Strife Posted April 1, 2014 Posted April 1, 2014 In that case, would it be totally unreasonable to remove the spacing requirements on Clean Hit and just give it to him on all bat attacks during VC no matter what? No, it wouldn't. That would definitely make combos and confirms a lot easier. Then again, it could even be too strong since the hitstun in a clean hit is almost the same as a counter hit. So, imagine that you jump and use a j.B, it hits them out of the air without CH but they're in hitstun till the ground thanks to the clean hit, making it easy to confirm and continue the combo. I saw it happening a couple of times even with the spacing requirement. I'd love that to happen but I think they won't do it. After all, they'd take out all the challenge of using the character in the first place.
Elochai Posted April 3, 2014 Posted April 3, 2014 Does anyone know how Junpei's divekick works? I've noticed that it's both a high, as well as a low. Tact tells me that it's high/low depending on where Junpei makes contact with the opponent (i.e. you have to block high if the divekick hits above a certain point on your character's hitbox). Is this even the case?
Strife Posted April 3, 2014 Posted April 3, 2014 Does anyone know how Junpei's divekick works? I've noticed that it's both a high, as well as a low. Tact tells me that it's high/low depending on where Junpei makes contact with the opponent (i.e. you have to block high if the divekick hits above a certain point on your character's hitbox). Is this even the case? I wonder if this is exclusive to his divekick? Narukami has one too. :V Maybe I'll test it later and see if it happens in regular P4U.
Mo the Hawk Posted April 3, 2014 Posted April 3, 2014 It should work like Yukiko's fans - you only need to block low if it makes visible contact with your feet. If you HAVE to block high otherwise, though? Christ that would be ridiculous. We would have already heard complaints about a divekick that silly at this point.
Strife Posted April 3, 2014 Posted April 3, 2014 It should work like Yukiko's fans - you only need to block low if it makes visible contact with your feet. If you HAVE to block high otherwise, though? Christ that would be ridiculous. We would have already heard complaints about a divekick that silly at this point. Yeah, that makes sense. I don't remember if you need to block high though. Think I'll rewatch some videos. Edit: Just confirmed with Xie, His divekick can be always blocked low. Sad.
Elochai Posted April 4, 2014 Posted April 4, 2014 It should work like Yukiko's fans - you only need to block low if it makes visible contact with your feet. If you HAVE to block high otherwise, though? Christ that would be ridiculous. We would have already heard complaints about a divekick that silly at this point. This makes a lot of sense. I wonder if you can do jA > jA x N > divekick then, kinda like how Yukiko IAD jA > jA > jB works.
Strife Posted April 11, 2014 Posted April 11, 2014 Ok, guys, that new combo video is just too good. Junpei's combo potential seems pretty awesome so far. I think you can pretty much convert every air confirm (CH or CL) into 3k for no meter, anywhere on the screen. In the corner though, he gets 4k for 50 SP and 5k for 75+ SP. 3k if you want oki. His DP Clean hit is amazing for corner carry too. It helps a lot with midscreen confirms.
HoudiniJr100 Posted April 12, 2014 Author Posted April 12, 2014 I'm gonna love using his clean hit DP. Combos were awesome....still doesn't beat shadow Junpei's 67 hit combos in the terms of sheer stupidity cancel powers. XD
Surf Posted April 13, 2014 Posted April 13, 2014 You guys do realize he was Lv 55 for most of those combos right. On average Junpei only gets about 20+ bases throughout a match. A bit more than that if he lost a round. In the average setting, these combos will be doing hundreds of damage less than what was shown in the video. He would have to keep reloading sparring mode to simulate that so it's understandable why almost all of them are Lv 55. But the combos were still good.
Strife Posted April 13, 2014 Posted April 13, 2014 You guys do realize he was Lv 55 for most of those combos right. On average Junpei only gets about 20+ bases throughout a match. A bit more than that if he lost a round. In the average setting, these combos will be doing hundreds of damage less than what was shown in the video. He would have to keep reloading sparring mode to simulate that so it's understandable why almost all of them are Lv 55. But the combos were still good. Well, Xie said that it really doesn't matter. The only difference he noticed between 10 and 55 runs is that the spin move lasts longer. Also, if you pay attention, the first combo in the video starts with 12 runs and empty bases. In the end, he got 3700 meterless (20 runs) and then added 2 supers to get 5200 (25 runs). At 00:53 he starts a combo with 55 runs. He gets 3600 meterless and then uses a Super to get 4200 damage. So yeah, about the same damage in the corner.
Surf Posted April 13, 2014 Posted April 13, 2014 The second combo you mentioned had 2 5A's in it. Which would prorate the damage. The second combo in the video is pretty much the same route as the first one but he's at a much higher level. And he deals 200 more damage before the super hits. The damage difference is small and is probably why Xiei said it doesn't matter much. What I'm saying is Lv.55 wont be the average level you'll be at during any kind of 2/3 match, so don't take the damage outputs in the video literally.
Strife Posted April 13, 2014 Posted April 13, 2014 (edited) The second combo you mentioned had 2 5A's in it. Which would prorate the damage. The second combo in the video is pretty much the same route as the first one but he's at a much higher level. And he deals 200 more damage before the super hits. The damage difference is small and is probably why Xiei said it doesn't matter much. What I'm saying is Lv.55 wont be the average level you'll be at during any kind of 2/3 match. The second combo did 200 more damage because he managed to fit two extra clean hits. Both combos started with j.B CH > 2A > 5B > 2B CL and both did 1200. After this, he goes for the spining move in the first video and In the second, he uses j.B CL and 2B CL before spining. Anyway, you're right, it's impossible to get 55 runs in a normal match. You don't really need it though, all those 55 run combos would be as good with 10 runs. Edited April 15, 2014 by Strife
HoudiniJr100 Posted April 13, 2014 Author Posted April 13, 2014 (edited) The second combo did 200 more damage because he managed to fit two extra clean hits. Both combos started with j.B CH > 2A > 5B > 2B CL and both did 1200. After this, he goes for the spining move in the first video and In the second, he uses j.B CL and 2B CL before spining. Anyway, you're right, it's impossible to get 55 runs in a normal match. You don't really need it though, all those 55 run combos would be as good with 10 runs. Just watch someone actually manage to do it by projectile reflecting XD Edited April 15, 2014 by Strife
Strife Posted April 18, 2014 Posted April 18, 2014 (edited) I did some wiki work... I guess. I wish I had some frame data to fill all those moves though. It's sad that I can't upload any pics too. Will probably fill Strategy and Combos later. Edited April 18, 2014 by Strife
HoudiniJr100 Posted April 18, 2014 Author Posted April 18, 2014 I did some wiki work... I guess. I wish I had some frame data to fill all those moves though. It's sad that I can't upload any pics too. Will probably fill Strategy and Combos later. Heh, awesome work Strife!
Strife Posted April 18, 2014 Posted April 18, 2014 (edited) Junpei Changelist (v1.10) 5AA: Faster startup. Opponent will be forced to block if they blocked 5A. 2C: Can cancel into 5C. 2D: Faster startup, shorter total duration. j.C: Increased untech time. j.2D: Reduced recovery. Super Push Bunt: Reduced recovery. Victory Cry: Each time you get 10 runs, HP and SP Recovery will increase. ... NERFS!? CAN'T SEE 'EM! Edited April 18, 2014 by Strife
HoudiniJr100 Posted April 18, 2014 Author Posted April 18, 2014 Junpei Changelist (v1.10) 5AA: Faster startup. Opponent will be forced to block if they blocked 5A. 2C: Can cancel into 5C. 2D: Faster startup, shorter total duration. j.C: Increased untech time. j.2D: Reduced recovery. Super Push Bunt: Reduced recovery. Victory Cry: Each time you get 10 runs, HP and SP Recovery will increase. ... NERFS!? CAN'T SEE 'EM! Junpei just got...manlier XD especially the victory cry buff
Strife Posted April 19, 2014 Posted April 19, 2014 Updated the wiki a bit more. Now I just need to put the rest of the normal moves, describe them, fix some descriptions and finally wait for frame data/better pics.
HoudiniJr100 Posted April 19, 2014 Author Posted April 19, 2014 Updated the wiki a bit more. Now I just need to put the rest of the normal moves, describe them, fix some descriptions and finally wait for frame data/better pics. I wish you good luck with that fellow Man. I added the victory cry buff to the main list since it felt relevant to the whole notes of victory cry. DA man has some good looking up for the release!
Mooglebane Posted April 19, 2014 Posted April 19, 2014 Good work on the wiki so far! Mind if I pitch in as well? Mostly just some small edits here and there.
Strife Posted April 19, 2014 Posted April 19, 2014 (edited) I wish you good luck with that fellow man. I added the victory cry buff to the main list since it felt relevant to the whole notes of victory cry. DA man has some good looking up for the release! Thanks! Good work on the wiki so far! Mind if I pitch in as well? Mostly just some small edits here and there. If you're sure that the info you're using is correct, no problem at all! Thanks! Edit: Wiki is complete! Well, sort of. I still need frame data but everything else is looking good. Edited April 19, 2014 by Strife
Strife Posted April 23, 2014 Posted April 23, 2014 Finally done. Wiki is now complete. Full frame data.
HoudiniJr100 Posted April 23, 2014 Author Posted April 23, 2014 Heh, awesome job strife! EDIT: also noticed our forum icon in the character forum lists! Kudos to the sprite maker!
Stellarcircle5 Posted April 23, 2014 Posted April 23, 2014 Seeing those buffs makes my character loyalty skyrocket even further. I'm probably maining this guy alongside Yosuke now, except Yosuke is taking the backseat. WHO'S THE MAN!
HoudiniJr100 Posted April 25, 2014 Author Posted April 25, 2014 Seeing those buffs makes my character loyalty skyrocket even further. I'm probably maining this guy alongside Yosuke now, except Yosuke is taking the backseat. WHO'S THE MAN! reminds me of a silly comic "WHO'S DA MAN!?" "I'M DA MAN!" *cheesy junpei smile*
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