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All Deathbound versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move. | All Deathbound versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move. | ||
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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 | 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. | ||
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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. | 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. |
Revision as of 04:03, 7 October 2014
Introduction
P-1 Climax Nickname: "The Mighty Strike-Out Slugger"
Persona: Trismegistus
Arcana: Magician
Backstory:
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 either or including his inferiority complex, 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.
Overview
Health: 9500
Persona Cards: 4
Play-style: Rushdown\Power Up
Air-Movement Options: 1 Double Jump/Airdash
Run-type: Dash
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: Damage, corner carry and knockdowns.
Baseball Mechanic
Junpei's fighting style and attacks involve a unique gauge next to his SP Meter, which works similar to a baseball game. By connecting specific baseball moves (his B normals, his specials, or anything involving his baseball bat), he can fill up this meter and earn powerful buffs that strengthen himself and his attacks with Victory Cry.
- Runs
It's very important for Junpei maximize this meter as much as possible, as more runs can activate (or strengthen) Victory Cry with every 11th run. The amount of runs, maximum amount being 55, stay the same throughout the round and don't disappear with 3 outs, allowing Junpei to make a comeback.There are several offensive and defensive ways to earn a run:
- Acquiring 3 bases and then hitting the opponent with baseball bat attacks
- Clean Hits (Only available with Victory Cry)
- Home Runs
- Bases
Similar to how baseball player has to travel three bases before returning home for a run, Junpei needs to fill all three bases and hit with a baseball attack in order to earn a run. Every time Junpei scores a base, all strikes and balls are reset. In order to earn a base Junpei needs to do the following:
- Hitting the opponent with a baseball bat attack. (So for example, a combo with 3 swings will get 3 bases)
- Hitting an incoming projectile with a baseball bat attack and reflecting it back as fireballs
- Scoring 4 Balls
- Balls (B) Junpei earns a ball on his meter for every attack he blocks. Getting 4 balls will reset the meter but Junpei is rewarded with one base.
- Strikes (S) Similar to baseball, Junpei will get a strike for every time he whiffs with a baseball bat attack. Getting 3 strikes will penalize Junpei with an out.
- Outs (O) What all baseball players should avoid. Every time Junpei does something in the list below, he will receive an out (and reset the ball meter in the progress). Getting 3 outs will completely reset every meter except for his runs.
- Taking damage. Junpei will only be punished with one Out every time he's in hitstun per combo.
- Getting thrown. Even teching the throw will earn him an out.
- Accumulating 3 Strikes.
- Taking damage. Junpei will only be punished with one Out every time he's in hitstun per combo.
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, can be special canceled, 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, can be special canceled, 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!
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.
- 2B: Can also be jump canceled on block, giving you more options during pressure.
- 5B: Can be dash canceled, allowing for a throw attempt or just a movement option to get closer.
- 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 punish low attacks.
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 is not great, but decent. His DP is useful and his Guard cancel is good (5AA animation). Aside from those universal options, his Homeruns Supers and Awakening Super can also be used defensively to get out of a bad situation, I don't recommend it unless you have a good read on your opponent; They are completely unsafe if baited and you might lose 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 a Homerun Super after a blocked DP to hit them while they try to punish you.
- 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 does not hit behind him. His Persona normals covers a LOT of space on the screen and can be really useful sometimes. j.D variations makes Trismegistus fly to hit the opponent either downwards or upwards, if he does hit his target 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, j.2D, 2D, Deathbound, Bat attacks to reflect projectiles.
- Mid Range: j.B, j.C, 5B, 5C, 2C, Sweep.
- Close Range: j.B, j.A, 5A, 5AA, 2A, 5B, 2B, Sweep.
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