Jun The Swan: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide
Last updated on Dec. 13, 2009
Guide by Nyoronoru
Character Overview
Jun the Swan might just be one of the best characters in the game. Her combos are simple to execute, all of her Hyper moves are viable, her moves are fast and she has really great mobility and mixup options.
Top it off with the fact that she has a reliable projectile which covers a wide distance and you have a superb well-rounded character that can take on anyone in the cast. She can play defensively and offensively very easily.
Her only weakness might be that her special moves outside of the bombs are somewhat unreliable, but her normals totally make up for the gaps in her special move inventory.
Special Moves
(Can also be performed in the air)
• Bomb Swing •
Jun swings out a wire with a bomb attached, and if it connects, a bomb attaches itself to your opponent. You can attach up to 5 bombs at a time, but if you get struck once, all of the bombs disappear.
Light version has the shortest distance, but the quickest startup time. Hard version is the opposite with the longest distance but the slowest startup.
(Can also be performed in the air)
• Bingo! •
Explodes all bombs that are currently on your enemy. The bombs can be blocked. This move is also great as an intimidation factor because the ignition of the bombs is very quick.
• Inazuma Kick •
This attack must be blocked high. Jun throws a wire to the ceiling and swings forward. This move has a bit of startup time, though, so it is mostly avoided by many players. Depending on the attack button pressed, the properties are different. The Light version is actually a fake wire swing, Medium is a kick to the middle of a standing opponent and Hard is an anti-air maneuver.
(Can also be used in the air)
• Dancing Swan or Swan Rush •
Makes you pause for a moment and then lunge forward. If it connects, Jun auto-combos her opponent for good damage. This has to be blocked high. If it is blocked, though, there is a huge window for punishment. Light version has the quickest startup time but the least amount of damage. Hard is the opposite.
Doing this move in the air actually performs a totally different move called the Swan Rush. It's a spinning kick similar to Ken's Eagle Rush. The range is shorter compared to all the diving kicks in the game, though. The Light version travels the farthest distance but does the least damage, Hard is the opposite. It's difficult to punish this move if it's blocked though.
Hyper Moves
(Can also be used in the air)
• Scratch Burst (Level 1) •
Jun sticks four bombs on the opponent and then detonates them. This is a great air combo ender and the Hyper of choice for Jun players.
Be careful about the timing of this move, because you'll pause slightly between wire throws. If your opponent is too far away or is too low after landing this move in the air, it is possible that some bombs won't attach and that they will recover in time to block your detonation. This is a very rare occurrence though.
• Mirage Swan (Level 1) •
Makes you pose for a bit, and then you'll jump at your opponent and land a much more powerful version of her Dancing Swan. This has to be blocked high. It's easy to combo into this Hyper as well, but you will probably be using the Scratch Burst more since you can't use Mirage Swan in the air.
(Can also be used in the air)
• God Phoenix Flip Kick (Level 3) •
Jun does a flip kick with great vertical height. If it lands the opponent is burned by a giant phoenix. The damage isn't good compared to other Level 3 Hypers, but it is very easy to combo into. The startup time is pretty much instantaneous.
Very good for finishing people off.
Command Normals
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• Spin Sweep •
Jun turns for a bit and then strikes low. It's primary use is to throw off the timing of those used to Jun's quick attacks.
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• Overhead •
You'll take a swipe at your enemy with your foot which can be blocked low and then swings the other one down for a second overhead hit. This second hit does a lot of stagger if it lands, allowing you to combo after wards.
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• Launcher •
This will launch your opponent up into the air.
Assists
| Partner Assist | Variable Counter | Variable Combination |
| Bomb Swing | Down-Toward + Hard Attack (Launcher) | Scratch Burst |
Tatsunoko vs. Capcom Storyline
The only female member of the Science Ninja Team (which fights the evil organization Galactor), Jun specializes in explosives and sabotaging enemies' forts.
In battle she uses a customized yo-yo-type weapon that has been merged with a knife, and mesmerizes her enemies with her sophisticated moves.
Contributions to this guide by Blue Lightning.

Posted by kona on September 17, 2009 at 11:30 a.m. #1
I've been looking forward to this guide for a long time. It was well worth the wait! Nice job! :D
Posted by deadmau5 on December 14, 2009 at 5:16 a.m. #2
ITS THE SWAN!!!
Posted by Canule on January 30, 2010 at 10:50 a.m. #3
Very easy combos with Jun. Her lv3 is a great follow-up to any other super, imo.
Posted by Jun on February 1, 2010 at 2:06 p.m. #4
Great BnB combo for hit confirm or combo'ing into supers:
Crouching Lx2, Standing M, Crouching M, Standing H, Crouching H, Forward H -> L Dancing Swan -> H Swan Rush
Posted by :3 on February 2, 2010 at 10:04 a.m. #5
Good partners for Jun?
Posted by El Mexicano on February 20, 2010 at 5:31 a.m. #6
Where is the true combos?
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