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Jun The Swan: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
June 9, 2010 at 3:12 p.m. PDT


Jun the Swan: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru

Character Overview

Tatsunoko vs. Capcom Button Move Key

Strengths
+ All of her Hyper moves are viable.
+ Aggressive mixup game.
+ Lots of stun on her normal moves.
+ Deceptive special moves and playstyle.
+ Amazing comboability.
+ Fantastic ground and air speed.
+ Great starter character to become accustomed to the TvC engine.

Weaknesses
- Assist is very situational.
- Has trouble against Advance Guard.
- Below-average stamina.
- No fast anti-air.

Jun the Swan is a really great character in Tatsunoko vs. Capcom. She has some of the best mixup options in the game and she has a very flexible roster of special moves. Her combos are above-average in damage output and she has a reliable combo into a Hyper move from any position.

To play Jun effectively, try to stay right in front of someone with your powerful normals pressuring them. Most of Jun's normal moves are safe on block or can be canceled into bigger mixups rather than an escape move.

Special Moves

Light
1.2 B
Medium
1.2 B
Hard
1.2 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
String Bomb
Jun's projectile attack. 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. The arc of this attack is wide, but the stun is short.

As an assist, this move places a bomb on the opponent despite Jun jumping off screen. The bomb doesn't disappear until Jun is hit, so it will stay on regardless of whatever hits your partner takes. The stun time of the bomb attachment is short, so you'll have to be quick to use it as a combo extender.

1 Bomb
2.8 B
2 Bombs
5.6 B
3 Bombs
8.2 B
4 Bombs
10.8 B
5 Bombs
13.2 B

Joystick Joystick Joystick Joystick Joystick
(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 along with Jun's recovery.

The ignition of the bombs can also be used to extend a combo; in fact, you can attach a bomb and ignite it within the same combo if you like.

Medium
2.8 B
Hard
3.0 B

Joystick Joystick Joystick Joystick Joystick
Lightning Kick
This attack must be blocked high. Jun throws a wire to the ceiling and swings forward. 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.

Since this move is an overhead, the Light version is a really useful psychological tool.

Light
4.7 B
Medium
5.7 B
Hard
7.3 B
J. Light
2.1 B
J.Medium
2.7 B
J. Hard
3.2 B

Joystick Joystick Joystick Joystick Joystick
(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 dive kick similar to Ken's Eagle Rush. 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. The range is shorter compared to all the diving kicks in the game, though, so use it in combos.

It's possible to follow up Dancing Swan with an air combo after the Light version and it's possible to follow up the Medium version with a Hyper Move.

You might think that this move is good against the Giant characters at first because of the ground version's auto-comboability, but a good Giant player can put an incredible amount of punishment on you if they block this, since you land right in front of them.

Hyper Moves

10.2 B

Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Talon 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.

A neat trick is to Delay Hyper Combo the final bomb swing so that you can land a slower, more powerful Hyper as the opponent is descending from the spinning knockdown. Also, if you DHC this Hyper the bombs will stay on the opponent until you issue the "Bingo!" command.

11.5 B

Joystick Joystick Joystick Joystick Joystick
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 Talon Burst more since you can't use Mirage Swan in the air.

23.7 B

Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Science Ninpo: Phoenix (Level 3)
Jun does a flip kick with great vertical height. If it lands the opponent is burned by a giant phoenix. The damage is standard compared to other Level 3 Hypers, and it is very easy to combo into. The startup time is pretty much instantaneous.

It's very good for finishing off opponents.

Command Normals

Joystick Joystick Joystick
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.

Joystick Joystick Joystick
Shoulder Breaker (Overhead)
You'll take a swipe at your enemy with your foot and then follow up with an overhead hit. Another tool to add to Jun's mixups.

Joystick Joystick Joystick
Launcher
This will launch your opponent up into the air.

Assists


Partner Assist Variable Counter Variable Combination
String Bomb Down-Toward + Hard Attack (Launcher) Talon 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.


Comments

Balloon said on June 9, 2010 at 12:36 p.m.

@:3 - I think Jun/Chun is probably the most famous pair right now (it's the JWong team), but the great thing about Jun is that she's fairly versatile so its somewhat difficult to find a "bad" partner for her.

A quick note about a couple of her command normals:

- The Spin Sweep has invincibility frames on start up.
- I think it's worth noting that her overhead, if it hits, will leave the opponent in a ridiculous amount of hitstun. So much so that there is nothing that she can not follow it up with. However, it'll lift your opponent slightly into the air, so you can't simply loop the ground combo.

#1


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