P4U2R/Junpei Iori: Difference between revisions

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Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.}}
Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.}}
{{Overview
{{Overview
| overview = '''Junpei Iori''' is a rushdown character, centralized around his unique '''Baseball Meter''' mechanic.  
|overview = '''Junpei Iori''' is a rushdown character, centralized around his unique '''Baseball Meter''' mechanic.  


Junpei's Baseball Meter looks intimidating on paper, but is far simpler in practice. Essentially, '''Junpei is rewarded for landing attacks with his baseball bat consistently'''. This includes any normals, specials and supers that use his bat, all of which fill up Junpei's bases and begins counting up Runs for him. Once Junpei reaches 10 Runs, he automatically activates '''Victory Cry''', an {{keyword|install}} super that lasts for the rest of the game. In Victory Cry, Junpei constantly recovers health and SP, gains access to new combo routes, and dramatically increases his damage potential. To say that this changes Junpei would be an understatement- '''In Victory Cry, Junpei is astronomically more threatening to his opponent.'''
Junpei's Baseball Meter looks intimidating on paper, but is far simpler in practice. Essentially, '''Junpei is rewarded for landing attacks with his baseball bat consistently'''. This includes any normals, specials and supers that use his bat, all of which fill up Junpei's bases and begins counting up Runs for him. Once Junpei reaches 10 Runs, he automatically activates '''Victory Cry''', an {{keyword|install}} super that lasts for the rest of the game. In Victory Cry, Junpei constantly recovers health and SP, gains access to new combo routes, and dramatically increases his damage potential. To say that this changes Junpei would be an understatement- '''In Victory Cry, Junpei is astronomically more threatening to his opponent.'''
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Overall, Junpei can be a very rewarding and fun character to play if you can get a grasp on the Baseball Meter and its intricacies. Junpei's da man!
Overall, Junpei can be a very rewarding and fun character to play if you can get a grasp on the Baseball Meter and its intricacies. Junpei's da man!
| lore = Although the SEES leader's right-hand man Junpei Iori seems like a lecherous goof on the surface, his true nature is that of a kindhearted, driven individual who will stop at nothing to achieve his goals. Despite some heartache and grief caused by either or including his inferiority complex, a strained relationship with his father and the death of Chidori Yoshino, his one true love, Junpei proves time and time again that he's capable of pulling through during the direst of situations, and that he earns his self-given title of Da Man. After his adventures with SEES and his time in high school drew to a close, Junpei took up a position as a little league baseball coach, finally becoming the leader he had always dreamed of being. He is drawn into the events involving the Red Mist after falling asleep on the train and missing his stop, winding up in Inaba and pledging to discover the mysteries of the small town with the help of his old teammates.
| lore = Although the SEES leader's right-hand man Junpei Iori seems like a lecherous goof on the surface, his true nature is that of a kindhearted, driven individual who will stop at nothing to achieve his goals. Despite some heartache and grief caused by either or including his inferiority complex, a strained relationship with his father and the death of Chidori Yoshino, his one true love, Junpei proves time and time again that he's capable of pulling through during the direst of situations, and that he earns his self-given title of Da Man. After his adventures with SEES and his time in high school drew to a close, Junpei took up a position as a little league baseball coach, finally becoming the leader he had always dreamed of being. He is drawn into the events involving the Red Mist after falling asleep on the train and missing his stop, winding up in Inaba and pledging to discover the mysteries of the small town with the help of his old teammates.
| quote = Tah-da-da-daaaaa! I'm da man!
|quote = Tah-da-da-daaaaa! I'm da man!
| summary = is a Rushdown/Momentum based character that starts out relatively weak, but once he gets 10 runs with his baseball gauge he powers up and gains access Clean Hits, giving him very high combo potential.
|summary = is a Rushdown/Momentum based character that starts out relatively weak, but once he gets 10 runs with his baseball gauge he powers up and gains access Clean Hits, giving him very high combo potential.
| pros =
|pros =
*'''Victory Cry:''' Once he's got 10 runs under his belt, Junpei becomes an infinitely more dangerous threat as he can convert nearly every touch into big damage with his Clean Hit combos. Victory Cry combos offer Junpei either great corner carry or a safejump, and in the corner he can get some great Okizeme with {{clr|4|5D}} after a Clean Hit {{clr|2|214B}}. On top of that he gains constant HP and SP regen.
*'''Victory Cry:''' Once he's got 10 runs under his belt, Junpei becomes an infinitely more dangerous threat as he can convert nearly every touch into big damage with his Clean Hit combos. Victory Cry combos offer Junpei either great corner carry or a safejump, and in the corner he can get some great Okizeme with {{clr|4|5D}} after a Clean Hit {{clr|2|214B}}. On top of that he gains constant HP and SP regen.
*'''Solid Neutral Tools:''' Moves such as '''Deathbound''', {{clr|4|j.D}}, {{clr|4|2D}}, and {{clr|4|2D}} give Junpei some decent fullscreen options and allow for a pretty good defensive/turtling strategy. Meanwhile, his normals such as {{clr|3|5C}}, {{clr|2|5B}}, and {{clr|2|j.B}} let Junpei play more aggressive when he needs to.
*'''Solid Neutral Tools:''' Moves such as '''Deathbound''', {{clr|4|j.D}}, {{clr|4|2D}}, and {{clr|4|2D}} give Junpei some decent fullscreen options and allow for a pretty good defensive/turtling strategy. Meanwhile, his normals such as {{clr|3|5C}}, {{clr|2|5B}}, and {{clr|2|j.B}} let Junpei play more aggressive when he needs to.
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*'''Meter Proficient:''' Junpei not only gains meter at a very good rate in Victory Cry but he also doesn't need meter for any of his routes. This lets Junpei spend it on OMB, supers, or SB skills to accelerate his gameplan.  
*'''Meter Proficient:''' Junpei not only gains meter at a very good rate in Victory Cry but he also doesn't need meter for any of his routes. This lets Junpei spend it on OMB, supers, or SB skills to accelerate his gameplan.  
*'''Good Strike/Throw Game:''' With a fast 5F {{clr|1|5A}}, many ways of resetting pressure such as {{clr|1|j.2A}}, {{clr|2|214B}}, or his solid dash cancel {{clr|3|5C}}, Junpei can enforce a fairly decent strike/throw game plan that becomes especially extremely scary in Victory Cry.
*'''Good Strike/Throw Game:''' With a fast 5F {{clr|1|5A}}, many ways of resetting pressure such as {{clr|1|j.2A}}, {{clr|2|214B}}, or his solid dash cancel {{clr|3|5C}}, Junpei can enforce a fairly decent strike/throw game plan that becomes especially extremely scary in Victory Cry.
| cons =
|cons=
  *'''Victory Cry Reliant:''' Without 10 runs, Junpei is very underwhelming with very low damage, abysmal corner carry, and having few ways of getting a hard knockdown. This issue is made even more apparent against characters who can force scramble situations or are very hard to block due to how outs work in his baseball mechanic.  
  *'''Victory Cry Reliant:''' Without 10 runs, Junpei is very underwhelming with very low damage, abysmal corner carry, and having few ways of getting a hard knockdown. This issue is made even more apparent against characters who can force scramble situations or are very hard to block due to how outs work in his baseball mechanic.  
*'''Honest to a Fault:''' Junpei's mixup game is very honest as he lacks genuine options outside of {{clr|4|5D}} Okizeme setups (which are only truly real and threatening with Victory Cry) without taking a risk and going for an All Out Attack or gimmick. He scores most of his hits from his strike/throw, hard reads, and good whiff punishes in neutral.
*'''Honest to a Fault:''' Junpei's mixup game is very honest as he lacks genuine options outside of {{clr|4|5D}} Okizeme setups (which are only truly real and threatening with Victory Cry) without taking a risk and going for an All Out Attack or gimmick. He scores most of his hits from his strike/throw, hard reads, and good whiff punishes in neutral.
*'''Strike Out:''' Building enough runs is already hard enough, but Junpei runs the risk of losing a substantial portion of his Baseball Meter if he messes up too much. While Victory Cry stays online between rounds, getting to the point where you can enable it can be extremely difficult.  
*'''Strike Out:''' Building enough runs is already hard enough, but Junpei runs the risk of losing a substantial portion of his Baseball Meter if he messes up too much. While Victory Cry stays online between rounds, getting to the point where you can enable it can be extremely difficult.  
| unique_mechanic1_name= Baseball Mechanic
|unique_mechanic1_name= Baseball Mechanic
| unique_mechanic1=
|unique_mechanic1=
[[File:P4AU Junpei Baseball.png|thumb|Baseball "gauge"]]
[[File:P4AU Junpei Baseball.png|thumb|Baseball "gauge"]]
'''Expand the text below for a TL;DR on Junpei's special, otherwise keep reading on for the full breakdown.'''
'''Expand the text below for a TL;DR on Junpei's special, otherwise keep reading on for the full breakdown.'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Click here for Junpei in a nutshell" data-collapsetext="Wow, surely the most overly complicated fighting game mechanic!">
<div class="mw-collapsible mw-collapsed" data-expandtext="Click here for Junpei in a nutshell" data-collapsetext="Wow, surely the most overly complicated fighting game mechanic!">
* Junpei has a powerful install that he must fill his baseball gauge up to reach.
*Junpei has a powerful install that he must fill his baseball gauge up to reach.
* Landing '''hits''' with his '''bat attacks''' advances this gauge by loading the bases, and eventually earning him Runs. His supers cash out of loaded bases the best.
*Landing '''hits''' with his '''bat attacks''' advances this gauge by loading the bases, and eventually earning him Runs. His supers cash out of loaded bases the best.
* Even if his bat attacks are '''blocked''', they add up to advance his gauge, but much slower.
*Even if his bat attacks are '''blocked''', they add up to advance his gauge, but much slower.
* '''Whiffing''' those same bat attacks adds up to setting back his progress, and '''getting hit by the opponent''' in any way sets back his progress even faster.
*'''Whiffing''' those same bat attacks adds up to setting back his progress, and '''getting hit by the opponent''' in any way sets back his progress even faster.
* He can never lose his accumulated Runs from too many mistakes, only his other progression marks.
*He can never lose his accumulated Runs from too many mistakes, only his other progression marks.
* Junpei needs at least 10 Runs to activate Victory Cry and enable Clean Hits, and its effects stacks with every 10 additional Runs.
*Junpei needs at least 10 Runs to activate Victory Cry and enable Clean Hits, and its effects stacks with every 10 additional Runs.
* Clean Hits function similarly in principle to {{Character Label|GGACR|Sol Badguy|30px|label=Sol Badguy's}} Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype.
*Clean Hits function similarly in principle to {{Character Label|GGACR|Sol Badguy|30px|label=Sol Badguy's}} Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype.
</div>
</div>
<br/> <br/>
<br/> <br/>
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:*Getting thrown. Luckily, teching a throw does not grant Junpei an Out.<br/>
:*Getting thrown. Luckily, teching a throw does not grant Junpei an Out.<br/>
:*Accumulating 3 Strikes.
:*Accumulating 3 Strikes.
| unique_mechanic2_name= Clean Hits
|unique_mechanic2_name= Clean Hits
| unique_mechanic2=
|unique_mechanic2=
[[File:P4AU Junpei Clean_Hit.png|thumb|PING!!! You got it!]]
[[File:P4AU Junpei Clean_Hit.png|thumb|PING!!! You got it!]]
[[File:P4AU Junpei Homerun.png|thumb|Get runs, win games]]
[[File:P4AU Junpei Homerun.png|thumb|Get runs, win games]]
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA,5AAA|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_5A.png|Fast close range poke.
P4U2_Junpei_5AA.png|Good for combos and pressure.
P4U2_Junpei_5AAA.png|Sideswaps unless special canceled.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;5A
;5A
* Gatlings into itself 3 times.
*Gatlings into itself 3 times.
* Inputting as 4A will stop 5AA from coming out.
*Inputting as 4A will stop 5AA from coming out.
* Deceptively high hitbox.
*Deceptively high hitbox.
A quick punch forward, hits crouchers. Good for staggering pressure and tick throws.
A quick punch forward, hits crouchers. Good for staggering pressure and tick throws.
----
----
;5AA
;5AA
* Dash cancel is -3 on block.
*Dash cancel is -3 on block.
* Jump cancel on hit and block.
*Jump cancel on hit and block.
Shoulder tackle, moves Junpei forward. Good for setting up throws or cross ups.
Shoulder tackle, moves Junpei forward. Good for setting up throws or cross ups.
----
----
;5AAA
;5AAA
* Hits low.
*Hits low.
* Crosses under on hit if not canceled into a Special Move early.
*Crosses under on hit if not canceled into a Special Move early.
Cancels into 214A/B during Victory Cry for a Clean Hit. Ends with Super Spin Swing into Inferno Homer if the meter is available.
Cancels into 214A/B during Victory Cry for a Clean Hit. Ends with Super Spin Swing into Inferno Homer if the meter is available.
----
}}
; Side Note
As with other characters that were introduced in P4AU, Junpei and Shadow Junpei share an auto-combo.
{{CloseCard}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_2A.png|Close range poke
*Gatlings into itself 3 times.
</gallery>
Can combo into Junpei's other normals perfectly well and will work against low profile moves that 5A would otherwise whiff against.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Gatlings into itself 3 times.
* Hits low.
Can combo into Junpei's other normals perfectly well and will work against low profile moves that 5A would otherwise whiff against.
{{CloseCard}}


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_5B.png|Cling! Combo tool and mid range poke.
*Dash cancel is -7 on block.
</gallery>
*Reflects projectiles.
</div>
Horizontal bat swing. Great combo tool and decent mid-range poke, but not very fast. Reflects projectiles and Clean hits if Victory Cry is active.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Dash cancel is -7 on block.
* Reflects projectiles.
Horizontal bat swing. Great combo tool and decent mid-range poke, but not very fast. Reflects projectiles and Clean hits if Victory Cry is active.
{{CloseCard}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_2B.png|Cling! Anti-air and combo tool.
*Jump cancelable on hit and block.
</gallery>
*Reflects projectiles.
</div>
Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Reflects projectiles and Clean hits if Victory Cry is active.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump cancelable on hit and block.
* Reflects projectiles.
Crouching anti-air with workable invul. Covers a good amount of space over Junpei's head but lacks speed. Used as a re-launcher together with 5B in most combos. Reflects projectiles and Clean hits if Victory Cry is active.
{{CloseCard}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_jA.png|Air-to-air poke.
*Gatlings into itself.
</gallery>
Good as air-to-air and great at positioning yourself during combos for Clean hits.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Gatlings into itself.
Good as air-to-air and great at positioning yourself during combos for Clean hits.
{{CloseCard}}


===<big>{{clr|1|j.2A}}</big>===
===<big>{{clr|1|j.2A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_j2A.png|The tried and true divekick. <br>Good way to quickly return to the ground.
Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Hits mid
Divekick, attacks diagonally and launches forward on hit. Leads to good damage in the corner if Victory Cry is active, great way to quickly return to the ground.<br/>
{{CloseCard}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_jB.png|Cling! Combo tool and mid range poke.
*Huge untech time on counterhit.
</gallery>
*Reflects projectiles.
</div>
Vertical bat swing in the air, great for jump-ins and combos, works as air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Reflects projectiles and Clean hits if Victory Cry is active.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Huge untech time on counterhit.
* Reflects projectiles.
Vertical bat swing in the air, great for jump-ins and combos, works as air-to-air too. Decent reach, gains a huge amount of untechable time on aerial Counter Hit, making this your best aerial poke. Reflects projectiles and Clean hits if Victory Cry is active.
{{CloseCard}}


===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_AOA.png|Overhead, huge reward and unsafe if blocked or whiffed.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
Junpei leaps forward and swings the bat with both hands downwards. Slow and unsafe on block, decent reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.<br/>
Junpei leaps forward and swings the bat with both hands downwards. Slow and unsafe on block, decent reward on hit. Airborne at the latter half of the animation. Can get you 10 Runs in a single combo in the corner using One More Burst and 50 SP.<br/>
C Version counts as a bat move and does not need 18 hits to force Fatal Counter.
C Version counts as a bat move and does not need 18 hits to force Fatal Counter.
{{CloseCard}}
}}


===<big>Sweep</big>===
===<big>Sweep</big>===
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_Sweep.png|Your main chest invul move.
Junpei's sweep. Low profiles chest attribute attacks and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Junpei's sweep. Low profiles chest attribute attacks and has good reach. Cancels into 214A/B or 236A/B, unsafe without cancel.
{{CloseCard}}
<br clear=all/>


==Persona Moves==
==Persona Moves==
===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_5C.png|Agi! Combo tool and mid range poke.
*Dash Cancel is -3 on block.
</gallery>
Trismegistus fires a projectile that travels about half screen. Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. If Junpei manages to make his opponent block this attack at max range, he's at frame advantage upon dash cancel.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Dash Cancel is -3 on block.
Trismegistus fires a projectile that travels about half screen. Mid-range poke, great starter and good combo tool, can be used after 2C for midscreen combos. If Junpei manages to make his opponent block this attack at max range, he's at frame advantage upon dash cancel.
{{CloseCard}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Junpei_2C.png|Your main launcher
*Useful as a launcher.
</gallery>
*Junpei's best combo starter
</div>
Trismegistus does a slide. Can be connected after 5AA or more importantly after a close 5C, incredibly useful during Victory Cry combos since it works as a launcher and combos into 236C and also grants perfect spacing for 214A/B+D Clean hit. The other major use of 2C is as a combo starter, this move is easily his most threatening starter in Victory Cry and easily leads to 5K+ before counting in meter
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Hits low.
* Useful as a launcher.
* Junpei's best combo starter
Trismegistus does a slide. Can be connected after 5AA or more importantly after a close 5C, incredibly useful during Victory Cry combos since it works as a launcher and combos into 236C and also grants perfect spacing for 214A/B+D Clean hit. The other major use of 2C is as a combo starter, this move is easily his most threatening starter in Victory Cry and easily leads to 5K+ before counting in meter
{{CloseCard}}


===<big>{{clr|4|5D}} / {{clr|4|j.D}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_5D.png|{{clr|4|5D}} <br/> (GOOD) Okizeme tool.
*Air-to-air and combo filler.
P4U2_Junpei_jD.png|{{clr|4|j.D}} <br/> Sends Persona downwards.
*Prime throw bait button
</gallery>
Trismegistus will raise one of his arms and open his golden wing forward. Great as air-to-air and useful as combo tool since it leads to Deathbound with meter. In pressure Junpei can throw bait with an IAD back j.C and this is an incredibly powerful starter on CH
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="j.D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
 
==== ====
===<big>{{clr|4|5D}}/{{clr|4|j.D}}</big>===
{{P4U2R Move Card
|input=5D,j.D|versioned=yes
|description=
;{{clr|4|5D}}
;{{clr|4|5D}}
* Okizeme tool.
*Okizeme tool.
Trismegistus will hover for a while behind Junpei and then descend forward, aiming to kick the opponent. On hit or block, will repeat the animation two more times. Great as Okizeme after 214A/B Clean hit or Deathbound.
Trismegistus will hover for a while behind Junpei and then descend forward, aiming to kick the opponent. On hit or block, will repeat the animation two more times. Great as Okizeme after 214A/B Clean hit or Deathbound.
----
----
;{{clr|4|j.D}}
;{{clr|4|j.D}}
* Slower okizeme tool.
*Slower okizeme tool.
Junpei will spin his arm, and then the Persona will attack. Similar to 5D, but longer startup. The angle Trismegistus flies depends on how high you jumped.<br/>
Junpei will spin his arm, and then the Persona will attack. Similar to 5D, but longer startup. The angle Trismegistus flies depends on how high you jumped. Air actions still possible after recovery.
Air actions still possible after recovery.
}}
{{CloseCard}}


===<big>{{clr|4|2D}} / {{clr|4|j.2D}}</big>===
===<big>{{clr|4|2D}}/{{clr|4|j.2D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2D,j.2D|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_2D.png|{{clr|4|2D}} <br/> Controls space in the air.
P4U2_Junpei_j2D.png|{{clr|4|j.2D}} <br/> Still sends Persona upwards.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="j.2D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;{{clr|4|2D}}
;{{clr|4|2D}}
Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound on hit.
Trismegistus will fly to the air diagonally to hit his opponent. Covers a good amount of space, can be followed up with Deathbound on hit.
----
----
;{{clr|4|j.2D}}
;{{clr|4|j.2D}}
Junpei will spin his arm and then the Persona will attack. Similar to 2D, but faster startup. The angle Trismegistus flies depends on how high you jumped.<br/>
Junpei will spin his arm and then the Persona will attack. Similar to 2D, but faster startup. The angle Trismegistus flies depends on how high you jumped. Air actions still possible after recovery.
Air actions still possible after recovery.
{{CloseCard}}
 
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4U2_Junpei_jC.png|Combo tool and air-to-air poke.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Air-to-air and combo filler.
* Prime throw bait button
Trismegistus will raise one of his arms and open his golden wing forward. Great as air-to-air and useful as combo tool since it leads to Deathbound with meter. In pressure Junpei can throw bait with an IAD back j.C and this is an incredibly powerful starter on CH
{{CloseCard}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_GroundThrow.png|
*Allows for combos after.
P4U2R_Junpei_GroundThrow-2.png|Drop the kick
Dropkicks away. On midscreen, can be followed with Reversal Homerun (Normal Hit) or Deathbound (Counter Hit). Regular combos are possible in the corner.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Allows for combos after.
Dropkicks away. On midscreen, can be followed with Reversal Homerun (Normal Hit) or Deathbound (Counter Hit). Regular combos are possible in the corner.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
Ju382.png|One for Junpei Iori!
*Allows for combos on counterhit.
</gallery>
Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Allows for combos on counterhit.
Hits the opponent to the other side with his bat. On Counter Hit, wall bounces anywhere allowing you to follow up with a combo.
{{CloseCard}}


===<big>Super Flamingo Swing</big>===
===<big>Super Flamingo Swing</big>===
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span>
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2R Junpei SuperFlamingo-1.png|Godlike combo tool at the cost of being mediocre as a reversal
*Combo filler in Victory Cry.
P4U2R Junpei SuperFlamingo-2.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="BD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Combo filler in Victory Cry.
Junpei takes up a stance with invincibility, before swinging with his bat after another button is pressed. Relatively slow for an attack-type Furious Action. 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.
Junpei takes up a stance with invincibility, before swinging with his bat after another button is pressed. Relatively slow for an attack-type Furious Action. 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.


While in Victory Cry, this move gains the Clean Hit property, which allows you to cancel it into other moves and causes a wall bounce if close to the corner. Extremely useful for combos in general.
While in Victory Cry, this move gains the Clean Hit property, which allows you to cancel it into other moves and causes a wall bounce if close to the corner. Extremely useful for combos in general.
{{CloseCard}}
}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_5AA.png|Same animation as 5AA.
Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Junpei's Guard Cancel Attack. It utilizes Junpei's 5AA animation and knocks the opponent away on hit. Good GC all around since it hardly whiffs.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2.5/Offense#Skills|Skill Attacks]]==
===<big>Super Spin Swing</big>===
===<big>Super Spin Swing</big>===
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} air OK'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236A,236A Victory Cry,j.236A,j.236A Victory Cry,236B,236B Victory Cry,j.236B,j.236B Victory Cry,236AB,236AB Victory Cry,j.236AB,j.236AB Victory Cry|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei SuperSpin.png| Spin to win <br>(Combo tool. Great when Clean hits.)
P4U2R Junpei SuperSpin-2.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;All Versions
;All Versions
Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in whichever direction you hold between 4 and 6.
Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in whichever direction you hold between 4 and 6.
Line 553: Line 266:
----
----
;236A
;236A
* Quick but low hitstun.
*Quick but low hitstun.
Only used to finish ground combos as Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs. Victory Cry 236A gives a safejump on Clean Hit in the corner.
Only used to finish ground combos as Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs. Victory Cry 236A gives a safejump on Clean Hit in the corner.
----
----
;236B
;236B
* Slow, but more damage and hitstun.
*Slow, but more damage and hitstun.
Mostly used during combos or to finish them. Can be followed with Homerun Supers. In Victory Cry this special is one of the most important moves for Victory Cry combos. It launches the opponent high into the air allowing you to continue the combo in the corner.
Mostly used during combos or to finish them. Can be followed with Homerun Supers. In Victory Cry this special is one of the most important moves for Victory Cry combos. It launches the opponent high into the air allowing you to continue the combo in the corner.
----
----
;236AB
;236AB
* Best of both worlds.
*Best of both worlds.
SB Version has more hits and deals the most damage. Great for corner combos.
SB Version has more hits and deals the most damage. Great for corner combos.
{{CloseCard}}
}}


===<big>Super Bunt</big>===
===<big>Super Bunt</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A,214B,214AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei SuperBunt.png|Combo and pressure tool. Great when Clean hits.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;All Versions
;All Versions
* All versions have armor.
*All versions have armor.
Junpei uses the other side of his bat to hit his opponent. It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames, making it useful to bait attacks. While in Victory Cry, this move gains the Clean Hit property and causes a slide on hit. Thanks to this, Junpei can further extend his combos and even get an Okizeme off of it with 5D in the corner.
Junpei uses the other side of his bat to hit his opponent. It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames, making it useful to bait attacks. While in Victory Cry, this move gains the Clean Hit property and causes a slide on hit. Thanks to this, Junpei can further extend his combos and even get an Okizeme off of it with 5D in the corner.
----
----
;214A
;214A
* Fast but negative on block, ends your turn in pressure.
*Fast but negative on block, ends your turn in pressure.
* Armor broken by lows.
*Armor broken by lows.
Mostly used to finish combos for a knockdown outside of Victory Cry or as an extender during Victory Cry.
Mostly used to finish combos for a knockdown outside of Victory Cry or as an extender during Victory Cry.
----
----
;214B
;214B
* Slow, but +2 making it a viable pressure reset tool.
*Slow, but +2 making it a viable pressure reset tool.
* Chargeable, increases startup and guard point.
*Chargeable, increases startup and guard point.
* Armor broken by lows.
*Armor broken by lows.
Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.
Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.
----
----
;214AB
;214AB
* Plus on normal block.
*Plus on normal block.
* Chargeable, increases startup and guard point.
*Chargeable, increases startup and guard point.
* Armor also works against lows.
*Armor also works against lows.
SB Version is faster and deals the same amount of damage when compared to the B version. +4 on block. Useful to reset pressure and bait attacks.
SB Version is faster and deals the same amount of damage when compared to the B version. +4 on block. Useful to reset pressure and bait attacks.
{{CloseCard}}
}}


===<big>Full Speed Slide</big>===
===<big>Full Speed Slide</big>===
<span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} air OK'''</span>
{{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236C,j.236C,236D,j.236D,236CD,236[CD],j.236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei FullSpeedSlide.png|Mixup tool.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD" or input="236[CD]" or input="j.236C" or input="j.236D" or input="j.236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;All Versions
;All Versions
* Fatal recovery.
*Fatal recovery.
* Very unsafe on block.
*Very unsafe on block.
Junpei runs and jumps towards his opponent while channeling his inner shagster! Mostly used as a mixup tool since it can be both an overhead and a low, this opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.
Junpei runs and jumps towards his opponent while channeling his inner shagster! Mostly used as a mixup tool since it can be both an overhead and a low, this opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.
----
----
;236C
;236C
* Only hits low.
*Only hits low.
* Has chest invul.
*Has chest invul.
Important combo tool, mainly used after 2C in almost every midscreen combo. Outside of this it's far too risky of a mixup tool without meter to keep it safe with One More Cancel due to being both punishable and fatal recovery.
Important combo tool, mainly used after 2C in almost every midscreen combo. Outside of this it's far too risky of a mixup tool without meter to keep it safe with One More Cancel due to being both punishable and fatal recovery.
----
----
;236D
;236D
* Slower than the C version.
*Slower than the C version.
* First hit is an overhead, second hit is a low.
*First hit is an overhead, second hit is a low.
* Has chest invul.
*Has chest invul.
Very hard to block if spaced because the two hits are hard to distinguish.
Very hard to block if spaced because the two hits are hard to distinguish.
----
----
;236CD
;236CD
* Hits high, then low.
*Hits high, then low.
* Can be feigned by holding C+D.
*Can be feigned by holding C+D.
* Has guard point.
*Has guard point.
The feign is mostly used for midscreen conversions when in Victory Cry.
The feign is mostly used for midscreen conversions when in Victory Cry.
{{CloseCard}}
}}


===<big>Deathbound</big>===
===<big>Deathbound</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} air OK'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214C/D,j.214C/D,214CD,j.214CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei Deathbound.png|You're not going to throw that projectile, are you?
*Hits crouchers on frame 34 (tested on crouching Narukami).
</gallery>
*C and D versions have the same frame data.
</div>
**C version dives closer to Junpei.
<div class="attack-info">
**D version dives farther from Junpei.
{| class="wikitable attack-data"
*SB version has better frame advantage.
{{AttackDataHeader-P4U2|version=yes}}
Trismegistus will dive on his opponent. This move is mostly used in neutral game against zoning characters but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they can easily hit Trismegistus and take one Persona card from you.
|-
{{AttackVersion|name=C/D|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=SB|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Hits crouchers on frame 34 (tested on crouching Narukami).
* C and D versions have the same frame data.
** C version dives closer to Junpei.
** D version dives farther from Junpei.
* SB version has better frame advantage.
Trismegistus will dive on his opponent. This move is mostly used in neutral game against zoning characters but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they can easily hit Trismegistus and take one Persona card from you.
{{CloseCard}}


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>Inferno Homer</big>===
===<big>Inferno Homer</big>===
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span>
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A,236236B,236236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei InfernoHomer.png|Combo ender. Good for getting Runs.
*A version is fast with low damage and invul.
</gallery>
*B version is slow with more damage and invul.
</div>
*SB is the best of both worlds.
<div class="attack-info">
**A or C follow-up gives a home run.
{| class="wikitable attack-data"
**B or D follow-up gives a Clean Hit and a ground slide, which can be used to extend combos in corner.
{{AttackDataHeader-P4U2|version=yes}}
Junpei's most practical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry. The B version in particular is mostly used at the end of combos as a finisher for Homeruns.
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* A version is fast with low damage and invul.
* B version is slow with more damage and invul.
* SB is the best of both worlds.
** A or C follow-up gives a home run.
** B or D follow-up gives a Clean Hit and a ground slide, which can be used to extend combos in corner.
Junpei's most practical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry. The B version in particular is mostly used at the end of combos as a finisher for Homeruns.
{{CloseCard}}


===<big>Comeback Grand Slam</big>===
===<big>Comeback Grand Slam</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}/{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236C/D,236236CD,236236C > X|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei ComebackGrandSlam.png|Basically Inferno Homer with a fireball that brings the opponent towards you
*C version spawns Trismegistus close to Junpei.
</gallery>
*D version spawns Trismegistus one screen away.
</div>
*SB version tracks the opponent.
<div class="attack-info">
**A or C follow-up gives a home run.
{| class="wikitable attack-data"
**B or D follow-up gives a Clean Hit that cannot extend combos without resources unlike Inferno Homer.
{{AttackDataHeader-P4U2|version=yes}}
Similar to Junpei's Inferno Homer. The only difference here is that Trismegistus will throw a fireball for Junpei to hit. The fireball has a hitbox and can make opponents fly right where Junpei wants them. If the opponent manages to dodge the fireball, Junpei can also hit the fireball back twice as fast aiming to hit his adversary. This Super can score Homeruns too.
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236D" or input="236236CD" or input="236236C > X" or input="236236D > X" or input="236236CD > X")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* C version spawns Trismegistus close to Junpei.
* D version spawns Trismegistus one screen away.
* SB version tracks the opponent.
** A or C follow-up gives a home run.
** B or D follow-up gives a Clean Hit that cannot extend combos without resources unlike Inferno Homer.
Similar to Junpei's Inferno Homer. The only difference here is that Trismegistus will throw a fireball for Junpei to hit. The fireball has a hitbox and can make opponents fly right where Junpei wants them. If the opponent manages to dodge the fireball, Junpei can also hit the fireball back twice as fast aiming to hit his adversary. This Super can score Homeruns too.
{{CloseCard}}


===<big>Victory Cry</big>===
===<big>Victory Cry</big>===
<span class="input-badge">'''Activates after 10 Runs'''</span>
{{InputBadge|Activates after 10 Runs}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Victory Cry
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei VictoryCry.png|Junpei's signature install. Your goal is to get this up and running ASAP
*Activates after getting 10 runs
</gallery>
*Carries over to later rounds if successfully installed
</div>
*Max amount of runs is 55
<div class="attack-info">
Victory Cry Install. The only cost to activate this Super is to get 10 Runs. Once active, it will stay active for the whole match.
{| class="wikitable attack-data"
 
{{AttackDataHeader-P4U2}}
This is Junpei's strongest weapon. Upon activation, Junpei will do increased damage on every move and more importantly he gains the Clean Hit property: Clean Hits will improve his overall skill with the bat making every bat move deal more damage, hitstun and even cause special effects such as wall bounces or slides. To get a Clean Hit, you must hit your opponent with specific spacing while they are in hitstun and airborne, the only exceptions to this rule are his SP Skills such as Inferno Homer and Comeback Grand Slam. You'll see the word "CLEAN HIT" pop up on the screen and the sound effect will be different if you do it right.
|-
 
{{#cargo_query:tables=MoveData_P4U2R
Besides Clean Hits, Victory Cry still has one more ability: Junpei's HP and SP will regenerate constantly over time. Each time you get 10 Runs (10, 20, 30 and so on), his regen will grow stronger, making him gain more SP and heal more HP over time. As an added bonus, as Junpei scores additional runs the damage of his Super Spin Swing increases.
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="Victory Cry")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Activates after getting 10 runs
* Carries over to later rounds if successfully installed
* Max amount of runs is 55
Victory Cry Install. The only cost to activate this Super is to get 10 Runs. Once active, it will stay active for the whole match.<br/>
<br/>
This is Junpei's strongest weapon. Upon activation, Junpei will do increased damage on every move and more importantly he gains the Clean Hit property: Clean Hits will improve his overall skill with the bat making every bat move deal more damage, hitstun and even cause special effects such as wall bounces or slides. To get a Clean Hit, you must hit your opponent with specific spacing while they are in hitstun and airborne, the only exceptions to this rule are his SP Skills such as Inferno Homer and Comeback Grand Slam. You'll see the word "CLEAN HIT" pop up on the screen and the sound effect will be different if you do it right.<br/>
<br/>
Besides Clean Hits, Victory Cry still has one more ability: Junpei's HP and SP will regenerate constantly over time. Each time you get 10 Runs (10, 20, 30 and so on), his regen will grow stronger, making him gain more SP and heal more HP over time.<br/>
As an added bonus, as Junpei scores additional runs the damage of his Super Spin Swing increases.<br/>
{{CloseCard}}


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Super Vorpal Bat</big>===
===<big>Super Vorpal Bat</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}, then {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214C,214214D,214214CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2 Junpei SuperVorpalBat.png|The move that stole Jiyuna's soul (risk/reward combo ender)
*C version deals the least damage but is the easiest to time.
</gallery>
*SB version deals insane damage but the timing is within 1-2 frames.
</div>
*D version is somewhere in between the two in terms of damage and difficulty
<div class="attack-info">
*All buttons give Home Run if timed correctly.
{| class="wikitable attack-data"
*Fun fact; there's one frame that allows you to combine the damage from both Home Run and the whiff, resulting in an extra ~170 damage tacked onto the move.
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* C version deals the least damage but is the easiest to time.
* SB version deals insane damage but the timing is within 1-2 frames.
* D version is somewhere in between the two in terms of damage and difficulty
* All buttons give Home Run if timed correctly.
* Fun fact; there's one frame that allows you to combine the damage from both Home Run and the whiff, resulting in an extra ~170 damage tacked onto the move.


Guard point on activation. Trismegistus will fly through the screen aiming to catch the opponent. On hit, he will fly back for Junpei to hit his target, which the player must time in order to land the hit. Timing for this super varies between using the C/D/SB versions. Generally, higher the button, tighter the timing but higher the damage. Early hit still deals ok damage, and whiffing will still result in a small amount of damage. Landing the Home Run will deal a lot of minimum damage (roughly 1750 with SP), making it great to end combos with so long as you time it right. Can also do a pretty good job at punishing some moves from fullscreen. All around useful SP Skill.
Guard point on activation. Trismegistus will fly through the screen aiming to catch the opponent. On hit, he will fly back for Junpei to hit his target, which the player must time in order to land the hit. Timing for this super varies between using the C/D/SB versions. Generally, higher the button, tighter the timing but higher the damage. Early hit still deals ok damage, and whiffing will still result in a small amount of damage. Landing the Home Run will deal a lot of minimum damage (roughly 1750 with SP), making it great to end combos with so long as you time it right. Can also do a pretty good job at punishing some moves from fullscreen. All around useful SP Skill.
{{CloseCard}}
}}


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
===<big>Explosive Level-Up Grand Slam</big>===
===<big>Explosive Level-Up Grand Slam</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=222CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Junpei_IK.png|
*Fully invincible until after Trismegistus flies off the screen.
P4U2_Junpei_IK_Cinematic.png|Show your foes who's the boss. <br>Or rather, who's Da Man
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Fully invincible until after Trismegistus flies off the screen.


Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab his opponent. He will then fly through the space and throw the poor thing down to the earth for Junpei to hit. Your regular over-the-top instant kill made even better because it's Junpei.
Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab his opponent. He will then fly through the space and throw the poor thing down to the earth for Junpei to hit. Your regular over-the-top instant kill made even better because it's Junpei.


Can be useful to punish some moves such as Narukami's Ziodyne since it's surprisingly fast for an IK.
Can be useful to punish some moves such as Narukami's Ziodyne since it's surprisingly fast for an IK.
{{CloseCard}}
}}
<br clear=all/>


==Colors==
==Colors==
Line 852: Line 437:
|P_reference28={{Character Label|P4U2R|Kanji Tatsumi|42px}}
|P_reference28={{Character Label|P4U2R|Kanji Tatsumi|42px}}
}}
}}
<br style="clear:both;"/>


==Players To Cite / Watch==
==Players To Cite / Watch==
Line 882: Line 466:
*[http://www.dustloop.com/forums/index.php?/topic/7986-p4au-junpei-iori-video-thread/ Character Video Thread]
*[http://www.dustloop.com/forums/index.php?/topic/7986-p4au-junpei-iori-video-thread/ Character Video Thread]


<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center>
<center>{{Character Label|P4U2R|Junpei Iori|36px|P4AU_Junpei_portrait.png}}</center>

Revision as of 17:59, 25 September 2022



Overview
While Junpei's page here may be undergoing clean-up, there are some rather fleshed-out resources covering the character in this version:

Junpei gitbook: https://maxx-sev.gitbook.io/junpei-guide-p4u2/

Information from these resources will be transcribed and expanded upon here in due time, or you could possibly help transcribe it yourself.
Overview

Junpei Iori is a rushdown character, centralized around his unique Baseball Meter mechanic.

Junpei's Baseball Meter looks intimidating on paper, but is far simpler in practice. Essentially, Junpei is rewarded for landing attacks with his baseball bat consistently. This includes any normals, specials and supers that use his bat, all of which fill up Junpei's bases and begins counting up Runs for him. Once Junpei reaches 10 Runs, he automatically activates Victory Cry, an install A move, usually a super, which changes the properties of the character themself, usually for the better. super that lasts for the rest of the game. In Victory Cry, Junpei constantly recovers health and SP, gains access to new combo routes, and dramatically increases his damage potential. To say that this changes Junpei would be an understatement- In Victory Cry, Junpei is astronomically more threatening to his opponent.

Outside of Victory Cry, Junpei rocks the neutral thanks to his good B/C/D normals, which helps lead to combos that push him closer and closer to obtaining his install. With his solid normals, tricky pressure, good strike/throw game and good uses for meter, Junpei has everything he needs to get Victory Cry set up. Unfortunately, Junpei is heavily reliant on Victory Cry. Without it, Junpei does low damage, barely ever gets hard knockdown and has mediocre reward for anything he does. He needs to get set up with Victory Cry as soon as possible, which can be very difficult depending on the matchup and situation. If Junpei can get Victory Cry, he can potentially snowball his opposition into the dirt, but without it he can struggle to make headway in a match. These downsides make it all the more worthwhile to obtain Victory Cry, since the install goes a long way in helping Junpei get an edge over his opponent.

Overall, Junpei can be a very rewarding and fun character to play if you can get a grasp on the Baseball Meter and its intricacies. Junpei's da man!

 Junpei Iori  Junpei Iori is a Rushdown/Momentum based character that starts out relatively weak, but once he gets 10 runs with his baseball gauge he powers up and gains access Clean Hits, giving him very high combo potential.

Pros
Cons
  • Victory Cry: Once he's got 10 runs under his belt, Junpei becomes an infinitely more dangerous threat as he can convert nearly every touch into big damage with his Clean Hit combos. Victory Cry combos offer Junpei either great corner carry or a safejump, and in the corner he can get some great Okizeme with 5D after a Clean Hit 214B. On top of that he gains constant HP and SP regen.
  • Solid Neutral Tools: Moves such as Deathbound, j.D, 2D, and 2D give Junpei some decent fullscreen options and allow for a pretty good defensive/turtling strategy. Meanwhile, his normals such as 5C, 5B, and j.B let Junpei play more aggressive when he needs to.
  • Projectile Reflecting: All of Junpei's B normals can reflect projectiles and it even counts as a landing a hit with his bat. Characters cannot mindlessly use projectiles in neutral unless if they want to put Junpei in Victory Cry. This even applies to certain character's DPs; if they have the projectile attribute, Junpei can entirely nullify them.
  • Meter Proficient: Junpei not only gains meter at a very good rate in Victory Cry but he also doesn't need meter for any of his routes. This lets Junpei spend it on OMB, supers, or SB skills to accelerate his gameplan.
  • Good Strike/Throw Game: With a fast 5F 5A, many ways of resetting pressure such as j.2A, 214B, or his solid dash cancel 5C, Junpei can enforce a fairly decent strike/throw game plan that becomes especially extremely scary in Victory Cry.
  • Victory Cry Reliant: Without 10 runs, Junpei is very underwhelming with very low damage, abysmal corner carry, and having few ways of getting a hard knockdown. This issue is made even more apparent against characters who can force scramble situations or are very hard to block due to how outs work in his baseball mechanic.
  • Honest to a Fault: Junpei's mixup game is very honest as he lacks genuine options outside of 5D Okizeme setups (which are only truly real and threatening with Victory Cry) without taking a risk and going for an All Out Attack or gimmick. He scores most of his hits from his strike/throw, hard reads, and good whiff punishes in neutral.
  • Strike Out: Building enough runs is already hard enough, but Junpei runs the risk of losing a substantial portion of his Baseball Meter if he messes up too much. While Victory Cry stays online between rounds, getting to the point where you can enable it can be extremely difficult.
Baseball "gauge"

Expand the text below for a TL;DR on Junpei's special, otherwise keep reading on for the full breakdown.

  • Junpei has a powerful install that he must fill his baseball gauge up to reach.
  • Landing hits with his bat attacks advances this gauge by loading the bases, and eventually earning him Runs. His supers cash out of loaded bases the best.
  • Even if his bat attacks are blocked, they add up to advance his gauge, but much slower.
  • Whiffing those same bat attacks adds up to setting back his progress, and getting hit by the opponent in any way sets back his progress even faster.
  • He can never lose his accumulated Runs from too many mistakes, only his other progression marks.
  • Junpei needs at least 10 Runs to activate Victory Cry and enable Clean Hits, and its effects stacks with every 10 additional Runs.
  • Clean Hits function similarly in principle to  Sol Badguy's Clean Hits in +R; precision is rewarded with bonus combo potential, and they're hype.



Junpei's fighting style and attacks involve a unique gauge next to his SP Meter, which works similar to a baseball game. By connecting specific baseball moves (his B normals, his specials, or anything involving his baseball bat), he can fill up this meter and earn powerful buffs that strengthen himself and his attacks with Victory Cry.

  • Runs
    It's very important for Junpei maximize this meter as much as possible, as more runs can activate (or strengthen) Victory Cry with every 10th run. The amount of runs, maximum amount being 55, stay the same throughout the round and don't disappear with 3 outs, allowing Junpei to make a comeback. There are several offensive and defensive ways to earn a run:
  • Acquiring 3 bases and then hitting the opponent with baseball bat attacks
  • Clean Hits (Only available with Victory Cry)
  • Home Runs (Awards 1 run by itself and +1 for each base up to a maximum of 4 runs for a single Home Run)


  • Bases
    Similar to how baseball player has to travel three bases before returning home for a run, Junpei needs to fill all three bases and hit with a baseball attack in order to earn a run. Every time Junpei scores a base, all strikes and balls are reset. In order to earn a base Junpei needs to do the following:
  • Hitting the opponent with a baseball bat attack. (So for example, a combo with 3 swings will get 3 bases)
  • Hitting an incoming projectile with a baseball bat attack and reflecting it back as fireballs
  • Scoring 4 Balls


  • Balls (B) Junpei earns a ball on his meter for every bat attack that the enemy blocks. Hitting a Persona, Koromaru, or clashing with an opponent, will also grant a Ball to Junpei. Getting 4 balls will reset the meter but Junpei is rewarded with one base or run.
  • Strikes (S) Similar to baseball, Junpei will get a strike for every time he whiffs with a baseball bat attack. Getting 3 strikes will penalize Junpei with an out.
  • Outs (O) What all baseball players should avoid. Every time Junpei does something in the list below, he will receive an out (and reset the ball meter in the progress). Getting 3 outs will completely reset every meter except for his runs.
  • Taking damage. Junpei will only be punished with one Out every time he's in hitstun per combo.
  • Getting thrown. Luckily, teching a throw does not grant Junpei an Out.
  • Accumulating 3 Strikes.
PING!!! You got it!
Get runs, win games

Now that you know how to get Runs and activate Victory Cry, let's learn how to use "Clean Hits".
Clean Hits are Junpei's strongest weapon and can only be used while in Victory Cry. It makes bat moves deal more damage, more hitstun and even adds different properties like wall bounces or slides. It's possible to Clean Hit with every attack that uses Junpei's bat. That includes his B normals, Special moves, and SP Skills, but you need to hit your opponent with specific spacing to make it work. You'll see the phrase "CLEAN HIT!" on the screen if you get it right, and the sound effect will also change.

Now let's see what Junpei gets if he Clean hits his attacks:

  • B Normals: More damage, added hitstun.
  • B+D: More damage, added hitstun, can be special canceled, opponent wall bounces if close to corner (possible to continue combo).
  • 236A/B: More damage, added hitstun, opponent will fly higher (possible to continue combo).
  • 214A/B: More damage, added hitstun, can be special canceled, opponent will slide forward (possible to continue combo or apply okizeme with 5D in the corner).
  • 236236A/B: Added hitstun, opponent will slide forward (possible to continue combo).

It's very important to get consistent with Clean Hits and learn how to confirm combos from them!

P4U2R Junpei Iori Nameplate.png
P4U2 Junpei Portrait.png
Health
9,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
65%
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 5 3 11 -1 Body
5AA 400 All 10 8 10 -3 Body
5AAA 1000 Low 17 14 16 -13 Foot
5A
  • Gatlings into itself 3 times.
  • Inputting as 4A will stop 5AA from coming out.
  • Deceptively high hitbox.

A quick punch forward, hits crouchers. Good for staggering pressure and tick throws.


5AA
  • Dash cancel is -3 on block.
  • Jump cancel on hit and block.

Shoulder tackle, moves Junpei forward. Good for setting up throws or cross ups.


5AAA
  • Hits low.
  • Crosses under on hit if not canceled into a Special Move early.

Cancels into 214A/B during Victory Cry for a Clean Hit. Ends with Super Spin Swing into Inferno Homer if the meter is available.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
240 Low 7 4 14 -5 Foot -

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 All 10 4 17 -6 Chest

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
380 Air Unblockable 12 4 28 -17 Body 7~15 Head

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 3 15 Head

j.2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
450 All 15 Until L 14L -3 (TK) Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400 High 11 4 16 Head

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 27 4 26 -11 Body 11~30 Guard Strike

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 Low 13 8 20 -11 Foot 7~18 Chest

Persona Moves

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 15 15 Total 47 -10 Chest Persona 1~Until Active All

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 Low 19 12 23 -18 Foot Persona 1~First Active Chest
  • Useful as a launcher.
  • Junpei's best combo starter

Trismegistus does a slide. Can be connected after 5AA or more importantly after a close 5C, incredibly useful during Victory Cry combos since it works as a launcher and combos into 236C and also grants perfect spacing for 214A/B+D Clean hit. The other major use of 2C is as a combo starter, this move is easily his most threatening starter in Victory Cry and easily leads to 5K+ before counting in meter

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 All 17 8 21 Head Persona 1~Until Active All

5D/j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 400×3 All 48 11 <(28)Until L(28)Until L> Total 53 +17 Head
j.D 400×3 All 59 Until L <(28)Until L(28)Until L> Total 55 Head
5D
  • Okizeme tool.

Trismegistus will hover for a while behind Junpei and then descend forward, aiming to kick the opponent. On hit or block, will repeat the animation two more times. Great as Okizeme after 214A/B Clean hit or Deathbound.


j.D
  • Slower okizeme tool.

Junpei will spin his arm, and then the Persona will attack. Similar to 5D, but longer startup. The angle Trismegistus flies depends on how high you jumped. Air actions still possible after recovery.

2D/j.2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2D 900 All 26 55 Total 51 -3 Head
j.2D 900 All 23 55 Total 51 Head

Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0×2, 1800 Throw 4 3 19 Throw -

Super Flamingo Swing

B+D, then A/B/C/D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 [840] All 13~79 3 44 -30 Body 1~17 All
  • Combo filler in Victory Cry.

Junpei takes up a stance with invincibility, before swinging with his bat after another button is pressed. Relatively slow for an attack-type Furious Action. 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.

While in Victory Cry, this move gains the Clean Hit property, which allows you to cancel it into other moves and causes a wall bounce if close to the corner. Extremely useful for combos in general.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 5 29 -17 Body 1~21 Guard All

Skill Attacks

Super Spin Swing

236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 40, 20×2, 500 All 11 1,3,3(6)3 26 -10 Body
236A Victory Cry 48, 24×8, 600
[48×9, 720]
All 11 1,3,3,2×6(6)3 26 -10 Body
j.236A 20, 10×N, 500 All 16 5,10,5,10…(6)3 29 -13 Body
j.236A Victory Cry 24, 12×N, 600
[24, 12×N, 720]
All 15 3×N(6)3 29 -13 Body
236B 40, 20×8, 500 All 30 2×9(6)3 23 -7 Body
236B Victory Cry 48, 24×14, 600
[48, 24×14, 720]
All 30 2×15(6), 3 23 -7 Body
j.236B 20, 10×N, 500 All 17 5,10,5,10…(6)3 23 -7 Body
j.236B Victory Cry 24, 12×N, 600
[24, 12×N, 720]
All 17 3×N(6)3 23 -7 Body
236AB 40, 20×8, 500 All 17 2×9(6)3 20 -4 Body
236AB Victory Cry 40, 20×20, 600
[40, 20×20, 720]
All 17 2×21(6)3 20 -4 Body
j.236AB 20, 10×N, 500 All 17 4,8,4,8…(6)3 20 -4 Body
j.236AB Victory Cry 24, 12×N, 500 All 17 3×N(6)3 20 -4 Body
All Versions

Junpei spins with his bat. The aerial version sends Junpei a bit forward while the grounded version spins in whichever direction you hold between 4 and 6. As Normal Junpei, it works as a combo ender and can be followed with Supers pretty easily for Homeruns. Unsafe on block.

While in Victory Cry, this move gains the Clean hit property and sends the opponent much higher than normal. Thanks to this, you can continue the combo in the corner.


236A
  • Quick but low hitstun.

Only used to finish ground combos as Normal Junpei so that he can connect the Inferno Homer SP Skill and get more Runs. Victory Cry 236A gives a safejump on Clean Hit in the corner.


236B
  • Slow, but more damage and hitstun.

Mostly used during combos or to finish them. Can be followed with Homerun Supers. In Victory Cry this special is one of the most important moves for Victory Cry combos. It launches the opponent high into the air allowing you to continue the combo in the corner.


236AB
  • Best of both worlds.

SB Version has more hits and deals the most damage. Great for corner combos.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 400 100 200 3×3, 5
236A Victory Cry 400 100 200 3×9, 5
j.236A 0 500 500 3×N, 5
j.236A Victory Cry 0 500 500 3×N, 5
236B 400 100 200 3×9, 5
236B Victory Cry 0 500 500 3×9, 5
j.236B 500 200 500 3×N, 5
j.236B Victory Cry 500 200 500 3×N, 5
236AB 400 100 200 3×9, 5
236AB Victory Cry 400 100 200 3×21, 5
j.236AB 200 300 500 3×N, 5
j.236AB Victory Cry 200 300 500 3×N, 5

236A:

  • When Runs is 5+, adds 3 more hits, active frames become 1,3,3,2×3(6)3 and untech increses to 26F for all spin hits


236A Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs is 20+, adds 3 more hits, active frames become 1,3,3,2×9(6)3
  • When score above 15, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs. Runs 20+: 48, 24×11. Runs 30+: 60, 30×11. Runs 40+: 72, 36×11. Runs 50+: 84, 40×11. Runs 55: 120, 60×11


j.236A:

  • When Runs is 5+, active frames becomes 3,6×N(6)3, and untech increses to 26F for all spin hits


j.236A Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs 15+, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs 20+: 36, Runs 30+: 48, Runs 40+: 60, Runs 50+: 72, Runs 55: 96


236B:

  • When Runs is 5+, adds 3 more hits, active frames become 2×12(6)3 and untech increses to 26F for all spin hits


236B Victory Cry:

  • Values in [] are on Clean Hit
  • When score is 20+, adds 3 more hits, active frames become 2×18(6)3
  • When score above 15, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs. Runs 20+: 48, 24×17. Runs 30+: 60, 30×17. Runs 40+: 72, 36×17. Runs 50+: 84, 40×17. Runs 55: 120, 60×17


j.236B:

  • When Runs above 5, active frames becomes 3,6,3,6…(6)3, and untech increses to 26F for all spin hits


j.236B Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs 15+, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs 20+: 36, Runs 30+: 48, Runs 40+: 60, Runs 50+: 72, Runs 55: 96


236AB:

  • When Runs is 5+, adds 6 more hits, active frames become 2×15(6)3 and untech increses to 26F for all spin hits


236AB Victory Cry:

  • Values in [] are on Clean Hit
  • When score is 20+, adds 6 more hits, active frames become 2×27(6)3
  • When score above 15, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs. Runs 20+: 48, 24×26. Runs 30+: 60, 30×26. Runs 40+: 72, 36×26. Runs 50+: 84, 40×26. Runs 55: 120, 60×26


j.236AB:

  • When Runs above 5, active frames becomes 3,4,3,4…(6)3, and untech increses to 26F for all spin hits


j.236AB Victory Cry:

  • Values in [] are on Clean Hit
  • When Runs 15+, hitstop for spin hits is 0
  • Damage per spin hit increases with Runs 20+: 36, Runs 30+: 48, Runs 40+: 60, Runs 50+: 72, Runs 55: 96

Super Bunt

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 500 All 9 5 14 -4 Chest 5~10 Guard Strike
214B 700 All 17~34 5 14 +2 Chest 13~(18~35) Guard Strike
214AB 700 All 12~41 8 9 +4 Chest 8~(19~48) Guard Strike
All Versions
  • All versions have armor.

Junpei uses the other side of his bat to hit his opponent. It's possible to charge the B and SB Versions of the move, this will increase the startup but also it's guard frames, making it useful to bait attacks. While in Victory Cry, this move gains the Clean Hit property and causes a slide on hit. Thanks to this, Junpei can further extend his combos and even get an Okizeme off of it with 5D in the corner.


214A
  • Fast but negative on block, ends your turn in pressure.
  • Armor broken by lows.

Mostly used to finish combos for a knockdown outside of Victory Cry or as an extender during Victory Cry.


214B
  • Slow, but +2 making it a viable pressure reset tool.
  • Chargeable, increases startup and guard point.
  • Armor broken by lows.

Deals more damage when compared to the A version. Mostly used to bait attacks or during combos while in Victory Cry.


214AB
  • Plus on normal block.
  • Chargeable, increases startup and guard point.
  • Armor also works against lows.

SB Version is faster and deals the same amount of damage when compared to the B version. +4 on block. Useful to reset pressure and bait attacks.

Full Speed Slide

236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 800 Low 15 12 13 -8 Foot 15~29 Chest
j.236C 500 Low Until L+4 12 22 -19 Foot Landing~Landing+17 Chest
236D 600, 300 High, Low 28 13, 12 22 -19 Head, Foot 41~55 Chest
j.236D 300, 400 High, Low 15 Until L, 12 22 -19 Head, Foot Landing~Landing+15 Chest
236CD 750, 375 High, Low 23 13, 12 22 -19 Head, Foot 8~17 Guard Strike
36~50 Chest
236[CD] Total 38 8~16 Guard Strike
j.236CD 300, 600 High, Low 16 Until L, 18 22 -25 Head, Foot Landing~Landing+21 Chest
All Versions
  • Fatal recovery.
  • Very unsafe on block.

Junpei runs and jumps towards his opponent while channeling his inner shagster! Mostly used as a mixup tool since it can be both an overhead and a low, this opens many possibilities with One More Cancel. It also leads to big damage with One More Burst if Junpei's in Victory Cry.


236C
  • Only hits low.
  • Has chest invul.

Important combo tool, mainly used after 2C in almost every midscreen combo. Outside of this it's far too risky of a mixup tool without meter to keep it safe with One More Cancel due to being both punishable and fatal recovery.


236D
  • Slower than the C version.
  • First hit is an overhead, second hit is a low.
  • Has chest invul.

Very hard to block if spaced because the two hits are hard to distinguish.


236CD
  • Hits high, then low.
  • Can be feigned by holding C+D.
  • Has guard point.

The feign is mostly used for midscreen conversions when in Victory Cry.

Deathbound

Persona Required 214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C/D 250, 1000 High 9 Until L, 3 Total 60 -5 Head, Body
j.214C/D 250, 1000 High 9 Until L, 3 Total 64 Head, Body
214CD 120, 60×N, 1000 High 9 Until L, 3 Total 52 +13 Head, Body
j.214CD 120×N, 1000 High 9 Until L, 3 Total 64 Head, Body
  • Hits crouchers on frame 34 (tested on crouching Narukami).
  • C and D versions have the same frame data.
    • C version dives closer to Junpei.
    • D version dives farther from Junpei.
  • SB version has better frame advantage.

Trismegistus will dive on his opponent. This move is mostly used in neutral game against zoning characters but it can be useful as a combo tool while in Victory Cry. Just be aware that if they block it, they can easily hit Trismegistus and take one Persona card from you.

SP Skill Attacks

Inferno Homer

236236A/B, then A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 1300 All 7+(75 Flash)+4~112 5 69 -55 Body 1~45 All
236236B 1500 All 7+(75 Flash)+13~121 5 69 -55 Body 1~54 All
236236AB 1600 All 7+(75 Flash)+4~112 5 69 -55 Body 1~45 All
  • A version is fast with low damage and invul.
  • B version is slow with more damage and invul.
  • SB is the best of both worlds.
    • A or C follow-up gives a home run.
    • B or D follow-up gives a Clean Hit and a ground slide, which can be used to extend combos in corner.

Junpei's most practical SP Skill. Mostly used at the end of combos to score Homeruns for Victory Cry. The B version in particular is mostly used at the end of combos as a finisher for Homeruns.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A 600 500 50 5
236236B 600 500 50 5
236236AB 100 400 50 5

236236A:

  • Press A/B/C/D to follow up attack
  • Input during superflash for fastest attack, otherwise attack comes out 15F after button press
  • A/C scores a Homerun, damage increases to 1950
  • B/D scores a Clean Hit, values in [] are on Clean Hit
  • When attack not inputted immediately, invulnerability lasts from 1~7F, then from 1~49F after pressing button
  • Dash cancel possible instead of swinging the bat
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Minimum damage 390 [585]


236236B:

  • Press A/B/C/D to follow up attack
  • Input during superflash for fastest attack, otherwise attack comes out 15F after button press
  • A/C scores a Homerun on hit, damage increases to 2250
  • B/D scores a Clean Hit, values in [] are on Clean Hit
  • When attack not inputted immediately, invulnerability lasts from 1~7F, then from 1~49F after pressing button
  • Dash cancel possible instead of swinging the bat
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Minimum damage 450 [675]


236236AB:

  • Press A/B/C/D to follow up attack
  • Input during superflash for fastest attack, otherwise attack comes out 15F after button press
  • A/C for a Homerun on hit, damage increases to 2400
  • B/D for a Clean Hit, values in [] are on Clean Hit
  • When attack not inputted immediately, invulnerability lasts from 1~7F, then from 1~49F after pressing button
  • Dash cancel possible instead of swinging the bat
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Minimum damage 640 [960]

Comeback Grand Slam

Persona Required 236236C/D, then A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C/D 100×4 All 7+(78 Flash)+8 12,12,12,32767 Total Projectile 1~9 All
236236CD 100×4 All 7+(78 Flash)+8 12,12,12,32767 Total Projectile 1~9 All
236236C > X 800, 2000 All 11 5 59 -45 Body, Projectile 2~15 All
  • C version spawns Trismegistus close to Junpei.
  • D version spawns Trismegistus one screen away.
  • SB version tracks the opponent.
    • A or C follow-up gives a home run.
    • B or D follow-up gives a Clean Hit that cannot extend combos without resources unlike Inferno Homer.

Similar to Junpei's Inferno Homer. The only difference here is that Trismegistus will throw a fireball for Junpei to hit. The fireball has a hitbox and can make opponents fly right where Junpei wants them. If the opponent manages to dodge the fireball, Junpei can also hit the fireball back twice as fast aiming to hit his adversary. This Super can score Homeruns too.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C/D 0 100 50 3
236236CD 0 100 50 3
236236C > X 0, 300 900, 500 50 5

236236C/D:

  • Press button anytime after superflash to perform followup attack
  • C version summons persona in front of Junpei, D versions summons persona
  • Minimum damage 30×4 (120)


236236CD:

  • Press button anytime after superflash to perform followup attack
  • Summons persona from right behind opponent's location
  • Minimum damage 30×4 (120)


236236C > X:

  • A/C for a Homerun on hit
  • B/D for a Clean Hit, values in [] are on Clean Hit
  • Opponent experiences 16F additional hitstop on hit/counter hit
  • Second hit is when hitting the projectile thrown by the persona
  • A/C version launches on hit 51F + Slide 21F
  • B/D version launches on hit 121F
  • Minimum damage 240, 800 (1400)

Victory Cry

Activates after 10 Runs

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1+(60 Flash)+0 1~1 All
  • Activates after getting 10 runs
  • Carries over to later rounds if successfully installed
  • Max amount of runs is 55

Victory Cry Install. The only cost to activate this Super is to get 10 Runs. Once active, it will stay active for the whole match.

This is Junpei's strongest weapon. Upon activation, Junpei will do increased damage on every move and more importantly he gains the Clean Hit property: Clean Hits will improve his overall skill with the bat making every bat move deal more damage, hitstun and even cause special effects such as wall bounces or slides. To get a Clean Hit, you must hit your opponent with specific spacing while they are in hitstun and airborne, the only exceptions to this rule are his SP Skills such as Inferno Homer and Comeback Grand Slam. You'll see the word "CLEAN HIT" pop up on the screen and the sound effect will be different if you do it right.

Besides Clean Hits, Victory Cry still has one more ability: Junpei's HP and SP will regenerate constantly over time. Each time you get 10 Runs (10, 20, 30 and so on), his regen will grow stronger, making him gain more SP and heal more HP over time. As an added bonus, as Junpei scores additional runs the damage of his Super Spin Swing increases.

Awakened SP Skill Attacks

Super Vorpal Bat

Persona Required 214214C/D, then A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 0, 2000 [0, 4000] All 5+(50 Flash)+10 60 Total 86 -53 Body 1~64 Guard All
214214D 0, 2200 [0, 4400] All 5+(50 Flash)+10 60 Total 86 Body 1~64 Guard All
214214CD 0, 2800 [0, 5000] All 5+(50 Flash)+9 60 Total 86 Body 1~46 Guard All
  • C version deals the least damage but is the easiest to time.
  • SB version deals insane damage but the timing is within 1-2 frames.
  • D version is somewhere in between the two in terms of damage and difficulty
  • All buttons give Home Run if timed correctly.
  • Fun fact; there's one frame that allows you to combine the damage from both Home Run and the whiff, resulting in an extra ~170 damage tacked onto the move.

Guard point on activation. Trismegistus will fly through the screen aiming to catch the opponent. On hit, he will fly back for Junpei to hit his target, which the player must time in order to land the hit. Timing for this super varies between using the C/D/SB versions. Generally, higher the button, tighter the timing but higher the damage. Early hit still deals ok damage, and whiffing will still result in a small amount of damage. Landing the Home Run will deal a lot of minimum damage (roughly 1750 with SP), making it great to end combos with so long as you time it right. Can also do a pretty good job at punishing some moves from fullscreen. All around useful SP Skill.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214C 0 1100 50 5
214214D 100 1000 50 5
214214CD 100 1000 50 5

214214C:

  • Press A/B/C/D to do followup hit
  • Values in [] are for Homerun hit
  • When Junpei misses the swing, persona deals 350 damage to opponent
  • Minimum damage 600 [1000]


214214D:

  • Press A/B/C/D to do followup hit
  • Values in [] are for Homerun hit
  • When Junpei misses the swing, persona deals 350 damage to opponent
  • Minimum damage 660 [1100]


214214CD:

  • Press A/B/C/D to do followup hit
  • Values in [] are for Homerun hit
  • When Junpei misses the swing, persona deals 350 damage to opponent
  • Minimum damage 840 [1750]

Instant Kill

Explosive Level-Up Grand Slam

Persona Required 222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 7+(30 Flash)+34 Until Hit Total 168 -109 Body 1~99 All
  • Fully invincible until after Trismegistus flies off the screen.

Junpei will crouch and Trismegistus will fly horizontally through the screen aiming to grab his opponent. He will then fly through the space and throw the poor thing down to the earth for Junpei to hit. Your regular over-the-top instant kill made even better because it's Junpei.

Can be useful to punish some moves such as Narukami's Ziodyne since it's surprisingly fast for an IK.

Colors


Players To Cite / Watch

Note: Click on the hyperlinks in the last column to pull up just the player's games, sets, and VODs on ReplayTheater!
It is also advised that you try searching the player's name via the kanji listed, if you can't find any footage of them via their conventional tag.


Name Color Location Where to find Notes RT Link
Maxx.Sev
P4U2R Junpei Iori color 7.png
United States PC, PS4
P4U2.5 Discord
YouTube
One of the best Junpei players with lots of footage. Won P4AU CEO 2022 and has done well in tournaments vs very high level players. Mostly plays shadow now, but also has normal type footage. RT Link


Suihei
P4U2R Junpei Iori color 1.png
Japan PS4
YouTube
Normal type player from Japan. Plays high level JP big names often. Streams on YouTube as well, so be sure to check there. RT Link


External References

Navigation

 Junpei Iori



To edit frame data, edit values in P4U2R/Junpei Iori/Data.