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* '''Plenty of mixups:''' June has a lot to work with for her strings, giving her a wide variety of mixups to frustrate the opponent with while being difficult to punish, too. | * '''Plenty of mixups:''' June has a lot to work with for her strings, giving her a wide variety of mixups to frustrate the opponent with while being difficult to punish, too. | ||
* '''One of the best Plasma Fields in the game:''' June's Plasma Field gives her ring projectiles that she can spam, can rejuggle preventing tech rolls, and deals high damage. Best of all, she can loop back into Plasma Field off of a ring juggle. | * '''One of the best Plasma Fields in the game:''' June's Plasma Field gives her ring projectiles that she can spam, can rejuggle preventing tech rolls, and deals high damage. Best of all, she can loop back into Plasma Field off of a ring juggle. | ||
* '''Zoning:''' June's ground fireball is | * '''Zoning:''' June's ground fireball is always going to be plus in every situation you can use it in except by itself at point blank range. She also has two angles of air fireball that she can use to run away and approach with. She also has a real reversal in the form of 236K. | ||
* '''Incredible Chip:''' 214K cannot be parried as every hit is a jumping kick, and the last hit is safe. | * '''Incredible Chip:''' 214K cannot be parried as every hit is a jumping kick, and the last hit is safe. | ||
* '''669A:''' This move is one of the most unnecessarily juiced moves in the game, doing a raw 30+ damage on its own and having virtually no scaling. Any air-to-air or launcher that leads into this (5AAA,3A) basically means June can potentially one touch kill her opponents, since it combos into itself. | * '''669A:''' This move is one of the most unnecessarily juiced moves in the game, doing a raw 30+ damage on its own and having virtually no scaling. Any air-to-air or launcher that leads into this (5AAA,3A) basically means June can potentially one touch kill her opponents, since it combos into itself. |
Revision as of 17:13, 3 July 2024
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
---|---|
|
|
Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -3 | - | - | Ground | |
A fairly standard 5A data wise that starts one of the most busted juggles in the game. Primarily used for whiff punish situations or setting up ring pressure. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -17 | - | - | Ground | |
By the time you hit 5AA, you need to know whether you want to continue the string (if it's hitting a standing opponent) or if cancel into your projectile. Never stop here. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | -13 | - | - | Low | |
June's primary low starter into special/super due to it hitting low + its speed. You never stop here, though. |
2BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | -11 | - | - | Low | |
This is where you hit confirm special/super. There is a range where 2BB's second hit whiffs, so be careful: this is primarily a close range tool only. |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 20 | - | - | - | +0 | -3 | - | Ground | |
A fireball with decent (but not full screen) range and absurd lockdown potential. The frame data listed is only from point-blank range: this is almost always plus in every situation you'd normally use it in. To illustrate a common example: point blank blocked 2BBxStarlight Shoot is +4 on block. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Strategy
General Gameplan
Matchups
Combos
Plasma Combos
Normal Combos
- 5AAA, (669J.AxN)
- 3A, (669J.AxN)