P4AU/Junpei Iori/Frame Data: Difference between revisions

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::For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.
::For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.


 
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>

Revision as of 01:05, 18 April 2015

System Data

Health: 9,500

Combo Rate: 70%

Persona Cards: 4

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F

Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 200 2 Body Any CJSO 200 200 50 6 5 9 -1 -
5AA 400 3 Body Any CSOD 0 100 50 13 8 10 -3 -
  • Dash cancel is -5 on block
5AAA 1000 4 Leg Low CSO 0 400 50 17 14 16 -13 -
5B 500 3 Chest Any C(J)SOD 200 100 200 12 4 17 -6 -
  • Dash cancel is -7 on block
2A 240 2 Leg Low CSO 500 100 50 7 4 14 -5 -
2B 380 3 Body AUB C(J)SO 200 100 200 14 4 28 -17 -
j.A 200 1 Head High CJSO 200 100 50 7 3 15 - -
j.2A 450 3 Head Any O 200 100 50 19 Until Landing 14 After Landing - -
j.B 400 4 Head High CJSO 200 100 100 11 4 16 - -
Guard Cancel Attack - - - - - - - - - - - - -
All Out Attack 300 5 Body High O 0 1000 10,000 27 4 36 -21 -
All Out Rush 200xN 5, 3 Body Any O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body Any O 500 300 50 - - - - -
  • Forces Fatal status on normal hit.
All Out Finish (D) 1000 5 Body Any O 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 17 hits.
  • Corner Bounces if All Out Rush did 17 hits
Sweep 700 4 Leg Low CSO 200 100 50 13 8 20 -11 -
Dash Cancel - - - - - - - - - - 21 - -
  • Frame Data is for moves canceled by a dash.

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 500 3 Body Any C(J)SOD 0 100 50 15 12 Total 47 -10 -
  • Dash cancel is -3 on block
5D 400, 200x2 4 Body Any - 300 100 1000 48 11 each attack Total 53 +17 -
2C 900 4 Leg Low CSO 200 300 1000 19 12 23 -18 -
2D 900 4 Body Any CSO 200 300 1000 34 - Total 57 -1 -
j.C 600 4 Head Any JCO 100 400 50 17 8 21 - -
j.D 400, 200x2 4 Head, Body Any - 300 100 1000 59 - Total 65 - -
j.2D 900 4 Body Any - 200 300 1000 28 - Total 61 - -

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 0, 1100 0, 4 Throw Throw O 0 1000, 100 0 5 3 25 - -
Air Throw 0, 0, 1200 0, 2, 5 Throw Throw O 0 1200, 100 50 4 3 19 - -

Furious Action

Super Flamingo Swing
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 700 4 Body Any S 900 100 400 82 (Follow up possible on 5th frame) 3 44 -30 -

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Full Speed Slide
236C 800 3 Leg Low SO 800 100 50 15 12 24 -21 -
j.236C 300, 500 3 Body, Leg Any, Low SO 400 500 50 14 Active 'til ground, 12 22 -19 -
236D 600, 300 3 Head, Leg High, Low SO 400 100 50 28 13, 12 22 -19 -
j.236D 400, 700 3 Body, Leg Any, Low SO 200 300 50 15 Active 'til ground, 12 22 -19 -
236CD 750, 375 3 Head, Leg High, Low SO 400 100 50 23 13, 12 22 -19 -
236CD (Charge) - - - - - - - - - - Feint at 38F - -
j.236CD 300, 800 3 Body, Leg Any, Low SO 200 100 50 16 Active 'til ground, 18 22 -25 -

All Full Speed Slide versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move.

Deathbound
214C/D 250, 1000 4, 5 Head High SO 0 300 1000 9+6 Active 'til ground, 3 Total 72F -17 -
j.214C/D 250, 1000 4, 5 Head High SO 0 300 1000 9 Active 'til ground, 3 Total 68F - -
214CD 120, 60xn, 1000 4, 4xn, 5 Head High SO 200 300 1000 9+6 Active 'til ground, 3 Total 72F -7 -
j.214CD 120, 60xn, 1000 4, 4xn, 5 Head High SO 200 300 1000 9 Active 'til ground, 3 Total 68F - -

All Deathbound versions are Fatal counter state, meaning the opponent can Fatal counter Junpei with any attack during the move.

Super Bunt
214A 500 3 Body Any SO 400 200 400 9 5 17 -7 -
214B 700 3 Body Any SO 200 300 400 17 8 14 -1 -
214B (Charge) 700 3 Body Any SO 200 300 400 18~34 8 14 -1 -
214AB 700 3 Body Any SO 400 100 400 12 8 12 +1 -
214AB (Charge) 700 3 Body Any SO 400 100 400 13F~41F 8 14 +1 -
Super Spin Swing
236A 40, 20x2, 500 3, 3, 5 Body Any SO 0 500 500 11 1, 3, 3(6) 3 26 -10 -
j.236A 20, 10xn, 500 3, 3xn, 5 Body Any SO 0 500 500 17 5, 5(6) 3 29 -13 -
236B 40, 20x8, 500 3, 9, 5 Body Any SO 0 500 500 30 2, 9(6), 3 23 -7 -
j.236B 20, 10xn, 500 3, 3xn, 5 Body Any SO 500 200 500 17 5, 5(6) 3 28 -12 -
236AB 40, 20x8, 500 3, 9, 5 Body Any SO 200 300 500 17 5, 5xn(6), 3 27 -6 -
j.236AB 20, 10xn, 500 3, 3xn, 5 Body Any SO 200 300 500 17 5, 5xn(6), 3 27 -6 -

SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Inferno Homer
236236A 1300 5 Body Any O 100 500 50 7+124 (Follow up possible on 8th frame) 5 69 -55 -
236236B 1500 5 Body Any O 100 500 50 7+133 (Follow up possible on 9th frame) 5 69 -55 -
236236AB 1600 5 Body Any O 100 400 50 7+124 (Follow up possible on 8th frame) 5 69 -55 -

Junpei strikes a pose, press A~D to follow up. A scores a Homerun and B scores a Clean Hit if under Victory Cry Install.

Comeback Grand Slam
236236C (Projectile) 300, 150 3 Projectile Any O 0 100 50 7+8 - - - -
236236C (Hit) 800 5 Body Any O 0 900 50 11 5 59 -45 -
236236D (Projectile) 300, 150 3 Projectile Any O 0 100 50 7+1 - - - -
236236D (Hit) 1000 5 Body Any O 0 900 50 11 5 59 -45 -
236236CD (Projectile) 500 3 Projectile Any O 0 100 50 7+8 - - - -
236236CD (Hit) 1100 5 Body Any O 0 900 50 11 5 69 -55 -
Victory Cry
- - - --- - - - - - 1 - 1 - -

Activates after 10 Runs. Allows Junpei to Clean Hit his B attacks and regenerates his HP and SP little by little. Damage and Regen increase as you get runs.

Awakened SP Skill Attacks

Super Vorpal Bat
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214C 2000 [4000] 5 Body Any O 100 1000 50 8+3 7 69 - -
214214D 2200 [4400] 5 Body Any O 100 1000 50 8+5 7 69 - -
214214CD 2000 [5000] 5 Body Any O 100 1000 50 8+4 5 69 - -

"[Number]" means Homerun damage.

Instant Kill

Explosive Level-Up Grand Slam
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 0 Body Any - - - - 7+34 - Total 171 -109 -

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAA - - - - AoA Special
2A 5A, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B[2] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Special
5C[2] - - 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash
2C - - 5C 2D - Special
5D - - - - - -
2D - - - - - Special
All-Out Attack - - - - - -
Sweep - - - - - -
Air P Combo Table
A B C D Cancel
j.A j.A, j.2A j.B j.C j.D, j.2D Jump, Special
j.2A - - - - -
j.B j.A, j.2A - j.C j.D Jump, Special
j.C - - - j.D, j.2D Jump, Special
j.D - - - - -
j.2D - - - - Special


  • 5A and 2A can only be done a max of 3 times per string total.
For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
For example, 2B > 5B > 2B does not work, but 2B > 5B > 5C > 2B does work.
Special = Skill Attacks, Hops, and Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)