Move List
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A quick shin kick, no chains but can link into itself pretty easily. Can special cancel, but its tight if you are trying to combo into an Earth Shaker. If you wanna get tricky you can 5LK, LK Kubota Sway if the opponent tries to mash afterwards, and then go for a Kubota Buster. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A lumbering downward punch, may look like an overhead but it is not. Does special cancel. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A leaping wheel kick, honestly not great at all because the range is not anywhere near as far as it may seem and has to be pretty far away to activate. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A knee strike to the stomach. It has a further range than any close proximity normal I've ever seen, which is good because its a worthwhile normal to have access to thanks to it's long hitstun meaning you can get a Earth Shaker to combo off it. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
Outclasses 2LP in every way. Actually hits low, has slightly more range, and has better hitstun meaning you can get a Earth Shaker off it (unless at max range). It's also her OTG pickup, so you will get very used to this button. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A 2-hit axe handle strike, pretty much invalidates her 5HP as a poke. It starts up much faster, can successfully special cancel of either hit into Earth Shaker. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
A decent enough sweep, range is very slightly less than the animation but it gets the job done. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A downward strike that is faster than jLP, but still not as good of an option as her other air normals. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A huge looking dropkick, but the hitbox doesnt extend all the way to her toes. A good chain ender for approaches where j2HP isn't as good. |
Command Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A rising double axe-handle command launcher. A bit on the slow side, but leads to good damage. Needs to be used preemptively due to it's slow startup, but works as a solid anti-air thanks to it's large hitbox. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
Legally mandated grappler body splash cross-up tool, You know what this is good for. It's Jun's go-to air-chain ender with how good it's hitbox is and invalidates a lot of her air normals in terms of effectiveness. jLK into j2HP will take you very far in this game. |
Special Moves
Guard Cancels
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Low | - | - | - | ||
A powered up Kubota Lariat that does dino damage when it hits. For reasons our best scientists have yet to adequately explain, this move hits low. Using this to end combos is a huge part of Jun's high damage, since one of the move's most terrifying attributes is that the damage from the falling portion of the move will never be affected by damage scaling. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | - | - | - | |
Mostly useful for the fact that it's 1F startup. While the damage is high, you often get better damage from HP Kubota Buster into EX Earth Shaker, so you mostly want to use this when you need speed more than damage. |