Jun (SVG)

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Jun Kubota
久保田 潤
Name Meaning JUN = "charm"
KUBOTA = "long time/protect/rice field"
Age 17
Birthday November 18 (Scorpio)
Height 172 cm
Measurements 85-60-86 (cm)
From Kanagawa Prefecture (Kanto area)
Restaurant Sukalarc/Ska Lark
(Based off the Japanese restaurant "Skylark".)
Fighting Style Wrestling

Introduction

Jun Kubota (久保田 潤 Kubota Jun) a wrestler with vast amounts of strength, Jun once participated in the Olympics while in high school. However, she was ejected from the games due to repeated unsportsmanlike conduct. She later joins the V.G. competitions because she can treat her opponents as roughly as she pleases. Despite this however, Jun operates by her own personal honor code. She fiercely believes that the use of weaponry in a martial arts bout is unacceptable.

Gameplay

Jun is Super VG's token grappler. Her Kubota Buster is the strongest special attack in the entire game dealing an insane 58 damage—essentially making it a Super attack. This means she can defeat any character with just three command throws, so Jun's overall gameplay revolves around setting up ways to catch with the Buster. Where Jun stands on the tier list is up to debate because of how strong that one attack is; however, it also means she is the scummiest character because of how easily she can turn a fight with just one well-placed throw. Jun players want to master her tick-throws and "Buster buffering" (inputting Buster command anytime a Heavy attack is guarded) because she can grab at ranges that are downright ridiculous. General strategy revolves around hitting the opponent with a j9.LK or a couple of 2LKs, ticking into Kubota Buster, then repeating the process. What is even scarier is that because of the Kubota Buster's vacuum range and Super V.G.'s engine to allow command throws to catch during guardstun, any guarded ground attack basically gives Jun a guaranteed Buster opening. If the opponent guards Jun's 5HK or 2HK, she can buffer in her command throw and there is nothing the opponent can do to escape the damage. It then becomes a choice if the opponent wants to "take the hit" or "take the throw," and both options tend to help Jun setup the situation again. The rule of thumb is that if the opponent is in guardstun and in range, there's nothing they can do to escape Buster. Even with all that, it can be an uphill climb for Jun to deal with other characters, especially those on the more aggressive side like Kaori, Yuka, and Satomi.

Pros:

  • Kubota Buster the strongest special move in the game.
  • Great vacuum range for the Kubota Buster and Kubota Special.
  • Earth Shaker a fantastic anti-air, and fully invincible during all its active frames.
  • Guarded basic attacks generally give Jun a free Kubota Buster.

Cons:

  • Relies heavily on Kubota Buster to win.
  • Hardly any combos.
  • No way to counter fireball pressure.
  • Can get zoned out the entire match by HP Elirin Fire.

Colors


Victory Poses

Round 1 & 2: Jun raises her finger up into the air, "Yosha!" ("Alright!")

Data Arsenal

Forward Dash Duration Backward Dash Duration Pre-jump Frames Jump Duration Landing Frames Knockdown Recovery
13 frames 11 frames
(1~9F: invincible)
1 frame 45 frames 4 frame 18 frames

Movelist

Normal Attacks

5LP
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 link 12 5 7 +1

Double fist punch.

  • Slowest 5LP in the game with no redeeming traits.
5HP
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 10 4 6 +5

Downward hook punch.

  • + Surprisingly more range than it looks.
5LK
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 link 5 4 1 +8

Forward front kick.

  • + Great hit advantage to set up Kubota Buster.
5HK
link
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 11 4 10 +1

Forward side kick.

  • + Causes a heavy amount of guardstun, perfect for a Kubota Buster buffer.
2LP
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 link 1 4 6 +3

Forward punch.

2HP
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 5 4 6 +5

Forward strong punch.

2LK
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
10 link 1 4 5 +4

Low forward kick.

  • + Great 1F LOW; mainly used to tick-throw into Kubota Buster.
2HK
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
14 link 14 7 14 link / -5

Low sweep.

  • + Gives Jun a guaranteed Kubota Buster attempt if guarded.
  • Slowest attack in her entire movelist.
j.LP
linklinklinklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 link 12 Ground —— Varies

Aerial double fist punch.

j8.HP
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 9 8 X+Ground Varies

Aerial flying cross chop.

j8.LK
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 link 7 Ground —— Varies

Aerial front kick.

j8.HK
linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 9 8 X+Ground Varies

Aerial side kick.

j7/9.HP
linklinklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 9 Ground —— Varies

Aerial flying cross chop.

j7/9.LK
linklinklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
9 link 7 Ground —— Varies

Aerial drop kick.

  • + Great horizontal range.
j7/9.HK
linklinklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
11 link 9 9 X+Ground Varies

Aerial strong drop kick.

  • + Great horizontal range.


Throws

German Suplex
c.4/6HP
link or linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
26 link 1 1 —— link

Arching bridge throw.

  • Horrible compared to her other throws since it does less damage and separates them too far.
Bulldocking Headlock
c.4/6HK
link or linklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
27 link 1 1 —— link

Leaping head slam.

  • Switches sides with opponent.
Bear Hug
c.4/6HPHK
link or linklinklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
32 link 1 1 —— link

Continuous abdomen crushes.


Special Attacks

Earth Shaker
214P
linklink
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 18 link 9 10 4 +3

Energy geyser.

  • + 9~18F: invincible.
  • + Great anti-air with swift recovery.
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 20+20 link 9 24 6 +1

Energy geyser (slightly larger and wider than ).

  • + 9~32F: invincible.
Kubota Buster
「久保田バスター」
c.641236P
linklinklink
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 49 link 1 1 —— link link

Jumping backbreaker.

  • + Has a large throw range; Jun can be about two full character distances away from the opponent and still be able to catch.
  • During Jun's leap, she either arcs backward or forward. It can't be controlled which way she moves. If Jun arcs backward, she and the opponent usually switch sides. Going forward typically doesn't.
Version Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
link 58 link 1 1 —— link link

Jumping backbreaker.

  • + Has a large throw range; Jun can be about two full character distances away from the opponent and still be able to catch.
  • During Jun's leap, she either arcs backward or forward. It can't be controlled which way she moves. If Jun arcs backward, she and the opponent usually switch sides. Going forward typically doesn't.


Super Art

★ Kubota Special
「久保田スペシャル」
c.632146PK
When at 33% HP,
linklinklinklink
Damage Guard Level Startup Active Recovery Advantage on Hit/Guard Properties
60 link 1 1 —— link link

Two German Suplexes, followed by a Kubota Buster.

  • + Has a large throw range; Jun can be about two full character distances away from the opponent and still be able to catch.
  • During Jun's leap, she either arcs backward or forward. It can't be controlled which way she moves. If Jun arcs backward, she and the opponent usually switch sides. Going forward typically doesn't.


Link Combos

Midscreen

(Combos work anywhere)

2LK > 2LK > 2LK (3hit - 30 damage)
5HP XX 214HP (2hit - 31 damage)
2HP > 2LK (2hit - 21 damage)

Corner

(Only works in corner)

--
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