Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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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 cancel into your projectile. Never stop here. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | X | -26 | - | Ground | |
On hit on a standing opponent, this leads to a ToD combo with 669A loops. On block or crouching, it is duckable and, even if it isn't ducked, will almost never be in range to interact with the opponent. Because it is virtually impossible to block only this move, the block data is listed as if 5AAA has whiffed after blocking 5AA. |
5AAK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | +1 | +0 | - | Ground | |
When you really want to do something after 5AA, but also don't want to special cancel, there's this. This move puts her in back turn and gives her access to her Moonsault Kick special. Which... isn't good, but it's there. |
5AA2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | - | - | - | Ground | |
If you want to play a "fair" version of June, instead of trying to hit confirm into the top tier 669A loops, you could use this string to confirm into special/super. Ironically enough, doesn't work in the June mirror due to June's wide stance. |
2A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i11 | - | - | - | +2 | +0 | - | Low | |
A fast, crouching, linear low with a tiny bit of frame advantage and slightly better range than many other June's other pokes. Makes for a pretty decent 2-in-1 into special or super, as there is no whiff cancel for this move without negative edge, so you can simply avoid negative edge for this and buffer super/special behind the attack frames. Whiffing this in mid range isn't great, though, as she is vulnerable for long enough to be whiff punished by decent reactions. Realistically, if 5A/3A weren't busted in terms of reward, this would be her go to move on this button. |
3A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i9 | - | - | - | X | -16 | - | Low | |
The destroyer of worlds. The ultimate whiff punish. Any close range sidestep should be fishing for either this or 5AA into 669A loops, and the difference between this and 5AAA is that the 5A string won't work if the opponent is crouching. For whatever reason, this is also special cancelable, if you decide to be cheeky with it on block. Cannot be done from crouch. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | +7 | +7 | - | Ground | |
One of the fastest horizontals in the game, held back by it being high-hitting and short range. Generally whiffs on all but stepping/standing opponents at close range, but it has good strings attached to it to make it good enough to still go for. |
5BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | -11 | -11 | - | Ground | |
Easy confirm into special/super, though what will combo afterwards is somewhat limited due to 5BB pushing opponents to the side on block/hit. |
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. |
3B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 20 | - | - | - | +10 | +7 | - | Low | |
June has a lot of slower command normals with odd properties that you probably won't use much, and this is one of them. If it were a bit faster it would be a stellar step check, but it trades speed for cancelability. Instead, it's sort of a mid-range-but-not-really hit-confirm into specail/super. Huge pushout on block so you can't really make a ton of use of its frame advantage, thought North Star Combo/Jump might not be a bad idea here after its blocked. |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
4K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 22 | - | - | - | -9 | -9 | - | Overhead | |
One of June's strongest mixup tools, see 4KK for more. |
4KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 22 | - | - | - | -3 | -3 | - | Overhead | |
One of June's strongest mixup tools, and maybe one of the best overhead starters in the game. Confirm into special/super on the second hit. |
3K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | X | -15 | - | Low | |
Strange launching knee that, as of this time, guarantees no known combo. If you find a reason for this move to be used, feel free to update this. |
1K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | - | - | - | X | -9 | - | Low | |
Strange full circle knockdown low. The range is only okay, but it does special cancel, has good frame data, and can combo into June's Orb Super. Largely outclassed by 3B, except this move can't be parried. |
Jumping Normals
Instant Jumping A or B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Overhead | |
This is the move that makes June/Ele top tier. It does an absurd amount of damage, juggles into itself, turns all her primary conversions into potential touch-of-death combos, and is relatively difficult to punish even on its own. A perfect 669 input with this move hits so fast and so low that it potentially can hit standing opponents on the way up. Doing 669A/B consistently is arguably the most important input for any June/Ele player to practice. Luckily, it is not nearly as difficult to learn the timing for this as it is some other dangerous stuff in the game. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Overhead | |
A rather ordinary jump in attack with decent damage and enough hitstun to combo into 5AAA or 3A, the latter being preferable in case your opponent is in a crouching state for some reason. |
Special Moves
Starlight Shoot
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. |
North Star Combo (1)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 36 | - | - | - | +9 | +8 | - | Ground | |
A somewhat difficult move to get startup data for, as it completely whiffs at point blank range. This is a slow, auto-sidestepping horizontal with surprising frame advantage if it manages to connect with the opponent--but without carefully placing it, it usually just misses entirely. Not the worst thing to buffer after Starlight Shoot. Cannot be special canceled into or from, like many other 46 moves. |
North Star Combo (2)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 36 | - | - | - | X | +7 | - | Ground | |
Combos after North Star Combo (1) and still has good frame advantage on block, but also has a tendency to whiff at certain ranges that NSC1 hits. Cannot be special canceled into or from, like many other 46 moves. |
Sokuten
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Movement | |
A command sidestep. Considering June already has quite a wide step, and considering that she can't special cancel into this, and considering that she can't do any moves out of it, and considering it has no invincibility, it is a mystery as to why this exists. |
Comet Kick
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 24 | - | - | - | X | -11 | - | Ground | |
A six hit spinning kick that cannot be parried at any point. Does a considerable amount of chip damage, knocks down, and completely locks down a blocking opponent... provided they are on axis. This move becomes a liability if it hits or is blocked off axis (such as after blocking 5BB) so, whatever you do, don't whiff it, or June will eat a full combo or back throw. Combos quite nicely from 2A. At -11 and with great pushout, it is virtually safe on block |
Shine Dream Somersault
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | X | -37 | - | Ground | |
A launching flip kick used as both anti-air and combo enders. It has true invincibility and quite a bit of pushout, plus a second attack afterwards, so it is quite difficult for opponents to punish this in general without being aware of how it works. |
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 |
Plasma Field - Ring Thrower
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Press buttons, make rings. A custom combo state where the June/Ele player has full reign to be creative. The most important goal is to keep the enemy in a high enough state after Ring Thrower ends so that you can combo afterwards, which is quite easy for these characters to do thanks to jump rings. |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Strategy
General Gameplan
Matchups
Combos
Plasma Combos
Normal Combos
- (2BB or 4KK)xStartlight Shoot -- Easy auto-pilot mid/low that combos on hit and locks down on block.
- 5AAA, (669J.AxN) -- TOD off of whiff punish/standing hit 5AAA
- 3A, (669J.AxN) -- TOD off of whiff punish/random hit 3A