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

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|header=Normal Moves
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|move=[[File:Jun 5A.webm|thumb|'''{{TvC-Colors|blue|5A}}''']]
|move=[[File:Jun 5A.webm|thumb|{{TvCInput|a}}]]
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|damage=1440  
|damage=1440  
|properties=Low/f-8-26 invincible  
|properties=Low/f-8-26 invincible  
|notes=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.
|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.
}}
}}


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|move=[[File:Jun 5C.webm|thumb|'''{{TvC-Colors|red|5C}}''']]
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|header=Special Moves
|header=Special Moves
|move=[[File:Jun Yoyo.webm|thumb|'''{{TvC-Colors|green|Yoyo}}''' <br> 236X]]  
|move=[[File:Jun Yoyo.webm|thumb|'''{{TvC-Colors|green|Yoyo}}''' <br> {{TvCInput|236x}}]]  
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|move=[[File:Jun Bingo.webm|thumb|'''{{TvC-Colors|green|Bingo}}''' <br> 214X]]  
|move=[[File:Jun Bingo.webm|thumb|'''{{TvC-Colors|green|Bingo}}''' <br> {{TvCInput|214x}}]]  
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|move='''{{TvC-Colors|green|Lightning kick}}''' <br> 623X [[File:Jun Lightning A.webm|thumb|'''{{TvC-Colors|blue|A}}''']] <br> [[File:Jun Lightning Kick B.webm|thumb|'''{{TvC-Colors|yellow|B}}/{{TvC-Colors|red|C}}''']]  
|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  
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|move=[[File:Jun Dancing Swan.webm|thumb|'''{{TvC-Colors|green|Dancing Swan}}''' <br> 421X]]  
|move=[[File:Jun Dancing Swan.webm|thumb|'''{{TvC-Colors|green|Dancing Swan}}''' <br> {{TvCInput|421x}}]]  
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|move=[[File:Jun Swan Rush.webm|thumb|'''{{TvC-Colors|green|Swan Rush}}''' <br> j.421X]]  
|move=[[File:Jun Swan Rush.webm|thumb|'''{{TvC-Colors|green|Swan Rush}}''' <br> j.{{TvCInput|421x}}]]  
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|header=Super Moves
|header=Super Moves
|move=[[File:Jun Talon Burst.webm|thumb|'''{{TvC-Colors|green|Talon Burst}}''' <br> 236XX]]  
|move=[[File:Jun Talon Burst.webm|thumb|'''{{TvC-Colors|green|Talon Burst}}''' <br> {{TvCInput|236xx}}]]  
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|move=[[File:Jun Mirage Swan.webm|thumb|'''{{TvC-Colors|green|Mirage Swan}}''' <br> 421XX]]  
|move=[[File:Jun Mirage Swan.webm|thumb|'''{{TvC-Colors|green|Mirage Swan}}''' <br> {{TvCInput|421xx}}]]  
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|move=[[File:Jun Science Ninpo Phoenix.webm|thumb|'''{{TvC-Colors|green|Science Ninpo Phoenix}}''' <br> 214XX]]  
|move=[[File:Jun Science Ninpo Phoenix.webm|thumb|'''{{TvC-Colors|green|Science Ninpo Phoenix}}''' <br> {{TvCInput|214xx}}]]  
|startup=1+4  
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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