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==Overview== | ==Overview== | ||
Junpei is | 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 | 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/> | ||
<br/> | <br/> | ||
'''Health: 9500'''<br/> | '''Health: 9500'''<br/> | ||
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<br/> | <br/> | ||
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'''<big> | '''<big>Runs</big>'''<br/> | ||
[[File:Homerun.jpg|thumb|Get runs, win games]] | [[File:Homerun.jpg|thumb|Get runs, win games]] | ||
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 | 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 | 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 | 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
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
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
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
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:
- Japanese Name: 伊織 順平
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Junpei Full Frame Data
Normal Moves
5A |
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2A |
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5B |
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2B |
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j.A |
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j.2A |
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j.B |
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All Out Attack A+B |
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Sweep 2A+B |
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Guard Cancel Attack 6A+B |
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Persona Moves
5C |
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2C |
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5D |
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2D |
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j.C |
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j.D |
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j.2D |
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Throws
Ground Throw C+D |
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Air Throw j.C+D |
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Furious Action
Super Flamingo Swing B+D Follow with A~D |
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Skill Attacks
Super Spin Swing 236A/B air OK |
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Super Bunt 214A/B |
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Full Speed Slide 236C/D air OK |
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Deathbound 214C/D air OK |
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SP Skill Attacks
Inferno Homer 236236A/B Follow with A~D |
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Comeback Grand Slam 236236C/D Follow with A~D |
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Victory Cry Activates after 10 Runs |
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Awakened SP Skill Attacks
Super Vorpal Bat 214214C/D Follow with A~D |
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Instant Kill
Explosive Level-Up Grand Slam 222C+D |
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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
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data