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Tatsunoko vs Capcom: Ultimate All Stars/Jun the Swan
From SuperCombo Wiki
Second in command for the Gatchaman, uses her trusty exploding yoyos and quick wit to fight off enemies.
|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|
|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|
|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.|
|20/23/28||-||-||-||1200||Sets bomb||Jun swings a yoyo at an opponent. An opponent can have up to 5 yoyos attached
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|
|22/31/34||-||-||-||0/2800/3007||Overhead||Jun attaches a string the ceiling and does a flip. Great combo starter.
|34||-||29/32/32||-||4893/5946/7669||hitgrab/overhead||Yet another overhead, hitting this sends Jun into an autocombo, can follow up after wards.
|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|
|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|