P4AU/Junpei Iori: Difference between revisions

From Dustloop Wiki
Line 182: Line 182:
{{MoveData-P4M
{{MoveData-P4M
|name=Great Spinning Form
|name=Great Spinning Form
|image=P4U2_Junpei_5A.png
|image=JunpeiSpin.jpg
|input='''236A/B air OK'''
|input='''236A/B air OK'''
|caption=Like a record baby
|data=
|data=
  {{AttackData-P4M
  {{AttackData-P4M

Revision as of 20:32, 18 April 2014

Junpei Iori

Overview

Junpei is portrayed as somewhat goofy, perverted, kind, caring, and sometimes serious in missions and other events. He is shown to be jealous of the protagonist's special power, and this often results in outbursts aimed at the protagonist out of frustration. Other times, he is shown to be depressed or angry as a result of his father's alcoholism. Besides these displays of negativity, however, Junpei's attitude usually remains carefree and light-hearted, and when spoken to he often cracks jokes.

After his fight against the Dark Hour as a member of SEES, Junpei now works as a Baseball coach. Later on, he's informed that Fuuka Yamagishi has been captured in Inaba. Together with Yukari, they head to Inaba to start a new battle to save his old friends.

Health: 9500
Play-style: Rushdown.
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Persona: Trismegistus

Pros/Strengths:

  • Good neutral game.
  • Good offensive options, solid pressure.
  • Decent defensive options.


Cons/Weaknesses:

  • Needs to get 10 Runs to do what most of the cast can do normally.
  • Outside of Victory Cry Install, Junpei has little to no damage and lacks corner carry. Has problems getting knockdowns as well.


Baseball Mechanic

File:Baseball.jpg
Baseball "gauge"
  • Junpei's Baseball mechanic is similar to Frank West's Levels in Marvel 3. Connecting specific moves will allow the character to get stronger.

To do this, you'll need to pay attention to 5 things on the screen: Runs, Bases, Balls, Outs and Strikes. The most important of them is Runs. With 10 Runs, Junpei activates his Victory Cry Install which gives him the following things:

  • Clean Hits. With this, he can do longer and more damaging combos with his bat.
  • Good corner carry.
  • A pretty nice okizeme with 5D in the corner.
  • HP Regeneration (Except when taking damage).
  • SP Invigoration (Slower than Elizabeth's Invigorate)


You must be wondering how to get Runs right? Junpei needs to get 3 Bases and hit his opponent with his bat. He will get 1 Run for every hit having all bases full.

There's 3 ways to score a Base:

  • Hit your opponent with a bat move. For every attack, Junpei will get a base. If you do a combo with 3 swings, he'll get 3 bases.
  • Hit your opponent with a reflected projectile. Junpei can reflect most projectiles in the game with his bat and turn them into fireballs, for each of those you hit, Junpei gets 1 base.
  • Scoring 4 Balls. Junpei scores a ball by making the opponent block his bat. If you do a blockstring with 3 swings, he'll get 3 balls.


OBS: Everytime Junpei gets a Base, Strikes and Balls reset.


No player is perfect though, if Junpei gets hit or even fails to hit his opponent, he'll be punished with an Out.

There's also 3 ways to receive an Out:

  • Taking damage. Junpei will receive an Out everytime he's in hitstun. Different from Bases and Balls, he can only get 1 Out per combo.
  • Getting thrown. It's important to note that Junpei will receive an Out even if he techs the throw.
  • Scoring 3 Strikes: Junpei will receive a Strike everytime he whiffs a bat move.


OBS: Receiving 1 Out, Balls will reset. Receiving 3 Outs, everything will reset except for Runs.

Only Runs carry over between rounds. He starts with 0 and can go all the way to 55. He has 2 SP Skills that can definitely help him with this because of their ability to score Homeruns. When he gets one, he will get Runs for every base filled + Junpei himself. Meaning, if you have all bases full, you'll score 4 Runs. 2 bases, 3 Runs. One base, 2 Runs. No bases, 1 Run.

After 10 Runs, the following ones will only boost damage in some Special Moves. Each time you get 10 Runs (20, 30, 40 for example), Junpei's HP and SP regeneration will increase.

Your main focus as Junpei should be getting the first 10 Runs to use Clean Hits as soon as possible. It's good to keep increasing them for HP/SP regeneration though.

External References:


Move List

See also: Junpei Full Frame Data

Normal Moves

5A
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Throws

Ground Throw
C+D Drop the kick
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Dropkicks away. On midscreen, can be followed with Reversal Homerun (Normal Hit) or Deathbound (Counter Hit). Regular combos are possible in the corner.

Air Throw
j.C+D
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Grabs and hits the opponent to the other side with his bat. Can only be followed up if the throw is a Counter Hit.

Furious Action

Great Batting Form v1
B+D Follow with A~D
P4U2 Junpei 5A.png
DON DON IKUSE!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Regular swing with his bat. Has enough invul to be decent as a reversal. On Counter Hit, it's possible to follow up with the Awakening SP Skill.

While in Victory Cry, this move gains the Clean Hit property and causes Wall bounce. Extremely useful for corner combos and midscreen conversions.

Skill Attacks

Great Spinning Form
236A/B air OK Like a record baby
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Junpei spins with his bat. Combo ender as Regular Junpei and can be followed with Homerun Supers.

While in Victory Cry, this move gains the Clean hit property and sends the opponent much higher than normal. Thanks to this, you can continue the combo in the corner.

Super Push Bunt
214A/B
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Hits opponent with the other side of his bat. As regular Junpei, works as an ender for grounded combos. The A version is fast and safe to end blockstrings, the B version is slower but it has Armor and it's positive on block. SB version mixes the two.

While in Victory Cry, this move gains the Clean Hit property and causes a Slide on hit. Thanks to this, you can continue combo or use 5D for okizeme in the corner.

Almighty Slide
236C/D air OK
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Junpei runs and slides in the opponent's direction, mostly used as mixup tool. The C version is a low, the D version is an overhead and a low. SB version has a feint if you hold down the buttons, this makes Junpei run and stop. Useful for combos midscreen.

Deathbound Persona Required
214C/D air OK You're not going to throw that projectile are you?
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Trismegistus falls and knocks opponent down. The C version makes Trismegistus fall closer to you while the D version is the opposite. The SB version deals more damage and makes him fall faster. Multihit if opponent's in the air. Useful for neutral game against zoners and works as a combo tool in some situations as well.

SP Skill Attacks

Flaming Forecast Homerun
236236A/B Follow with A~D HOMERUN!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Junpei's regular SP Skill. Mostly used at the end of combos to score Homeruns and get Runs for Victory Cry. Nice minimum damage to end matches as well. If you follow up with the A button, you'll get a Homerun. If you follow up with the B button while in Victory Cry, you'll get a Clean Hit. This is useful to get extra damage since you'll be able to connect his Awakening SP Skill afterwards.

Reversal Homerun Persona Required
236236C/D Follow with A~D Trismegistus the flame pitcher
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Similar to Junpei's Forecast Homerun. The only difference here is that Trismegistus will throw a fireball for Junpei to hit. The fireball has a hitbox and can make opponents fly right where Junpei wants them. If the opponent manages to dodge the fireball, Junpei can also hit the fireball back twice as fast aiming to hit his adversary. This Super has the ability to score Homeruns too.

Victory Cry
Activates after 10 Runs I'M A REAL CHARACTER NOW!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Victory Cry Install. The only cost to activate this Super is to get 10 Runs. Once active, it will stay active for the whole match.
This is Junpei's strongest weapon. He can do much better combos using the Clean Hit property. While in this Install, his HP/SP keeps regenerating too.

Everytime you hit your opponent with a bat move, if you're at the right spacing, you'll get a Clean hit. This will add special properties to the attack, increase it's damage and hitstun.

Awakened Skill Attacks

Great Batting to Space Persona Required
P4U2 Junpei 5A.png
214214C/D Follow with A~D
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Guard point on activation. Trismegistus will fly through the screen aiming to catch the opponent. On hit, he will fly back for Junpei to hit his target. This Super also has the ability to score Homeruns and the damage is really high. Can punish unsafe stuff from fullscreen as well.

Instant Kill

Instant Kill Persona Required
222C+D Spaceball
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab the opponent. He will then fly him through the space and throw down the earth for Junpei to hit. Your regular over-the-top instant kill.

Strategy

Offense

Before we go into it, let's look at the character first.
Junpei is a "Power Up" character that relies heavily in momentum. You need to get in and score Runs as soon as possible to activate Victory Cry. Junpei is pretty weak outside of it, you need to get his Install going otherwise you'll lose.
Now, let's start with the offense. Junpei's B normals have decent reach, you should try getting in with them at mid range. Once you make them block, you have tons of interesting options:

  • 5AA: Moves Junpei forward and can be jump canceled. You can go for a throw or cross up with air-turn. You can also decide to make them block his B normals so you can get Balls.
  • 236C/D: His sliding special move can be both an overhead and a low, similar to Chie's Skullcracker. This opens a lot of mixup possibilities with One More Cancel. One More Burst Confirms also leads to big damage (if you're in Victory Cry). The SB Version has Super Armor and you can feint it by holding down the buttons.
  • 214A/B: Super Push Bunt is a very interesting move as well. The A version can safely end blockstrings, the B version has Armor and it's + on block. Both are very important tools when attacking your opponent. Keep in mind that the Armor property can punish mashing and even bait some DPs.
  • All Out Attack: Slow but has huge reward. You should definitely keep in mind and use it from time to time. Don't abuse it!
  • Hop Cancels: Some of Junpei's normals can be Hop canceled. This is useful to reset pressure and get more Balls.


Once you're in, you should focus on getting Victory Cry. Use as many B normals as you can and finish the combo with a Homerun Super (if you need to). If you already got his Install going, then get those Clean Hits right and try to finish your combos with 5D (when in corner) to get okizeme (knockdown). That way you can keep them on the defensive while you mix them up for another combo. Don't be predictable and remember to use every single tool you have in your arsenal.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

Normal Starters
Notes: Regular Junpei.

  • 5A > (5AA) > 5B > 2B > 2AB > 214A / 236A
Requirements: --
Damage: 1200 Damage
Bases: 03


  • 5A > 5AA > j.B > j.A > 5A > 5AA > j.B > j.A > 5A > 5B > 2B > 2AB > > 214A / 236A
Requirements: --
Damage: 1800
Bases:


  • 5A > 5AA > 2C > Hop > j.B > 5A > 5B > j.A > j.B > Jump cancel > j.B > 236A/B
Requirements: --
Damage: 1800
Bases: 05


  • 5A > (5AA) > 5B > 2B > 2AB > OMC > 5B > 2B > j.A > j.B > Jump cancel > j.B > 236A/B
Requirements: 50 SP
Damage: 1800
Bases: 07 Bases


  • 5A > (5AA) > 5B > 2B > 2AB > OMB > 2B > 5B > j.A > j.B > Jump cancel > j.B > 236A/B
Requirements: Burst
Damage: 1800
Bases: 07 Bases


  • 5C CH > 5AB~C FC > j.B > j.C > Jump cancel > j.C > 214C
Requirements: Counter Hit
Damage: 4100
Bases: 02 Bases



Throw Starters
Notes: Regular Junpei.

  • 5CD > 236236B~A (Homerun)
Requirements: 50 SP
Damage: 2891
Bases: Homerun


  • 5CD > 236236B~A (Homerun)
Requirements: 50 SP
Damage: 2891
Bases: Homerun


  • j.CD CH > 2B > 5B > j.A > j.B > j.236A
Requirements: Counter Hit
Damage: 1900
Bases: 05 Bases



All Out Attack
Notes: Regular Junpei.

  • 5AB~C FC > j.B > j.C > Jump cancel > j.C > 214C
Requirements: AoA Fatal Counter
Damage: 4100
Bases: 02 Bases


Midscreen to Corner

Corner Only