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Summaries
- Character Strategy pages generally have at least some basic counterplay.
Aigis
Akihiko Sanada
Chie Satonaka
Elizabeth
Junpei Iori
Dealing with Junpei may seem like a walk in the park but don't fall asleep or you'll end getting knocked out of the park.
Neutral
Moves your going to want to be aware of.
- 5AGuardAllStartup5Recovery11Advantage-1 - Incredible Anti Air that will used to check your pressure and cross ups.
- 2BGuardAir UnblockableStartup12Recovery28Advantage-17 - Junpei loves hitting this move since it helps his game plan get moving so keeping this move in your mind will help you keep the upper hand.
- 5BGuardAllStartup10Recovery17Advantage-6 - Lazy projectile attempts will smacked down with the reflect property. It can be used to smack back (2B,236A/B,214A/B,214C).
- 5CGuardAllStartup15RecoveryTotal 47Advantage-10 - This will be used to reset pressure upon worst case for Junpei on dash cancel it will be -3 but it can be around +1~3 which can keep you locked down. This will also beat 5B every time in a poke vs poke situation.
- 214D - Often a "Canon" event when you go full screen. This will dash any hopes you have of a mode change if the Junpei can see it coming or when a 2B is thrown out.
Keeping these in mind will make it so you get caught alot less in navigating your way around the screen. Without getting caught out for thinking that Junpei can't do anything.
Offense
Junpei has nothing that will completely stop normal operations of Aigis's game plan. So the peration is green lighted. His DPGuardAllStartup13~79Recovery44Advantage-30 gets smoked without much effort having it be a two part move allowing you to heavily abuse this by going for many tri jumps or Orgia Air Dash/Air roll to destroy him on the backfoot. His main man being 5A is what will try to get him out of your pressure. Watching this or keep just out of 5A range with j.C will keep him getting hit for mashing or let you continue running down your attacks. 2B can be hovered over or above to mix up your timing to punish him for trying to hard read your options. Be careful on greedily reseting pressure with 5B reflecting our own 5B & 2B. So most of what you do will not change on Junpei allowing you to have a powerful mix game going with out poking him with 5C at mid ranges to secure a mode change.
Defense
Junpei's main way of getting you to crack open will be a strike/throw gameplan of stagger 5A & 5AAGuardAllStartup10Recovery10Advantage-3 being jump cancel-able to allow him to IAD cross up hitting you with his j.A or j.B. The main way to beat this is preemptively jump back air grab to grab him out of it. Having his 5A or 5AA not connect into 5B or 2B allows you to DP it since it's not true pressure. Hence why Junpei goes for more safe 5A shenanigans. 2B is going to be a main part of the game plan as it allows you to stop Junpei from going for DeathboundGuardHighStartup9RecoveryTotal 60Advantage-5, 5DGuardAllStartup48RecoveryTotal 53Advantage+17 & 2DGuardAllStartup26RecoveryTotal 51Advantage-3 since 2B can hit all of them before he even gets them out. In some cases you can take two cards from Junpei if the player inputs quiclky after the first break. Allowing you to limit his options by controlling the air space with bullets. Making it more important to be aware of your ammo count. After 236236AGuardAllStartup7+(75 Flash)+4~112Recovery69Advantage-55, he will go for a 2CGuardLowStartup19Recovery23Advantage-18 or trip on your faceGuardHigh, LowStartup28Recovery22Advantage-19 going for a high low setup. If you try to DP it will break the persona but he can run up an hit you with a big punish. Or you can BACKDASHGuardStartupRecoveryCancelable from 12FAdvantage- out of there an say "See you later Stupei" Going into more Orgia backdashGuardStartupRecoveryCancelable from 12FAdvantage- you can get out of Junpei's oki easily in the corner. Dodging 5D oki easier then he set it up, Then combining Orgia Air DashGuardStartupRecoveryTotal 28Advantage- with it allows you to not only avoid the setup. You also take the corner from him and allows you start your party. With the combo of those two options you can get out of most bad spots for 12% of Orgia. Keeping that in mind Junpei can go for a read of you doing it repeatedly an predictably an go for an all in air grab to throw you down and keep his turn. Aigis and Junpei being tied for having their fastest button being 5F 5A's mean who is left plus will usually have the go in the close range.
Locked Out of Heaven
Keeping Junpei out of Victory Cry is the crux of not letting him play the game. He gets his install by getting 10 runs which is indicated by the counter on the bottom of the screen. Hitting him three times will clear his bases making him have to hit you with three B type buttons before getting back up to making progress on the count again. So keeping him out with 2BGuardAllStartup7RecoveryTotal 58Advantage-27 is vital to get a out on him for free. Watching the number of outs he has can indicate how much he is willing to throw himself. Since if he already has two outs but is close to getting ten runs he will play slower to evade losing the bases. Taking advantage of this by charging Orgia or taking space will lead to you have a state of advantage.
Common Burst Points
- 5C - 236AGuardAllStartup11Recovery26Advantage-10
- j.BGuardHighStartup11Recovery16Advantage- - SpinGuardAllStartup11Recovery26Advantage-10
- 5BGuardAllStartup10Recovery17Advantage-6 - BuntGuardAllStartup9Recovery14Advantage-4
- 5CGuardAllStartup15RecoveryTotal 47Advantage-10 - TripGuardLowStartup15Recovery13Advantage-8
- 5AAAGuardLowStartup17Recovery16Advantage-13
- SweepGuardLowStartup13Recovery20Advantage-11 - BuntGuardAllStartup9Recovery14Advantage-4 or SpinGuardAllStartup11Recovery26Advantage-10
- j.CGuardAllStartup17Recovery21Advantage- - Deathbound
Bursting to get the final out or the second is definitely a great value on your burst allowing you to knock him back an get the last out for fully shut down his plan. Once again 2B is great at getting a out & slowing down his approach. Keeping Junpei out of Victory Cry will significantly make your job easier of letting you stave off many more hits.
Match Up Footage
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Kanji Tatsumi
Ken Amada
Labrys
Margaret
Marie
Minazuki
Mitsuru Kirijo
Naoto Shirogane
Rise Kujikawa
Shadow Labrys
Sho
Teddie
Tohru Adachi
Yosuke Hanamura
Yu Narukami
Yukari Takeba
Yukiko Amagi
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data