Jump to content
Dustloop Forums

Ninjaelephant

Members
  • Posts

    61
  • Joined

  • Last visited

Everything posted by Ninjaelephant

  1. i don't think many of you realize what 2 fate off B shots from raid means 2C > gunshots > sb raid will take off 12 fate
  2. First of all, that combo doesn't work because you can't do 2 J.Bs if they're not in the air. I'm going to assume the combo was actually supposed to be 5AA > 2C > 5C > J.B > J.B > J.236B, which is fine but doesn't give you knockdown. Second, when you're playing normal junpei you always wanna end the combo with bunt if possible. The simplest and usually most effective combo is simply doing 5AA > 5B > 2B > 2AB > 214A, and it should work on everyone. If you wanna get real specific there's a character specific jump loop I've found (thanks to hina) that gets more bats than usual. Against tall characters junpei can do 5A > 5B > 5C > J.B > J.A > 5AA > 5B > 2B > 2AB > 214A for a couple more bases than usual, but you gotta make sure you're doing it on a tall character.
  3. I'll try to have everyone sign up on the doc by today, do they need to put their PSNs or just whatever
  4. unless people drop out (which they inevitably will) gfaqs has 15 somehow (not that all of them are competent)
  5. I could get a good number of players off our skype group for gfaqs, we just need a good date for this lol
  6. I'd be up for this, but was this posted on gfaqs cuz I don't remember a post like this ever going up on gfaqs lol
  7. Well I just found a 10 run punish midscreen hahahaha 5B CH > AoA~C ender > J.B > J.B > OMB > 2B > J.B > J.B > J.236B > 236236D~A 5C CH > AoA~C ender > J.B > J.B > J.236B (1) > OMB > 5B > J.B > J.B > J.236A > 236236D~A
  8. It's very unlikely gfaqs will have 15 unless giro or I force everyone on skype to play BB when we've all been playing persona/uniel/other stuff lol
  9. Following up on boss naoto's dp, you can cancel her dp into her dp again as long as the first dp shot makes contact.
  10. Non counter hit air throw combo: Air throw > OMC > J.2D > land 214D : 2315 damage 50 meter use 3583 damage if 236236D~A is used and you get all hits and the homerun. 4182 damage if you get a 214214CD homerun. 10 run combo off air hit 5D/J.D 5D/J.D(3) > 5B > J.B > J.B > J.236B (1) > OMB > 2B > 5B > J.B > J.B > J.236A > 236236D~A HOMERUN! 2730 damage 50 meter + Burst use You can also get 10 runs off either A starter if you get a fatal, as long as you have a burst and 50 meter. Fatal 5AA > 2C > hop J.B > 5A > 5B > J.B > J.B > J.236B > OMB > 2B/5B > J.B > J.B > J.236A > 236236D~A Fatal 2A > 5B > 5C > 2C > hop J.B > 5A > 2B > J.B > J.B > J.236B > OMB > J.B > J.B > J.236A > 236236D~A
  11. Some character specific stuff, 236D 2nd hit will whiff on Margaret, so to do the auto combo > bat loop on Margaret you must do 5AAA > 214A > 236D (1) > OMC > J.B CL > 5B CL > etc. Midair 2Cs will whiff on Sho and Minazuki, for example OMB > 2C > DP will not work on those 2. Also for a safe jump setup midscreen against most of the cast, after a 5B CL midscreen, hit them with 2C rather than go into a bat loop or 2D, cancel 2C into a whiffed bunt, and IAD J.B them. This will not work against either Shos, and characters with catch dps are much harder to safe jump than other characters. Works perfectly against dps like narukami and adachi's though.
  12. Akihikos 5D stays out forever
  13. I just want to note that while more runs do not increase his overall damage, it increases the number of hits he gets on his 236A/Bs, and the damage on those moves get really high at 40 bases and above. Also victory cry seems to increase overall damage on everything by 20%? I need to check again for the exact damage increase but I'm pretty sure you get a 20% damage boost.
  14. Also, 236236D~A is 0 frames after super flash, so it's definitely his best reversal. (It's still blockable after super flash for whatever reason though, but if they mistime a safe jump or they like dping/supering your reversals, they're going to get blown up for it.)
  15. Just noting we might wanna make a separate thread to distinguish the two different SHOs. The minazuki matchup is pretty annoying, because his normals are all really good and his J.B messes up our anti air game. If they like doing 5D/2D into teleport, you can just mash 2B and you'll get a free fatal. We can bat back knives, so that's one plus we have over other characters in this match up. If you can find some distance, J.D is always a really strong tool for getting in, so take advantage of it. EDIT: Whoops I see the other thread, but we might wanna make it more distinguishable naming this thread SHO and other thread MINAZUKI
  16. In the words of Xie, MAKE HIM PAY, if you ever get a hit on him you gotta keep on him as to make sure he doesn't escape you easily. Having played a loooot of games with a really good yosuke, J.A is your best bet in an air to air battle, as J.B is too slow to challenge his normals. If yosuke throws out 5D/J.D at neutral, you need to 2B it on reaction and jump cancel it so you can be safe. If yosuke ever gets cheeky and tries to use D suku against you, stop him immediately with a deathbound or fireball super. Blowing your burst early to get bases is worth it, as you need to get victory cry immediately. Resetting pressure isn't a bad idea in this matchup if they're respecting you, so try to make the balls you get count. If they're jumping at you obviously your 2B can definitely anti air him, but be careful because he can really easily anti anti air us with J.2C. Use DP very sparingly, as its very unreliable vertical hitbox is a liability against yosukes gliding. J.C is actually pretty great as a neutral tool in this matchup too, so get creative in how you approach yosuke.
  17. Garu Balls count as projectiles, so if they're careless in placement of them you can J.B them to get rid of them and get a base
  18. Don't remember if strife ever mentioned this on the boards so I might as well do it just in case. After setting up 5D oki in the corner, you wanna get a knockdown while trismegistus is still out, as it'll let you get a lot of damage from them being in the air, and most of his mixup options knockdown. Examples would be J.2A, sweep, and 236C/D/SB. After hitting any of these moves, you can follow up with 5B > 5C to combo off trismegistus poking at them, and you can get oki again.
  19. Haven't updated much here since I was working on a pastebin for junpei combos, here's some other stuff I found that might be useful: 10 run anti air combo: 2B > J.A > J.B > J.B > J.236B > OMB > 5B > 2B > J.A > J.B > J.B > J.236A > 236236D~A HOMERUN! 2B anti air in the corner with VC: 2B > 5C > J.B > J.236B CL > 5B CL > hop J.B CL > 214A CL > DP CL > 214B CL > 66 2C > 214B CL > 5D Shadow Junpei 10 run combo: 5A(A)* > 5B > 2B > 2AB > Shadow Berserk > 5B > 2B > J.B > J.B > J.236B > J.236AB (cancel into sb spin during first hits of J.236B so that it continues to carry them) > 236236D~B CL > OMC > 66 > DP > 236236D~A HOMERUN! *don't remember if this kills the proration for the combo
  20. If Marie's don't space their J.C well, you can just DP it. My advice for this match up is to be a little bit more patient since marie has a lot of good normals, and always take advantage of any 2Bs you can hit on her.
  21. Alright I optimized it a bit, a little harder but 5k meterless is great! In the corner: 2D FC > 214D > 2A > 5C > BD CL > 214A CL > 2B > 5B CL > 5C > J.B CL > J.236B CL > 66 5B CL > BD CL > 214B CL > 66 2C > 214B CL > 5D 5016 Damage 47 Meter gain 7 bases And a midscreen fatal that does a lot too, 2D FC > 214D > OMC > 66 2B > 5B CL > 5C > J.B CL > 2B > 5C > J.B CL > J.236B CL > 66 5B CL > hop J.B CL > 214A CL > BD CL > 214B CL > 66 2C > 214B CL > 5D 4905 Damage 40 meter loss 8 bases
  22. 2D fatal for full screen corner carry in victory cry 50 meter: 2D > 214D > OMC > 2B > {5B CL > J.B CL X 3} > 5B CL > dash cancel 5A > 214A CL > 236D 4116 damage 41 Meter loss 6 bases 2D fatal in the corner meterless 2D > 214D > 2A > 2B > 5C > J.B > J.236B CL > 5B CL > hop J.B CL > 214A CL > DP CL > 214B CL > 2C > 214B CL > 5D 4758 Damage 41 Meter gain 6 bases
  23. 10 run fatal for 100 meter and a burst, if you're really desperate for a victory cry you can do this anywhere on the screen: 2D > 214D > OMC > 66 2B > 5B > J.B > J.B > J.236B > OMB first hit > 5B > J.B > J.B > J.236A > 236236D~A HOMERUN (this is probably good against yosukes who like pressing buttons in the air or something)
  24. Some stuff victory cry stuff I found: Corner CD > 2B > 5B CL* > 5C > J.B CL* > J.236B CL > 5B CL > hop J.B CL > 214A CL > BD CL > 214B CL > 66 2C > 214B CL > 5D (clean hits with *s are optional, they do increase the damage and make it easier though) 3733 Damage 36 meter gain 7 bases AoA > C ender > J.B CL > delayed J.B CL (no jump cancel for this J.B) > 214C > J.B > 5B CL > J.B CL > J.236B CL > 236236A~A 4917 damage 10 meter loss 8 bases + homerun
×
×
  • Create New...