Advanced V.G. 2/Jun/Move List

From SuperCombo Wiki

Move List

Lp.png
AVG2 Jun stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

A strike right to the gut. 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
Damage Guard Startup Active Recovery Frame Adv
- 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.


Hp.png
AVG2 Jun stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

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


f.Hk.png
AVG2 Jun stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


cl.Hk.png
AVG2 Jun clHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


D.pngLp.png
AVG2 Jun crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

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
Damage Guard Startup Active Recovery Frame Adv
- 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.


D.pngHp.png
AVG2 Jun crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


D.pngHk.png
AVG2 Jun crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low - - -

A decent enough sweep, range is very slightly less than the animation but it gets the job done.


j.Lp.png
AVG2 Jun jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A glacerial double axe-handle strike. Shockingly slow for a light normal, it chains into jHP, jHK, and j2HP but you should never press this button when you have jLK.

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

j.Lk.png
AVG2 Jun jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

Arguably Jun's best air normal, she can hit this rising on a standing opponent and then chain into j2HP to hit cross up. It's also active for a full lunar cycle, so super jumping with this as an approach is a tasty proposition.

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

j.Hp.png
AVG2 Jun jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A downward strike that is faster than jLP, but still not as good of an option as her other air normals.


j.Hk.png
AVG2 Jun jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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

F.pngHp.png
AVG2 Jun 6HP.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


j.D.pngHp.png
AVG2 Jun j2HP.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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

Earth Shaker
AVG2 Jun Earth Shaker.jpg
Qcb.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png Mid - - -

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. A cornerstone of Jun's gameplan.

Hp.png Mid - - -

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.

Lp.png + Hp.png N/A - - -

The EX version functions almost like Potemkin's Slidehead in Guilty Gear, causing an unblockable hitbox to track to the opponent's position, launching them high into the air for a combo follow-up depending on positioning.


Kubota Sway
AVG2 Jun Kubota Sway.jpg
Rdp.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

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.

Hk.png Mid - - -

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 Frame Adv
Lp.png N/A 1 - - -

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 - - -

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
Version Damage Guard Startup Active Recovery Frame Adv
Hp.png Mid - - -

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.


Guard Cancels

Lp.png Guard Cancel
AVG2 Jun stLP.jpg
Damage Guard Startup Active Recovery Frame Adv

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
Damage Guard Startup Active Recovery Frame Adv

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
Damage Guard Startup Active Recovery Frame Adv

Uses Jun's Lp.png Earth Shaker.


Hk.png Guard Cancel
AVG2 Jun Kubota Sway.jpg
Damage Guard Startup Active Recovery Frame Adv

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.


Super Moves

Kubota Shuttle
AVG2 Jun Kubota Shuttle.jpg
F.pngHcf.png + K.png
Damage Guard Startup Active Recovery Frame Adv
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.


Kubota Special
AVG2 Jun Kubota Special.jpg
cl.Hcb.pngHcb.png + P.png
Damage Guard Startup Active Recovery Frame Adv
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.

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