P4U2R/Junpei Iori/Combos

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 Junpei Iori



Combo Notation GuideCharacter Name Abbreviations
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, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


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 5BP4U2 Junpei 5B.pngGuardAllStartup10Recovery17Advantage-6, 2BP4U2 Junpei 2B.pngGuardAir UnblockableStartup12Recovery28Advantage-17, and j.BP4U2 Junpei jB.pngGuardHighStartup11Recovery16Advantage- Clean Hits. They work because of all the added untechable time that his Clean Hits add. 25 meter specials like 214A+BP4U2 Junpei SuperBunt.pngGuardAllStartup12~41Recovery9Advantage+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+DP4U2R Junpei SuperFlamingo-1.pngGuardAllStartup13~79Recovery44Advantage-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
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.
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 > 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
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 SL.

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