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)
 
(5 intermediate revisions by 2 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
{{StrengthsAndWeaknesses
| intro =  
| 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 =
| pros =
* High defense value
* '''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.
* Great neutral presence with solid pokes and movement options
* '''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.
* Explosive damage with her command grab and 0F grab super
* '''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.
* Does not pay the grappler mobility tax
| cons =
| cons =
* Heavy normals are on the slow side, making her rely mostly on light normals
* '''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.
* Low combo potential has her relying mostly on conditioning or meter expenditure to get damage
* '''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.
* Somewhat lacking in options against projectiles
* '''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.
}}
}}


= Movelist =
== Stats ==
{{MoveData
{{AVG2 Character Data
|image=AVG2_Jun_stLP.jpg
| atk=B+
|caption=
| def=A
|name=st.{{Icon-Capcom|LP}}
| djump=Yes
|data=
| dbrake=Yes
{{AttackData-AVG2
| bd=27F (Throw Invul)
|damage=-
| wkup=16F
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A strike right to the gut, chains into stLK and clHK for a combo and stHP for a frame trap.
}}
}}
----
{{MoveData
|image=AVG2_Jun_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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 stLK, LK Kubota Sway if the opponent tries to mash afterwards, and then go for a Kubota Buster.
}}
}}
----
{{MoveData
|image=AVG2_Jun_stHP.jpg
|caption=
|name=st.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A lumbering downward punch, may look like an overhead but it is not. Does special cancel.
}}
}}
----
{{MoveData
|image=AVG2_Jun_stHK.jpg
|caption=
|name=st.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_clHK.jpg
|caption=
|name=cl.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_crLP.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A double-fist thrust, snappy enough for startup but has less range than you would like and has no chains. Special cancelable, but not enough hitstun to be worthwhile.
}}
}}
----
{{MoveData
|image=AVG2_Jun_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Low
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= Outclasses crLP 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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_crHP.jpg
|caption=
|name=cr.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A 2-hit axe handle strike, pretty much invalidates her stHP as a poke. It starts up much faster, can successfully special cancel of either hit into Earth Shaker.
}}
}}
----
{{MoveData
|image=AVG2_Jun_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Low
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A decent enough sweep, range is very slightly less than the animation but it gets the job done.
}}
}}
----
{{MoveData
|image=AVG2_Jun_jLP.jpg
|caption=
|name=j.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard=High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_jLK.jpg
|caption=
|name=j.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_jHP.jpg
|caption=
|name=j.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A downward strike that is faster than jLP, but still not as good of an option as her other air normals.
}}
}}
----
{{MoveData
|image=AVG2_Jun_jHK.jpg
|caption=
|name=j.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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'''<br>
{{MoveData
|image=AVG2_Jun_6HP.jpg
|caption=
|name={{Motion|6}}+{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_j2HP.jpg
|caption=
|name=j.{{Motion|2}}+{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
}}
----
'''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: LP Earth Shaker (qcb+LP)<br>
HK: HK Kubota Sway (rdp+HK)<br>


Jun's LP and LK guard cancels are some of the most devastating in the game for one strange reason: the damage of these GCs is dependent on the move being guard cancelled. This also applies to subsequent uses of the normal when chaining into itself. As an example, by guard cancelling Chiho's Super, it's possible to kill her in one combo just by repeatedly chaining st.LP into itself because of the damage boost. Because of this factor along, HP and HK guard cancels don't see a lot of use.
== Color Options ==
 
{{ColorGallery | filePrefix=AVG2_Jun_Color_| imageWidths=187| colors=
== Special Moves ==
  {{ColorGallery/Color|Circle| text=Circle (Default) }}
{{MoveData
  {{ColorGallery/Color|Triangletext=Triangle }}
|image=AVG2_Jun_Earth_Shaker.jpg
  {{ColorGallery/Color|Squaretext=Square }}
|caption= {{Motion|214}} + {{Icon-Capcom|P}}
  {{ColorGallery/Color|R1text=R1 }}
|name=Earth Shaker
  {{ColorGallery/Color|R2text=R2 }}
|data=
{{ColorGallery/Color|Starttext=Start (Hidden) }}
  {{AttackData-AVG2
  |version={{Icon-Capcom|LP}}
  |damage=
|guard= Mid
|startup=
  |active=-
|recovery=-
|frameAdv=-
|description= 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
}}
  {{AttackData-AVG2
|header=no
  |version={{Icon-Capcom|HP}}
  |damage=
|guard= Mid
  |startup=  
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
  {{AttackData-AVG2
|header=no
  |version={{Icon-Capcom|LP}} + {{Icon-Capcom|HP}}
|damage=
|guard= N/A
|startup=
|active=-
|recovery=-
|frameAdv=-
  |description= 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.
}}
}}
}}
----
{{MoveData
|image=AVG2_Jun_Kubota_Sway.jpg
|caption= {{Motion|421}} + {{Icon-Capcom|K}}
|name=Kubota Sway
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LK}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HK}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= The sway is active for much longer, better used for actually avoiding something.
}}
}}
----
{{MoveData
|image=AVG2_Jun_Kubota_Buster.jpg
|caption= {{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|P}}
|name=Kubota Buster
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|LP}}
|damage=
|guard= N/A
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
{{AttackData-AVG2
|header=no
|version={{Icon-Capcom|HP}}
|damage=
|guard= N/A
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|description=  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.
}}
}}
----
{{MoveData
|image=AVG2_Jun_Kubota_Lariet.jpg
|caption= {{Motion|4}}(Charge){{Motion|6}} + {{Icon-Capcom|HP}}
|name=Kubota Lariat
|data=
{{AttackData-AVG2
|version={{Icon-Capcom|HP}}
|damage=
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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 ==
{{MoveData
|image=AVG2_Jun_Kubota_Shuttle.jpg
|caption= {{Motion|6}}{{Motion|41236}} + {{Icon-Capcom|K}}
|name=Kubota Shuttle
|data=
{{AttackData-AVG2
|damage=
|guard= Low
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
}}
----
{{MoveData
|image=AVG2_Jun_Kubota_Special.jpg
|caption= cl.{{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|P}}
|name=Kubota Special
|data=
{{AttackData-AVG2
|damage=
|guard= N/A
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
= Strategy =
Jun generally wants to approach the neutral game carefully. You have a few usable mid-range options in footsies, primarily f+HP, st.HP, st.HK and Lariat. You'll have a hard time against fireballs, but if you have meter then you can very easily discourage people from throwing them with EX Earth Shaker. Outside of that, you largely want to be using aerial approaches, primarily with j.LP, as it's a very reliable air-to-air button that is freely chainable into any of Jun's heavy jump normals -- j.HK is best for long range, while j.d+HP is best up close.<br>
Once you've found your way in, the crux of your pressure starts with cr.LP. From here, you have a very strong tick into Kubota Buster. If the opponent tries to jump out, a chain into cr.HK will catch them, allowing you to score a combo with Lariat into an OTG follow-up. If you have two bars to spare, you can extend any of those punishes into Kubota Shuttle for monstrous damage.<br>
On defense, you'll largely be relying on attempts to call people out for gaps in pressure, since you don't have any particularly good abare options. However, you'll be able to get some mileage out of defensive command grab supers, and you'll definitely want to be using Kubota Sway against opponents who try to catch you with instant supers.
== Combos ==
'''Basic Combos'''<br>
cr.LK > cr.HK xx Kubota Lariat, OTG~<br>
(corner) cr.LK > cr.HK xx HP Earth Shaker, cl.HK xx Kubota Lariat, OTG~<br>
f+HP, sj.LK > j.HK, cl.HK xx HP Earth Shaker/Lariat
''Primary OTG Follow-ups''<br>
~cr.LK xx HP Earth Shaker (xx Kubota Shuttle)<br>
~cr.LK > cr.HK xx Lariat<br>
~cr.LK > cl.HK xx Kubota Shuttle
'''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>


{{Navbox-AVG2}}
{{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