I made a reference to that in her numbers thread. You can interrupt the move after the first hit. It’s possible for the first move to miss and the 2nd to hit, and yeah the 2nd hit isn’t guaranteed to combo. It wasn’t character dependent either since I could get the 2nd hit to combo and not combo against the same person. I think it’s based on how deep/late the first move hits but I didn’t do that extensive of a trial for it. Just enough to grab the damage information and to make note of what you mentioned as well.
corner combo for buktooth!
Try this its dope…
Iad C, 236+A, B (on the way down) 66 2a,2a,2b,5c,2c,6c xx 236a,214a, sj j.a, j,a delay b ,236a , 214 a ,7 , a, b, 236a, 214a 234 abc…
I don’t think any1 has posted this and its pretty tough but its pretty damn flashy and it has a total of 9 bombs with only 1 super!
I have more so I’ll keep ya updated
damn that sounds pretty hot i’ll try that out
What’s the underlined/bolded part mean?
Thats her level 3 super.
Just noticed that if you DHC her bomb super before they explode, they’ll remain on them untill either they switch out, or you broing Jun back in. Any weird benefits from doing this? Other than having a nice oppertunity to follow up afterwards?
Yea totally random jun observation if you do her :dp::p: you can attack right after starting your aerial rave and you still have another jump, so you can extend the combo…
probably a simple aab jump aab yo-yo detonate, or super crazy madness in the corner, lol.
But I only did it randomly in a match… let me go to practice.
I can not link it to an aab aab consistently (reliably I mean). I find it so much easier to :dp:b a jump ab yoyo (weak) detonate, in a corner I can :dp:b a jump ab yoyo (weak) c land then detonate. Since its a regular aerial rave you can link it to even crazier stuff in the corner, I tend to not rely on corner combos since I rarely find myself able to do corner combos in the game. But after the yoyo moves are not really counted in the combo they take away full life. (yoyo breaks the combo counter, which I guess makes comboing after a combo even nastier)
Next is to find a safe way to go into the :dp:b, it comes out quicker than I thought, but still not safe.
Edit: can be made safe with assists, I use jun / roll, roll’s assist turns it into a combo. Especially since her assist stuns. So assists make this into a usable technique. Yea with roll I can almost wait till roll is about to jump out before I start the motion and still get a combo… gotta do some research on this one, lol.
So of course you can do one of these anywhere on the screen:
P, 6 2 3b, a, J, a, b, 2 3 6a, (cancel into) 2 3 6 abc (yo yo super)
Nice way weird to take a chunk of life (19,019points I think, since the yo yo breaks the combo…)
Oh another observation about this.
Combos
a b 2b 3c HJ (homing jump?) [ a a b b J b b + 2 3 6 :p: +2 3 6 :p::p: ]
note: the aerial AABB need to be input quickly. If you have the meter the LV3 Firebird super is also a good ender
[ed: the wiki doesn’t say if the weak Bind Bomb (+) is detonated right away or not.]
The 2 3 6 :p::p: super only hits 4 times, putting only 4 bombs on them, but a character can have up to 5. So that bomb in the combo is the fifth, and its detonated automatically in the super.
And I do that combo all the time, if I’m lucky enough to get them in a corner I add onto that combo. I generally do:
a ,a, 2b, 3c, HJ, a, a, b, , J, a, a, b, , 2 3 6:p: (I generally do a), 4 2 1c(I generally do c), (cancel into) 2 3 6:p::p:
In case someone doesn’t follow the video thread, Jun has 2 infinites now.
http://kakugm.blog27.fc2.com/blog-entry-23.html?sm5820319 - For use on Roll/Joe
[media=youtube]iVfizGFE4X0[/media] - Everyone else, as far as I know. Too lazy to test on everyone but I know it works on Ryu, Rock, Alex, and Chun…so I assume so.
he meant 236abc
that combo is pretty tough dude, why you gotta outshine me
random note, chain to 2C to 6C doesn’t reach on skinny characters like ken
Can somebody post the button inputs for her second infinite there? I can’t seem to get her hits down.:rolleyes:
I have it in the video description.
[5a, 5a, 2a, j.a, j.b]xN. If the person is getting too high for it to work, you’re doing stuff to slow. Just keep slowing it down until you get it.
Jun is a beast and she works well with Souki assist. I have been experimenting stuff with Jun/Souki but i usually use Jun/Morrigan.
I know this post (and thread in general) are getting old, but in the chance that someone is checking it out and has learned more about her- the two things that are bugging me right now are that inconsistent 2nd hit Lengendary Gokou mentioned, and also that I can’t seem to keep the combo going after doing bind bomb/detonate in the corner and jumping to continue the combo.
In this video around 0:07 he does a combo that ends in a bind bomb/detonate, then jumps up and looks like he does :snka:, :snkb:, bind bomb/detonate again and it all combos. But for me, once I leave the ground after the first detonation the combo counter resets. I can’t see how I could do it any faster than I am though…
Which characters compliment Jun or have assists that work well with her?
More Jun… =(
Using the US version, I cannot make the bomb connect for the life of me.
only with launch->B, BXXbomb plant.
which I think may now be worth it w/out those extra hits.
any resloution? should i abandon bomb plant for a dj combo into drill kicks?
I have trouble anti-airing IAD jump ins, any advice?
Jun doesn’t have very good anti-air, sadly. I usually pair her with a partner with an anti-air assist, like Chun, yatter2, or zero. Otherwise, you can try :dp::snkb:, but it’s not very reliable. Mostly I either try to go air-to-air if I have time, or just block, or backdash to reset the spacing.
Pushblock the IAD attack, then 236+A.