Advanced V.G. 2/Jun/Move List

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Move List

Standing Normals

Lp.png
AVG2 Jun stLP.jpg
AVG2 Jun stLP hitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 5 2 12 -

A strike right to the gut. Can be rapid fired, chains into 5LK and cl.HK for a combo, and 5HP for a frame trap.

Chains to:
(D.pngLp.png) > cl.Hk.png
(D.pngLp.png) > Lk.png > (D.pngLk.png) > Hk.png (D.pngLp.png) > Hp.png > Hk.png
bracketed normals may be omitted

Lk.png
AVG2 Jun stLK.jpg
AVG2 Jun stLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 9 2 20 -

A quick shin kick with slightly less range than 5L, can be rapid fired and chains into 2LK, links 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. Chains to:

D.pngLk.png

Hp.png
AVG2 Jun stHP.jpg
AVG2 Jun stHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 15 4 17 -

A lumbering downward punch, may look like an overhead but it is not. Does special cancel.


far.Hk.png
AVG2 Jun stHK.jpg
AVG2 Jun stHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 13 10 17 -

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. It *can* anti-air during the first part of the move, but you have better options for that.


cl.Hk.png
AVG2 Jun clHK.jpg
AVG2 Jun clHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 6 6 17 -

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.


Crouching Normals

D.pngLp.png
AVG2 Jun crLP.jpg
AVG2 Jun crLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 5 4 11 -

A double-fist thrust, snappy enough for startup but has less range than you would like. Special cancelable, but not enough hitstun to be worthwhile.

Chains to:
D.pngHk.png

D.pngLk.png
AVG2 Jun crLK.jpg
AVG2 Jun crLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Low 6 3 9 -

Your main button at close range besides 5LP to catch jump outs so you can grab with with Kubota Buster. It's also her OTG pickup, so you will get very used to this button.


D.pngHp.png
AVG2 Jun crHP.jpg
AVG2 Jun crHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Mid 7 3, 2 16 -

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.


D.pngHk.png
AVG2 Jun crHK.jpg
AVG2 Jun crHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- Low 7 5 19 -

Fast startup, great active frames, good range and being special-cancellable makes this a core button to both poke and combo with. Cancel into Lariat to secure a hard knockdown for either OTG extensions or oki.


Jumping Normals

j.Lp.png
AVG2 Jun jLP.jpg
AVG2 Jun jLPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 7 13 5 -

A glacerial double axe-handle strike. Useful as an air to air while rising because it hits higher than your other normals and lets you chain after. Chains into jHP, jHK, and j2HP.

Chains to:
j.Hp.png
j.D.pngHp.png
j.Hk.png

j.Lk.png
AVG2 Jun jLK.jpg
AVG2 Jun jLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 1 26 5 -

THE #1 air normal to press 95% of the time you are jumping, is INSTANTLY active and will remain active for a long time, great when paired with a super jump. Can hit this rising on a standing opponent and then chain into j2HP to hit cross up, or delayed while rising into a heavy of your choice (primarily j2HP) for a left/right depending on how you delay the heavy, or use it by itself for left/rights.

j.Hp.png
j.D.pngHp.png
j.Hk.png

j.Hp.png
AVG2 Jun jHP.jpg
AVG2 Jun jHPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 9 4 11 -

A downward strike, sadly overshadowed by her other air normals.


j.Hk.png
AVG2 Jun jHK.jpg
AVG2 Jun jHKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 7 5, (4), 5 10 -

A quick dropkick, you'll be using this button when you want range (and slightly more damage) either for jump ins or air to airs, otherwise interchangeable with j2HP. A good normal to protect air space with neutral or back jumps thanks to its speed and disjoint, even if the hitbox stops before her ankles. Also a good chain ender for approaches where j2HP isn't as good. Curiously has a gap during active frames.


Command Normals

F.pngHp.png
AVG2 Jun 6HP.jpg
AVG2 Jun 6HPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 16 12 14 -

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 the arc it covers, with last hitbox being able to hit opponents jumping behind you. Is special cancellable, but Earth Shaker doesn't combo, and while cancelling into LK Sway may be quicker than letting it recover, you'll mainly use this as an anti-air so you'll have plenty of time to confirm on hit (not to say you shouldn't use Sway cancel).


j.D.pngHp.png
AVG2 Jun j2HP.jpg
AVG2 Jun j2HPhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
- High 8 12 7 -

Legally mandated grappler body splash cross-up tool, You know what this is good for.

Interchangeable with jHK as a chain ender, but very consistent for left/rights after jLK. jLK into j2HP will take you very far in this game.


Throws

German Suplex
AVG2 Jun PThrow.jpg
cl. B.png/F.png + P.png
Damage Guard Startup Active Recovery FrameAdv

Hard Knockdown, OTG-able afterwards for a combo or you can forego it for a left/right with either jLK/j2HP (will have to microwalk back first for same-side j2HP). Main OTG combo is 2LK>Lariat meterlessly, or microwalk forward 2LK> Kubota Shuttle for ludicrous damage.


Brainbuster
AVG2 Jun KThrow.jpg
cl. B.png/F.png + K.png
Damage Guard Startup Active Recovery FrameAdv

Due to grappler privilege, Jun also has a K.png throw as well unlike the rest of the cast.

Sometimes leaves you closer to the opponent (holding a direction influences it?), Hard Knockdown, can not OTG afterwards, slightly more initial damage than punch throw but since you cannot OTG it's less damage in the long run. Can still get jLK/j2HP left/rights afterwards depending on how close it leaves you, but it's semi-random if you'll be close to them or not so it's not as useful as punch throw (looks cool at least!).


Guard Cancels

Lp.png Guard Cancel
AVG2 Jun stLP.jpg
AVG2 Jun stLP hitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Jun's Lp.png. This, along with her Lk.png guard cancel, have a very strange property -- the damage of the guard cancel is determined by the damage of the last attack that Jun blocked (i.e. the one she blocked when she did the guard cancel). This property applies to subsequent uses of the normal when chaining into itself as well, meaning this guard cancel can potentially be the most damaging in the game this side of Kaori's infinite-starting guard cancel.


Lk.png Guard Cancel
AVG2 Jun stLK.jpg
AVG2 Jun stLKhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Jun's Lk.png. Is mostly outshone by LP guard cancel, due to its lack of self-chaining.


Hp.png Guard Cancel
AVG2 Jun Earth Shaker.jpg
AVG2 Jun EShitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Jun's Lp.png Earth Shaker.


Hk.png Guard Cancel
AVG2 Jun Kubota Sway.jpg
AVG2 Jun Swayhitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv

Uses Jun's Hk.png Kubota Sway. Can actually be really useful for blowing through certain blockstrings to find a gap for a Kubota Buster or something faster.


Special Moves

Earth Shaker
AVG2 Jun Earth Shaker.jpg
Qcb.png + P.png
AVG2 Jun EShitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lp.png Mid, Mid 10 6, (10), 12 7 -

A generally very useful special move that mostly sees use as an OTG follow-up and as a meaty hitbox for the opponent to wake up into. The punch OTGs and the shockwave clears projectiles. Can be done via SP1.

Hp.png Mid 12 7, (11), 12 9 -

Does more hits and damage, but isnt really any slower to start up. If you have a confirm but lack the charge for Kubota Lariat, this is your best option. The punch OTGs and the shockwave clears projectiles. A cornerstone of Jun's gameplan.

Lp.png + Hp.png N/A 1 + 11? 7, 39* 32 -

The EX version functions almost like Potemkin's Slidehead in Guilty Gear, causing an unblockable hitbox to track to the opponent's initial position, launching them high into the air for a combo follow-up depending on positioning. *Shockwave is active at the same time as the punch is.


Kubota Sway
AVG2 Jun Kubota Sway.jpg
Rdp.png + K.png
AVG2 Jun Swayhitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Lk.png Mid 0 23 0 -

Jun stands in place and sways, gaining full strike invulnerability for the duration of the move. There is no punishable recovery on the move, but she's completely open to throws. Extremely useful tool against characters who want to abuse instant supers, since she can buffer this during superflash. The LK version is only active for a snap, so it can be used as a special cancel option to mix up your pressure and go for a throw or to shorten recovery on your heavy pokes. Can be done via SP2.

Hk.png Mid 0 37 0 -

The sway is active for much longer, better used for actually avoiding something.


Kubota Buster
AVG2 Jun Kubota Buster.jpg
F.pngHcf.png + P.png
Version Damage Guard Startup Active Recovery FrameAdv
Lp.png N/A 1 1? 46 -

Jun's command grab, and boy is it a good one. The range is fantastic, and it even opens up combo opportunities if you can time an EX Earth Shaker. Incredibly strong move. It's worth mentioning that unlike every other command grab in the game, Kubota Buster DOES have a whiff animation.

Hp.png N/A 1 1? 67 -

HP Buster has the same startup, it does more damage but has worse recovery on whiff. Still, it's worth prioritizing for the additional damage it gives.


Kubota Lariat
AVG2 Jun Kubota Lariet.jpg
B.png(Charge)F.png + Hp.png
AVG2 Jun Lariathitbox.jpg
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Version Damage Guard Startup Active Recovery FrameAdv
Hp.png Mid 11 12, 4 19 -

Extremely important move in Jun's combos because it provides one of the few hard knockdowns in the game, guaranteeing an OTG follow-up. However, this knockdown only occurs on the early hitbox, so the move becomes far less rewarding when used at longer distances. Its safety is also very spacing-dependent, so you want to be judicious when throwing this move out in neutral. The side that Jun ends up on when scoring the knockdown is somewhat inconsistent, so make sure you learn how to properly confirm your positioning so you don't lose out on OTG damage.


Super Moves

Kubota Shuttle
AVG2 Jun Kubota Shuttle.jpg
F.pngHcf.png + K.png
AVG2 Jun Lariathitbox.jpg
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Damage Guard Startup Active Recovery FrameAdv
Low 1 + 45 20, 6? 18 -

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. Can be done via SP1 + SP2.

Locked into a longer recovery on hit and, for some reason, the last 6 active frames do not hit actually hit the opponent, only the lariat will.


Kubota Special
AVG2 Jun Kubota Special.jpg
cl.Hcb.pngHcb.png + P.png
Damage Guard Startup Active Recovery FrameAdv
N/A 1 + 0 1? 68 -

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.

Game Navigation

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Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda