P4U2R/Junpei Iori/Frame Data

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Junpei Iori


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
ComboRate Affects how much damage scaling in a combo - the larger the percentage, the more damage.
Persona Cards Number of Persona Cards this character has.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Invuln Attribute and Hitbox invincibility for this attack
P1 Damage proration that is applied only when this attack is used as a combo starter.
P2 Damage proration that is applied whenever this attack is used.
SMP Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
J jump cancellable
Sp special cancellable
S super cancellable
O One More! cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


System Data

name health prejump backdash comborate personacards Unique Movement Options
Junpei Iori 9,500 3F 23F (1~6F Inv All) 65% 4

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 200 All 5 3 11 -1 Body 400 200 50 2 CJSO 12 10 13 15 25 27
5AA 400 All 10 8 10 -3 Body 0 100 50 3 CSOD 14 11 19 17 31 37
5AAA 1000 Low 17 14 16 -13 Foot 200 200 50 4 CSO 16 12 Launch 34 Launch 54
2A 240 Low 7 4 14 -5 Foot - 500 100 50 2 CSO 12 10 13 15 25 27
5B 400 All 10 4 17 -6 Chest 200 100 200 3 C(J)SOD 14 11 [15] 15 [30] 17 [32] 27 37
2B 380 Air Unblockable 12 4 28 -17 Body 7~15 Head 200 100 200 3 C(J)SO 14 11 [15] 15 [30] 17 [32] 27 37
j.A 200 High 7 3 15 Head 200 100 50 1 CJSO 10 9 11 13 23 25
j.2A 450 All 15 Until L 14L -3 (TK) Head 200 100 50 3 O 14 6 20 32 32 52
j.B 400 High 11 4 16 Head 200 100 100 4 CJSO 16 12 [15] 17 [22] 19 [34] 29 39
5AB 300 High 27 4 26 -11 Body 11~30 Guard Strike 0 800 10,000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 700 Low 13 8 20 -11 Foot 7~18 Chest 200 100 50 4 CSO 16 12 Launch 22 Launch 42


Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 700 All 15 15 Total 47 -10 Chest Persona 1~Until Active All 200 100 50 3 C(J)SOD 14 0/+8 15 17 27 37
2C 900 Low 19 12 23 -18 Foot Persona 1~First Active Chest 200 300 1000 4 CSO 16 12 Launch 41 Launch 61
j.C 600 All 17 8 21 Head Persona 1~Until Active All 200 100 50 4 JCO 16 12 Launch 29 Launch 49
5D 400×3 All 48 11 <(28)Until L(28)Until L> Total 53 +17 Head 400 100 1000 4 16 0/+6 26 34 + GBounce 38 54 + GBounce
j.D 400×3 All 59 Until L <(28)Until L(28)Until L> Total 55 Head 300 100 1000 4 16 0/+6 26 34 + GBounce 38 56 + GBounce
2D 900 All 26 55 Total 51 -3 Head 200 300 1000 4 CSO 16 0/+6 Launch 41 Launch 61
j.2D 900 All 23 55 Total 51 Head 300 100 1000 4 16 0/+6 Launch 41 Launch 61


Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 1100 Throw 5 3 25 Throw 0 1000, 100 0 0, 4 O 0, 12 Launch 41 Launch 61
Air Throw j.CD 0×2, 1200 Throw 4 3 19 Throw - 0 1200, 100 50 0, 2, 5 O 0×2, 18 39 + WBounce
Super Flamingo Swing BD 700 [840] All 13~79 3 44 -30 Body 1~17 All 1000 100 400 4 S 16 12 [15] Launch 42 [59 + WBounce 40] Launch 62
Guard Cancel Attack 6AB 0 All 16 5 29 -17 Body 1~21 Guard All 4 16 12 Launch 19 Launch 39
Dash Cancel 66 21


Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Super Spin Swing 236A 40, 20×2, 500 All 11 1,3,3(6)3 26 -10 Body 400 100 200 3×3, 5 SO 14×3, 18 3×3, 6 20×3, Launch 22×3, 26 32×3, Launch 42×3, 46
Victory Cry A Super Spin Swing 236A Victory Cry 48, 24×8, 600
[48×9, 720]
All 11 1,3,3,2×6(6)3 26 -10 Body 400 100 200 3×9, 5 SO 14×9, 18 1×9, 6 [1×9, 15] 20×9, Launch 26×10 [26×9, 45] 32×9, Launch 42×9, 46
Air A Super Spin Swing j.236A 20, 10×N, 500 All 16 5,10,5,10…(6)3 29 -13 Body 0 500 500 3×N, 5 SO
Victory Cry Air A Super Spin Swing j.236A Victory Cry 24, 12×N, 600
[24, 12×N, 720]
All 15 3×N(6)3 29 -13 Body 0 500 500 3×N, 5 SO 14×N, 18 1×N, 6 [1×N, 15] 20×N, Launch 26×10 [26×N, 45] 32×N, Launch 42×N, 46
B Super Spin Swing 236B 40, 20×8, 500 All 30 2×9(6)3 23 -7 Body 400 100 200 3×9, 5 SO 14×9, 18 3×9, 6 20×9, Launch 25×9, 32 32×9, Launch 45×9, 52
Victory Cry B Super Spin Swing 236B Victory Cry 48, 24×14, 600
[48, 24×14, 720]
All 30 2×15(6), 3 23 -7 Body 0 500 500 3×9, 5 SO 14×15, 18 1×15, 6 [1×15, 15] 20×15, Launch 25×15, 32 [26×15, 53] 32×15, Launch 42×15, 46
Air B Super Spin Swing j.236B 20, 10×N, 500 All 17 5,10,5,10…(6)3 23 -7 Body 500 200 500 3×N, 5 SO
Victory Cry Air B Super Spin Swing j.236B Victory Cry 24, 12×N, 600
[24, 12×N, 720]
All 17 3×N(6)3 23 -7 Body 500 200 500 3×N, 5 SO 14×N, 18 1×N, 6 [1×N, 15] 20×N, Launch 26×10 [26×N, 45] 32×N, Launch 42×N, 46
SB Super Spin Swing 236AB 40, 20×8, 500 All 17 2×9(6)3 20 -4 Body 400 100 200 3×9, 5 SO 14×9, 18 3×9, 6 20×9, Launch 25×9, 32 32×9, Launch 45×9, 52
Victory Cry SB Super Spin Swing 236AB Victory Cry 40, 20×20, 600
[40, 20×20, 720]
All 17 2×21(6)3 20 -4 Body 400 100 200 3×21, 5 SO 14×21, 18 1×21, 6 [1×21, 15] 20×21, Launch 25×21, 32 [25×21, 53] 32×21, Launch 45×21, 52
Air SB Super Spin Swing j.236AB 20, 10×N, 500 All 17 4,8,4,8…(6)3 20 -4 Body 200 300 500 3×N, 5 SO 14×N, 18 1×N, 6 [1×N, 15] 20×N, Launch 25×N, 32 [253×N, 53] 32×N, Launch 45×N, 52
Victory Cry Air SB Super Spin Swing j.236AB Victory Cry 24, 12×N, 500 All 17 3×N(6)3 20 -4 Body 200 300 500 3×N, 5 SO 14×N, 18 1×N, 6 [1×N, 15] 20×N, Launch 25×N, 32 [253×N, 53] 32×N, Launch 45×N, 52
A Super Bunt 214A 500 All 9 5 14 -4 Chest 5~10 Guard Strike 200 100 200 3 SO 14 11 [15] 15 [35] 17 [37 + Slide 10] 27 37
B Super Bunt 214B 700 All 17~34 5 14 +2 Chest 13~(18~35) Guard Strike 200 100 200 3 SO 20 11 [15] 21 [37] 23 [42 + Slide 12] 33 43
SB Super Bunt 214AB 700 All 12~41 8 9 +4 Chest 8~(19~48) Guard Strike 400 100 400 3 SOD 20 11 [15] 21 [37] 23 [39 + Slide 12] 33 43
C Full Speed Slide 236C 800 Low 15 12 13 -8 Foot 15~29 Chest 500 100 500 3 SO 16 11 Launch 29 Launch 49
Air C Full Speed Slide j.236C 500 Low Until L+4 12 22 -19 Foot Landing~Landing+17 Chest 300 100 50 3 SO 16 11 Launch 27 Launch 47
D Full Speed Slide 236D 600, 300 High, Low 28 13, 12 22 -19 Head, Foot 41~55 Chest 300 100 50 3 SO 14 11 15, Launch 25 27, Launch 45
Air D Full Speed Slide j.236D 300, 400 High, Low 15 Until L, 12 22 -19 Head, Foot Landing~Landing+15 Chest 300 100 50 3 SO 14 11 15, Launch 27, 25 27 47, 45
SB Full Speed Slide 236CD 750, 375 High, Low 23 13, 12 22 -19 Head, Foot 8~17 Guard Strike
36~50 Chest
300 100 50 3 SO 14 11 15, Launch 25 27, Launch 45
SB Full Speed Slide Feint 236[CD] Total 38 8~16 Guard Strike
Air SB Full Speed Slide j.236CD 300, 600 High, Low 16 Until L, 18 22 -25 Head, Foot Landing~Landing+21 Chest 200 100 50 3 SO 14 11 15, Launch 27, 17 27, Launch 47, 37
Deathbound 214C/D 250, 1000 High 9 Until L, 3 Total 60 -5 Head 300 100 1000 4, 5 SO 16, 18 0 Launch 34 + Down 18, 36 Launch 54 + Down 18, 56
Air Deathbound j.214C/D 250, 1000 High 9 Until L, 3 Total 64 Head 300 100 1000 4, 5 SO
SB Deathbound 214CD 120, 60×N, 1000 High 9 Until L, 3 Total 52 +13 Head 300 300 1000 4×N, 5 SO 16×N, 18 0/+3 Launch (34 + Down 12)×N, 34 Launch (54 + Down 12)×N, 56
Air SB Deathbound j.214CD 120×N, 1000 High 9 Until L, 3 Total 64 Head 300 300 1000 4×N, 5 SO 16×N, 18 0/+3 Launch (34 + Down 12)×N, 34 Launch (54 + Down 12)×N, 56
Reflect Projectile 800 All 1 Until Hit Projectile 0 100 50 3 16 0/+2 17 19 19 39


SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Inferno Homer 236236A 1300 All 7+(75 Flash)+4~112 5 69 -55 Body 1~45 All 600 500 50 5 O 18 10 Launch 121 + Down 8 [59 + Slide 38] Launch 141 + Down 8 [79 + Slide 38]
B Inferno Homer 236236B 1500 All 7+(75 Flash)+13~121 5 69 -55 Body 1~54 All 600 500 50 5 O 18 10 Launch 121 + Down 8 [59 + Slide 38] Launch 141 + Down 8 [79 + Slide 38]
SB Inferno Homer 236236AB 1600 All 7+(75 Flash)+4~112 5 69 -55 Body 1~45 All 100 400 50 5 O 18 10 Launch 121 + Down 8 [51 + Slide 30] Launch 141 + Down 8 [71 + Slide 30]
Comeback Grand Slam 236236C/D 100×4 All 7+(78 Flash)+8 12,12,12,32767 Total Projectile 1~9 All 0 100 50 3 O 14 0/+2 Launch 47 Launch 67
SB Comeback Grand Slam 236236CD 100×4 All 7+(78 Flash)+8 12,12,12,32767 Total Projectile 1~9 All 0 100 50 3 O 14 0/+2 Launch 47 Launch 67
Comeback Grand Slam 236236C > X 800, 2000 All 11 5 59 -45 Body, Projectile 2~15 All 0, 300 900, 500 50 5 O 18 13, 0/+20 Launch 121 [51 + Slide 12] Launch 141 [71 + Slide 12]
Victory Cry Victory Cry 1+(60 Flash)+0 1~1 All
C Super Vorpal Bat 214214C 0, 2000 [0, 4000] All 5+(50 Flash)+10 60 Total 86 -53 Body 1~64 Guard All 0 1100 50 5 O 18 0, 15 [0, 30] Launch 121 [121 + WBounce 50] Launch 121 [121 + WBounce 50]
D Super Vorpal Bat 214214D 0, 2200 [0, 4400] All 5+(50 Flash)+10 60 Total 86 Body 1~64 Guard All 100 1000 50 5 O 18 0, 15 [0, 30] Launch 121 [121 + WBounce 50] Launch 121 [121 + WBounce 50]
SB Super Vorpal Bat 214214CD 0, 2800 [0, 5000] All 5+(50 Flash)+9 60 Total 86 Body 1~46 Guard All 100 1000 50 5 O 18 0, 15 [0, 30] Launch 121 [121 + WBounce 50] Launch 121 [121 + WBounce 50]


Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Explosive Level-Up Grand Slam 222CD K.O. All 7+(30 Flash)+34 Until Hit Total 168 -109 Body 1~99 All 1 8 0/+2

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4U2 Junpei 5A.pngGuard:
All
Startup:
5
Recovery:
11
Advantage:
-1
[3]
5AA, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAP4U2 Junpei 5AA.pngGuard:
All
Startup:
10
Recovery:
10
Advantage:
-3
5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAAP4U2 Junpei 5AAA.pngGuard:
Low
Startup:
17
Recovery:
16
Advantage:
-13
- - - - AoA, Sweep Special, Super
2AP4U2 Junpei 2A.pngGuard:
Low
Startup:
7
Recovery:
14
Advantage:
-5
[3]
5A, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4U2 Junpei 5B.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-6
[1]
- 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
2BP4U2 Junpei 2B.pngGuard:
Air Unblockable
Startup:
12
Recovery:
28
Advantage:
-17
[1]
- 5B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5CP4U2 Junpei 5C.pngGuard:
All
Startup:
15
Recovery:
Total 47
Advantage:
-10
[3]
- - 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
2CP4AU Junpei 2C.pngGuard:
Low
Startup:
19
Recovery:
23
Advantage:
-18
[3]
- - 5C 2D - Special, Super
5DP4U2 Junpei 5D.pngGuard:
All
Startup:
48
Recovery:
Total 53
Advantage:
+17
- - - - - -
2DP4U2 Junpei 2D.pngGuard:
All
Startup:
26
Recovery:
Total 51
Advantage:
-3
- - - - - Special, Super
All-Out AttackP4U2 Junpei AOA.pngGuard:
High
Startup:
27
Recovery:
26
Advantage:
-11
- - - - - -
SweepP4U2 Junpei Sweep.pngGuard:
Low
Startup:
13
Recovery:
20
Advantage:
-11
- - - - - -
Air P Combo Table
A B C D Cancel
j.AP4U2 Junpei jA.pngGuard:
High
Startup:
7
Recovery:
15
Advantage:
-
j.A, j.2A j.B j.C j.D, j.2D Jump, Special
j.2AP4U2 Junpei j2A.pngGuard:
All
Startup:
15
Recovery:
14L
Advantage:
-3 (TK)
- - - - -
j.BP4U2 Junpei jB.pngGuard:
High
Startup:
11
Recovery:
16
Advantage:
-
j.A, j.2A - j.C j.D Jump, Special
j.CP4U2 Junpei jC.pngGuard:
All
Startup:
17
Recovery:
21
Advantage:
-
- - - j.D, j.2D Jump, Special
j.DP4U2 Junpei jD.pngGuard:
All
Startup:
59
Recovery:
Total 55
Advantage:
-
- - - - -
j.2DP4U2 Junpei j2D.pngGuard:
All
Startup:
23
Recovery:
Total 51
Advantage:
-
- - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[2*] = X can be done twice per string, but can not go from X > Y > X
Junpei does not have any attacks that fall under this category.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string
  • 5C and 2C are tied together - they can be used a combined total of 3 times per string


Navigation

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

System Explanations

Essentials
ControlsHUDFAQ
The Basics
Movement/CancelingOffenseDefenseAttack AttributesSP/Persona/Burst Gauge UsageStatus Ailments
Detailed & Advanced Information
Damage/Combo SystemFrame Data & System DataUniversal StrategyMisc
Archived Information
Patch NotesTier ListsGolden Arena

Mechanics Glossary