Tatsunoko vs Capcom: Ultimate All Stars/Jun the Swan

From SuperCombo Wiki

Introduction

Second in command for the Gatchaman, uses her trusty exploding yoyos and quick wit to fight off enemies.

Gameplay

Strengths Weaknesses
  • Pretty sick mixups
  • Really good combos
  • Level 3 does decent damage and comes out fast
  • Really good DHC potential
  • Her yoyos become less threatening when the opponent just turtles
  • Her mixups need baroque or partner, solo Jun has to work very hard
  • Her zoning tends to taper off as the enemy closes in
TVC Jun the Swan Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 1 11 - 640 - Jab, it's fast.
5 2 10 - 640 - Another jab, also fast
8 2 10 - 1040 - She does a little spinning knee, the range is...okay
7 2 20 - 1200 Low Gets down and does a little shove, the hitbox on this is insane and her entire body moves a little when she does it. Doesn't quite have a vertical hitbox, but really good for a low
29 3 27 - 1440 Low/f-8-26 invincible This move ruins lives, the invincibility can beat out supers and setups. Only real fault is that it doesn't link to anything without baroque.
13 2 23 - 2000 - Makes a little circle with her leg, decent AA, good combo filler
17 - - - 1940 Hard Knockdown Little double attack, only second hit causes hardknockdown
19 - - - 1940 Stagger, Overhead Another double attack, but only the second hit is an overhead and stagger, common entry to combos, whiffs on some crouching characters
15 2 28 - 2240 Launcher eh
5 13 18 - 800 Overhead Diagonal jumping jab, hits grounded opponents, active for a long time and actually has crazy hitstun, good normal.
7 13 20 - 1600 Overhead Horizontal kick, used for combos, blockstrings, and neutral, solid tool
12 3 24 - 3200 Overhead Spins and hits opponents with her frills. Decent heavy jump

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 12 - - - 3200 -
Counter Tag 23 11 21 - 2240 -
Forward Throw - - - - 4800 Throw It's a throw, use it as a reversal.
Back Throw - - - - 4800 Throw It's a throw, use it as a reversal.
Air Forward Throw - - - - 5600 Throw It's a throw, use it as a reversal.
Air Back Throw - - - - 5600 Throw It's a throw, use it as a reversal.

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20/23/28 - - - 1200 Sets bomb Jun swings a yoyo at an opponent. An opponent can have up to 5 yoyos attached
  • A hits right in front of her
  • B midscreen
  • C fullscreen

The yoyo is the actual projectile and it swings in an elliptical arc, so for example using a heavy yoyo on an opponent in your face will whiff. Once a yoyo is attached, it can be exploded with Bingo or Talon Burst. Yoyos can be set on an opponent's assist. Hitting Jun for any reason disables the bombs for both the enemy's point and assist character. Useable in Air

20 - - - 2800 per bomb OTG Jun spins around and screams bingo before blowing you up. If no bombs are attached then this move will not come out. explosions can be blocked and activation can happen whenever she wishes. Good for blockstrings and combos. Can explode bombs after a hard knockdown. Can follow up with Super jump, or IAD if baroqued after Useable in air
Lightning kick
623X
22/31/34 - - - 0/2800/3007 Overhead Jun attaches a string the ceiling and does a flip. Great combo starter.
  • A is a fake-out, she'll through the string up, then go back to neutral, do whatever crazy mixup you have in mind.
  • B hits once overhead, and goes to regular jump height
  • C Hits twice and goes to max normal jump height.
34 - 29/32/32 - 4893/5946/7669 hitgrab/overhead Yet another overhead, hitting this sends Jun into an autocombo, can follow up after wards.
  • A Version hits three times
  • B Version hits four times, travels half screen
  • C Version hits six times, travels 3/4th screen, will whiff on crouching opponents at close range
16 - - - 2052/2664/3239 (Ground) Overhead
(Air)Hard Knockdown
Jun dances on the opponents' head. On the ground it's an overhead, in the air it knocks down. Only last hit knocks down when airborne. Needs baroque or partner to follow up

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+2 - - - 10217 (if 1 bomb 12036) OTG (If explosion after knockdown) Jun throws out 4 yoyos and blows them up. Solid combo ender, if super whiffs but a yoyo is on the opponent it'll blow up anyway. If in a crossover combination there the opponent is on the ground the bombs will explode OTG. Useable in air
1+7 - - - 11481 overhead Super version of Dancing Swan, can explode attached bombs after super on OTG. Hits overhead. Can be used to bait megacrash
1+4 - - - 23671 - Jun points to the sky and flips up to summon the airship (now a phoenix) to attack. Goes decent damage and comes out quick, good for combos and punishes. Useable in air

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General
Controls
Notation
HUD
Glossary
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FAQ
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