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Everything posted by Strife
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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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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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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.
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Definitely Bunt. You should only finish with Tornado for a Super afterwards or in the corner to make them tech in the air for a reset.
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The match-up is definitely in Ken's favor. Mostly because of his neutral. I've played this match-up a lot with a local friend. The good thing about it is that Deathbound is awesome to deal damage to Koro. The bad thing is that Ken has that medium-to-long range that Junpei lacks, so you need to block and respect a lot. You can roll and punish some of his stuff but I don't recommend it unless he makes it obvious. His mixup is not really hard to block unless he's doing oki and cross up stuff with Koro, so if he's making you block, don't panic. If you ever block Koromaru while Ken's full screen away, don't lose the chance and hit him. Pay attention if Ken's approaching though. Most of the time if he jumps at you, pay attention to where the dog is. If far away, feel free to 2B. If close, Koro will probably hit you while you're at it. The general idea is to play safe and Deathbound/SB Deathbound to kill the dog. Once you get a hit, OMB or SP to get as much runs as possible. Ken has low HP, if you manage get in while in Victory Cry (and apply oki) your chances of winning are pretty high.
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Actually, no. They do work outside of combos if the spacing is right. It's good to learn how to convert from those.
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Some basic stuff I gathered midscreen. Will probably work on midscreen-to-corner and corner combos later.
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Depends, some confirms may be easier than others.
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Angle. All you need to do is hit the center of their hurtbox with his bat.
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What jump loop are you referring to? - 5A > 5AA > j.B > j.A > 5A > 5AA > j.B > j.A > 5A > 5B > 2B > 2AB > 214A / 236A This one is the only character specific that I know of. Any other combos should work fine on everyone.
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Well, you can go to the video thread and watch the Hina Vs. Pet FT10 to get some ideas of how to play him. These are the best Junpei players in Japan. Feel free to watch their matches against other players, it's good to see how the match-up against other characters goes too.
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You might as well try him. His tools and clean hit combos can be a little overwhelming at first, but I got used to it pretty quick.
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Nah, not much. If you get a Base, you will reset all of your Strikes. You can whiff 2 bats as long as you hit the next one and it won't matter. Making them block is good too because if you get 4 Balls, then you get a Base and your Strikes will disappear the same way. Homeruns will clean everything too. Also, once he gets 10 runs, his baseball gauge is merely for his Regen and Clean Hits will allow you to get much more Runs during combos. You can definitely go a little bit crazier with whiffs at that point.