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==
==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.
{| class = wikitable style="text-align: center;"
*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.
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
==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.  
| '''5A''' || 5 || 1 || 11 || - || 640 || - || Jab, it's fast.
**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.
| '''2A''' || 5 || 2 || 10 || - || 640 || - || Another jab, also fast
*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.
| '''5B''' || 8 || 2 || 10 || - || 1040 || - || She does a little spinning knee, the range is...okay
==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).
| '''2B''' || 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
*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!).
| '''6B''' || 29 || 3 || 27 || - || 1440 || Low/f-8-26 invincible || This move ruins lives, the invincibility can beat out supers and setups. Only real fault is that it doesn't link to anything without baroque.
|-
| '''5C''' || 13 || 2 || 23 || - || 2000 || - || Makes a little circle with her leg, decent AA, good combo filler
|-
| '''2C''' || 17 || - || - || - || 1940 || Hard Knockdown || Little double attack, only second hit causes hardknockdown
|-
| '''6C''' || 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
|-
 
| '''3C''' || 15 || 2 || 28 || - || 2240 || Launcher || eh
|-
| '''j.A''' || 5 || 13 || 18 || - || 800 || Overhead || Diagonal jumping jab, hits grounded opponents, active for a long time and actually has crazy hitstun, good normal.
|-
| '''j.B''' || 7 || 13 || 20 || - || 1600 || Overhead || Horizontal kick, used for combos, blockstrings, and neutral, solid tool
|-
| '''j.C''' || 12 || 3 || 24 || - || 3200 || Overhead || Spins and hits opponents with her frills. Decent heavy jump
|}
 
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''VAR starter''' || 12 || - || - || - || 3200 || - ||
|-
| '''Counter Tag''' || 23 || 11 || 21 || - || 2240 || - ||
|-
| '''Forward Throw''' || - || - || - || - || 4800 || Throw || It's a throw, use it as a reversal.
|-
| '''Back Throw''' || - || - || - || - || 4800 || Throw || It's a throw, use it as a reversal.
|-
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
|-
| '''Air Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
|}
 
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''Yoyo''' <br> 236X|| 20/23/28 || - || - || - || 1200  || Sets bomb || Jun swings a yoyo at an opponent. An opponent can have up to 5 yoyos attached, hitting jump disabled all yoyos
*A hits right in front of her
*B midscreen
*C fullscreen
The yoyo is the actual projectile, so you'll get moments where she will swing the yoyo clear past them but not actually hit them. Once a yoyo is attached, it can be exploded with ''''Bingo''''' or '''''Talon Burst'''''. '''''Useable in Air'''''
|-
| '''Bingo''' <br> 214X|| 20|| - || - || - || 2800 per bomb || OTG || Jun spins around and screams bingo before blowing you up. If no bombs are attached then of course nothing happens. Bombs can be blocked and activation can happen whenever she wishes. Good for blockstrings and combos. Can explode bombs after a hard knockdown. '''''Useable in air'''''
|-
| '''Lightning kick''' <br> 623X|| 22/31/34|| - || - || - || 0/2800/3007|| Overhead || Jun attaches a string the ceiling and does a flip. Great combo starter.
*A is a fake-out, she'll through 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.
|-
| '''Dancing Swan''' <br> 421X|| 34 || - || 29/32/32|| - || 4893/5946/7669|| hitgrab/overhead|| Yet another overhead, hitting this sends Jun into an autocombo, can follow up after wards
*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
|-
| '''Swan Rush''' <br> j.421X|| 16 || - || - || - || 2052/2664/3239|| (Ground) Overhead <br> (Air)Hard Knockdown|| Jun dances on the opponents' head. On the ground it's an overhead, in the air it knocks down. Needs baroque or partner to follow up
|-
 
 
|}
 
===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


=As An Assist=
|-
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).
| '''Talon Burst''' <br> 236XX || 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 there the opponent is on the ground the bombs will explode OTG. '''''Useable in air'''''
|-
| '''Mirage Swan''' <br> 421XX || 1+7 || - || - || - || 11481 || overhead|| Super version of Dancing Swan, can explode attached bombs after super on OTG. Hits overhead
|-
| '''Science Ninpo Phoenix''' <br> 214XX || 1+4 || - || - || - || 23671 || - ||Jun points to the sky and flips up to summon the airship (now a phoenix) to attack. Goes decent damage and comes out quick, good for combos and punishes. '''''Useable in air '''''
|}


=The Basics=
=The Basics=

Revision as of 11:26, 4 November 2021

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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 5 1 11 - 640 - Jab, it's fast.
2A 5 2 10 - 640 - Another jab, also fast
5B 8 2 10 - 1040 - She does a little spinning knee, the range is...okay
2B 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
6B 29 3 27 - 1440 Low/f-8-26 invincible This move ruins lives, the invincibility can beat out supers and setups. Only real fault is that it doesn't link to anything without baroque.
5C 13 2 23 - 2000 - Makes a little circle with her leg, decent AA, good combo filler
2C 17 - - - 1940 Hard Knockdown Little double attack, only second hit causes hardknockdown
6C 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
3C 15 2 28 - 2240 Launcher eh
j.A 5 13 18 - 800 Overhead Diagonal jumping jab, hits grounded opponents, active for a long time and actually has crazy hitstun, good normal.
j.B 7 13 20 - 1600 Overhead Horizontal kick, used for combos, blockstrings, and neutral, solid tool
j.C 12 3 24 - 3200 Overhead Spins and hits opponents with her frills. Decent heavy jump

Universal Mechanics

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

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Yoyo
236X
20/23/28 - - - 1200 Sets bomb Jun swings a yoyo at an opponent. An opponent can have up to 5 yoyos attached, hitting jump disabled all yoyos
  • A hits right in front of her
  • B midscreen
  • C fullscreen

The yoyo is the actual projectile, so you'll get moments where she will swing the yoyo clear past them but not actually hit them. Once a yoyo is attached, it can be exploded with 'Bingo or Talon Burst. Useable in Air

Bingo
214X
20 - - - 2800 per bomb OTG Jun spins around and screams bingo before blowing you up. If no bombs are attached then of course nothing happens. Bombs can be blocked and activation can happen whenever she wishes. Good for blockstrings and combos. Can explode bombs after a hard knockdown. Useable in air
Lightning kick
623X
22/31/34 - - - 0/2800/3007 Overhead Jun attaches a string the ceiling and does a flip. Great combo starter.
  • A is a fake-out, she'll through 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.
Dancing Swan
421X
34 - 29/32/32 - 4893/5946/7669 hitgrab/overhead Yet another overhead, hitting this sends Jun into an autocombo, can follow up after wards
  • 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
Swan Rush
j.421X
16 - - - 2052/2664/3239 (Ground) Overhead
(Air)Hard Knockdown
Jun dances on the opponents' head. On the ground it's an overhead, in the air it knocks down. Needs baroque or partner to follow up

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Talon Burst
236XX
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 there the opponent is on the ground the bombs will explode OTG. Useable in air
Mirage Swan
421XX
1+7 - - - 11481 overhead Super version of Dancing Swan, can explode attached bombs after super on OTG. Hits overhead
Science Ninpo Phoenix
214XX
1+4 - - - 23671 - Jun points to the sky and flips up to summon the airship (now a phoenix) to attack. Goes decent damage and comes out quick, good for combos and punishes. Useable in air

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

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