Street Fighter Alpha 3/Juni

From SuperCombo Wiki

Introduction

Juni is also a Shadaloo doll like Juli and she was assigned to find Ryu in the hopes that Shadaloo can obtain information about him. However, it seems that Ryu's powers have influenced her when she later reported back to Bison.

Pros Cons
  • Access to pushblock like V-Dan. Can be used to escape setups, create advantageous positioning, etc.
  • Access to Cammy's walk speed and some of her best normals
  • Has an overhead, unlike Cammy
  • Air drill is one of the most annoying moves in the game in match-ups where it's safe on block
  • Very good at turtling and running out the clock with pushblock + air drill
  • Gets access to a teleport, divekick (unsafe on block) and a command grab, giving her some unique options
  • Great customs, including some OTG options that make her dangerous from mid-range.
  • Worse priority on her normals compared to Cammy
  • Is a charge character, so has more difficulty accessing her specials at a moment's notice
  • Weaker anti-air due to DP being a charge move
  • Struggles in match-ups where characters can punish her air drill easily
  • DP is not a hard knockdown
  • Lacks damage without meter
  • Is strongest when she has a lead and not as great when forced to make a comeback


Juni
SFA3 Juni Art.png
Character Data

Introduction

Doll States.png

Moves List

Normals

Ground Normals

  • Standing Jab:
Damage 5 Doll 5lp.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/8
Block Stun +2
Hit Stun/Counter Hit +3/+8


  • Standing Strong
Damage 12,9 Doll 5mp.png
Stun 4
Chain Cancel No
Special Cancel Yes (first hitbox)
Super Cancel Yes (first hitbox)
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/4/15
Block Stun -1
Hit Stun/Counter Hit 0/+4


  • Standing Fierce:
Damage 15 Doll 5hp.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 6/5/12
Block Stun +6
Hit Stun/Counter Hit +7/Launch


  • Standing Short:
Damage 4 Doll 5lk.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/6/6
Block Stun +2
Hit Stun/Counter Hit +3/+8


  • Standing Forward:
Damage 9 Doll 5mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/2/16
Block Stun +1
Hit Stun/Counter Hit +2/+6


  • Standing Roundhouse:
Damage 16,14 Doll 5hk.png
Stun 8,6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/6,4(A)9,6(XV)
Frame Count 8/8/26
Block Stun -11
Hit Stun/Counter Hit -10/Launch


  • Crouching Jab:
Damage 5 Doll 2lp.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/4/10
Block Stun +3
Hit Stun/Counter Hit +4/+9


  • Crouching Strong:
Damage 12 Doll 2mp.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/4/10
Block Stun +5
Hit Stun/Counter Hit +6/+10


  • Crouching Fierce:
Damage 13 Doll 2hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 8/2/20
Block Stun +1
Hit Stun/Counter Hit +2/Launch


  • Crouching Short:
Damage 4 Doll 2lk.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9


  • Crouching Forward:
Damage 9 Doll 2mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/4/19
Block Stun -4
Hit Stun/Counter Hit -3/+1


  • Crouching Roundhouse:
Damage 14 Doll 2hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 7/4/27
Block Stun -8
Hit Stun/Counter Hit -


Air Normals

  • Neutral Jump Jab:
Damage 5 Doll 8lp.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/20


  • Diagonal Jump Jab:
Damage 5 Doll 9lp.png
Stun 2
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/8/18


  • Neutral Jump Strong:
Damage 11 Doll 8mp.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/8/2


  • Diagonal Jump Strong:
Damage 11 Doll 9mp.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/8/2


  • Neutral Jump Fierce:
Damage 16 Doll 8hp.png
Stun 8
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 5/6/2


  • Diagonal Jump Fierce:
Damage 16 Doll 9hp.png
Stun 8
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 5/6/2


  • Neutral Jump Short:
Damage 5 Doll 8lk.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/2


  • Diagonal Jump Short:
Damage 5 Doll 9lk.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/2


  • Neutral/Diagonal Jump Forward:
Damage 9 Doll 89mk.png
Stun 8
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/8/6


  • Neutral Jump Roundhouse:
Damage 14 Doll 8hk.png
Stun 8
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 6/8/6


  • Diagonal Jump Roundhouse:
Damage 15 Doll 9hk.png
Stun 8
Meter on whiff/hit 1/6(A)9(XV)
Frame Count 6/8/6


Command Normals

  • Falling Arc: f+MK
Damage 8+4 Doll 6mk.png
Stun 3+3
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4+1(A)6+3(XV)
Frame Count 28/3+3/13
Block Stun -2
Hit Stun/Counter Hit -1/+3

Throws

Special Moves

Super Moves

The Basics

Which Ism?

A-Ism

Maintains her pushblock on A-ISM, unlike Dan, but generally not worth it.

V-Ism

Easily her best option. Customs negate some of her main weaknesses and allows her to take full advantage of her turtle playstyle.

X-Ism

Missing most of the things that make her good. X-ISM's reduced defense/defense options are not conducive to turtling. Avoid.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Notable Players

Japan

A2 (V-Juni)

Harashou (A/V-Juni)

K8 (V-Juni)

ONIMUSOU (V-Juni)

North America

Alex Navarro / MiamiX-Alex (V-Juni)

Europe

Alioune (V-Juni)

IMX (V-Juni)

Discussion

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