P4AU/Junpei Iori: Difference between revisions

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==Overview==
==Overview==
Junpei is portrayed as somewhat goofy, perverted, kind, caring. Junpei does have a serious side to him as well, which can be seen during 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.
Although SEES leader Makoto Yuki's right-hand man Junpei Iori seems like a lecherous goof on the surface, his true nature is that of a kindhearted, driven individual who will stop at nothing to achieve his goals. Despite some heartache and grief caused by a combination of his inferiority complex (which manifests as jealously over the protagonist's unique powers and prowess), a strained relationship with his father and the death of Chidori Yoshino, his one true love, Junpei proves time and time again that he's capable of pulling through during the direst of situations, and that he earns his self-given title of Da Man.


After his fight against the Dark Hour as a member of SEES, Junpei now works as a highschool Baseball coach. One day, after missing his train stop, he finds himself in Inaba. Not much time later, the small town suddenly loses it's light and a mysterious red fog starts setting in.<br/>
After his adventures with SEES and his time in high school drew to a close, Junpei took up a position as a little league baseball coach, finally becoming the leader he had always dreamed of being. He is drawn into the events involving the Red Mist after falling asleep on the train and missing his stop, winding up in Inaba and pledging to discover the mysteries of the small town with the help of his old teammates.<br/>
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'''Health: 9500'''<br/>
'''Health: 9500'''<br/>
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<br/>
'''<big>Homeruns</big>'''<br/>
'''<big>Runs</big>'''<br/>
[[File:Homerun.jpg|thumb|Get runs, win games]]
[[File:Homerun.jpg|thumb|Get runs, win games]]
Homeruns are pretty easy to understand, you get one Run for every Base filled plus Junpei. Which means:<br/>
Runs are pretty easy to understand, you get one Run for every Base filled plus Junpei. Which means:<br/>
*'''No Base:''' 1 Run
*'''No Base:''' 1 Run
*'''1 Base:''' 2 Runs
*'''1 Base:''' 2 Runs
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*'''3 Bases:''' 4 Runs<br/>
*'''3 Bases:''' 4 Runs<br/>
<br/>
<br/>
It's very important to get Homeruns and maximize your Runs as much as possible. That way you can activate Victory Cry sooner, deal more damage and recover more HP/SP.<br/>
It's very important to get Runs and maximize your Runs as much as possible. That way you can activate Victory Cry sooner, deal more damage and recover more HP/SP.<br/>
Only SP Skills can score Homeruns, that means you must spend at least '''50 SP''' to get one. They are similar to Clean hits, Junpei must hit them with specific spacing to make it work. They're overall easier though since it's pretty much guaranteed if you use them after Sweep, 236A/B or j.236A/B.<br/>
Only SP Skills can score Home Runs, that means you must spend at least '''50 SP''' to get one. They are similar to Clean hits, Junpei must hit them with specific spacing to make it work. They're overall easier though since it's pretty much guaranteed if you use them after Sweep, 236A/B or j.236A/B.<br/>
<br/>
<br/>
The exception of the rule is his Awakening SP Skill. It's a bit hard depending on the version you use.<br/>
The exception of the rule is his Awakening SP Skill. It's a bit hard depending on the version you use.<br/>
The C version makes Trismegistus fly back slower, which makes it easy to confirm the Homerun. D and SB versions are faster, which makes them harder.<br/>
The C version makes Trismegistus fly back slower, which makes it easy to confirm the Home Run. D and SB versions are faster, which makes them harder.<br/>
If you do get it though, the damage you get is doubled!<br/>
If you do get it though, the damage you get is doubled!<br/>
<br/>
<br/>

Revision as of 04:50, 23 August 2014

Junpei Iori

Overview

Although SEES leader Makoto Yuki's right-hand man Junpei Iori seems like a lecherous goof on the surface, his true nature is that of a kindhearted, driven individual who will stop at nothing to achieve his goals. Despite some heartache and grief caused by a combination of his inferiority complex (which manifests as jealously over the protagonist's unique powers and prowess), a strained relationship with his father and the death of Chidori Yoshino, his one true love, Junpei proves time and time again that he's capable of pulling through during the direst of situations, and that he earns his self-given title of Da Man.

After his adventures with SEES and his time in high school drew to a close, Junpei took up a position as a little league baseball coach, finally becoming the leader he had always dreamed of being. He is drawn into the events involving the Red Mist after falling asleep on the train and missing his stop, winding up in Inaba and pledging to discover the mysteries of the small town with the help of his old teammates.

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

Persona: Trismegistus

Pros/Strengths:

  • Good neutral game.
  • Good offensive options.
  • Gains HP and SP constantly while in Victory Cry.


Cons/Weaknesses:

  • Needs to get 10 Runs to do what most of the cast can do normally.
  • Outside of Victory Cry Install, Junpei lacks damage, corner carry and knockdowns.


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).
  • HP Regeneration (Except when taking damage).
  • SP Invigoration (Slower than Elizabeth's Invigorate)


How to score Runs, you ask? 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.
  • Reflect a 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 tech the throw.
  • Scoring 3 Strikes: Junpei receives 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.
After 10 Runs, the following ones will boost damage in some Special Moves/Supers and improve HP/SP Regeneration. Each time Junpei scores 10 Runs (10, 20, 30 etc) his regen will get faster. At 30 Runs, his SP Invigorate is as fast as Elizabeth's for example.

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, don't miss any opportunities to do so.


Clean Hits

File:Clean Hit.jpg
You got it!

Now that you know how to get Runs and activate Victory Cry, let's learn how to use Clean hits.
Clean Hits are Junpei's strongest weapon and can only be used while in Victory Cry. It makes bat moves deal more damage, more hitstun and even adds different properties like wall bounces or slides. It's possible to Clean hit with every attack that uses Junpei's bat. That includes his B normals, Special moves and SP Skills. You need to hit your opponent with specific spacing to make it work, you'll see the word "CLEAN HIT" on the screen if you get it right and the sound effect will also change.

Now let's see what Junpei gets if he Clean hits his attacks:

  • B Normals: More damage, added hitstun.
  • B+D: More damage, added hitstun, opponent wall bounces if close to corner (possible to continue combo).
  • 236A/B: More damage, added hitstun, opponent will fly higher (possible to continue combo).
  • 214A/B: More damage, added hitstun, opponent will slide forward (possible to continue combo or apply okizeme with 5D in the corner).
  • 236236A/B: Added hitstun, opponent will slide forward (possible to continue combo).
  • 236236C/D: Added hitstun, opponent will slide forward (possible to continue combo).


It's very important to get consistent with Clean hits and learn how to confirm combos from them!


Runs

File:Homerun.jpg
Get runs, win games

Runs are pretty easy to understand, you get one Run for every Base filled plus Junpei. Which means:

  • No Base: 1 Run
  • 1 Base: 2 Runs
  • 2 Bases: 3 Runs
  • 3 Bases: 4 Runs


It's very important to get Runs and maximize your Runs as much as possible. That way you can activate Victory Cry sooner, deal more damage and recover more HP/SP.
Only SP Skills can score Home Runs, that means you must spend at least 50 SP to get one. They are similar to Clean hits, Junpei must hit them with specific spacing to make it work. They're overall easier though since it's pretty much guaranteed if you use them after Sweep, 236A/B or j.236A/B.

The exception of the rule is his Awakening SP Skill. It's a bit hard depending on the version you use.
The C version makes Trismegistus fly back slower, which makes it easy to confirm the Home Run. D and SB versions are faster, which makes them harder.
If you do get it though, the damage you get is doubled!


External References:


Move List

See also: Junpei Full Frame Data

Normal Moves

5A Fast close range poke. Good for combos since it leads to 2C. Sideswaps.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 6 5 9 -1 Body

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 13 8 10 -3 Body

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

Good for setting up throws or cross ups.

5AAA 1000 Low 17 14 16 -13 Leg

Sweep that hits low. Sideswaps on hit by the end of the animation. Ends with Super Spin Swing into Inferno Homer if the meter is available.

2A Close range poke
Damage Guard Startup Active Recovery Frame Adv. Attribute
240 Low 7 4 14 -5 Leg

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! Combo tool and mid range poke.
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 12 4 17 -6 Chest

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! Anti-air and combo tool.
Damage Guard Startup Active Recovery Frame Adv. Attribute
380 Air Unblockable 14 4 28 -17 Body

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 Startup Active Recovery Frame Adv. Attribute
200 High 7 3 15 - Head

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 Good way to quickly return to ground.
Damage Guard Startup Active Recovery Frame Adv. Attribute
450 Any, Low - 19 Until landing 14 after landing Body, Leg

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! Combo tool and mid range poke.
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 High 11 4 16 - Head

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 Overhead, huge reward and unsafe if blocked or whiffed.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
All Out Attack 300 High 27 4 36 -21 Body

Junpei leaps forward and swings the bat with both hands downwards. Slow and 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 counts as a bat move and does not need 18 hits to force Fatal Counter.

Sweep
2A+B Same animation as 5AAA but won't sideswap.
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Low 13 8 20 -11 Leg

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

Guard Cancel Attack
6A+B Same animation as 5AA.
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Any - - - - -

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! Combo tool.
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 15 12 Total 47 -10 Projectile

Fire comes out of Trismegistus' mouth and goes forward, quickly vanishing afterwards, projectile.
Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. Dash cancel possible on block or hit.

2C Persona Required Great for Victory Cry combos.
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Low 19 12 23 -18 Leg

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/B+D Clean hit.

5D Persona Required Okizeme tool.
Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200x2 Any 48 11 during each attack Total 53 +17 Body

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 Controls space in the air.
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 34 - Total 57 -1 Body

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 Combo tool and air-to-air poke.
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 Any 17 8 21 - Body

Trismegistus will raise 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 Startup Active Recovery Frame Adv. Attribute
400, 200x2 Any 59 - Total 65 - Body

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 Startup Active Recovery Frame Adv. Attribute
900 Any 28 - Total 61 - Body

Junpei will spin his arm and then the Persona will attack. Similar to 2D, but faster 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 Startup Active Recovery Frame Adv. Attribute
1100 Throw 5 3 25 - Throw

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 Startup Active Recovery Frame Adv. Attribute
1200 Throw 4 3 19 - Throw

Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo.

Furious Action

Super Flamingo Swing
B+D Follow with A~D Useful reversal
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Any 82 (Follow up possible on 5th frame) 3 44 -30 Body

Regular swing with his bat, enough invul frames to be a good 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 a wall bounce if close to the corner. Extremely useful for combos in general.

Skill Attacks

Super Spin Swing
236A/B air OK Combo tool. Great when Clean hits.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 40, 20x2, 500 Any 11 1, 3, 3(6) 3 26 -10 Body
B 40, 20x8, 500 Any 30 2, 9(6), 3 23 -7 Body
SB 40, 20x8, 500 Any 17 5, 5xn(6), 3 27 -6 Body

Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in place. As Normal Junpei, it works as a combo ender and can be followed with Supers pretty easily for Homeruns. Unsafe 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 Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs.


B version is slower, but deals more damage and hitstun. Mostly used during combos or to finish them. Can be followed with Homerun Supers.


SB Version has more hits and deals the most damage. Great for corner combos.

Super Bunt
214A/B Combo and pressure tool. Great when Clean hits.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 500 Any 9 5 17 -7 Body
B 700 Any 17 8 14 -1 Body
SB 700 Any 12 8 12 +1 Body

Junpei uses the other side of his bat to hit his opponent. All versions of the move contain Armor frames.
It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames, making it useful to bait attacks.

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 in the corner.


A version is quick, but unsafe on block. Mostly used to finish combos outside of Victory Cry or during them while under it.


B version is slower, but safe on block even if the opponent instant block it. Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.


SB Version is faster and deals the same amount of damage when compared to the B version. +1 on block. Useful to reset pressure and bait attacks.

Full Speed Slide
236C/D air OK Mixup tool.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 800 Low 15 12 24 -21 Leg
D 600, 300 High, Low 28 13, 12 22 -19 Head, Leg
SB 750, 375 High, Low 23 13, 12 22 -19 Head, Leg

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.
All Full Speed Slide versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move.


C version is quick, only hits low. Mostly used to surprise the opponent. Contains chest invul frames but unsafe on block.


D version is slower, the first hit is an overhead and the second is a low. Contains chest invul frames but unsafe on block.


SB version deals more damage, it's faster and contains Guard frames when compared to the D version. Junpei can also 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 Startup Active Recovery Frame Adv. Attribute
C/D 250, 1000 High 9+6 Active 'til ground, 3 Total 72F -17 Head
SB 120, 60xn, 1000 High 9+6 Active 'til ground, 3 Total 72F -7 Head

Trismegistus will dive on his opponent. This move is mostly used in neutral game against zoning characters but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they can easily hit Trismegistus and take one Persona card from you.
All Deathbound versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move.


C and D versions are the same frame data-wise. The only difference is that Trismegistus will dive closer to Junpei with the C version and far away with the D version. Both will connect in a combo regardless of version/positioning.


SB version is less disadvantageous on block and deals more damage when compared to C and D versions. It's a multihit attacl and dives at the opponent wherever he is on the screen.

SP Skill Attacks

Inferno Homer
236236A/B Follow with A~D Combo ender. Good for getting Runs.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1300 Any 7+124 (Follow up possible on 8th frame) 5 69 -55 Body
B 1500 Any 7+133 (Follow up possible on 9th frame) 5 69 -55 Body
SB 1600 Any 7+124 (Follow up possible on 8th frame) 5 69 -55 Body

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.

Comeback Grand Slam Persona Required
236236C/D Follow with A~D Combo ender. Good for getting Runs.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 300, 150, 800 Any 11 5 59 -45 Projectile, Body
D 300, 150, 1000 Any 11 5 49 -45 Projectile, Body
SB 500, 1100 Any 11 5 69 -55 Projectile, Body

Similar to Junpei's Inferno Homer. 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 Install.
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - 1 - - - Install

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. Upon activation, Junpei gains the Clean Hit property: Clean Hits will improve his overall skill with the bat making every bat move deal more damage, hitstun and even cause special effects such as wall bounces or slides. To get a Clean Hit, you must hit your opponent with specific spacing. You'll see the word "CLEAN HIT" pop up on the screen and the sound effect will be different if you do it right.

Besides Clean Hits, Victory Cry still has one more ability: Junpei's HP and SP will regenerate constantly over time. Each time you get 10 Runs (10, 20, 30 and so on), his regen will grow stronger, making him gain more SP and heal more HP over time.
This also applies to his damage using the bat during Special Moves/Supers: The more Runs he score, the more damage he'll get.

Awakened SP Skill Attacks

Super Vorpal Bat Persona Required
214214C/D Follow with A~D Combo ender. Huge damage on Homeruns.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 2000 [4000] Any 8+3 7 69 - Body
D 2200 [4400] Any 8+5 7 69 - Body
SB 2000 [5000] Any 8+4 5 69 - Body

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

Explosive Level-Up Grand Slam Persona Required
222C+D Spaceball!
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O Any 7+34 - Total 171 -109 Body

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

General Tactics

Before we go into it, let's look at the character first.
Junpei is a "Power Up" character that relies heavily on momentum. You need to get in and score Runs as soon as possible to activate Victory Cry. Junpei is pretty weak outside of it, so you need to get his Install going otherwise you'll most likely lose.
Offense 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. Possible to go for a throw or cross up with air-turn.
  • 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 Armor properties and you can feint it by holding down the buttons.
  • 214A/B: Super Bunt is a very interesting move as well. All versions contain guard frames and the SB version is +1 on block. All of them 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 and unsafe but has huge reward. You should definitely keep in mind and use it from time to time.
  • 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 or extend it with One More Cancel (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 Inferno Homer Super and Awakening Super can also be used defensively to get out of a bad situation, I don't recommend it unless you definitely know it's gonna work; They are completely unsafe if baited and you might lose 50 SP over nothing. His DP is a meterless option but also unsafe if they block it, be careful with it. Sometimes you might want to use his Inferno Homer 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. Watch out for frame traps!

  • Long Range

When defending projectiles and other types of long ranged attacks, remember that you have Deathbound, it's a pretty good move to deal with long range pressure. SB Sliding is also an option since it's a move that advances Junpei, has armor and can be feinted. These are very good tools to work with in these situations. Another way of dealing with them is Junpei's exclusive ability to reflect projectiles. If you use any bat move 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 by reflecting the projectile alone. Do remember that Junpei won't be able to reflect multi-hit projectiles such as Narukami's Ziodyne or Akihiko's Maziodyne.

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 fly either downwards or upwards, if he manages to hit the opponent while flying downwards, he'll kick them 2 more times giving you enough time to close the distance. 2D sends Trismegistus upwards and can be canceled 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.


Tips and Tricks

Combos