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[P4AU] Junpei Iori - Video Thread
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[P4AU] Junpei Iori - 2.0 Changelog
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[P4AU] Junpei Iori - Gameplay Discussion
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[P4AU] Junpei Iori - 2.0 Changelog
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In the first game, Yosuke had issues elsewhere. In Ultimax, he's much more dangerous and they decided to change that with 2.0.
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[P4AU] Junpei Iori - Baseball Mechanic
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Yeah, you can't delay the j.B too much and you can't do it right away, you need to find the timing. It's not hard though, a feel tries and you will get it. As for the 2B, do it as soon as you land. If you did the j.B CL right, then you'll get 2B CL.
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[P4AU] Junpei Iori - Gameplay Discussion
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You shouldn't use Trismegistus as much in neutral against her, any Garu projectiles or arrows will take a card from you. Be patient and advance slowly.
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Use 5A and you should be good to go. The combo you're doing is good, even if you're not consistent with loops, keep going for that. As for the spacing, yeah, you need a microdash before 5B. If you see you're too close, you don't need to. The only tip I can give you is to delay 5B as much as possible, I try to hit them just before they fall to get the Clean hit. Hop j.B CL should be easy enough.
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The combo does work on Narukami. Try dashing before the 2B . 5B part. Watch the video for the AoA combo, you'll find a link just below the notation.
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Long Range: j.D, j.2D, 2D, Deathbound, Bat attacks to reflect projectiles. Mid Range: j.B, j.C, 5B, 5C, 2C, Sweep. Close Range: j.B, j.A, 5A, 5AA, 2A, 5B, 2B, Sweep. That's basically what you want to use depending on where you are.
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Well, it is borderline unplayable. He's too fast and will whiff punish most of your moves, don't try to hit too many buttons. Your only chance of winning is to get in really fast. He completely controls the neutral game, you can't do much about that. Once you get a hit, you need to maintain momentum and win. Applying cross ups in pressure will make it hard for him to DP properly. If you get back to neutral, you're losing again.
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Until you get to the 5C part, no, there's no specific timing. Afterwards try to do forward j.B as soon as you hit 5C and 2B as soon as you hit the ground after j.B CL.
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Hum, I know what combo you mean. Personally, I never go for this since the other routes are generally better and easier. Check the "Midscreen" and "Near corner" sections above.
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5A? What combo are you trying? Please copy and paste the notation so I can understand and see if I can help. SB Run combos are useful because the corner carry is really good. You can go from midscreen to corner with 25 SP. If you're already near the corner though, you can just whiff 214A and continue the combo as you can see here.
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It has been answered before, but the colors mean your "skill". They go from: white, blue, green, light green, yellow, orange and red if I remember correctly. White is the color you get when starting, which is "undentified". Blue is the weakest and red is the strongest. You level up your color when fighting (and winning) against people of the same color/stronger color.
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SuperOast already answered the first question but I'd like to add: The thing with the D version is that it freezes the screen for more time, allowing you to swing with A or C for the Homerun. The speed of the swing is basically the same as the other ones. As for the second question, you can do that by using the B clean hit with 236236A/B, then going for 214214CD. The only problem with this is that it's combo dependant. Longer combos won't let you connect 214214CD even if you do get the clean hit on 236236A/B. Honestly, I never go for these. The extra damage from 236236A/B clean hit is really small and will make you lose 50 SP over nothing. Just go directly into 214214CD if you want big damage.
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This auto correct only happens with the D version as far as I remember. Meaning, if you jump and air turn j.214D, Trismegistus will appear in the direction Junpei's facing. Using j.214C, he's still going to fall in the direction Junpei was before. I'm not 100% sure though.
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His normals are better than ours, yes. We have to play really careful in neutral and respect what he has. He can also punish 2D/Deathbound attempts with teleport, so watch out when throwing these moves. Outside of that, just be patient. His mixup is not as hard to block when compared to other characters. His AoA is indeed a cross up and you can punish his teleport with 2B. You can do it on reaction, just pay attention. Also, his teleport is fatal counter recovery, meaning you can punish him a little harder. Outside of Victory Cry, you can get more runs and under Victory Cry, more damage.
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Yeah, it is. "5AA > 2C > 5C > Clean hits" routes are pretty easy easy though, Just need to get used to the spacing before using 2C.
