P4U2R/Junpei Iori

From Dustloop Wiki
While Junpei's page here may be undergoing clean-up, there are some rather fleshed-out resources covering the character in this version:

Junpei gitbook: https://maxx-sev.gitbook.io/junpei-guide-p4u2/

Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.

Overview

Overview

Junpei Iori is an All-Rounder, centralized around his unique Baseball Meter mechanic.

Junpei's Baseball Meter looks intimidating on paper, but is far simpler in practice. Essentially, Junpei is rewarded for landing attacks with his baseball bat consistently. This includes any normals, specials and supers that use his bat, all of which fill up Junpei's bases and begins counting up Runs for him. Once Junpei reaches 10 Runs, he automatically activates Victory Cry, an install A move, usually a super, which changes the properties of the character themself, usually for the better. super that lasts for the rest of the game. In Victory Cry, Junpei constantly recovers health and SP, gains access to new combo routes, and dramatically increases his damage potential. To say that this changes Junpei would be an understatement- In Victory Cry, Junpei is astronomically more threatening to his opponent.

Outside of Victory Cry, Junpei rocks the neutral thanks to his good B/C/D normals, which helps lead to combos that push him closer and closer to obtaining his install. With his solid normals, tricky pressure, good strike/throw game and good uses for meter, Junpei has everything he needs to get Victory Cry set up. Unfortunately, Junpei is heavily reliant on Victory Cry. Without it, Junpei does low damage, barely ever gets hard knockdown and has mediocre reward for anything he does. He needs to get set up with Victory Cry as soon as possible, which can be very difficult depending on the matchup and situation. If Junpei can get Victory Cry, he can potentially snowball his opposition into the dirt, but without it he can struggle to make headway in a match. These downsides make it all the more worthwhile to obtain Victory Cry, since the install goes a long way in helping Junpei get an edge over his opponent.

Overall, Junpei can be a very rewarding and fun character to play if you can get a grasp on the Baseball Meter and its intricacies. Junpei's da man!
P4U2R Junpei Iori Nameplate.png
P4U2 Junpei Portrait.png
Health
9,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
65%
Fastest Attack
5A (5F)
Reversal Type
Strike (13F)
Fatal Starters
2D/J.2D, Full Count Bat Moves
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
236C/D

 Junpei Iori is a Rushdown/Momentum based character that starts out relatively weak, but once he gets 10 runs with his baseball gauge he powers up and gains access Clean Hits, giving him very high combo potential.

Pros
Cons
  • Victory Cry: Once he's got 10 runs under his belt, Junpei becomes an infinitely more dangerous threat as he can convert nearly every touch into big damage, high corner carry combos with great okizeme thanks to gaining damage boosts on his bat attacks and Clean Hits. On top of that, he gains constant HP and SP regen.
  • Projectile Reflecting: All of Junpei's bat attacks can reflect projectiles, and it even counts as landing a hit with his bat (for example, you can dash-cancel after reflecting with 5B). This gives him unique answers to projectile reliant characters, forcing them to change how they play against Junpei
  • Meter Proficient: Junpei not only gains meter at a very good rate in Victory Cry, but also doesn't need meter for any of his routes anymore once he's there. This lets Junpei spend it on whatever he'd like, including his air slide mixup and his insane damage Super Vorpal Bat
  • Good Strike/Throw Game: With a fast 5F 5A, his armored pressure reset bunt, and his solid dash cancel 5C, Junpei can enforce a fairly decent strike/throw game plan that becomes extremely scary in Victory Cry.
  • Underdog: Junpei starts every game incapable of doing threatening damage, corner carrying, or enforcing oki.
  • Swing and a Miss: Junpei sports above average startup and recovery on nearly every move he has, making it incredibly dangerous to whiff anything, while also forcing you to press preemptively. He has to be be incredibly careful about the options he chooses, as he can very easily be left as a counterhit recovery sitting duck.
  • Benched: Sometimes Junpei just won't ever be able to get Victory Cry, leaving him disadvanteged for the entire game. This is especially prominent with characters who bully him in neutral, and the opponent can even sacrifice their burst to keep you weak for as long as possible.

Unique Mechanics

Baseball Mechanic
Oh! That's a baseball!

Expand the text below for a TL;DR on Junpei's unique mechanic, otherwise keep reading on for the full breakdown.


  • Junpei has a powerful install that he must fill his baseball gauge up to reach.
  • Landing hits with his bat attacks advances this gauge by loading the bases, and eventually earning him Runs. His supers cash out of loaded bases the best.
  • Even if his bat attacks are blocked, they add up to advance his gauge, but much slower.
  • Whiffing those same bat attacks adds up to setting back his progress, and getting hit by the opponent in any way sets back his progress even faster.
  • He can never lose his accumulated Runs from too many mistakes, only his other progression marks.
  • Junpei needs at least 10 Runs to activate Victory Cry and enable Clean Hits, and its effects stacks with every 10 additional Runs.
  • Clean Hits function similarly in principle to  Sol Badguy's Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype.



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 that Junpei maximize this meter as much as possible, as more runs can activate (or strengthen) Victory Cry with every 10th 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 and the B/D enders of his non-awakening supers)
  • Home Runs (Awards 1 run by itself and +1 for each base up to a maximum of 4 runs for a single Home Run)


  • Bases
    Similar to how a 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 bat attack that the enemy blocks. Hitting a Persona, Koromaru, or clashing with an opponent, will also grant a Ball to Junpei. Getting 4 balls will reset the meter but Junpei is rewarded with one base or run.
  • 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. Luckily, teching a throw does not grant Junpei an Out.
  • Accumulating 3 Strikes.
    Clean Hits
PING!!! You got it!
Get runs, win games

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, but you need to hit your opponent with specific spacing to make it work. You'll see the phrase "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 (B/D Ender): 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!

Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 5 3 11 -1 Body
5AA 400 All 10 8 10 -3 Body
5AAA 1000 Low 17 14 16 -13 Foot
5A
Total: 18
  • Gatlings into itself 3 times.
  • Inputting as 4A will stop 5AA from coming out.
  • Deceptively high hitbox.

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


5AA
Total: 27
  • Dash cancel is -3 on block.
  • Jump cancel on hit and block.

Shoulder tackle, moves Junpei forward. Good for setting up throws or cross ups.


5AAA
Total: 46
  • Hits low.
  • Crosses under on hit if not canceled into a Special Move early.

Cancels into 214A/B during Victory Cry for a Clean Hit. Ends with Super Spin Swing into Inferno Homer if the meter is available.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
240 Low 7 4 14 -5 Foot -

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 All 10 4 17 -6 Chest

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
380 Air Unblockable 12 4 28 -17 Body 7~15 Head

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 3 15 Head

j.2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
450 All 15 Until L 14L -3 (TK) Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 High 11 4 16 Head

Persona Moves

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 15 15 Total 47 -10 Chest Persona 1~Until Active All

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 Low 19 12 23 -18 Foot Persona 1~First Active Chest
  • Useful as a launcher.
  • Junpei's best combo starter

Trismegistus does a slide. Can be connected after 5AA or more importantly after a close 5C, incredibly useful during Victory Cry combos since it works as a launcher, combos into 236C and also grants perfect spacing for 214A/B+D Clean hit. The other major use of 2C is as a combo starter, this move is easily his most threatening starter in Victory Cry and easily leads to 5K+ before counting in meter.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 All 17 8 21 Head Persona 1~Until Active All

5D/j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 400×3 All 48 11 <(28)Until L(28)Until L> Total 53 +17 Head
j.D 400×3 All 59 Until L <(28)Until L(28)Until L> Total 55 Head
5D
  • Okizeme tool.

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.


j.D
  • Slower okizeme tool.

Junpei will spin his arm, and then Trismegistus will attack. Similar to 5D, but has longer startup. The angle Trismegistus flies depends on how high you jumped, and Trismegistus will actually fly higher if Junpei air-turns before using the attack. Air actions still possible after recovery.

2D/j.2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2D 900 All 26 55 Total 51 -3 Head
j.2D 900 All 23 55 Total 51 Head

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 27 4 26 -11 Body 11~30 Guard Strike

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 Low 13 8 20 -11 Foot 7~18 Chest

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0×2, 1800 Throw 4 3 19 Throw -

Super Flamingo Swing

B+D, then A/B/C/D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 [840] All 13~79 3 44 -30 Body 1~17 All
  • Combo filler in Victory Cry.
  • Reflects projectiles forward.

Junpei takes up a stance with invincibility, before swinging with his bat after another button is pressed. Relatively slow for an attack-type Furious Action. 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 special moves and causes a wall bounce if close to the corner. Extremely useful for combos in general.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 5 29 -17 Body 1~21 Guard All

Skill Attacks

Super Spin Swing

236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 40, 20×2, 500 All 11 1,3,3(6)3 26 -10 Body
236A Victory Cry 48, 24×8, 600
[48×9, 720]
All 11 1,3,3,2×6(6)3 26 -10 Body
j.236A 20, 10×N, 500 All 16 5,10,5,10…(6)3 29 -13 Body
j.236A Victory Cry 24, 12×N, 600
[24, 12×N, 720]
All 15 3×N(6)3 29 -13 Body
236B 40, 20×8, 500 All 30 2×9(6)3 23 -7 Body
236B Victory Cry 48, 24×14, 600
[48, 24×14, 720]
All 30 2×15(6), 3 23 -7 Body
j.236B 20, 10×N, 500 All 17 5,10,5,10…(6)3 23 -7 Body
j.236B Victory Cry 24, 12×N, 600
[24, 12×N, 720]
All 17 3×N(6)3 23 -7 Body
236AB 40, 20×8, 500 All 17 2×9(6)3 20 -4 Body
236AB Victory Cry 40, 20×20, 600
[40, 20×20, 720]
All 17 2×21(6)3 20 -4 Body
j.236AB 20, 10×N, 500 All 17 4,8,4,8…(6)3 20 -4 Body
j.236AB Victory Cry 24, 12×N, 500 All 17 3×N(6)3 20 -4 Body
All Versions
  • All versions, including aerial versions, reflect projectiles forward.

Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in whichever direction you hold between 4 and 6. 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.


236A
  • Quick but low hitstun.

Only used to finish ground combos as Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs. Victory Cry 236A gives a safejump on Clean Hit in the corner.


236B
  • Slow, but more damage and hitstun.

Mostly used during combos or to finish them. Can be followed with Homerun Supers. In Victory Cry this special is one of the most important moves for Victory Cry combos. It launches the opponent high into the air allowing you to continue the combo in the corner.


236AB
  • Best of both worlds.

SB Version has more hits and deals the most damage. In Victory Cry, it recieves an additional use as an approach tool, as it carries Junpei far, moves him fast, and is incredibly active. Additionally, its -4 on block with high pushback, making it unpunishable on regular block and incredibly difficult on IB.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 400 100 200 3×3, 5
236A Victory Cry 400 100 200 3×9, 5
j.236A 0 500 500 3×N, 5
j.236A Victory Cry 0 500 500 3×N, 5
236B 400 100 200 3×9, 5
236B Victory Cry 0 500 500 3×9, 5
j.236B 500 200 500 3×N, 5
j.236B Victory Cry 500 200 500 3×N, 5
236AB 400 100 200 3×9, 5
236AB Victory Cry 400 100 200 3×21, 5
j.236AB 200 300 500 3×N, 5
j.236AB Victory Cry 200 300 500 3×N, 5

236A:

  • When Runs is 5+, adds 3 more hits, active frames become 1,3,3,2×3(6)3 and untech increses to 26F for all spin hits


236A Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs is 20+, adds 3 more hits, active frames become 1,3,3,2×9(6)3
  • When score above 15, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs. Runs 20+: 48, 24×11. Runs 30+: 60, 30×11. Runs 40+: 72, 36×11. Runs 50+: 84, 40×11. Runs 55: 120, 60×11


j.236A:

  • When Runs is 5+, active frames becomes 3,6×N(6)3, and untech increses to 26F for all spin hits


j.236A Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs 15+, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs 20+: 36, Runs 30+: 48, Runs 40+: 60, Runs 50+: 72, Runs 55: 96


236B:

  • When Runs is 5+, adds 3 more hits, active frames become 2×12(6)3 and untech increses to 26F for all spin hits


236B Victory Cry:

  • Values in [] are on Clean Hit
  • When score is 20+, adds 3 more hits, active frames become 2×18(6)3
  • When score above 15, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs. Runs 20+: 48, 24×17. Runs 30+: 60, 30×17. Runs 40+: 72, 36×17. Runs 50+: 84, 40×17. Runs 55: 120, 60×17


j.236B:

  • When Runs above 5, active frames becomes 3,6,3,6…(6)3, and untech increses to 26F for all spin hits


j.236B Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs 15+, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs 20+: 36, Runs 30+: 48, Runs 40+: 60, Runs 50+: 72, Runs 55: 96


236AB:

  • When Runs is 5+, adds 6 more hits, active frames become 2×15(6)3 and untech increses to 26F for all spin hits


236AB Victory Cry:

  • Values in [] are on Clean Hit
  • When score is 20+, adds 6 more hits, active frames become 2×27(6)3
  • When score above 15, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs. Runs 20+: 48, 24×26. Runs 30+: 60, 30×26. Runs 40+: 72, 36×26. Runs 50+: 84, 40×26. Runs 55: 120, 60×26


j.236AB:

  • When Runs above 5, active frames becomes 3,4,3,4…(6)3, and untech increses to 26F for all spin hits


j.236AB Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs 15+, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs 20+: 36, Runs 30+: 48, Runs 40+: 60, Runs 50+: 72, Runs 55: 96

Super Bunt

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 500 All 9 5 14 -4 Chest 5~10 Guard Strike
214B 700 All 17~34 5 14 +2 Chest 13~(18~35) Guard Strike
214AB 700 All 12~41 8 9 +4 Chest 8~(19~48) Guard Strike
All Versions
  • All versions have armor.
  • All versions reflect projectiles forward.

Junpei uses the other side of his bat to hit his opponent. 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.


214A
  • Fast but negative on block, ends your turn in pressure.
  • Armor broken by lows.

Mostly used to finish combos for a knockdown outside of Victory Cry or as an extender during Victory Cry.


214B
  • Slow, but +2 making it a viable pressure reset tool.
  • Chargeable, increases startup and guard point.
  • Armor broken by lows.

Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.


214AB
  • Plus on normal block.
  • Chargeable, increases startup and guard point.
  • Armor also works against lows.
  • Dash-cancelable, -1 on block

SB Version is faster and deals the same amount of damage when compared to the B version. +4 on block. Useful to reset pressure and bait attacks.

Full Speed Slide

236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 800 Low 15 12 13 -8 Foot 15~29 Chest
j.236C 500 Low Until L+4 12 22 -19 Foot Landing~Landing+17 Chest
236D 600, 300 High, Low 28 13, 12 22 -19 Head, Foot 41~55 Chest
j.236D 300, 400 High, Low 15 Until L, 12 22 -19 Head, Foot Landing~Landing+15 Chest
236CD 750, 375 High, Low 23 13, 12 22 -19 Head, Foot 8~17 Guard Strike
36~50 Chest
236[CD] Total 38 8~16 Guard Strike
j.236CD 300, 600 High, Low 16 Until L, 18 22 -25 Head, Foot Landing~Landing+21 Chest
All Versions
  • Fatal recovery.
  • Very unsafe on block.

Junpei runs and jumps towards his opponent while channeling his inner shagster! 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.


236C
  • Only hits low.
  • Has chest invul.

Important combo tool, mainly used after 2C in almost every midscreen combo. Outside of this it's far too risky of a mixup tool without meter to keep it safe with One More Cancel due to being both punishable and fatal recovery.


236D
  • Slower than the C version.
  • First hit is an overhead, second hit is a low.
  • Has chest invul.

Very hard to block if spaced because the two hits are hard to distinguish.


236CD
  • Hits high, then low.
  • Can be feigned by holding C+D.
  • Has guard point.

The feign is mostly used for midscreen conversions when in Victory Cry.

Deathbound

Persona Required 214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C/D 250, 1000 High 9 Until L, 3 Total 60 -5 Head, Body
j.214C/D 250, 1000 High 9 Until L, 3 Total 64 Head, Body
214CD 120, 60×N, 1000 High 9 Until L, 3 Total 52 +13 Head, Body
j.214CD 120×N, 1000 High 9 Until L, 3 Total 64 Head, Body
  • Hits crouchers on frame 34 (tested on crouching Narukami).
  • C and D versions have the same frame data.
    • C version dives closer to Junpei.
    • D version dives farther from Junpei.
  • SB version has better frame advantage, tracks onto the opponent, and can be comboed off of if Junpei is right next to the opponent.

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.

SP Skill Attacks

Inferno Homer

236236A/B, then A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 1300 All 7+(75 Flash)+4~112 5 69 -55 Body 1~45 All
236236B 1500 All 7+(75 Flash)+13~121 5 69 -55 Body 1~54 All
236236AB 1600 All 7+(75 Flash)+4~112 5 69 -55 Body 1~45 All
  • A version is fast with low damage and invul.
  • B version is slow with more damage and invul.
  • SB is the best of both worlds.
    • A or C follow-up gives a home run.
      • Can also reflect projectiles diagonally up and away.
    • B or D follow-up gives a Clean Hit and a ground slide, which can be used to extend combos or just super again in the corner.
      • Can also reflect projectiles forward.

Junpei's most practical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry. The B version in particular is mostly used at the end of combos as a finisher for Homeruns.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A 600 500 50 5
236236B 600 500 50 5
236236AB 100 400 50 5

236236A:

  • Press A/B/C/D to follow up attack
  • Input during superflash for fastest attack, otherwise attack comes out 15F after button press
  • A/C scores a Homerun, damage increases to 1950
  • B/D scores a Clean Hit, values in [] are on Clean Hit
  • When attack not inputted immediately, invulnerability lasts from 1~7F, then from 1~49F after pressing button
  • Dash cancel possible instead of swinging the bat
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Minimum damage 390 [585]


236236B:

  • Press A/B/C/D to follow up attack
  • Input during superflash for fastest attack, otherwise attack comes out 15F after button press
  • A/C scores a Homerun on hit, damage increases to 2250
  • B/D scores a Clean Hit, values in [] are on Clean Hit
  • When attack not inputted immediately, invulnerability lasts from 1~7F, then from 1~49F after pressing button
  • Dash cancel possible instead of swinging the bat
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Minimum damage 450 [675]


236236AB:

  • Press A/B/C/D to follow up attack
  • Input during superflash for fastest attack, otherwise attack comes out 15F after button press
  • A/C for a Homerun on hit, damage increases to 2400
  • B/D for a Clean Hit, values in [] are on Clean Hit
  • When attack not inputted immediately, invulnerability lasts from 1~7F, then from 1~49F after pressing button
  • Dash cancel possible instead of swinging the bat
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Minimum damage 640 [960]

Comeback Grand Slam

Persona Required 236236C/D, then A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C/D 100×4 All 7+(78 Flash)+8 12,12,12,32767 Total Projectile 1~9 All
236236CD 100×4 All 7+(78 Flash)+8 12,12,12,32767 Total Projectile 1~9 All
236236C > X 800, 2000 All 11 5 59 -45 Body, Projectile 2~15 All
  • C version spawns Trismegistus close to Junpei.
  • D version spawns Trismegistus one screen away.
  • SB version tracks the opponent.
    • A or C follow-up gives a home run.
    • B or D follow-up gives a Clean Hit that cannot extend combos without resources unlike Inferno Homer.

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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C/D 0 100 50 3
236236CD 0 100 50 3
236236C > X 0, 300 900, 500 50 5

236236C/D:

  • Press button anytime after superflash to perform followup attack
  • C version summons persona in front of Junpei, D versions summons persona
  • Minimum damage 30×4 (120)


236236CD:

  • Press button anytime after superflash to perform followup attack
  • Summons persona from right behind opponent's location
  • Minimum damage 30×4 (120)


236236C > X:

  • A/C for a Homerun on hit
  • B/D for a Clean Hit, values in [] are on Clean Hit
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Second hit is when hitting the projectile thrown by the persona
  • A/C version launches on hit 51F + Slide 21F
  • B/D version launches on hit 121F
  • Minimum damage 240, 800 (1400)

Victory Cry

Activates after 10 Runs

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1+(60 Flash)+0 1~1 All
  • Activates after getting 10 runs
  • Carries over to later rounds if successfully installed
  • Max amount of runs is 55

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 will do increased damage on every move and more importantly he 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 while they are in hitstun and airborne, the only exceptions to this rule are his SP Skills such as Inferno Homer and Comeback Grand Slam. 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. As an added bonus, as Junpei scores additional runs the damage of his Super Spin Swing increases.

Awakened SP Skill Attacks

Super Vorpal Bat

Persona Required 214214C/D, then A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 0, 2000 [0, 4000] All 5+(50 Flash)+10 60 Total 86 -53 Body 1~64 Guard All
214214D 0, 2200 [0, 4400] All 5+(50 Flash)+10 60 Total 86 Body 1~64 Guard All
214214CD 0, 2800 [0, 5000] All 5+(50 Flash)+9 60 Total 86 Body 1~46 Guard All
  • C version deals the least damage but is the easiest to time.
  • SB version deals insane damage but the timing is within 1-2 frames.
  • D version is somewhere in between the two in terms of damage and difficulty
  • All buttons give Home Run if timed correctly.
  • Fun fact; there's one frame that allows you to combine the damage from both Home Run and the whiff, resulting in an extra ~170 damage tacked onto the move.

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, which the player must time in order to land the hit. Timing for this super varies between using the C/D/SB versions. Generally, higher the button, tighter the timing but higher the damage. Early hit still deals ok damage, and whiffing will still result in a small amount of damage (but can't KO). Landing the Home Run will deal a lot of minimum damage (roughly 1750 with SP), making it great to end combos with so long as you time it right. Can also do a pretty good job at punishing some moves from fullscreen. All around useful SP Skill.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214C 0 1100 50 5
214214D 100 1000 50 5
214214CD 100 1000 50 5

214214C:

  • Press A/B/C/D to do followup hit
  • Values in [] are for Homerun hit
  • When Junpei misses the swing, persona deals 350 damage to opponent
  • Minimum damage 600 [1000]


214214D:

  • Press A/B/C/D to do followup hit
  • Values in [] are for Homerun hit
  • When Junpei misses the swing, persona deals 350 damage to opponent
  • Minimum damage 660 [1100]


214214CD:

  • Press A/B/C/D to do followup hit
  • Values in [] are for Homerun hit
  • When Junpei misses the swing, persona deals 350 damage to opponent
  • Minimum damage 840 [1750]

Instant Kill

Explosive Level-Up Grand Slam

Persona Required 222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 7+(30 Flash)+34 Until Hit Total 168 -109 Body 1~99 All
  • Fully invincible until after Trismegistus flies off the screen.

Junpei will crouch and Trismegistus will fly horizontally through the screen from behind Junpei aiming to grab the opponent. Trismegistus will then fly through the space and throw the poor thing down to the earth for Junpei to knock out of the park. Your regular over-the-top instant kill made even better because it's Junpei.

Can be useful to punish some moves such as Narukami's Ziodyne since it's surprisingly fast for an IK.

Colors


Navigation

 Junpei Iori



To edit frame data, edit values in P4U2R/Junpei Iori/Data.