P4U2R/Junpei Iori/Combos: Difference between revisions

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*'''''[https://youtu.be/isVdqczgshA VC 4]'''''<br/>
*'''''[https://youtu.be/isVdqczgshA VC 4]'''''<br/>
*'''''[https://youtu.be/dHs3-fGjUn8 Shadow Frenzy Pre-VC 1]'''''<br/>
*'''''[https://youtu.be/dHs3-fGjUn8 Shadow Frenzy Pre-VC 1]'''''<br/>
*'''''[https://youtu.be/fJbPnZUotDs Shadow Frenzy Pre-VC 2]'''''<br/>
* '''''[https://twitter.com/Ninjaelephant31/status/1505052476612915201 Shadow Frenzy VC 1]'''''<br/>
* '''''[https://twitter.com/Ninjaelephant31/status/1505052476612915201 Shadow Frenzy VC 1]'''''<br/>
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Revision as of 21:51, 5 April 2022

File:P4U2.5 Junpei Iori Icon.png Junpei Iori



Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
IVC = Instant Victory Cry. Basically, you start with no runs, and end in getting Victory Cry
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


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. Not every hit is a guaranteed Clean Hit, so Junpei will generally be aiming to combo into Clean Hits rather than from them. Once he gets one Clean Hit, he'll always be aiming for more, which can lead to Junpei's infamous bat loops using 5B, 2B, and j.B Clean Hits. They work because of all the added untechable time that his Clean Hits obtain.

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
1 5AA > 5B > 2B > 2A+B > 214A Anywhere 1258 -21 2(5) Beginner Extremely basic combo using sweep. Leaves Junpei at a more advantageous position thanks to frame advantage and distance compared to using Super Spin Swing as an ender, albiet for a bit less damage.
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 j.B > 5AA > 2C > 5C > jc j.A > j.B > jc j.A > j.B > 236B Anywhere 1981 28 1(4) Beginner BnB. If you land too close to the ground with j.B, then 5AA will push the opponent too far away to true combo into 2C.
4 C+D > 66 5B > 2B > 5C > jc j.A > j.B > jc j.B > 236A/B Corner 2052 25 2(5) Easy Throw confirm. Which Super Spin Swing you use doesn't seem to matter, they both do the same damage/meter gain.
5 j.B > 5B > 2B > 2A+B > 236A > OMB > 66 2B > 5B > jc j.B > jc j.B > 236B Anywhere 2319 22 6(9) Intermediate IVC with Inferno Homer > Home Run at the cost of his Burst Gauge since Super Spin Swing must be OMB'd in order to continue hitting B normals. Speaking of, you must OMB on Spins' launcher hit in order for this to work, since doing it during the multihit will let the opponent tech against the ground. Good if you want to immediately reach Junpei's win condition, but the Burst might be better saved for other, more damaging combos, and of course bursting out of a combo yourself. Can't be done in Shadow form thanks to OMB.
Character Specific
# Combo Position Damage SP Gain Run Gain Difficulty Notes
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
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 > 236A > 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 236A 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
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
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 LZ and SL.

Videos


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File:P4U2.5 Junpei Iori Icon.png Junpei Iori