Line 664: | Line 664: | ||
|hitbox=Junpei/5A | |hitbox=Junpei/5A | ||
|description= | |description= | ||
Regular swing with his bat. Has enough invul to be | Regular swing with his bat. Has enough invul to be good as a reversal. 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.<br/> | ||
<br/> | <br/> | ||
While in Victory Cry, this move gains the Clean Hit property which allows you to cancel it into other moves and causes Wall bounce. Extremely useful for corner combos and midscreen conversions. | While in Victory Cry, this move gains the Clean Hit property which allows you to cancel it into other moves and causes Wall bounce. Extremely useful for corner combos and midscreen conversions. |
Revision as of 16:52, 19 April 2014
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 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.
Cons/Weaknesses:
- Needs to get 10 Runs to do what most of the cast can do normally.
- Outside of Victory Cry Install, Junpei has little to no damage and lacks corner carry. Has problems getting knockdowns as well.
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. All he needs to do is hit them with specific spacing (like Sol's Clean Hits).
- 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. Each time you get 10 Runs (20, 30, 40 for example), Junpei's HP and SP regeneration will increase.
Your main focus as Junpei should be getting the first 10 Runs to use Clean Hits as soon as possible. It's good to keep increasing them for HP/SP regeneration though.
External References:
- Japanese Name: 伊織 順平
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Junpei Full Frame Data
Normal Moves
5A |
---|
2A |
---|
5B |
---|
2B |
---|
j.A |
---|
j.2A |
---|
j.B |
---|
All Out Attack A+B |
---|
Sweep 2A+B |
---|
Guard Cancel Attack 6A+B |
---|
Persona Moves
5C |
---|
2C |
---|
5D |
---|
2D |
---|
j.C |
---|
j.D |
---|
Throws
Ground Throw C+D |
---|
Air Throw j.C+D |
---|
Furious Action
Great Batting Form v1 B+D Follow with A~D |
---|
Skill Attacks
Great Spinning Form 236A/B air OK |
---|
Super Push Bunt 214A/B |
---|
Almighty Slide 236C/D air OK |
---|
Deathbound 214C/D air OK |
---|
SP Skill Attacks
Flaming Forecast Homerun 236236A/B Follow with A~D |
---|
Reversal Homerun 236236C/D Follow with A~D |
---|
Victory Cry Activates after 10 Runs |
---|
Awakened SP Skill Attacks
Great Batting to Space 214214C/D Follow with A~D |
---|
Instant Kill
Instant Kill 222C+D |
---|
Strategy
Offense
Before we go into it, let's look at the character first.
Junpei is a "Power Up" character that relies heavily in momentum. You need to get in and score Runs as soon as possible to activate Victory Cry. Junpei is pretty weak outside of it, you need to get his Install going otherwise you'll lose.
Now, let's start with the offense. Junpei's B normals have decent reach, you should try getting in with them at mid range. Once you make them block, you have tons of interesting options:
- 5AA: Moves Junpei forward and can be jump canceled. You can go for a throw or cross up with air-turn. You can also decide to make them block his B normals so you can get Balls.
- 236C/D: His sliding special move can be both an overhead and a low, similar to Chie's Skullcracker. This opens a lot of mixup possibilities with One More Cancel. One More Burst Confirms also leads to big damage (if you're in Victory Cry). The SB Version has Super Armor and you can feint it by holding down the buttons.
- 214A/B: Super Push Bunt is a very interesting move as well. The A version can safely end blockstrings, the B version has Armor and it's + on block. Both are very important tools when attacking your opponent. Keep in mind that the Armor property can punish mashing and even bait some DPs.
- All Out Attack: Slow but has huge reward. You should definitely keep in mind and use it from time to time. Don't abuse it!
- Hop Cancels: Some of Junpei's normals can be Hop canceled. This is useful to reset pressure and get more Balls.
Once you're in, you should focus on getting Victory Cry. Use as many B normals as you can and finish the combo with a Homerun Super (if you need to). If you already got his Install going, then get those Clean Hits right and try to finish your combos with 5D (when in corner) to get okizeme (knockdown). That way you can keep them on the defensive while you mix them up for another combo. Don't be predictable and remember to use every single tool you have in your arsenal.
Defense
- Close Range
Junpei's defensive game at close range is pretty solid. His DP is useful and his Guard cancel is good (5AA animation). Aside from those universal options, his Forecast Homerun Super and Awakening Super can also be used defensively to get out of a bad situation, I don't recommend it unless you know it's gonna work. They are completely unsafe if baited and you might lose 50 SP over nothing. His DP is also unsafe if they block it so be careful with it. Sometimes you might want to use his Forecast Homerun Super after a blocked DP to hit them while they try to punish you.
2A is a pretty good and fast poke to use as well. If you see there's enough gap in their attacks, make sure to use that in your favor and get yourself some momentum.
- Long Range
When defending projectiles and other types of long ranged attacks, remember that your Sweep travels a good amount of distance, can low profile a lot of things and your SB Sliding has Armor. These are very good tools to work with at these situations. 2A might work as a low profile move as well.
Another way of dealing with them is Junpei's exclusive ability to reflect projectiles back at his opponent. If you press any bat button/attack against a projectile, it will turn that attack into a fireball that will go back to the opponent really fast. You can even score a Base/Run if you managed to hit your target with it. Make them respect that.
Neutral
Neutral game with Junpei seems a bit tricky. He has excellent jumping normals like j.A/j.B/j.C but lacks speed on the ground. So more often than not, you'll find yourself covering space with jumping normals alone. His 2B works well as an anti-air but it's not that fast. His Persona normals covers a LOT of space on the screen and can be really useful sometimes. j.D variations makes Trismegistus fall diagonally, if he manages to hit the opponent, he kicks them 2 more times giving you enough time to close the distance. 2D sends Trismegistus upwards diagonally and can be cancelled into Deathbound on hit. Deathbound itself is great for neutral game against some characters, specially zoners since the Persona can get them while they're setting up. It's not advised to use this move against Rushdown characters though, they might punish you if you're too close and the move itself is a little slow to use against a character that wants to be in your face at all times.
To wrap it up, here's a list of pokes/moves you should use at different distances during neutral:
- Long Range: j.D/j.2D, 2D, Deathbound, B Normals to reflect projectiles.
- Mid Range: j.B, j.C, 5B, Sweep.
- Close Range: j.B, j.A, 5A, 5AA, 2A, 2C, Sweep.
Combos
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data