P4AU/Junpei Iori: Difference between revisions

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==Normal Moves==
==Normal Moves==
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Revision as of 05:02, 18 April 2014

Junpei Iori

Overview

Junpei is portrayed as somewhat goofy, perverted, kind, caring, and sometimes serious in missions and other events. He is shown to be jealous of the protagonist's special power, and this often results in outbursts aimed at the protagonist out of frustration. Other times, he is shown to be depressed or angry as a result of his father's alcoholism. Besides these displays of negativity, however, Junpei's attitude usually remains carefree and light-hearted, and when spoken to he often cracks jokes.

After his fight against the Dark Hour as a member of SEES, Junpei now works as a Baseball coach. Later on, he's informed that Fuuka Yamagishi has been captured in Inaba. Together with Yukari, they head to Inaba to start a new battle to save both his old friends.

Health: 9500
Play-style: Rushdown.
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Persona: Trismegistus

Pros/Strengths:

  • Good neutral game.
  • Good offensive options, solid pressure.
  • Decent defensive options.


Cons/Weaknesses:

  • Needs to get 10 Runs to do what the cast can do normally spending resources.
  • Outside of Victory Cry Install, Junpei has little to no damage and lacks corner carry. Doesn't get decent knockdowns as well.
  • Can't combo midscreen properly without spending meter.


Baseball Mechanic

  • Junpei's Baseball mechanic is similar to Frank West's Levels in Marvel 3. Connecting specific moves will allow the character to get stronger.

To do this, you'll need to pay attention to 5 things on the screen: Runs, Bases, Balls, Outs and Strikes. The most important of them is Runs. With 10 Runs, Junpei activates his Victory Cry Install which gives him the following things:

  • Clean Hits. With this, he can do longer and more damaging combos with his bat.
  • Good corner carry.
  • A pretty nice okizeme with 5D in the corner.
  • HP Regeneration (Except when taking damage).
  • SP Invigoration (Slower than Elizabeth's Invigorate)


You must be wondering how to get Runs right? Junpei needs to get 3 Bases and hit his opponent with his bat. He will get 1 Run for every hit having all bases full.

There's 3 ways to score a Base:

  • Hit your opponent with a bat move. For every attack, Junpei will get a base. If you do a combo with 3 swings, he'll get 3 bases.
  • Hit your opponent with a reflected projectile. Junpei can reflect most projectiles in the game with his bat and turn them into fireballs, for each of those you hit, Junpei gets 1 base.
  • Scoring 4 Balls. Junpei scores a ball by making the opponent block his bat. If you do a blockstring with 3 swings, he'll get 3 balls.


OBS: Everytime Junpei gets a Base, Strikes and Balls reset.


No player is perfect though, if Junpei gets hit or even fails to hit his opponent, he'll be punished with an Out.

There's also 3 ways to receive an Out:

  • Taking damage. Junpei will receive an Out everytime he's in hitstun. Different from Bases and Balls, he can only get 1 Out per combo.
  • Getting thrown. It's important to note that Junpei will receive an Out even if he techs the throw.
  • Scoring 3 Strikes: Junpei will receive a Strike everytime he whiffs a bat move.


OBS: Receiving 1 Out, Balls will reset. Receiving 3 Outs, everything will reset except for Runs.

Only Runs carry over between rounds. He starts with 0 and can go all the way to 55. He has 2 SP Skills that can definitely help him with this because of their ability to score Homeruns. When he gets one, he will get Runs for every base filled + Junpei himself. Meaning, if you have all bases full, you'll score 4 Runs. 2 bases, 3 Runs. One base, 2 Runs. No bases, 1 Run.

After 10 Runs, the following ones will only boost damage in some Special Moves. In the end, getting 55 Runs is not necessary. Your main focus should be getting the first 10 to use Clean Hits as soon as possible.

External References:


Move List

See also: Junpei Full Frame Data

Normal Moves

5A
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Throws

5P
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Furious Action

5P
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Skill Attacks

5P
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

SP Skill Attacks

5P
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Awakened Skill Attacks

5P
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Instant Kill

5P
P4U2 Junpei 5A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Placeholder

Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only