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{{MFlag|cleanup}} | {{MFlag|cleanup}} | ||
{{notice|While Junpei's page here may be undergoing clean-up, there are some rather fleshed-out resources covering the character in this version: <br/> | {{notice|While Junpei's page here may be undergoing clean-up, there are some rather fleshed-out resources covering the character in this version: <br/> | ||
Junpei gitbook: https://maxx-sev.gitbook.io/junpei-guide-p4u2/ <br/> | Junpei gitbook: https://maxx-sev.gitbook.io/junpei-guide-p4u2/ <br/> | ||
Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.}} | Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.}} | ||
{{Overview | ==Overview== | ||
| | {{P4U2R/CharacterLinks}} | ||
<div id="home-content" class="home-grid"> | |||
| | {{card|width=4 | ||
| | |header=Overview | ||
| pros = | |content='''Junpei Iori''' is an All-Rounder, centralized around his unique '''Baseball Meter''' mechanic. | ||
*'''Victory Cry:''' Once he's got 10 runs Junpei | |||
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 {{keyword|install}} 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.''' | |||
*'''Projectile Reflecting:''' All of Junpei's | |||
*'''Meter Proficient:''' Junpei not only gains meter at a very good rate in Victory Cry but | 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/infobox | ||
*''' | | fastestAttack = 5A (5F) | ||
| | | reversalType = Strike (13F) | ||
| | | fatalStarter = 2D/J.2D, Full Count Bat Moves | ||
[[File:P4AU Junpei Baseball.png|thumb| | | fatalRecovery = 236C/D | ||
'''Expand the text below for a TL;DR on Junpei's | }} | ||
{{ProsAndCons | |||
|intro = 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 = | |||
*'''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 {{clr|2|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 {{clr|1|5A}}, his armored pressure reset bunt, and his solid dash cancel {{clr|3|5C}}, Junpei can enforce a fairly decent strike/throw game plan that becomes extremely scary in Victory Cry. | |||
|cons= | |||
*'''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. | |||
}} | |||
</div> | |||
===Unique Mechanics=== | |||
{{card| | |||
|header= Baseball Mechanic | |||
|content= | |||
[[File:P4AU Junpei Baseball.png|thumb|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.''' | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Click here for Junpei in a nutshell" data-collapsetext="Wow, surely the most overly complicated fighting game mechanic!"> | <div class="mw-collapsible mw-collapsed" data-expandtext="Click here for Junpei in a nutshell" data-collapsetext="Wow, surely the most overly complicated fighting game mechanic!"> | ||
* 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. | *Junpei has a powerful install that he must fill his baseball gauge up to reach. | ||
* Even if his bat attacks are '''blocked''', they add up to advance his gauge, but much slower. | *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. | ||
* '''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. | *Even if his bat attacks are '''blocked''', they add up to advance his gauge, but much slower. | ||
* He can never lose his accumulated Runs from too many mistakes, only his other progression marks. | *'''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. | ||
* Junpei needs at least 10 Runs to activate Victory Cry and enable Clean Hits, and its effects stacks with every 10 additional Runs. | *He can never lose his accumulated Runs from too many mistakes, only his other progression marks. | ||
* Clean Hits function similarly in principle to {{Character Label|GGACR|Sol Badguy|30px|label=Sol Badguy's}} Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype. | *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 {{Character Label|GGACR|Sol Badguy|size=30px|label=Sol Badguy's}} Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype. | |||
---- | |||
</div> | </div> | ||
<br/> <br/> | <br/> <br/> | ||
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.<br/> | 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.<br/> | ||
<br/> | <br/> | ||
*'''Runs''' <br/> It's very important | *'''Runs''' <br/> 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 | :*Acquiring 3 bases and then hitting the opponent with baseball bat attacks | ||
:*Clean Hits (Only available with Victory Cry) | :*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) | :*Home Runs (Awards 1 run by itself and +1 for each base up to a maximum of 4 runs for a single Home Run) | ||
<br/> | <br/> | ||
*'''Bases''' <br/> 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: | *'''Bases''' <br/> 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 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 | :*Hitting an incoming projectile with a baseball bat attack and reflecting it back as fireballs | ||
Line 52: | Line 71: | ||
:*Getting thrown. Luckily, teching a throw does not grant Junpei an Out.<br/> | :*Getting thrown. Luckily, teching a throw does not grant Junpei an Out.<br/> | ||
:*Accumulating 3 Strikes. | :*Accumulating 3 Strikes. | ||
| | |header2= Clean Hits | ||
| | |content2= | ||
[[File:P4AU Junpei Clean_Hit.png|thumb|PING!!! You got it!]] | [[File:P4AU Junpei Clean_Hit.png|thumb|PING!!! You got it!]] | ||
[[File:P4AU Junpei Homerun.png|thumb|Get runs, win games]] | [[File:P4AU Junpei Homerun.png|thumb|Get runs, win games]] | ||
Line 64: | Line 83: | ||
*'''236A/B:''' More damage, added hitstun, opponent will fly higher (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). | *'''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). | *'''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! | It's very important to get consistent with Clean Hits and learn how to confirm combos from them! | ||
{{clear}} | |||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|5A}}</big>=== | ===<big>{{clr|1|5A}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5A,5AA,5AAA|versioned=yes | |||
|description= | |||
;{{clr|1|5A}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 3 | |||
|recovery = 11 | |||
{{ | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
*Gatlings into itself 3 times. | |||
*Inputting as 4A will stop 5AA from coming out. | |||
*Deceptively high hitbox. | |||
* 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. | A quick punch forward, hits crouchers. Good for staggering pressure and tick throws. | ||
---- | ---- | ||
;5AA | ;{{clr|1|5AA}} | ||
* Dash cancel is - | {{#invoke:FrameChart|drawFrameData | ||
* Jump cancel on hit and block. | |startup = 10 | ||
|active = 8 | |||
|recovery = 10 | |||
}} | |||
*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. | Shoulder tackle, moves Junpei forward. Good for setting up throws or cross ups. | ||
---- | ---- | ||
;5AAA | ;{{clr|1|5AAA}} | ||
* Hits low. | {{#invoke:FrameChart|drawFrameData | ||
* Crosses under on hit. | |startup = 17 | ||
Cancels into 214A during Victory Cry for a Clean Hit. Ends with Super Spin Swing into Inferno Homer if the meter is available. | |active = 14 | ||
|recovery = 16 | |||
}} | |||
*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. | |||
}} | |||
===<big>{{clr|1|2A}}</big>=== | ===<big>{{clr|1|2A}}</big>=== | ||
{{P4U2R Move Card | |||
|input=2A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 4 | |||
|recovery = 14 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
*Gatlings into itself 3 times. | |||
* Gatlings into itself 3 times | |||
Can combo into Junpei's other normals perfectly well and will work against low profile moves that 5A would otherwise whiff against. | Can combo into Junpei's other normals perfectly well and will work against low profile moves that 5A would otherwise whiff against. | ||
}} | |||
===<big>{{clr|2|5B}}</big>=== | ===<big>{{clr|2|5B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 4 | |||
|recovery = 17 | |||
}} | |||
{{ | *Dash cancel is -7 on block. | ||
| | *Reflects projectiles forward. | ||
Horizontal bat swing. Great combo tool and decent mid-range poke, but not very fast. Clean hits if Victory Cry is active. | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|2|2B}}</big>=== | ===<big>{{clr|2|2B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=2B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 12 | |||
|active = 4 | |||
|recovery = 28 | |||
}} | |||
{{ | *Jump cancelable on hit and block. | ||
| | *Reflects projectiles diagonally up and away. | ||
Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Clean hits if Victory Cry is active. | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|1|j.A}}</big>=== | ===<big>{{clr|1|j.A}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 15 | |||
}} | |||
{{ | *Gatlings into itself. | ||
| | Good as an air-to-air and great at positioning yourself during combos for Clean hits. | ||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|1|j.2A}}</big>=== | ===<big>{{clr|1|j.2A}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.2A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 3 | |||
|recovery = 11 | |||
}} | |||
{{ | Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground. | ||
| | |||
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}} | }} | ||
===<big>{{clr|2|j.B}}</big>=== | ===<big>{{clr|2|j.B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|active = 4 | |||
|recovery = 16 | |||
{{ | |||
| | |||
{{ | |||
| | |||
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}} | }} | ||
*Huge untech time on counterhit. | |||
*Reflects projectiles diagonally down and away. | |||
Vertical bat swing in the air, great for jump-ins and combos, works as an air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Clean hits if Victory Cry is active. | |||
}} | }} | ||
==Persona Moves== | ==Persona Moves== | ||
===<big>{{clr|3|5C}}</big>=== | ===<big>{{clr|3|5C}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5C | |||
|description= | |||
*Dash Cancel is -3 on block. | |||
Trismegistus fires a projectile that travels about half screen. Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. If Junpei manages to make his opponent block this attack at max range, he's at frame advantage upon dash cancel. | |||
}} | }} | ||
===<big>{{clr|3|2C}}</big>=== | ===<big>{{clr|3|2C}}</big>=== | ||
{{P4U2R Move Card | |||
|input=2C | |||
|description= | |||
*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. | |||
}} | }} | ||
===<big>{{clr| | ===<big>{{clr|3|j.C}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.C | |||
|description= | |||
*Air-to-air and combo filler. | |||
*Prime throw bait button | |||
Trismegistus will raise one of his arms and open his golden wing forward. Great as an air-to-air and useful as a combo tool since it leads to SB Deathbound. In pressure Junpei can throw bait with an IAD back j.C and this is an INCREDIBLY powerful starter on CH. | |||
}} | }} | ||
===<big>{{clr|4| | ===<big>{{clr|4|5D}}/{{clr|4|j.D}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5D,j.D|versioned=yes | |||
|description= | |||
;{{clr|4|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. | |||
---- | |||
;{{clr|4|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. | |||
}} | }} | ||
===<big>{{clr| | ===<big>{{clr|4|2D}}/{{clr|4|j.2D}}</big>=== | ||
{{P4U2R Move Card | |||
|input=2D,j.2D|versioned=yes | |||
|description= | |||
;{{clr|4|2D}} | |||
Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound on hit. | |||
---- | |||
;{{clr|4|j.2D}} | |||
Junpei will spin his arm and then Trismegistus will attack. Similar to 2D, but faster startup. The angle Trismegistus flies depends on how high you jumped. Air actions still possible after recovery. | |||
{{ | |||
{{ | |||
| | |||
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}} | }} | ||
===<big> | ==Universal Mechanics== | ||
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>=== | |||
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}} | |||
{{P4U2R Move Card | |||
|input=5AB | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 24 | |||
{| | |active = 3 | ||
{{ | |recovery = 26 | ||
| | }} | ||
{{# | Junpei leaps forward and swings the bat with both hands downwards. Slow and unsafe on block, but has decent range and gives decent reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.<br/> | ||
| | C Version counts as a bat move and does not need 18 hits to force Fatal Counter. | ||
| | |||
}} | }} | ||
===<big> | ===<big>Sweep</big>=== | ||
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}} | |||
{{P4U2R Move Card | |||
|input=2AB | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 8 | |||
{| | |recovery = 20 | ||
{{ | }} | ||
| | Junpei's sweep. Low profiles chest attribute attacks and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel. | ||
{{# | |||
| | |||
| | |||
}} | }} | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=CD | |||
|description= | |||
*Allows for combos after. | |||
Dropkicks away. On midscreen, can be followed with Deathbound (Counter Hit), or with Comeback Grand Slam (D or C+D version) or Super Vorpal Bat (in awakening, any version) if you have the meter regardless of CH. Regular combos are possible in the corner. | |||
}} | }} | ||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=j.CD | |||
|description= | |||
*Allows for combos on counterhit. | |||
Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Super Flamingo Swing</big>=== | ===<big>Super Flamingo Swing</big>=== | ||
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=BD | |||
|description= | |||
*Combo filler in Victory Cry. | |||
*Reflects projectiles forward. | |||
{| | |||
{{ | |||
| | |||
| | |||
* Combo filler in Victory Cry. | |||
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. | 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 moves and causes a wall bounce if close to the corner. Extremely useful for combos in general. | 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. | ||
}} | |||
===<big>[[ | ===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>=== | ||
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}} | |||
{{P4U2R Move Card | |||
|input=6AB | |||
|description= | |||
Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
==[[ | ==[[P4U2R/Mechanics#Skills|Skill Attacks]]== | ||
===<big>Super Spin Swing</big>=== | ===<big>Super Spin Swing</big>=== | ||
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}} | |||
{{P4U2R Move Card | |||
|input=236A,236A Victory Cry,j.236A,j.236A Victory Cry,236B,236B Victory Cry,j.236B,j.236B Victory Cry,236AB,236AB Victory Cry,j.236AB,j.236AB Victory Cry|versioned=yes | |||
|description= | |||
{{ | |||
| | |||
| | |||
;All Versions | ;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. | 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. | As Normal Junpei, it works as a combo ender and can be followed with Supers pretty easily for Homeruns. Unsafe on block. | ||
Line 592: | Line 336: | ||
---- | ---- | ||
;236A | ;236A | ||
* Quick but low hitstun. | *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. | 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 | ;236B | ||
* Slow, but more damage and hitstun. | *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. | 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 | ;236AB | ||
* Best of both worlds. | *Best of both worlds. | ||
SB Version has more hits and deals the most damage. | 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. | ||
}} | |||
===<big>Super Bunt</big>=== | ===<big>Super Bunt</big>=== | ||
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}} | |||
{{P4U2R Move Card | |||
|input=214A,214B,214AB|versioned=yes | |||
|description= | |||
{{ | |||
| | |||
| | |||
| | |||
;All Versions | ;All Versions | ||
* All versions have armor. | *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. | 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 | ;214A | ||
* Fast but | *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. | Mostly used to finish combos for a knockdown outside of Victory Cry or as an extender during Victory Cry. | ||
---- | ---- | ||
;214B | ;214B | ||
* Slow, but | *Slow, but +2 making it a viable pressure reset tool. | ||
* Chargeable, increases startup and guard point. | *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. | Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry. | ||
---- | ---- | ||
;214AB | ;214AB | ||
* Plus on normal block. | *Plus on normal block. | ||
* Chargeable, increases startup and guard point. | *Chargeable, increases startup and guard point. | ||
SB Version is faster and deals the same amount of damage when compared to the B version. + | *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. | |||
}} | |||
===<big>Full Speed Slide</big>=== | ===<big>Full Speed Slide</big>=== | ||
{{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}} | |||
{{P4U2R Move Card | |||
|input=236C,j.236C,236D,j.236D,236CD,236[CD],j.236CD|versioned=yes | |||
|description= | |||
{{ | |||
| | |||
| | |||
;All Versions | ;All Versions | ||
* Fatal recovery. | *Fatal recovery. | ||
* Very unsafe on block. | *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. | 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 | ;236C | ||
* Only hits low. | *Only hits low. | ||
* Has chest invul. | *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 | ;236D | ||
* Slower than the C version. | *Slower than the C version. | ||
* First hit is an overhead, second hit is a low. | *First hit is an overhead, second hit is a low. | ||
* Has chest invul. | *Has chest invul. | ||
Very hard to block if spaced because the two hits are hard to distinguish. | Very hard to block if spaced because the two hits are hard to distinguish. | ||
---- | ---- | ||
;236CD | ;236CD | ||
* Hits high, then low. | *Hits high, then low. | ||
* Can be feigned by holding C+D. | *Can be feigned by holding C+D. | ||
* Has guard point. | *Has guard point. | ||
The feign is mostly used for midscreen conversions when in Victory Cry. | The feign is mostly used for midscreen conversions when in Victory Cry. | ||
}} | |||
===<big>Deathbound</big>=== | ===<big>Deathbound</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}} (Air OK)}} | ||
{{P4U2R Move Card | |||
|input=214C/D,j.214C/D,214CD,j.214CD|versioned=yes | |||
|description= | |||
*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. | |||
}} | }} | ||
==[[ | ==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]== | ||
===<big>Inferno Homer</big>=== | ===<big>Inferno Homer</big>=== | ||
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=236236A,236236B,236236AB|versioned=yes | |||
|description= | |||
*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. | ||
| | |||
| | |||
}} | }} | ||
===<big>Comeback Grand Slam</big>=== | ===<big>Comeback Grand Slam</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}} | ||
{{P4U2R Move Card | |||
|input=236236C/D,236236CD,236236C > X|versioned=yes | |||
|description= | |||
*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. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Victory Cry</big>=== | ===<big>Victory Cry</big>=== | ||
{{InputBadge|Activates after 10 Runs}} | |||
{{P4U2R Move Card | |||
|input=Victory Cry | |||
|description= | |||
*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. | |||
}} | }} | ||
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks== | ==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks== | ||
===<big>Super Vorpal Bat</big>=== | ===<big>Super Vorpal Bat</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}} | ||
{{P4U2R Move Card | |||
|input=214214C,214214D,214214CD|versioned=yes | |||
|description= | |||
*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. | |||
}} | }} | ||
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]== | |||
==[[ | |||
===<big>Explosive Level-Up Grand Slam</big>=== | ===<big>Explosive Level-Up Grand Slam</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}} | ||
{{P4U2R Move Card | |||
|input=222CD | |||
|description= | |||
*Fully invincible until after Trismegistus flies off the screen. | |||
{{ | |||
| | |||
| | |||
* Fully invincible until after Trismegistus flies off the screen. | |||
Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab | 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. | Can be useful to punish some moves such as Narukami's Ziodyne since it's surprisingly fast for an IK. | ||
}} | |||
== | ==Colors== | ||
{{P4U2RColors | |||
|Size=180 | |||
|Character=Junpei Iori | |||
|reference2=''Opposite'' | |||
|P_reference2=''Opposite'' | |||
|reference9=[https://megamitensei.fandom.com/wiki/Hidehiko_Uesugi ''Hidehiko Uesugi (P1)''] | |||
|P_reference9=[https://megamitensei.fandom.com/wiki/Hidehiko_Uesugi ''Hidehiko Uesugi (P1)''] | |||
|reference10={{Character Label|BBCF|Kagura Mutsuki|size=42px}} | |||
|P_reference10={{Character Label|BBCF|Kagura Mutsuki|size=42px}} | |||
|reference11={{Character Label|GGACR|Kliff Undersn|size=42px}} | |||
|P_reference11={{Character Label|GGACR|Kliff Undersn|size=42px}} | |||
|reference15=[https://megamitensei.fandom.com/wiki/Masao_Inaba ''Masao Inaba (P1)''] | |||
|P_reference15=[https://megamitensei.fandom.com/wiki/Masao_Inaba ''Masao Inaba (P1)''] | |||
|reference23=''Velvet Room Attendant'' | |||
|P_reference23=''Velvet Room Attendant'' | |||
|reference27=''Dengeki'' | |||
|P_reference27=''Dengeki'' | |||
|reference28={{Character Label|P4U2R|Kanji Tatsumi|size=42px}} | |||
|P_reference28={{Character Label|P4U2R|Kanji Tatsumi|size=42px}} | |||
}} | |||
==Navigation== | ==Navigation== | ||
<center>{{Character Label| | <center>{{Character Label|P4U2R|Junpei Iori|size=36px}}</center> | ||
{{ | {{P4U2R/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{#lst: | {{#lst:P4U2R/Navigation}} |
Latest revision as of 05:38, 13 December 2023
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Junpei gitbook: https://maxx-sev.gitbook.io/junpei-guide-p4u2/
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!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.
- 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
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
- Taking damage. Junpei will only be punished with one Out every time he's in hitstun per combo.
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
- 5A
- 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
- 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
- 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.
5AA:
- Dash cancel is -5 on block
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 | - |
- Gatlings into itself 3 times.
Can combo into Junpei's other normals perfectly well and will work against low profile moves that 5A would otherwise whiff against.
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
| ||||||||||||||||||||||||||||||||||||
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500 | 100 | 50 | 2 |
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 |
- Dash cancel is -7 on block.
- Reflects projectiles forward.
Horizontal bat swing. Great combo tool and decent mid-range poke, but not very fast. Clean hits if Victory Cry is active.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 200 | 3 |
- Dash cancel is -7 on block
- Values in [] are on Clean Hit
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 |
- Jump cancelable on hit and block.
- Reflects projectiles diagonally up and away.
Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Clean hits if Victory Cry is active.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 200 | 3 |
- Values in [] are on Clean Hit
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 |
- Gatlings into itself.
Good as an air-to-air and great at positioning yourself during combos for Clean hits.
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
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 1 |
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 |
Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground.
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
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200 | 100 | 50 | 3 |
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 |
- Huge untech time on counterhit.
- Reflects projectiles diagonally down and away.
Vertical bat swing in the air, great for jump-ins and combos, works as an air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Clean hits if Victory Cry is active.
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
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200 | 100 | 100 | 4 |
- Values in [] are on Clean Hit
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 |
- Dash Cancel is -3 on block.
Trismegistus fires a projectile that travels about half screen. Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. If Junpei manages to make his opponent block this attack at max range, he's at frame advantage upon dash cancel.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
- Dash cancel is -3 on block
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.
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
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 300 | 1000 | 4 |
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 |
- Air-to-air and combo filler.
- Prime throw bait button
Trismegistus will raise one of his arms and open his golden wing forward. Great as an air-to-air and useful as a combo tool since it leads to SB Deathbound. In pressure Junpei can throw bait with an IAD back j.C and this is an INCREDIBLY powerful starter on CH.
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
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
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.
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
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D | 400 | 100 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.D | 300 | 100 | 1000 | 4 |
5D:
- Values in <> occur on hit/block
j.D:
- Values in <> occur on hit/block
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 |
- 2D
Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound on hit.
- j.2D
Junpei will spin his arm and then Trismegistus will attack. Similar to 2D, but faster startup. The angle Trismegistus flies depends on how high you jumped. Air actions still possible after recovery.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D | 200 | 300 | 1000 | 4 | ||||||||||||||||||||||||||||||||||||
j.2D | 300 | 100 | 1000 | 4 |
j.2D:
- Fatal Counter
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 |
Junpei leaps forward and swings the bat with both hands downwards. Slow and unsafe on block, but has decent range and gives decent reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.
C Version counts as a bat move and does not need 18 hits to force Fatal Counter.
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
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0 | 800 | 10,000 | 5 |
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 |
Junpei's sweep. Low profiles chest attribute attacks and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
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 |
- Allows for combos after.
Dropkicks away. On midscreen, can be followed with Deathbound (Counter Hit), or with Comeback Grand Slam (D or C+D version) or Super Vorpal Bat (in awakening, any version) if you have the meter regardless of CH. Regular combos are possible in the corner.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1000, 100 | 0 | 0, 4 |
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 | - |
- Allows for combos on counterhit.
Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1200, 100 | 50 | 0, 2, 5 |
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 100 | 400 | 4 |
- Junpei attacks 4F after pressing button, fastest startup is 13F
- If not attacking immediately, invulnerability is 1~8 All, and 1~8 after pressing button
- Opponent experiences 1F additional hitstop on hit/counter hit
- Values in [] are on Clean Hit
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 |
Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs.
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
| ||||||||||||||||||||||||||||||||||||
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4 |
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 200 | 100 | 200 | 3 | ||||||||||||||||||||||||||||||||||||
214B | 200 | 100 | 200 | 3 | ||||||||||||||||||||||||||||||||||||
214AB | 400 | 100 | 400 | 3 |
214A:
- Values in [] are on Clean Hit
214B:
- Hold button to delay attack and extend Guard Point duration
- If held, attack comes out 4F after release
- Values in [] are on Clean Hit
214AB:
- Hold button to delay attack and extend Guard Point duration
- If held, attack comes out 4F after release
- Values in [] are on Clean Hit
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 500 | 100 | 500 | 3 | ||||||||||||||||||||||||||||||||||||
j.236C | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236D | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236D | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236CD | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236[CD] | ||||||||||||||||||||||||||||||||||||||||
j.236CD | 200 | 100 | 50 | 3 |
236C:
- Fatal Recovery
j.236C:
- Fatal Recovery
236D:
- Fatal Recovery
j.236D:
- Fatal Recovery
236CD:
- Fatal Recovery
236[CD]:
- Fatal Recovery
j.236CD:
- Fatal Recovery
Deathbound
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C/D | 300 | 100 | 1000 | 4, 5 | ||||||||||||||||||||||||||||||||||||
j.214C/D | 300 | 100 | 1000 | 4, 5 | ||||||||||||||||||||||||||||||||||||
214CD | 300 | 300 | 1000 | 4×N, 5 | ||||||||||||||||||||||||||||||||||||
j.214CD | 300 | 300 | 1000 | 4×N, 5 |
214C/D:
- Fatal Recovery
- Startup to hit standing Narukami is 33F, crouching Narkami is 34F
j.214C/D:
- Fatal Recovery
214CD:
- Fatal Recovery
j.214CD:
- Fatal Recovery
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.
- A or C follow-up gives a home run.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Activates automatically after 10 Runs and Junpei is in neutral state
- Allows Junpei to Clean Hit his B attacks and base damage of all attacks increases by 20%
- Every 60F Junpei gains 36 HP. HP gained increase with runs - 20+ Runs: 38HP. 30+ Runs: 40 HP. 40+ Runs: 42 HP. 50+ Runs: 44 HP
- Every 1F Junpei gains 0.01 SP. SP Gained increases with runs - 20+ Runs: 0.02 SP. 30+ Runs: 0.03 SP. 40+ Runs: 0.04 SP. 50+ Runs 0.05 SP.
Awakened SP Skill Attacks
Super Vorpal Bat
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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.
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
| ||||||||||||||||||||||||||||||||||||
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1 |
Colors
Color 9
Hidehiko Uesugi (P1)Color 10
Kagura MutsukiColor 11
Kliff UndersnColor 15
Masao Inaba (P1)Color 28
Kanji Tatsumi
Color 9
Hidehiko Uesugi (P1)Color 10
Kagura MutsukiColor 11
Kliff UndersnColor 15
Masao Inaba (P1)Color 28
Kanji Tatsumi
- 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