, only 5 bombs will stick to the enemy). This is a great special to use because it gives you the ability to scare your opponent from even moving! Creating mind games with her bombs are key (and igniting them with Bingo for great damage)! All three versions does around 1,200 Billion Damage. Each version travels its own distance. A version (both ground and air versions) will travel 1/3 across the screen, B version (both ground and air versions) will travel less than half-way across the screen, and ground C version will travel all the way across the screen, whereas air C version will travel 3/4th's across the screen. Also, each version has its own speed of Jun throwing the bombs at her enemy: A version is the fastest, B version is moderate, and C version takes the longest to throw a bomb.
**Bingo-When a bomb(or more) is attached on the enemy, 214A/B/C (this move can also be done in the air)-Jun does a pose and says "Bingo!," making her bomb explode (and causing the enemy to catch on fire and fly across the screen). This special can only be done while you have at least 1 bomb on your enemy. Each ignited bomb does around 2,800 Billion Damage. The nice thing about Bingo is that if you are in the corner, you can actually do a Bingo and super jump to do your air combo. This special could be an alternative launcher (when you and your enemy are in the corner). Experiment with this idea (and do more damage!).
*Dancing Swan-421A/B/C-Jun jumps in the air and kicks her enemy in the face. If she connect with her kick, Jun will go into a series of kicks and teleports. Each version has its own number of hits, traveling distance, and damage outputs. A version will travel 1/4th across the screen, will do 3 hits, and does around 4,700 Billion Damage; B version will travel a little over half-way across the screen, will do 4 hits, and does around 5,700 Billion Damage; and the C version will travel almost all the way across the screen, will do 5 hits, and does around 7,300 Billion Damage. The nice thing about Dancing Swan is that you can ground combo into this special move (the A version) and continue your combo by air dashing toward your opponent's character for a few additional hits (or to do a super move, such as Talon Burst or Science Ninpo: Phoenix). You can also do the String Bomb special (A version)->Bingo right after the Dancing Swan animation is finished (A version). In the corner, you can do very unique and interesting ground combos.
*Swan Rush-While in the air, 421A/B/C-Jun does a series of kicks in the air, ending it with a kick the face (causing the enemy a knock down if they were in the air being hit). Each version does its own number of hits and damage outputs. A version does 3 hits and does around 2,050 Billion Damage, B version does 4 hits and does around 2,700 Billion Damage, and C version does 5 hits and does around 3,200 Billion Damage. This is an alternative ending for your air combo (if you choose not to just j.C, Talon Burst, or Science Ninpo: Phoenix as a way to end Jun's air combo). The nice thing with Swan Rush is that you can cancel this special right into her Talon Burst or Science Ninpo: Phoenix to guarantee that her supers will connect.
*Lightning Kick-623A/B/C-Jun takes her yo-yo bomb and throws it straight up in the air, and performs a somersault kick at her enemy's face. Each version has its own properties, number of hits, and damage output. A version will do a "fake" start-up, meaning she will just throw the yo-yo bomb straight in the air, but not perform the somersault kick (if you are fast enough, you can do a series of A Lightning Kicks, or cancel into a ground combo/special/super move); B version will actually do the Lightning Kick, it does 1 hit, and does around 2,800 Billion Damage, and the C version does 2 hits, and does around 3,000 Billion Damage. B a C versions of Lightning Kick can be used in a ground combo (either use Baroque before performing B/C Lightning Kick or you can do Twin Swan Spinning Kick->B/B Lightning Kick). You can also follow-up with this special in the air (once B/C Lightning Kick animation is completed) with a few additional hits (considered an air combo from the system), or into her Talon Burst/Science Ninpo: Phoenix supers. Doing this special in the corner can lead into some crazy corner ground combos.
==Super Moves==
*Talon Burst-236+Any two attack buttons (this super can also be done in the air)-Jun attaches 4 bombs on her enemy's body (the 4th hit causing the enemy to fly into the air), ending the super with a Bingo. This super is great to use during ground/air combos, because it adds great damage output. This super is interesting to use since you can use this super into some nice Team Hyper Combo set-ups (especially in the air). Delaying this super into a Team Hyper Combo could come out with some unique set-ups. If you do use a Team Hyper Combo, the bombs will stay on the enemy (again, unless Jun is hit, or if Jun is KO'ed, or if the enemy is KO'ed).
*Mirage Swan-421+Any two attack buttons-Jun does a super version of Dancing Swan. She does a series of kicks and teleports, ending the super with an air throw. The nice thing about this super is if you have at least one bomb attached to your enemy, you can ignite (Bingo special) it right after the animation is completed for additional damage.
*Science Ninpo: Phoenix (Level 3 Super)-214+Any two attack buttons (this super can also be done in the air)-Just like Ken the Eagle's level 3 super, Jun does the same. However, unlike Ken's level 3 super, you can actually ground/air combo into Jun's level 3 super. This super does excellent damage; use it whenever you have the opportunity to do so (especially if you need the lead in your match!).


=As An Assist=
{{TvCOverviewHeader
Jun the Swan jumps out and does her B version of String Bomb. The nice thing about her Assist is that if she hits the enemy with her Assist attack, the bomb will stay on the enemy (even if your current non-Jun character gets hit!). The only way the bomb can leave the enemy's body is if Jun is hit (or if she dies...or if Jun ignites the bombs or if the enemy gets KO'ed). You can use this in a ground or air combo (though you have to be careful with the timing of her bomb throw and the spacing, especially in the corner).
|header=Normal Moves
|move=[[File:Jun 5A.webm|thumb|{{TvCInput|a}}]]
|startup=5
|active=1
|recovery=11
|blockadv=-
|damage=640
|properties=-
|notes=Jab, it's fast.
}}
 
{{TvCOverview
|move=[[File:Jun 2A.webm|thumb|{{TvCInput|2a}}]]
|startup=5
|active=2
|recovery=10
|blockadv=-
|damage=640
|properties=-
|notes=Another jab, also fast
}}
 
{{TvCOverview
|move=[[File:Jun 5B.webm|thumb|{{TvCInput|B}}]]
|startup=8
|active=2
|recovery=10
|blockadv=-
|damage=1040
|properties=-
|notes=She does a little spinning knee, the range is...okay
}}
 
{{TvCOverview
|move=[[File:Jun 2B.webm|thumb|{{TvCInput|2b}}]]
|startup=7
|active=2
|recovery=20
|blockadv=-
|damage=1200
|properties=Low
|notes=Gets down and does a little shove, the hitbox on this is insane and her entire body moves a little when she does it. Doesn't quite have a vertical hitbox, but really good for a low
}}
 
{{TvCOverview
|move=[[File:Jun 6B.webm|thumb|{{TvCInput|6b}}]]
|startup=29
|active=3
|recovery=27
|blockadv=-
|damage=1440
|properties=Low/f-8-26 invincible
|notes=This move ruins lives, the invincibility can beat out supers and setups. Creates nasty frametraps left and right. Only real fault is that it doesn't link to anything without baroque so if you use it be ready to feint with lightning attack or spend a resource.
}}
 
{{TvCOverview
|move=[[File:Jun 5C.webm|thumb|{{TvCInput|c}}]]
|startup=13
|active=2
|recovery=23
|blockadv=-
|damage=2000
|properties=-
|notes=Makes a little circle with her leg, decent AA, good combo filler
}}
 
{{TvCOverview
|move=[[File:Jun 2C.webm|thumb|{{TvCInput|2c}}]]
|startup=17
|active=-
|recovery=-
|blockadv=-
|damage=1940
|properties=Hard Knockdown
|notes=Little double attack, only second hit causes hard knockdown
}}
 
{{TvCOverview
|move=[[File:Jun 6C.webm|thumb|{{TvCInput|6c}}]]
|startup=19
|active=-
|recovery=-
|blockadv=-
|damage=1940
|properties=Stagger, Overhead
|notes=Another double attack, but only the second hit is an overhead and stagger, common entry to combos, whiffs on some crouching characters
}}
 
{{TvCOverview
|move=[[File:Jun 3C.webm|thumb|{{TvCInput|3c}}]]
|startup=15
|active=2
|recovery=28
|blockadv=-
|damage=2240
|properties=Launcher
|notes=eh
}}
 
{{TvCOverview
|move=[[File:Jun jA.webm|thumb|{{TvCInput|ja}}]]
|startup=5
|active=13
|recovery=18
|blockadv=-
|damage=800
|properties=Overhead
|notes=Diagonal jumping jab, hits grounded opponents, active for a long time and actually has crazy hitstun, good normal.
}}
 
{{TvCOverview
|move=[[File:Jun jB.webm|thumb|{{TvCInput|jb}}]]
|startup=7
|active=13
|recovery=20
|blockadv=-
|damage=1600
|properties=Overhead
|notes=Horizontal kick, used for combos, blockstrings, and neutral, solid tool
}}
 
{{TvCOverview
|move=[[File:Jun jC.webm|thumb|{{TvCInput|jc}}]]
|startup=12
|active=3
|recovery=24
|blockadv=-
|damage=3200
|properties=Overhead
|notes=Spins and hits opponents with her frills. Decent heavy jump
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=12
|active=-
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes=
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=23
|active=11
|recovery=21
|blockadv=-
|damage=2240
|properties=-
|notes=
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Jun Yoyo.webm|thumb|'''{{TvC-Colors|green|Yoyo}}''' <br> {{TvCInput|236x}}]]
|startup=20/23/28
|active=-
|recovery=-
|blockadv=-  
|damage=1200
|properties=Sets bomb
|notes=Jun swings a yoyo at an opponent. An opponent can have up to 5 yoyos attached
*{{TvC-Colors|blue|A}} hits right in front of her
*{{TvC-Colors|yellow|B}} midscreen
*{{TvC-Colors|red|C}} fullscreen
The yoyo is the actual projectile and it swings in an elliptical arc, so for example using a heavy yoyo on an opponent in your face will whiff. Once a yoyo is attached, it can be exploded with '''{{TvC-Colors|green|Bingo}}''' or '''{{TvC-Colors|green|Talon Burst}}'''. Yoyos can be set on an opponent's assist. Hitting Jun for any reason disables the bombs for both the enemy's point and assist character. '''Useable in Air'''
}}
 
{{TvCOverview
|move=[[File:Jun Bingo.webm|thumb|'''{{TvC-Colors|green|Bingo}}''' <br> {{TvCInput|214x}}]]
|startup=20
|active=-
|recovery=-
|blockadv=-
|damage=2800 per bomb
|properties=OTG
|notes=Jun spins around and screams bingo before blowing you up. If no bombs are attached then this move will not come out. Explosions can be blocked and activation can happen whenever she wishes. Good for blockstrings and combos. Can explode bombs after a hard knockdown. Can follow up with Super jump, or IAD if baroqued after '''Useable in air'''
}}
 
{{TvCOverview
|move='''{{TvC-Colors|green|Lightning kick}}''' <br> {{TvCInput|623x}}[[File:Jun Lightning A.webm|thumb|{{TvCInput|a}}]] <br> [[File:Jun Lightning Kick B.webm|thumb|{{TvCInput|B}}/{{TvCInput|c}}]]
|startup=22/31/34
|active=-
|recovery=-
|blockadv=-
|damage=0/2800/3007
|properties=Overhead
|notes=Jun attaches a string to the ceiling and does a flip. Great combo starter.
*{{TvC-Colors|blue|A}} is a fake-out, she'll throw the string up, then go back to neutral, do whatever crazy mixup you have in mind.
*{{TvC-Colors|yellow|B}} hits once overhead, and goes to regular jump height
*{{TvC-Colors|red|C}} hits twice and goes to max normal jump height.
}}
 
{{TvCOverview
|move=[[File:Jun Dancing Swan.webm|thumb|'''{{TvC-Colors|green|Dancing Swan}}''' <br> {{TvCInput|421x}}]]
|startup=34
|active=-
|recovery=29/32/32
|blockadv=-
|damage=4893/5946/7669
|properties=hitgrab/overhead
|notes=Yet another overhead, hitting this sends Jun into an autocombo, can follow up afterwards.
*{{TvC-Colors|blue|A}} version hits three times
*{{TvC-Colors|yellow|B}} version hits four times, travels half screen
*{{TvC-Colors|red|C}} version hits six times, travels 3/4th screen, will whiff on crouching opponents at close range
}}
 
{{TvCOverview
|move=[[File:Jun Swan Rush.webm|thumb|'''{{TvC-Colors|green|Swan Rush}}''' <br> j.{{TvCInput|421x}}]]
|startup=16
|active=-
|recovery=-
|blockadv=-
|damage=2052/2664/3239
|properties=(Ground) Overhead <br> (Air) Hard Knockdown
|notes=Jun dances on the opponent's head. On the ground, it's an overhead, in the air it knocks down. Only last hit knocks down when airborne. Needs baroque or partner to follow up
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Jun Talon Burst.webm|thumb|'''{{TvC-Colors|green|Talon Burst}}''' <br> {{TvCInput|236xx}}]]
|startup=1+2
|active=-
|recovery=-
|blockadv=-
|damage=10217 (if 1 bomb 12036)
|properties=OTG (If explosion after knockdown)
|notes=Jun throws out 4 yoyos and blows them up. Solid combo ender, if super whiffs but a yoyo is on the opponent it'll blow up anyway. If in a crossover combination and the opponent is on the ground, the bombs will explode OTG. '''Useable in air'''
}}
 
{{TvCOverview
|move=[[File:Jun Mirage Swan.webm|thumb|'''{{TvC-Colors|green|Mirage Swan}}''' <br> {{TvCInput|421xx}}]]
|startup=1+7
|active=-
|recovery=-
|blockadv=-
|damage=11481
|properties=Overhead
|notes=Super version of Dancing Swan, can explode attached bombs after super on OTG. Hits overhead. Can be used to bait megacrash
}}
 
{{TvCOverview
|move=[[File:Jun Science Ninpo Phoenix.webm|thumb|'''{{TvC-Colors|green|Science Ninpo Phoenix}}''' <br> {{TvCInput|214xx}}]]
|startup=1+4
|active=-
|recovery=-
|blockadv=-
|damage=23671
|properties=-
|notes=Jun points to the sky and flips up to summon the airship (now a phoenix) to attack. Decent damage and comes out quick, also invincible on startup. Good for combos and punishes. <br>'''Useable in air''' <br> '''works on giants'''
}}


=The Basics=
=The Basics=
Line 24: Line 333:


=Match-Ups=
=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Kazupachi
| point = Jun the Swan
| anchor = Morrigan
| pointportrait = TvC_Jun_Face.png
| anchorportrait = TvC_Morrigan_Face.png
| social =
}}
{{TvC-Players
| name = Justin Wong
| point = Jun the Swan
| anchor = Chun-Li
| pointportrait = TvC_Jun_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social = [https://www.youtube.com/@jwonggg Youtube]
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 16:58, 18 March 2025

Introduction

Second in command for the Gatchaman, uses her trusty exploding yoyos and quick wit to fight off enemies.

Gameplay

Strengths Weaknesses
  • Pretty sick mixups
  • Really good combos
  • Level 3 does decent damage and comes out fast
  • Really good DHC potential
  • Her yoyos become less threatening when the opponent just turtles
  • Her mixups need baroque or partner, solo Jun has to work very hard
  • Her zoning tends to taper off as the enemy closes in
TVC Jun the Swan Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 1 11 - 640 - Jab, it's fast.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 2 10 - 640 - Another jab, also fast
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 2 10 - 1040 - She does a little spinning knee, the range is...okay
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 2 20 - 1200 Low Gets down and does a little shove, the hitbox on this is insane and her entire body moves a little when she does it. Doesn't quite have a vertical hitbox, but really good for a low
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
29 3 27 - 1440 Low/f-8-26 invincible This move ruins lives, the invincibility can beat out supers and setups. Creates nasty frametraps left and right. Only real fault is that it doesn't link to anything without baroque so if you use it be ready to feint with lightning attack or spend a resource.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 2 23 - 2000 - Makes a little circle with her leg, decent AA, good combo filler
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 - - - 1940 Hard Knockdown Little double attack, only second hit causes hard knockdown
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19 - - - 1940 Stagger, Overhead Another double attack, but only the second hit is an overhead and stagger, common entry to combos, whiffs on some crouching characters
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 2 28 - 2240 Launcher eh
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 13 18 - 800 Overhead Diagonal jumping jab, hits grounded opponents, active for a long time and actually has crazy hitstun, good normal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 13 20 - 1600 Overhead Horizontal kick, used for combos, blockstrings, and neutral, solid tool
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 3 24 - 3200 Overhead Spins and hits opponents with her frills. Decent heavy jump


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 12 - - - 3200 -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 23 11 21 - 2240 -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4800 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw It's a throw, use it as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20/23/28 - - - 1200 Sets bomb Jun swings a yoyo at an opponent. An opponent can have up to 5 yoyos attached
  • A hits right in front of her
  • B midscreen
  • C fullscreen
The yoyo is the actual projectile and it swings in an elliptical arc, so for example using a heavy yoyo on an opponent in your face will whiff. Once a yoyo is attached, it can be exploded with Bingo or Talon Burst. Yoyos can be set on an opponent's assist. Hitting Jun for any reason disables the bombs for both the enemy's point and assist character. Useable in Air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20 - - - 2800 per bomb OTG Jun spins around and screams bingo before blowing you up. If no bombs are attached then this move will not come out. Explosions can be blocked and activation can happen whenever she wishes. Good for blockstrings and combos. Can explode bombs after a hard knockdown. Can follow up with Super jump, or IAD if baroqued after Useable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Lightning kick

TVC-623.png TVC-AT.png


22/31/34 - - - 0/2800/3007 Overhead Jun attaches a string to the ceiling and does a flip. Great combo starter.
  • A is a fake-out, she'll throw the string up, then go back to neutral, do whatever crazy mixup you have in mind.
  • B hits once overhead, and goes to regular jump height
  • C hits twice and goes to max normal jump height.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
34 - 29/32/32 - 4893/5946/7669 hitgrab/overhead Yet another overhead, hitting this sends Jun into an autocombo, can follow up afterwards.
  • A version hits three times
  • B version hits four times, travels half screen
  • C version hits six times, travels 3/4th screen, will whiff on crouching opponents at close range
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - 2052/2664/3239 (Ground) Overhead
(Air) Hard Knockdown
Jun dances on the opponent's head. On the ground, it's an overhead, in the air it knocks down. Only last hit knocks down when airborne. Needs baroque or partner to follow up


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+2 - - - 10217 (if 1 bomb 12036) OTG (If explosion after knockdown) Jun throws out 4 yoyos and blows them up. Solid combo ender, if super whiffs but a yoyo is on the opponent it'll blow up anyway. If in a crossover combination and the opponent is on the ground, the bombs will explode OTG. Useable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+7 - - - 11481 Overhead Super version of Dancing Swan, can explode attached bombs after super on OTG. Hits overhead. Can be used to bait megacrash
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+4 - - - 23671 - Jun points to the sky and flips up to summon the airship (now a phoenix) to attack. Decent damage and comes out quick, also invincible on startup. Good for combos and punishes.
Useable in air
works on giants

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Kazupachi
TvC Jun Face.png

Jun the Swan
TvC Morrigan Face.png

Morrigan
Player Name Point Character Anchor Character Social Media
Justin Wong
TvC Jun Face.png

Jun the Swan
TvC Chun-Li Face.png

Chun-Li
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants