Character Guides

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Character Basics and Combos[edit]

by wa/gillyobat4

Tenchi[edit]

Combos[edit]

Midscreen Combos[edit]

j.A or j.B > 5A > 5A > 3A or 3B - 3A is safe on block, but doesn't knockdown

5B > 1B - Even if first hit of 1B doesn't connect, the second hit will still combo

2A > 3A or 3B

j.A or j.B > 5A > 5A > AB

(Anti-Air) 1A > 5A or 1B or 2B or 3B or AB - Height and spacing dependent

Corner Combos[edit]

j.A or j.B > 5A > 5A > 1B

Notation

Strategy[edit]

Tenchi is a character that wants to play at mid to long range. He has good pokes that are quick and long ranged.

Tenchi has a fireball on his down forward A which is great at controlling space and getting the opponent to jump, which can be covered by his multitude of anti-airs.

Anti-Airs:

1A is good at covering cross-up jumps

1B is good at catching jumps right in front of him

5B is good at catching Jumps a bit too far out for 1B

3B is good for catching far jumps

AB is great for all types of jumps aside from full-screen.

j.a is good for meeting opponents in the air, but can be impractical to use, especially when compared to his other anti-air options

Do be aware that the non-invulnerable anti airs do have a tendency to trade with certain jump attacks.


Tenchi's forward dash is another great neutral tool as it goes very far with little lag. Dash to throw is only 18 frames and goes quite a bit farther than his 2B, great for catching an opponent off guard looking for a poke, jump, or fireball.

Tenchi also has great burst damage due to his Rumble Fireball which builds very quickly, especially if the first parts of a round are spent throwing practically risk-less fireballs from full-screen. Tenchi can use his super very easily in combos. Even if its blocked it is *mostly* safe and does 2 damage on block, great for a chip KO. Due to the speed of Tenchi's super once he has it ready it is very scary for the opponent to jump or do something committal, like a fireball of their own. Tenchi can use this hesitation to approach and go on the offense more easily.

Tenchi has the fastest invulnerable reversals in the game, however they do have some crucial blind-spots that must be kept in mind. Both his 1A and 1B have very short range on the first hit and do not generally hit the hitboxes of low attacks. A spaced sweep from the opponent on a Tenchi's getting up from a knockdown cannot be punished by an invulnerable reversal.

One of Tenchi's biggest weaknesses is that he has trouble hitting opponents who block a lot. He lacks a grounded overhead option so his only way of beating blocking is a throw, which can be hard to set up. He can get around this issue by clever and crafty use of throwing after hitting opponents with his light normals, as well as an unpredictable dash throw. He also can make great use of chip damage with his down forward A fireball, a well spaced down forward B which can be plus on block, and his super which is an easy way to get guaranteed and safe chip damage off of a canceled normal.

Naomi[edit]

Combos[edit]

Midscreen Combos[edit]

j.A or j.B > 5A > 5A > 3A

j.A or j.B > 5A > 5A > 3AB - 6 hits

j.B > 5A > 2B > 1AB > 2A - can be followed up with 3A > Throw for a reset.

Corner Combos[edit]

j.A or j.B > 5A > 5A > 3B - 3B gets 2 hits

j.A or j.B > 5A > 2B > 1AB > 2B > 1AB > 2B > 2B > 1A or 1B

Notation

Strategy[edit]

Naomi is a short ranged rush-down character who wants to get into the opponent's face and mix them up for as long as possible. She has few ways of dealing with fireballs, and so struggles against characters like Tenchi.

Naomi's run is a great tool for getting and staying close to the opponent, with quick speed and startup. Jumping while in the run state will preserve the speed and make her jump arc lower while still being able to go over most attacks.

Anti-Airs:

1B is great for cross-up jumps and jumps right in front of Naomi. It has invulnerability and a large amount of active frames.

2B has a bit more range than 1B and is cancel-able, allowing more reward on a successful anti-air

j.a and j.b are mostly interchangeable anti-airs suited for catching opponents looking to do a late jump in attack


Naomi has short range on her normals. Most of them are much more suited for pressure and combos than neutral. Doing 2A out of a run gives it extra momentum, which can be a useful burst option every once in a while.

Naomi has many options to beat a blocking opponent: 1A and 1AB are overheads that can cross-up, and dash throw is a powerful option especially after a 5A. One weakness her mix-ups have is that she has very few low options, so her pressure can be predictable. Her overhead options are also very unsafe, so use with caution.

Naomi has great chip options as well. Her 3A is neutral on block. Combined with her 5 frame 2B, it can be hard for characters without an invulnerable reversal to escape. Her 3B is 3 hits and plus on block if all hits connect, which they rarely do. Be careful with 3B since it is unsafe on hit and block if only 1 hit connects, which a savvy opponent might be ready for. Her 3AB is similar in use to her 3B, but more consistent at getting multiple hits and is plus 7 frames if all 3 hits connect, allowing more pressure after.

Naomi's meter-enhanced moves are great for her combos and pressure, but it can be hard to find the time to charge the meter for them. Typically, a full-screen charge or two is safe, although against characters with a fireball it can be hard to do it safely. After a throw or 1B knockdown 1 charge can be safely gotten. 2 charges can be safely gotten after a 2B but if giving up damage for meter is worth it is up to the situation and preference.

Naomi's invulnerable reversals are slow and short ranged but have a lot of active frames and cover all heights. her enhanced 1AB solves the range issue but is much slower. In many cases opponents might hit a late active frame of 1B when trying to punish in neutral or be scared of doing so, leading to them attacking too late to punish. The slowness and lack of range makes manually timing a move to be safe to a reversal to be not completely impractical for the opponent, although they do need to be wary of 1AB if Naomi has meter.

Hector[edit]

Combos[edit]

Midscreen Combos[edit]

j.B > 5A > 5A > 1B

j.B > 5B > 3B > 1B or 2B

(Anti-Air) 1B > 1B or 2B or (1B > 1B) - very height dependent

Corner Combos[edit]

j.B > 5B > 3B > 1B > 5A

j.B > 44 > 5B > 3B > 1B > 5A

Throw > 5A

Notation

Strategy[edit]

Hector is a frail glass cannon character who has very powerful special moves that hurt him. His game-plan centers around using those moves effectively and finding time to heal his health back safely.

Hector's normals are slow and laggy. 2B has a lot of range, but if it is jumped over the opponent gets a full combo.

Anti-Airs:

1B is an amazing all around anti-air: Fast, long-ranged, invulnerable and can combo into itself 1 to 2 times when hitting high up opponents

44 can be a situational anti-air due to its backwards movement and its brief startup invulnerability that leads to strong but difficult combos if it hits an airborne opponent: 4-6 hits mid-screen or 5-11 in the corner.


In neutral, Hector relies on his special moves for mobility and space control.

3A is a stationary projectile which can be used to destroy opponent's fireballs as well as hitting any extended hitboxes the opponent puts out.

3B is a very long ranged and surprisingly quick low that is unsafe unless spaced. It is key to his neutral to know the spacing. It can be used to quickly advance when done from outside of its range

66 has less range than 3B, but is great for hitting opponents who are crouch blocking in anticipation, since it forces them to block the other direction.

44 has very short range since Hector moves backwards, but the few invulnerability frames it gives at the start help immensely in dodging normals and specials that would hit Hector but run into his sword instead.

1B is unsafe but hard to punish at max range. Its invulnerability is great for calling out opponents who want to attack, as it beats almost any offensive option they do.


Hector not only has strong options in neutral, but on offense as well. His 1A and 3B compliment themselves by being an overhead and low he can cancel into, although both are unsafe. His 66 is very obnoxious for the opponent to deal with because they need to block the other way, but it provides little reward for Hector. Hector's j.B if used immediately off the ground is a 16 frame overhead that is only -1 on block and hit, and can be delayed to 22 frames to grant a combo. Hector's 3A is +1 on block, so he can threaten chip after, although it also provides little reward. While the opponent is trying to block all of these options, a simple throw works wonders, especially since it is an option to heal. A forward throw in the corner allows for a 5A to combo for more damage.

On defense Hector has many options as well. His 1B is a standard invulnerable reversal, but it is very fast and has long range. Its only blind-spot is low attacks, but most don't have the range to out-space it. His 44 is slower, only has invulnerability for the first part of startup, but is only -2 on block and starts a combo on hit. 66 is a great option every once in a while, since it side-swaps out of the corner, and beats opponents trying to bait a 1B.

All these options are very strong, but they all cost him health, and healing that health can be a challenge. Hector can get a safe AB after a 2B, 1B, and throw. He can also get it against characters at very long range in many circumstances. Most other knockdowns either could lead into a 2B or 1B in a combo, or are unsafe to heal after.

Healing with Hector stops much offensive momentum, and if Hector's opponent guesses right on one of his options, he not only gets punished, but now has to find a way to heal while being pressured, which can easily snowball into a quick defeat.

Most Hector's either play it safe and stick to neutral to make getting heals easier or rush the opponent down so they can win as quickly as possible, although taking on much more risk.

Keiko[edit]

Combos[edit]

j.A or j.B > 5A > 5A

j.A or j.B > 5A > 5A > 1B > 2B - 5A can be added if the 2B hits on the last frame or two

j.A or j.B > 5A > 5A > 1B > 2B > AB > 2B - 5A can be added if the 2B hits on the last frame or two

Throw > 1B > 5A or 2A or 2B - Ender depends on when the 1B hits

Throw > 1B > 2B > AB > 2B - 5A can be added if the 2B hits on the last frame or two

Notation

Strategy[edit]

Keiko is a unique character who isn't very strong on her own, but in combination with her cat, Q, can be deadly in the right hands.

Keiko's normals are not super notable besides the fact that they have very long active frames, which can lead to interesting setups and combos. Her 5B can be used to trade with opponents pokes in neutral due to said long active frames, but that is only advantageous when at a life lead. Her 2B is slightly faster, longer, and more active than 5B but it is unsafe on block

Anti-Airs:

5B doesn't have the best hitbox for anti-airs, but it does have a long active time that can make it good for catching the j.A hitbox of more spaced out jumps.

j.A is Keiko's best solo anti-air, but it can be hard to beat jump in normals with it.

1B is a big vertical hitbox that comes out of Q that can even be used after blocking or getting hit by a jump in normal. The only caveat is that Q needs to be set up for it to be effective.


The key to mastering Keiko and Q is learning the uses and nuances of Q's moves to be able to keep Q alive and position them safely.

3A is a slower but safer way to move Q forward. while dashes are only 30 frames, Q is completely vulnerable, so using 3A to move Q through fireballs is useful. 3A also is very useful on offense since it has the most range. Using 3A from a range so it hits on a late active frame can allow Keiko time to move in while the opponent is waiting to block it.

3B gives Q the most invulnerability frames, and is great at getting an opponent to retreat or stay still in anticipation of the overhead. It is also the best way Keiko can mix the opponent up by sneaking in a low right before it hits... or not. Utilizing the delayed attack and massive amount of invulnerability frames for Q is vital in stalling for time if Keiko is knocked down and Q is defenseless. Keep in mind that Q's attack inflict little block-stun, so other specials are easy to punish after blocking. 3B gets around this by having a very late attack, maximizing the time the opponent is stuck while Q is vulnerable.

1A is Q's least committal attack and is also a low, which can be used while Keiko is jumping in to surprise an opponent.

1B has the tallest hitbox, and also launches the highest, making it the best for combos and anti-airs. it is also Q's fastest attack, and is done from the down back position, making it the best for using it during the block-string or combo of the opponent.

AB is useful either as a combo extender when the combo will kill, or as a last-ditch defensive option if Q is knocked down and about to die. it can also be used to chip KO the opponent right after another special is blocked by them, since it can be used during the recovery frames of another Q special.


When knocked down, Keiko by herself has no options, which can be a big issue in many matchups. Despite that, Keiko's defense is stellar if Q is alive, since as long as Q is in range of the opponent and not knocked down, any offensive option they take can be hit by Q, even is Keiko is knocked down or being hit.

Keeping Q alive is a difficult task. Q is invulnerable during the startup and active frames of attacks, so keeping Q busy is a good way to keep them out of harms way as long as Keiko is there as backup. Unlike other puppet characters, Keiko and Q cannot take hits for each-other, and one attack will hit both of them if it can, so keeping Q extra far back when going on the defensive is advised.

Another important skill when playing Keiko is being able to turn stray hits into combos by getting Q in the right position to capitalize on a recently hit opponent.

Quinn[edit]

Combos[edit]

Midscreen Combos[edit]

j.A or j.B > 5A > 5A > 1B

2A > 3A - Good for Quinn on hit or block

(Anti-Air) 5B > 3A (1-2 times) > 5A or 2A or 1B or 2B - Ender depends on height after 3A

(Wolf Mode) j.A or j.B > 5A > 5A > 2B > j.A or j.B

Corner Combos[edit]

j.A or j.B > 5B > 3B > 1B

(Wolf Mode) j.A or j.B > 5A > 5A > 5A > 2B > j.A or j.B


Notation

Strategy[edit]

Quinn is a highly mobile character who wants to get in and use his safe 3A to get strike throw mixups to loop the situation

Quinn's heavy normals have great range but move him forward a great deal, leaving him open if he misses. They also provide little reward on hit besides a setup, and can be canceled into his safe 3A on block. Unlike most other characters you don't want to try and space them out as missing is very bad and getting any type of connect yields similar reward.

Anti-Airs:

1B is an amazing anti-air that covers all around Quinn. It is fairly active and has an amazing hitbox. Great for covering jumps near Quinn.

5B is much less suited for up close jumps and more for farther jumps. Quinn moves quite the distance before the hitbox comes out and it is slow, but the hitbox is good and it provides amazing reward on hit: 3-5 damage.


Quinn's dashes are a key part of his neutral, allowing him to access most parts of the screen with ease. Forward dash mid-screen is not super threatening, but it can be hard to anti-air on reaction and goes around 2/3 screen. It is a very strong tool for getting in, but it easy to deal with if anticipated and isn't super hard to block on reaction. Back dash is great for retreating with a life-lead to the corner, where Quinn's dashes really shine.

When dashing into the corner Quinn goes into his wall cling mode:

Pressing down in wall cling makes Quinn fall off the wall a short distance away from it. Used for pressuring opponents in the corner and getting down from the wall safely.

Pressing A or B while on the wall makes Quinn use that attack and go a medium distance from it: around 2/5 screen. This is good for hitting opponents a bit less than half screen away. it can also be used to cross-up opponents close to the wall with a j.B

Pressing away from the wall will cause Quinn to fly about 3/4 of a screen away. This is amazing at threatening opponents at almost any range and allows Quinn's space control in wall cling to be unmatched. If Quinn presses up and A or B he will go the same distance but use the air normal backwards in reference to an old bug that had a similar result

Quinn has little overhead and low presence during pressure, but he still has deadly mix-ups with his strike-throw 50/50s. Quinn's 3A leaves him point blank and -2 on block. If his opponent blocks then Quinn can throw. If they don't block then Quinn can use his 1B. Against everyone but Naomi Quinn's 1B will beat their 1B. Quinn gets 5B on a whiffed throw which can catch an opponent trying to jump away and gives Quinn a 5 hit combo

On defense Quinn has few options but they are very good. His DP has an absurd hitbox with good range and no blind-spots, although it is on the slower side. It is also very active.


Quinn's wolf mode isn't crucial to his game-plan, but can be very strong in some circumstances. Wolf cannot block so reversals are very strong against it. Wolf's increased walk speed makes it easier to bait opponents. The locked camera which makes Wolfs dash act like he's near the corner all the time making the mobility options deadly and unpredictable.

Full-screen and after a knockdown are the best places to go into wolf mode.

Wolf's j.B dive-kick doesn't hit if used immediately, but if slightly delayed is a very threatening overhead option that leads to a full combo on hit. Wolf's B moves inflict chip, so against characters with no reversals or parries he gets free chip and makes their lives terrible.

Subject 11[edit]

Combos[edit]

Midscreen Combos[edit]

j.A or j.B > 2B > 1B

j.A or j.B > 2B > AB > 2B > 1B

2A (Late Hit) > 2B > 1B

j.A or j.B > 5A > 5A

Corner Combos[edit]

Throw > 5A

Notation

Strategy[edit]

Subject 11 is a grappler who wants to get close to the opponent in order to get them in damaging command throws that set up for more command throws.

Subject 11's 5B is the crux of their neutral being very long ranged and moderately fast, although does have significant end lag. Their 5B can be canceled into 3A to get close on a successful hit, making up for its lack of combo potential. 2A and 2B are Subject 11's fastest ranged punsihes, although they are slow, coming out on frames 8 and 9 respectively.

Anti-Airs:

1B is a very fast anti-air grab with a lot of invulnerability and range, making it great at catching most jumps that can threaten a jump normal. It does tend to struggle against cross-ups however. It does 3 damage by itself, making it very rewarding to land and a big deterrent for jumping

5B is slow but has a lot of range, and is very useful for catching far away jumps all the way out to mid-screen

2B can be used as an anti-air, although it doesn't have the best hitbox for it. In theory it has better reward by comboing into 1B, but those combos fall out even at mid range.

j.A and j.B aren't the fastest anti-airs, but they leave the opponent close to Subject 11 which is a big reward for them


All of Subject 11's special moves are command throws, and each has a different use in neutral, offense, and defense.

3A is a sliding grab most useful for throwing opponents anticipating a 5B, throwing opponents who blocked a normal and didn't use a jump or reversal after, and getting close to an opponent after a knockdown.

1A does the same 2 damage as 3A but has much less range. Since it doesn't move them forward however, it is much safer to use. The grab hitbox is external making it even safe against many reversals. It can be canceled into from blocked normals like 3A but trades range for safety.

1B does not hit grounded opponents and is the only special they can combo into. It is a great anti-air, although that is its only use.

3B has the least range of their specials but is instant, even grabbing opponents who are attacking Subject 11 while they are getting up. It does a massive 4 damage and can punish many moves that are meant to be safe, most namely Quinn's 3A.

While their normal throws are not specials and have more startup and even less range than 3B, they are much quicker to execute and allows Subject 11 to get close after even when used mid-screen, so in some cases there can be reason to use them over 3B.


Subject 11's crawl is a very unique movement option that can help supplement their approach, offense, and defense. Crawl goes under almost every move that is not a low which severely limits what the opponent can use to hit them. This is especially useful for dodging Parker's orb zap and Tenchi's fireball. Characters with long ranged lows like Hector and June have an easier time dealing with crawl. On defense crawl gets low instantly, which can go under moves the opponent puts out, allowing Subject 11 to quickly rise and punish. This is useful when fighting another Subject 11 as it dodges 5B, 3A, 1A, and 3B instantly, which can lead to scenarios such as one Subject 11 ducking another's command throw only to rise and command throw them right back.

Subject 11's meter rarely comes into play, it is more like a situational comeback mechanic as it needs 7 attacks to be blocked. This acts as a passive resistance to zoning, since Subject 11 doesn't mind staying out for a bit if they get to block some attacks. Once the meter is full Subject 11 can get a bubble with 1 armor. The opponent can cancel normals off the armor and throws destroy it. Blocking attacks also still removes the armor. Even so it is still incredibly useful to be able to armor an attack. Jumping with a bubble is strong, as most anti-airs are 1 hit so Subject 11 can sacrifice the armor for a free jumping normal.

Once Subject 11 gets in their primary goal is to land a command throw or punish the opponent for trying to escape them. This can be done with elaborate setups fine tuned for each specific moves knockdown timing or just eyeballed, whatever works. Command throws beat blocking and attacking. Attacking beats jumping and attacking. Blocking beats reversals. Cycling through their options and being unpredictable is necessary to keep the opponent in their grip. One of their main options for attacking is 2A, which moves them forward and is very plus on block, allowing more mix-ups afterwards. 2B is bad on block but allows Subject 11 to get close on hit and is good after 2A, since 2A > 2A can be jumped out of, but 2A > 2B cannot. 2B can also be canceled into 3A or 1A on block to surprise opponents.

On defense, Subject 11 has a few options that each cover different scenarios. 1B is fairly useless on defense, as even though it has a lot of invulnerability it cannot hit grounded opponents and is very laggy. 3B is useful if the opponent gets too close, and crawl is good for dodging higher attacks. This leaves a spaced low attack as a blind-spot for Subject 11, which is a thing to keep in mind. Quinn's wolf mode also cannot be grabbed, making dealing with it a very big challenge for Subject 11.

Parker[edit]

Combos[edit]

j.A or j.B > 5B > 3B

2A > 3A

(Orb Set) j.A or j.B > 5A > 5A > 1A > 5B > 3B

(Orb Set) 1B > Throw > 3B

Notation

Strategy[edit]

Parker is all about control. He can control the pace of the match with his orbs, his variety of plus on block moves allow him to be in control on offense, and his powerful but specific defensive options allows him to even maintain some control when the opponent is on offense.

Parker's normals are very good. His 2B is fast to come out and recover as well as being very plus on block. His 5B is slower, but is much longer ranged and better for neutral.

Anti-Airs:

Parker's normals and specials are very bad for anti-airing, as most of them don't hit above him at all and the ones that do are slow and hard to use on reaction. They can work, but lose if the opponent uses a jump normal.

5B is fine for most long distance jumps, and can be canceled into 1A on hit to set up an orb.

3A is slower, but its external hitbox makes it less likely to trade with jump normals at a distance.

Parker's rolls are interesting anti-airs as they rely on the opponent having landing recovery Parker can take advantage of by causing them to whiff. Forward roll is better at this because the opponent might not expect to need to block the other way. They are tricky to time correctly however, especially on reaction.

Parry compliments is lack of good anti-airs by scaring the opponent from using jump normals out of fear of being parried.


Parker's Orbs are set up by his 1A and 1B. 1A sets one at ground level immediately and 1B sets one up high very delayed. The safest way to get them up is at a distance, after a knockdown, or after a heavy normal. A set orb cannot go off-screen, but a B orb starting up can be canceled by moving it offscreen as a fake-out. Parker's 3A and 3B interact with the A and B orbs respectively. They launch them about half screen.

Parker's 3A is a slow but long ranged poke that is plus on block, chips, and is external, meaning that its hitbox cannot be hit. It is great for ending block-strings or combos on a crouching opponent.

3B is an overhead with a duck-able first hit. It has some surprise factor in neutral, but is mostly used to end combos and chip opponents for a KO. It is very unsafe, but when spaced some characters can't punish very well.

In neutral, Parker's main goal is to get an orb behind the opponent. This allows Parker to threaten a reaction 1A and very strong combos from even full-screen away, allowing him to make his opponents too afraid to take action.

On offense Parker uses his 2B, 2A, 5A, 3A and 1A to get plus frames to continue pressure or go for a throw. If Parker has a B orb starting up, he can go for a jump normal instantly off the ground that will combo into the Orb hit allowing for combos off an unreactable overhead, although a knockdown is usually needed to set this up. Parker's 2B is amazing to use when an opponent is getting up, as it is +6 on block and has long range.

On defense Parker doesn't have one tool for the job like most characters, but multiple specialized tools. Parry is a very strong option against opponents who want to attack Parker a lot. Be aware that it is very punishable, and Parker only has 3 times to miss. Forward roll doesn't have invulnerability frame 1, but beats normal throws and can cross-up the opponent, allowing him to get out of the corner. Parker's back roll is invulnerable frame 1 but has him retreating, keeping him on the defensive. Keep in mind that all of these options can be baited and punished by the opponents, but the threat of one can allow another to slip through, or even an unconventional option that the opponent didn't consider.

June[edit]

Combos[edit]

Midscreen Combos[edit]

j.B > 5A > 5A > 1B

j.B > 2B > 1B

1A > 2B > 1B

Corner Combos[edit]

j.B > 1A > 2B > 1B - j.B must hit as low as possible

j.B > 2B > AB > 2B > 1B

j.B 2B > AB (1B) > 5B > 2B > 1B

1A > 2B > AB > 5B > 2B > 1B

Notation

Strategy[edit]

June is a zoner who wants to keep the opponent out with her variety of projectiles and long ranged normals. If she can get a good setup going, she can also have a deadly offense.

June's j.A and 2A are some of the best normals in the game, each going around half screen, and needing to be blocking in opposite ways. j.A can be punished on block or hit if used immediately after a jump if close enough, but delaying it makes it less surprising. Since both are light normals, they can be beaten by the opponents heavy normals and specials. June's heavy normals are also very good, but are better for mid-ranged opponents rather than far away ones.

Anti-Airs:

1B is invulnerable, covers a good diagonal angle, and stays out for a long time as a projectile, allowing it to cover jumps before they happen. It does have trouble with far jumps and cross-up jumps however.

5B and 2B are better for farther jumps with 5B being more consistent of the two. They can be canceled into specials on hit, allowing for a better reward on hit in the form of a setup or combo


June's projectiles all help her in different ways and it is important to master their situational uses.

3A is the most standard of them, being a slow to come out, but fast to recovery mid projectile. It goes up and down in a sine wave pattern, so it can be trickier to get around than straight on projectiles. Due to how slow it is, it is great at controlling the space ahead of June and allowing her to approach behind it if she wishes. Using 3A again while one is out causes the one out to disappear, which can be useful for a fake-out, especially against Parker's parries.

3B is useful in her offense, as it is a very delayed overhead projectile.Poking with 2A or 2B right before it hits is a very strong and hard to block. It is also very good at stopping an opponent's approach due to its stationary and delayed nature.

1A is a low launcher that is relatively quick to come out and safe on block. It is difficult to combo into, but is very rewarding on hit.

1B is a quick diagonal projectile with a lot of active frames. If used after a 3A, is creates an almost impenetrable wall of projectiles the opponent needs to respect, allowing June to approach without fear.


Although her projectiles are very good, they are slow to come out and laggy, so setting them up in neutral can be a challenge.

2A and 5B have the most block-stun of her normals, so they are the best to cancel into projectiles off of. Against a newer opponent, 2A into a projectile is an easy way to start pressure, but a knowledgeable opponent will be ready to hit June out of the projectile's lag. Both 3A and 3B are very risky, as they leave her very open, but 1A's much quicker startup only leaves a 1 frame gap for the opponent to act before it hits, and 1A is only -1 on block. 1A is safe but not very rewarding on block, but 3A and 3B are risky but rewarding, so be sure to be unpredictable. Do be aware that raw 2A is safe, so don;t be afraid to not cancel at all.

June's meter requires her to collect wisps that appear near where an attack connects with the opponent, requiring June to approach to take advantage of the power of clone.

Clone automatically appear at June's location when she uses a special move with her meter full. Pressing AB will cause June to pause for a few frames, and for the clone to perform whatever special was used last. Clone's projectiles don't interact with other projectiles, so even projectile characters need to respect it. It is also very non-committal in neutral, so she can easily get a clone 3A out whenever. Clone is also used for her big combos, although they are a bit hard to set up in a match.

June's dash allows her to send out a projection of herself that she teleports to when released. It can be used to mix up the direction the opponent needs to block a full-screen 3A, or to escape the corner while being protected by projectiles.a

June's defense is not very good, since her only reversal is duck-able, and has a blind spot right above her. She often can be subject to very nasty setups because of this, so its best to be as careful as possible with her to not get into those situations.