Advanced V.G. 2/Jun: Difference between revisions

From SuperCombo Wiki
(Added hidden color to color gallery, adjusted width of gallery columns to fit all in one row)
 
(24 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[File:avg2_jun.jpg|right|calculating optimal suplex velocity]]
{{AVG2 Character Intro|char=jun|short=jun|content=
== Introduction ==


= Introduction =
''At one point, Jun was actually considered for the Japanese Olympic wrestling team. Unfortunately, she was disqualified after the International Olympic Committee found that she had a history of blatant disregard for official damage scaling regulations.''


''Aside from being an accomplished wrestler, Jun is also an astrophysicist. Her perfect synthesis of the two disciplines allows her to dunk people from outer space.''
If you've picked up AVG2 looking for a grappler, then girl, have you found one. While Jun quite dutifully fills the role that comes with the big damage command grab -- in her case, the mighty {{Tooltip|text=Kubota Buster|hovertext=641236P}} -- prospective grappler mains will find a surprisingly versatile character with excellent neutral thanks to a fantastic set of pokes and, most importantly, a full suite of mobility options that other grapplers would be forced to go without. That's not to say she doesn't suffer from other archetype-standard weaknesses, though. While she isn't lacking in mobility, her normals are on the slower side, putting her at a disadvantage in some scramble situations, and her combos, while powerful, are difficult to confirm, meaning that her damage will require lots of conditioning and confidence. But that's why you picked the grappler anyway, right?


Jun very quickly and easily makes herself known as AVG2's grappler. And while she does quite dutifully fulfill this role, players who pick up Jun will find a surprisingly versatile character with strong mobility and no shortage of great pokes to be using in neutral. While her combos are short and fairly stable, she suffers from a lack of ways to confirm them compared to other characters, which causes her to rely on conditioning the opponent more. In short, expect to play a grappler, but one that is more than capable of holding her own in footsies.
{{StrengthsAndWeaknesses
| intro = [[File:avg2 jun mini.png|20px]] '''Jun''' is a grappler character with strong pokes and fairly good mobility, which she can use to find her way in and enforce highly damaging throw mixups.
| pros =
* '''Great Neutral Presence:''' Unlike many characters in her archetype, Jun gets to have a powerful command grab and great buttons without having to pay the Grappler Mobility Tax, meaning she is more than capable of holding her own in footsies.
* '''Explosive Damage:''' Jun has access to some of the highest damage in the game, thanks to stable confirms with {{Tooltip|text=Kubota Lariat|hovertext=[4]6HP}} and combos after her command throw, all of which can lead to over half the opponent's life gone if she chooses to cash out with {{Tooltip|text=Kubota Shuttle|hovertext=641236HK}}, a super which deals unscaled damage.
* '''Hardy:''' Kubota sports one of the higest defense ratings in the game, which allows her to take more risks and make more mistakes than many other characters.
| cons =
* '''Weak To Projectiles:''' Perhaps par for the course, but relevant nonetheless. Jun lacks options to navigate around fireballs that don't involve taking to the skies, which means she can get punished for predictable air approaches more often than not.
* '''Predictable Footsies:''' While Jun has some fantastic poking normals, she has just as many normals that are dirt slow, giving them far fewer practical applications in neutral. This means that sharp opponents can have a much easier time scoping out specific buttons and scoring whiff punishes against Jun.
* '''Inconsistent Reward:''' While Jun can cash out a clean hit for some incredible damage, her inability to consistently confirm combos from her pokes means that much of her damage will require a strong ability to condition your opponent into sitting still.
}}


{|  
== Stats ==
|-style="text-align:left;"
{{AVG2 Character Data
! Strengths !! Weaknesses
| atk=B+
|- style="vertical-align:top;text-align:left"
| def=A
| style="width: 50%;"|
| djump=Yes
*High defense value
| dbrake=Yes
*Great neutral presence with solid pokes and movement options
| bd=27F (Throw Invul)
*Explosive damage with her command grab and 0F grab super
| wkup=16F
| style="width: 50%;"|
}}
*Heavy normals are on the slow side, making her rely mostly on light normals
*Low combo potential has her relying mostly on conditioning to get damage
*Lacks a solid close-range anti-air, meaning she'll need to read jump-out attempts
|-
|}


= Movelist =
== Color Options ==
'''Command Moves'''<br>
{{ColorGallery | filePrefix=AVG2_Jun_Color_| imageWidths=187| colors=
f+HP<br>
{{ColorGallery/Color|Circle|  text=Circle (Default) }}
j.d+HP
{{ColorGallery/Color|Triangle|  text=Triangle }}
{{ColorGallery/Color|Square|  text=Square }}
{{ColorGallery/Color|R1|  text=R1 }}
{{ColorGallery/Color|R2|  text=R2 }}
{{ColorGallery/Color|Start|  text=Start (Hidden) }}
}}


'''Target Combos'''<br>
}}
st.LP > (cr.LP) > cl.HK<br>
st.LP > (cr.LP) > st.LK > (cr.LK) > st.HK<br>
st.LP > (cr.LP) > st.HP > st.HK<br>
cr.LP > cr.HK<br>
j.LP/LK > j.HP/HK/j.d+HP
 
'''Guard Cancels'''<br>
LP: st.LP<br>
LK: st.LK<br>
HP: Earth Shaker (qcb+P)<br>
HK: HK Kubota Sway (rdp+HK)<br>
 
== Special Moves ==
'''Earth Shaker (qcb+P):'''<br>
'''Kubota Sway (rdp+K):'''<br>
'''Kubota Buster (f,hcf+P):''' Command grab.<br>
'''Kubota Lariat (charge b,f+HP):'''
 
== Super Moves ==
'''Kubota Shuttle (f,hcf+K):'''<br>
'''Kubota Special (hcb,hcb+HP):'''
 
= Combos =
'''Basic Combos'''<br>
cr.LK > cr.HK xx Kubota Lariat, OTG hit<br>
(corner) cr.LK > cr.HK xx HP Earth Shaker, cl.HK xx Kubota Lariat, OTG hit
 
'''Throw Combos'''<br>
HP Kubota Buster, EX Earth Shaker<br>
HP Kubota Buster, dash cr.LK xx HP Earth Shaker (xx Kubota Shuttle)<br>
HP Throw, walk forward cr.LK xx HP Earth Shaker (xx Kubota Shuttle)<br>
''If you want to add on the super, cancel Earth Shaker on the first hit.''
 
= Frame Data =
Soon.
 
{{Template:Advanced V.G. 2}}


{{Navbox-AVG2}}
[[Category:Advanced V.G. 2]]
[[Category:Advanced V.G. 2]]

Latest revision as of 14:52, 8 May 2023

Introduction

At one point, Jun was actually considered for the Japanese Olympic wrestling team. Unfortunately, she was disqualified after the International Olympic Committee found that she had a history of blatant disregard for official damage scaling regulations.

If you've picked up AVG2 looking for a grappler, then girl, have you found one. While Jun quite dutifully fills the role that comes with the big damage command grab -- in her case, the mighty Kubota Buster -- prospective grappler mains will find a surprisingly versatile character with excellent neutral thanks to a fantastic set of pokes and, most importantly, a full suite of mobility options that other grapplers would be forced to go without. That's not to say she doesn't suffer from other archetype-standard weaknesses, though. While she isn't lacking in mobility, her normals are on the slower side, putting her at a disadvantage in some scramble situations, and her combos, while powerful, are difficult to confirm, meaning that her damage will require lots of conditioning and confidence. But that's why you picked the grappler anyway, right?

Avg2 jun mini.png Jun is a grappler character with strong pokes and fairly good mobility, which she can use to find her way in and enforce highly damaging throw mixups.
Pros Cons
  • Great Neutral Presence: Unlike many characters in her archetype, Jun gets to have a powerful command grab and great buttons without having to pay the Grappler Mobility Tax, meaning she is more than capable of holding her own in footsies.
  • Explosive Damage: Jun has access to some of the highest damage in the game, thanks to stable confirms with Kubota Lariat and combos after her command throw, all of which can lead to over half the opponent's life gone if she chooses to cash out with Kubota Shuttle, a super which deals unscaled damage.
  • Hardy: Kubota sports one of the higest defense ratings in the game, which allows her to take more risks and make more mistakes than many other characters.
  • Weak To Projectiles: Perhaps par for the course, but relevant nonetheless. Jun lacks options to navigate around fireballs that don't involve taking to the skies, which means she can get punished for predictable air approaches more often than not.
  • Predictable Footsies: While Jun has some fantastic poking normals, she has just as many normals that are dirt slow, giving them far fewer practical applications in neutral. This means that sharp opponents can have a much easier time scoping out specific buttons and scoring whiff punishes against Jun.
  • Inconsistent Reward: While Jun can cash out a clean hit for some incredible damage, her inability to consistently confirm combos from her pokes means that much of her damage will require a strong ability to condition your opponent into sitting still.



Stats

Attack Defense Dash Jump Dash Brake Backdash Wakeup Speed
B+ A Yes Yes 27F (Throw Invul) 16F

Color Options

Circle (Default)
Triangle
Square
R1
R2
Start (Hidden)
Avg2 jun.jpg


Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda