P4AU/Junpei Iori: Difference between revisions

From Dustloop Wiki
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  |version=C
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  |damage=800
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  |hitbox=Junpei/5A
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  |hitbox=Junpei/5A
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  |hitbox=Junpei/236CD
  |hitbox=Junpei/236CD
  |description=
  |description=
Junpei runs and jumps towards his opponent. Mostly used as a mixup tool since it can be both an overhead and a low. This opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.
Junpei runs and jumps towards his opponent. Mostly used as a mixup tool since it can be both an overhead and a low. This opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.
----
----
C version is quick, only hits low. Mostly used to surprise the opponent.
C version is quick, only hits low. Mostly used to surprise the opponent. Unsafe on block.
----
----
D version is slower, the first hit is an overhead and the second is a low. Unsafe on block.  
D version is slower, the first hit is an overhead and the second is a low. Unsafe on block.  
----
----
SB version is mostly the same as D version but it has Super Armor and Junpei can feint the jump if you hold down the buttons. This is mostly used for midscreen conversions when in Victory Cry.
SB version is mostly the same as D version but it has Armor and Junpei can feint the jump if you hold down the buttons. This is mostly used for midscreen conversions when in Victory Cry.
  }}
  }}
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C and D versions are the same.   
C and D versions are the same.   
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SB version is faster and deals more damage. Multihit.
SB version is less disadvantageous on block and deals more damage when compared to C and D. Multihit.
  }}
  }}
}}
}}

Revision as of 02:56, 23 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.


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. All he needs to do is hit them with specific spacing (like Sol's Clean Hits).
  • 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 The classic The "warm" shoulder Oh, the legs.
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 200 Any CJSO 6 5 9 -1 Body - Click!

Quick punch forward, hits crouchers. Good for staggering pressure and tick throws.

Can also be used as 4A, which will cancel into itself rather than go into 5AA.

5AA 400 Any CSOD 13 8 10 -3 Body - Click!

Shoulder tackle, moves Junpei forward. Jump cancel possible on block or hit.

Good for setting up throws or cross ups.

5AAA 1000 Low CSO 17 14 16 -13 Leg - Click!

Sweep that hits low. Sideswaps on hit by the end of the animation. Ends with Cho Ippon Ashidaho into Burning Homerun if the meter is available.

2A Close range poke
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
240 Low CSO 7 4 14 -5 Leg - Click!

Low kick. Fast, effective poke when close and can cancel into itself up to three times. Can combo into Junpei's other normals perfectly well, and will work against low profile moves that 5A would otherwise whiff against.

5B Cling!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
500 Any C(J)SOD 12 4 17 -6 Body - Click!

Horizontal bat swing. Great combo tool and decent mid-range poke, not very fast. Dash cancel possible on block or hit. Reflects projectiles and Clean hits if Victory Cry is active.

2B Cling!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
380 Air Unblockable C(J)SO 14 4 28 -17 Body 7F-17F Head Click!

Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Jump cancel possible on block or hit. Reflects projectiles and Clean hits if Victory Cry is active.

j.A Air-to-air poke
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200 High CJSO 7 3 15 - Head - Click!

Quick aerial punch. Can cancel into itself as well as j.B.
Good as air-to-air and great at positioning yourself during combos for Clean hits.

j.2A Baseball dive!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
450 Any, Low O - 19 Until landing 14 after landing Body, Leg - Click!

Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground.
If positioned right, can hit low.

j.B Cling!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400 High CJSO 11 4 16 - Head - Click!

Vertical bat swing in the air, great for jump-ins and combos, works as air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Reflects projectiles and Clean hits if Victory Cry is active.

All Out Attack
A+B Netplay tool
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 300 High O 27 4 36 -21 Body 11F-30F Guard Click!
All Out Rush 200xn Any O - - - - Body - Click!
All Out Finish (C) 1800 Any O - - - - Body - Click!
All Out Finish (D) 1000 Any O - - - - Body - Click!

Junpei leaps forward and swings the bat with both hands down the opponents head. Slow, unsafe on block, great reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.
C Version does not need 18 hits to force Fatal Counter.

Sweep
2A+B No legs will be safe
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 Low CJO 13 8 20 -11 Leg 7F-18F Chest Click!

Junpei's sweep. Low profiles and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel.

Guard Cancel Attack
6A+B
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- Any O - - - - - - Click!

Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs.


Persona Moves

5C Persona Required Fire!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
500 Any C(J)SOD 15 12 Total 47 -10 Projectile - Click!

Fire comes out of Trismegistus' mouth and goes forward, quickly vanishing afterwards, projectile.
Mid-range poke, great starter and good combo tool. Dash cancel possible.

2C Persona Required
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
900 Low CSO 19 12 23 -18 Leg - Click!

Trismegistus does a slide, hits low. Can be connected after 5AA, useful during combos since it works as a launcher for aerial extensions and grants perfect spacing for 214A Clean hit.

5D Persona Required Okizeme tool
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400, 200x2 Any - 48 11 during each attack Total 53 +17 Body - Click!

Trismegistus will hover for a while behind Junpei and then descend forward aiming to kick the opponent. On hit or block, will repeat the animation two more times. Great as Okizeme after 214A/B Clean hit or Deathbound.

2D Persona Required KOI !
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
900 Any CSO 34 - Total 57 -1 Body - Click!

Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound.

j.C Persona Required My bird is amazing
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600 Any JCO 17 8 21 - Body - Click!

Trismegistus will rise one of his arms and open his golden wing forward. Great as air-to-air and useful as combo tool since it leads to Deathbound with meter.

j.D Persona Required Same as 5D, sends Persona downwards.
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400, 200x2 Any - 59 - Total 65 - Body - Click!

Junpei will spin his arm and then the Persona will attack. Similar to 5D, but longer startup. The angle Trismegistus flies depends on how high you jumped.
Air actions still possible after it.

j.2D Persona Required Same as 2D, sends Persona upwards.
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
900 Any - 28 - Total 61 - Body - Click!

Junpei will spin his arm and then the Persona will attack. Similar to 2D, but longer startup. The angle Trismegistus flies depends on how high you jumped.
Air actions still possible after it.

Throws

Ground Throw
C+D Drop the kick
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1100 Throw O 5 3 25 - Throw - 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 One for Junpei Iori!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1200 Throw O 4 3 19 - Throw - Click!

Hits the opponent to the other side with his bat. If the throw is a Counter Hit, it will wall bounce anywhere and you can follow up with a combo.

Furious Action

Cho Ippon Ashidaho
B+D Follow with A~D DON DON IKUSE!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 Any S 82 (Follow up possible on 5th frame) 3 44 -30 Body 1F-17F Full Click!

Regular swing with his bat. Has enough invul to be good as a reversal. On Counter Hit, it's possible to follow up with the Awakening SP Skill. Doesn't require any specific inputs from A~D, every button will do the exact same thing.

While in Victory Cry, this move gains the Clean Hit property which allows you to cancel it into other moves and causes Wall bounce. Extremely useful for corner combos and midscreen conversions.

Skill Attacks

Cho Daikaiten Daho
236A/B air OK Like a record baby
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 40, 20x2, 500 Any SO 11 1, 3, 3(6) 3 26 -10 Body - Click!
B 40, 20x8, 500 Any SO 30 2, 9(6), 3 23 -7 Body - Click!
SB 40, 20x8, 500 Any SO 17 5, 5xn(6), 3 27 -6 Body - Click!

Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded spins in place. As Regular Junpei, it works as a Combo ender and can be followed with Homerun Supers. Not very good on block.

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.


A version is quick, not much hitstun after the last hit. Only used to finish ground combos as Regular Junpei so that he can connect the Burning Homerun SP Skill.


B version is slower, but deals more damage and hitstun. Mostly used in aerial combos as a finisher. Can be followed with Homerun Supers.


SB Version has way more hits and deal the most damage. When used with the Clean Hit peroperty, the damage goes way up there in a corner combo.

Super Push Bunt
214A/B Sliding you go!
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 500 Any SO 9 5 17 -7 Body 5F-10F Guard Click!
B 700 Any SO 17 8 14 -1 Body 13F-18F Guard Click!
SB 700 Any SO 12 8 12 +1 Body 8F-19F Guard Click!

Junpei uses the bunt side of his bat to hit his opponent. Knocksdown after a Sweep as Regular Junpei.
It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames.
While in Victory Cry, this move gains the Clean Hit property and causes a slide on hit. Thanks to this, Junpei can further extend his combos and even get an Okizeme off of it with 5D.


A version is quick and doesn't have any special properties. Mostly used to finish combos and blockstrings outside Victory Cry.


B version is slower, but has Armor, it's plus on block and deals more damage. Mostly used to catch mashing or bait DPs.


SB Version is a mix of the two. Has the Armor property but it's faster when compared to the B version.

Zenryoku Sliding
236C/D air OK Literally going in
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 800 Low SO 15 12 24 -21 Leg 15F-29F Chest Click!
D 600, 300 High, Low SO 28 13, 12 22 -19 Head, Leg 41F-55F Chest Click!
SB 750, 375 High, Low SO 23 13, 12 22 -19 Head, Leg 8F-17F Guard, 36F-50F Chest Click!

Junpei runs and jumps towards his opponent. Mostly used as a mixup tool since it can be both an overhead and a low. This opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.


C version is quick, only hits low. Mostly used to surprise the opponent. Unsafe on block.


D version is slower, the first hit is an overhead and the second is a low. Unsafe on block.


SB version is mostly the same as D version but it has Armor and Junpei can feint the jump if you hold down the buttons. This is mostly used for midscreen conversions when in Victory Cry.

Deathbound Persona Required
214C/D air OK You're not going to throw that projectile are you?
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C/D 250, 1000 High SO 9+6 Active till ground, 3 Total 72F -17 Head - Click!
SB 120, 60xn, 1000 High SO 9+6 Active till ground, 3 Total 72F -7 Head - Click!

Trismegistus will fall on his opponent and knocks him down. This move is mostly used in neutral game against zoners but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they will take one Persona card from you for free.

Can be followed with 5D for okizeme if positioned right.


C and D versions are the same.


SB version is less disadvantageous on block and deals more damage when compared to C and D. Multihit.

SP Skill Attacks

Burning Homerun
236236A/B Follow with A~D Wait for it...
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 1300 Any O 7+124 (Follow up possible on 8th frame) 5 69 -55 Body 1F-7F Full Click!
B 1500 Any o 7+133 (Follow up possible on 9th frame) 5 69 -55 Body 1F-18F Full Click!
SB 1600 Any O 7+124 (Follow up possible on 8th frame) 5 69 -55 Body 1F-9F Full Click!

Junpei's most pratical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry.

  • If you follow up with the A or C button, you'll get a Homerun.
  • If you follow up with the B or D button while in Victory Cry, you'll get a Clean Hit. Awakening SP Skill is possible afterwards.

A version is quick, deals less damage and has less invul than the other versions.


B version is slower, but deals more damage and has more invul frames when compared to the A version. Mostly used at the end of combos as a finisher for Homeruns.


SB is a mix of the two. Fast and deals more damage when compared to the B version.

Reversal Homerun Persona Required
236236C/D Follow with A~D HOMERUN!!!
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C - Any - - - - - Projectile, Body - Click!
D - Any - - - - - Projectile, Body - Click!
SB - Any - - - - - Projectile, Body - Click!

Similar to Junpei's Burning 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 can score Homeruns too.

  • If you follow up with the A or C button, you'll get a Homerun.
  • If you follow up with the B or D button while in Victory Cry, you'll get a Clean Hit. Awakening SP Skill is possible afterwards.

C version makes Trismegistus appear remotely close to you.


D version makes Trismegistus appear one screen away.


SB version makes Trismegistus spawn right where the opponent is.

Victory Cry
Activates after 10 Runs I'M A REAL CHARACTER NOW!
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - 1 - - - Install 1F Full 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, thanks to it, Junpei gains the Clean Hit property and can do much better combos with his bat. While in this Install, his HP/SP keeps regenerating too and everytime you get 10 Runs (10, 20, 30 and so on), his HP and SP regen will increase.

Clean Hits are pretty easy to understand: 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 SP Skill Attacks

Cho Kuukan Daho Persona Required
214214C/D Follow with A~D You cannot escape the baseball
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 2000 [4000] Any O 8+3 7 69 - Body 1F-47F Full Click!
D 2200 [4400] Any O 8+5 7 69 - Body 1F-49F Full Click!
SB 2000 [5000] Any O 8+4 5 69 - Body 1F-47F Full 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 if you get it. Can be also used as combo ender and does a pretty good job punishing some moves from fullscreen. All around useful SP Skill.

  • If you follow up with the A or C button, you'll get a Homerun.

C version deals less damage but Trismegistus will fly back slowly, making it easier to confirm the Homerun.


D version deals more damage but Trismegistus will fly back faster, making it harder to confirm the Homerun.


SB version deals a ridiculous amount of damage on Homerun but Trismegistus will fly so fast that you'll only get it right if you press the button in a 1-2F window.

Instant Kill

Instant Kill Persona Required
222C+D Spaceball
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O Any - 7+34 - Total 171 -109 Body 1F-102F Full Click!

Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab his opponent. He will then fly through the space and throw the poor thing down to 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

  • Close Range

Junpei's defensive game at close range is pretty solid. His DP is useful and his Guard cancel is good (5AA animation). Aside from those universal options, his Forecast Homerun Super and Awakening Super can also be used defensively to get out of a bad situation, I don't recommend it unless you know it's gonna work. They are completely unsafe if baited and you might lose 50 SP over nothing. His DP is also unsafe if they block it so be careful with it. Sometimes you might want to use his Forecast Homerun Super after a blocked DP to hit them while they try to punish you.
2A is a pretty good and fast poke to use as well. If you see there's enough gap in their attacks, make sure to use that in your favor and get yourself some momentum.

  • Long Range

When defending projectiles and other types of long ranged attacks, remember that your Sweep travels a good amount of distance, can low profile a lot of things and your SB Sliding has Armor. These are very good tools to work with at these situations. 2A might work as a low profile move as well.
Another way of dealing with them is Junpei's exclusive ability to reflect projectiles back at his opponent. If you press any bat button/attack against a projectile, it will turn that attack into a fireball that will go back to the opponent really fast. You can even score a Base/Run if you managed to hit your target with it. Make them respect that.

Neutral

Neutral game with Junpei seems a bit tricky. He has excellent jumping normals like j.A/j.B/j.C but lacks speed on the ground. So more often than not, you'll find yourself covering space with jumping normals alone. His 2B works well as an anti-air but it's not that fast. His Persona normals covers a LOT of space on the screen and can be really useful sometimes. j.D variations makes Trismegistus fall diagonally, if he manages to hit the opponent, he kicks them 2 more times giving you enough time to close the distance. 2D sends Trismegistus upwards diagonally and can be cancelled into Deathbound on hit. Deathbound itself is great for neutral game against some characters, specially zoners since the Persona can get them while they're setting up. It's not advised to use this move against Rushdown characters though, they might punish you if you're too close and the move itself is a little slow to use against a character that wants to be in your face at all times.

To wrap it up, here's a list of pokes/moves you should use at different distances during neutral:

  • Long Range: j.D, 2D, Deathbound, B Normals to reflect projectiles.
  • Mid Range: j.B, j.C, 5B, 5C, Sweep.
  • Close Range: j.B, j.A, 5A, 5AA, 2A, 5B, 2B, 5C, 2C, Sweep.


Combos