Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Junpei primarily uses combos at the beginning of a round as a way to maximize how many Runs he gets so he can obtain Victory Cry. Once he has installed, this leads to much more varied combo routes thanks to Junpei gaining Clean Hits out of the ordeal.
Clean Hits allows Junpei to gain more damage off of B normals and all his specials/supers, as well as gaining new properties for each of them so long as he hits them right. Once he gets one Clean Hit, he'll always be aiming for more, which can lead to Junpei's infamous bat loops using 5BGuardAllStartup10Recovery17Advantage-6, 2BGuardAir UnblockableStartup12Recovery28Advantage-17, and j.BGuardHighStartup11Recovery16Advantage- Clean Hits. They work because of all the added untechable time that his Clean Hits add. 25 meter specials like 214A+BGuardAllStartup12~41Recovery9Advantage+4 give him great corner carry to put him in a position where he can hit you even harder. In the corner Junpei shines, B+DGuardAllStartup13~79Recovery44Advantage-30 now wall-bounces, and 214A/B ground slides are much easier to combo off of.
Pre-Victory Cry Combos
These combos are primarily used to get simple damage and obtain runs so Junpei can obtain Victory Cry.
For numbers in Run Gain, values outside of parenthesis "()" represent the number of runs a combo builds with bases empty, while values inside of parenthesis represent the number of runs a combo builds when bases are loaded.
For increased damage, most of these combos can add a super to gain more runs (Usually adding anywhere from 1-4). Doesn't matter which supers generally, but a popular one is Inferno Homer (236236A/B) < A Follow up.
# | Combo | Position | Damage | SP Gain | Run Gain | Difficulty | Notes |
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1 | 5AA > 5B > 2B > 2A+B > 214A | Anywhere | 1258 | ??? | 0(3) | Beginner | Extremely basic BnB. 214A can be subbed for 236C for a better knockdown leading to reliable safejumps, at the cost of a run. And 236A can be used instead of 214A for the sake of super cancels when needed. |
2 | 5AA > 5C > 2C > 236C > 66 5A > 5B > jc j.A > j.B > jc > j.B > 236A | Anywhere | 1953 | 31 | 1(4) | Easy | Optimized 5A starter whilst utilizing a microdash |
3 | 5AAA > 236B > 5B> 2B > 5C > jc j.A > j.B > jc j.B > 236A | Corner | 2141 | ??? | 3(6) | Easy | Corner BnB, A spin ender allows you to follow up with homer to cash out for runs. |
4 | C+D > 66 5B > 2B > 5C > jc j.A > j.B > jc j.B > 236A | Corner | 2036 | 25 | 2(5) | Easy | Throw confirm, only works in the corner. |
5 | A+B > C Follow Up > 8 j.B > jc j.B > j.C > 214C | Midscreen | 2410 | ??? | 1(4) | Intermediate | Midscreen All out Attack confirm. The C follow up of AoA counts as a bat move. |
# | Combo | Position | Damage | SP Gain | Run Gain | Difficulty | Notes |
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1 | 5AA > 5C > 2C > 236C > 66 2A > 2B > 5B > jc j.A > j.B > jc j.B > 236A | Anywhere | 2058 | 35 | 2(5) | Hard | Optimized 5A variant. Microdash 2A is a very tight timing, but this combined with the added 2B makes the combo more rewarding for more damage and runs. Only works on NA, YO, YK, YA, LB, SL, CH, MA, MS, AG, AD, LZ, and RI. |
2 | 5AA > 5B > 5C > jc j.B > (small delay) j.A > 665AA > 5B > 2B > 2A+B > 214A OR 5A > 5B > 2B > 5C > jc j.B > (small delay) j.A > 665AA > 5B > 2B > 2A+B > 214A |
Anywhere | 1691/1665 | 32 | 2(5)/3(6) | Hard | Loop that hits tall standing characters. Requires a tight microdash after landing with a delayed j.A. Only works on YU, AD, MG, LZ, NA, YA, KE, MS, CH, AK, and MA. Tighter delay on j.A on NA and YA. |
Victory Cry Combos
Once Junpei obtains Victory Cry, he gains the ability to do some hard hitting meterless combos thanks to Clean Hits, which becomes even more hard hitting when Junpei cashes out using supers, especially in Awakening when he gains access to Super Vorpal Bat thanks to its high minimum damage on Homerun. Bat loops are also a specialty of Junpei's, and doing them midscreen provides a good amount of corner carry.
# | Combo | Position | Damage | SP Gain | Run Gain | Difficulty | Notes |
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1 | j.B > 5AA > 2C > 5C > jc j.B > 2B > jc j.B > 2B > jc j.B > 2B > jc j.B > 236B > 236236B > (delay) A Follow Up | Midscreen | 3294 | -13 | 10(13) | Intermediate | BnB bat loops that corner carries from midscreen. Ends with a B Inferno Homer for more damage than the A version, possible thanks to CL 236B. There's a delay in the follow up because swinging the moment you get out of super flash will result in the opponent being too high above Junpei, therefore whiffing. |
2 | j.B > 5AAA > 214A > B+D > (delay) 236B > 5B > c.A+C > j.B > 2B > jc j.B > 236B > 5B > 2D > 214D > 214214CD > Home Run | Corner | 5414 | -25 | 11(14) | Hard | CL 214A right after hitting 5AAA as to avoid crossing up and to successfully hit the CL, since delaying it slightly can still keep you on the same side, but will end up not getting CL. Also, there's a decently big delay between Junpei's DP and his 236B. You can actually land the CL 5B after either normal 236B or CL 236B since both have enough hitstun to allow it. You might be able to do a normal jump after the first 5B, but it tends to be more consistent if you do the short hop. Pretty simple from there, just a bat loop, CL 236B, CL 5B, and I figured spice up the combo with 2D > Deathbound > Vorpal. I think it goes without saying you should hit Homerun on Vorpal. |
3 | 5AAA > 214A > 236D > OMC > 5B > 2A+C > j.B > 66 5B > 2A+C > j.B < 236B | Fullscreen | 2603 | -25 | 5(8) | Intermediate | Corner-to-corner combo using OMC. Make sure to OMC on the second hit of 236D since follow ups will whiff otherwise. Jump cancelling after the 5B's is still a possibility, but it tends to be easier with a short hop. |
4 | C+D > 2B > 5C > jc j.B > (delay) 214A > B+D > (delay) 214B > 2C > 5C > jc j.B > j.2D > 214C/D | Corner | 3504 | 48 | 3(6) | Intermediate | Meterless 3.5K from grab. Also gives an IAD safe jump after |
Shadow Frenzy Pre-Victory Cry Combos
Shadow Junpei is built very similarly to Junpei because all his non-Frenzy routes are the same thanks to having no actual difference in moves. However, Shadow Frenzy greatly benefits S. Junpei because he gets a greater advantage out of the special-into-special cancelling Shadow Frenzy provides because all A/B specials utilize his bat, therefore obtaining runs, and thus causes S. Junpei to build runs a lot easier thanks to Shadow Frenzy. This makes S. Junpei the superior character in a competitive environment thanks to building a lot more runs and dealing more damage during a Frenzy.
but he loses all his charm in Shadow Form, so Normal Junpei is still superior in my eyes
# | Combo | Position | Damage | Starting SP | Run Gain | Difficulty | Notes |
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1 | 2A < 2A < 5AA < 5B < 2B < 2A+B < 236A < Frenzy 5B < 214AB < 236AB < 214A < 236A < 236236A < B Follow Up < 236236A < A Follow Up | Corner | ~2282 | 45 | 10(13) | Intermediate | I guess if you wanted an IVC combo off of a 2A starter in the corner, this is your best bet. The 5B after 236A < Frenzy has to be done extremely fast, otherwise it won't connect. |
2 | 5AAA < 236B, 5B < 2B < jc j.A < j.B < jc j.B < j.236B(1) Shadow Frenzy, j.236B(1) > j.236A > 236236A > B/D Follow Up, 214214CD > Home Run | Corner | 3589 | 43 | 10(13) | Intermediate | An IVC route off of a 5A starter in the corner. The j.236B after shadow frenzy has to be done as soon as possible, otherwise it'll drop. |
Shadow Frenzy Victory Cry Combos
S. Junpei deals crazy damage inside of Shadow Frenzy thanks to the special-into-special cancelling + meter dumping making him less reliant on only using Clean Hits for follow ups, while still utilizing Clean Hits to their fullest potential for maximum damage output.
# | Combo | Position | Damage | Starting SP | Run Gain | Difficulty | Notes |
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1 | 2A+B > Frenzy 5B > 2D > 214D > 236D > 236C > 236CD > 236A > 236AB > 236B > C+D (delayed follow up) > 214B > 66 2C > 214A > 214C > 236CD > 214214CD > Home Run | Midscreen | 8012 | 100 | 8(11) | Extremely Hard | Sweep Frenzy starter. Long and execution heavy combo, but well worth it due to the fact it... TOD's on SL. |
Videos
- Pre-VC 1
- Pre-VC 2
- Pre-VC 3
- Pre-VC 4
- Pre-VC 5
- Pre-VC - Character Specific 1
- Pre-VC - Character Specific 2 Route 1
- Pre-VC - Character Specific 2 Route 2
- VC 1
- VC 2
- VC 3
- VC 4
- Shadow Frenzy Pre-VC 1
- Shadow Frenzy Pre-VC 2
- Shadow Frenzy VC 1
- 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