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Strife

[P4AU] Junpei Iori - Combo Thread

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So sorry wrong combo it's 5aa , 2c , 214a (clean hit ) SB RUN 5a

 

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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Is there any delay needed for the 2C in his victory cry combos? I either miss the j.B CL or I miss the 2B CL. Even while mashing it it just won't come out before the opponet recovers intime.

 

The combo in particular is 5A > 5AA > 2C > 5C > j.B cl > 2B cl > Clean hit hops.

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Here's a good way to end Victory Cry Corner combos that I've been messing with

etc. > j.b (CL) > 236b CL > 5b CL > hop.b CL > 214A CL > 236236C~C / super of your choice

 

here's a few good ones

 

Reminder (CL) means you don't have to Clean hit, CL means you have to Clean Hit

 

AoA~D FC > 2B (CL) > 5B (CL) >  j.b (CL) > 236b CL > 5b CL > hop.b CL > 214A CL > 236236C~C / super of your choice 4.3k+ (If you use your SB Awakening Super you get up to almost 6k easy)

 

Grab/CD > 2B (CL) > 5B (CL) >  j.b (CL) > 236b CL > 5b CL > hop.b CL > 214A CL > 236236C~C / super of your choice 3.3k+

 

j.2a > 5a > 5b (CL) >  5B (CL) >  j.b (CL) > 236b CL > 5b CL > hop.b CL > 214A CL > 236236C~C / super of your choice 3.2k+

 

236c > OMB > 2b (CL) > 5b (CL) >  j.b (CL) > 236b CL > 5b CL > hop.b CL > 214A CL > 236236C~C / super of your choice 3.2k+

 

So you could probably find some stuff and plug this in and see if it works. I got the original combo from one of Sorashido's matches in which he used the combo with the grab https://www.youtube.com/watch?v=4izw3Z943uY#t=95

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Is there any delay needed for the 2C in his victory cry combos? I either miss the j.B CL or I miss the 2B CL. Even while mashing it it just won't come out before the opponet recovers intime.

 

The combo in particular is 5A > 5AA > 2C > 5C > j.B cl > 2B cl > Clean hit hops.

 

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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I can't seem to get the normal mode corner throw combo to work on Narukami.  I've tried tons of things but can't seem to get that one to work on him.  dunno if that's just me, but the j.A won't connect.

edit: another question: on the Victory cry midscreen AoA (j.b, delay, j.B j.214CD...) the video shows 4811 damage, and i'm only getting 2642.  i'm doing the combo right, i can't figure out why this is happening.

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I can't seem to get the normal mode corner throw combo to work on Narukami.  I've tried tons of things but can't seem to get that one to work on him.  dunno if that's just me, but the j.A won't connect.

edit: another question: on the Victory cry midscreen AoA (j.b, delay, j.B j.214CD...) the video shows 4811 damage, and i'm only getting 2642.  i'm doing the combo right, i can't figure out why this is happening.

 

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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I'm having issues with Junpei's CH j.B > 2A > stuff confirms on some characters. Is it supposed to be universal? Because characters like Minazuki and Yosuke don't seem to be hit by the 2A. Makes me a little sad.

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Hello fellow Junpei enthusiasts.

I've been playing Junpei since release, but since I mostly play online I settled with some easy combos that I could land with little issue even if there was some lag. Now I've got some good comp localy so I've started getting a bit more serious about learning Da Man properly.

I'm a bit stumped on the clean hit loops that you can do mid-screen. What I've been doing so far is: 5AA-2C-5C-clj.B-cl2B-hop clj.B-cl5B-dash up-5A-cl214A-214D-(super).

I've been watching some vids and it looks like most people can do a couple of loops from say: 5AA-2C-5C-clj.B-cl2B-hop clj.B-cl5B-hop cljB-cl5B etc. When I go for this I get pushed away too far to continue right around the second cl5B, so I'm guessing there's a small dash window I'm missing here to close the gap. Any tips for the mid screen clean hit "hop loops" in general?

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I'm having issues with Junpei's CH j.B > 2A > stuff confirms on some characters. Is it supposed to be universal? Because characters like Minazuki and Yosuke don't seem to be hit by the 2A. Makes me a little sad.

 

Use 5A and you should be good to go.

 

 

Hello fellow Junpei enthusiasts.

I've been playing Junpei since release, but since I mostly play online I settled with some easy combos that I could land with little issue even if there was some lag. Now I've got some good comp localy so I've started getting a bit more serious about learning Da Man properly.

I'm a bit stumped on the clean hit loops that you can do mid-screen. What I've been doing so far is: 5AA-2C-5C-clj.B-cl2B-hop clj.B-cl5B-dash up-5A-cl214A-214D-(super).

I've been watching some vids and it looks like most people can do a couple of loops from say: 5AA-2C-5C-clj.B-cl2B-hop clj.B-cl5B-hop cljB-cl5B etc. When I go for this I get pushed away too far to continue right around the second cl5B, so I'm guessing there's a small dash window I'm missing here to close the gap. Any tips for the mid screen clean hit "hop loops" in general?

 

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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Okay, so I have a basic knowledge of Junpei and decided to start working on his victory cry combos. Not really sure how to go about it since I can't consistently hit the 2B in his 5AA, 2C, 5C, j.B, 2B...etc. combo. what should I be trying to do to get that to hit?they recover  every time and when i try to change the timing on the j.B the dummy gets out of hitstun aswell...I feel stumped. 

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Okay, so I have a basic knowledge of Junpei and decided to start working on his victory cry combos. Not really sure how to go about it since I can't consistently hit the 2B in his 5AA, 2C, 5C, j.B, 2B...etc. combo. what should I be trying to do to get that to hit?they recover  every time and when i try to change the timing on the j.B the dummy gets out of hitstun aswell...I feel stumped. 

 

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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Some pre victory cry 0-10 run combos.

Corner: 5A>5AA>5B>2B>2AB>214A>OMB>5B>2B>jB>>jB>j236A>236236A~B>236236C~A

3773 dmg
13 runs
100 SP used
12 SP gain
+burst

Opponent techs immediately after homerun so you don't get knockdown unfortunately.

2D FC corner combo:

2D>2B>delay jB>j2A>5B>5C>236B>66 2A>5B>delay 2B>jB>jB>j236A>236236A~A

3678 dmg
24 SP gain
50 SP used
13 runs

First part can be finnicky, depending on spacing you might have to dash forward before the 2B to get it consistently (IE. training mode right corner start position).
You can always opt to leave out the first 2B to get:
3629 dmg
23 SP gain
50 SP used
12 runs

You can get still get the full 13 runs by following up 236236A w/ ~B and going into 236236C~A from there.

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theres a distinct lack of 5b/2b combos starter combos which makes me a little sad so decided to post mine. sadly most of these need omc but they're good to use if you can spare it and you got a random hit. 

 

5b 2b 236c omc dash 5b 2b j.b dj.b j.236b 236236d-c 2460 10 runs 

 

AA 5b 2b j.b dj.b j.236b(1) omb 5b 2b j.b dj.b j.236b 236236d-c 2260 14 runs 

 

5b 2b 236c omb 214c+d dash 6b 2b j.b dj.b j.236b 236236d-c 3169 10 runs 

victory cry 

 

5b 2b 236c omb 214c+d [dash 5b CL hop j.b CL]x2 dash 5b CL 2d 214d 4321 7 runs 

 

in the corner 5b 2b 236c omc 5b CL 2c 2d ( side switch here ) j.b j.236b CL 5b CLhop j.b CL 124a CL dp CL 214b CL 5d 4153 10 runs. also works with 5aa 2c starter 

 

corner 5b 2b 236c omc delay 5b CL dp CL 214b CL 2b 5b CL 5c j.b CL j.236b CL 5b CL hop j.b CL 214a CL 5d 4106 12 runs 

 

corner AA 2b 5b j.b CL 214a CL dash 2b 5b Cl 5c j.b CL j.236b CL 5b CL hop j.b CL 214a CL 5d 3255 11 runs 

 

all of these should work with 2b 5b starters as well and at max range. 

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This is another 0 bases to 10 runs combo. Maybe dumb but thought I would share anyway.

 

214C > OMC > 665B > 2B > j.B > j.B > OMB > 5B > 2B > j.B > j.B > 236B > 236236D~A
 
3532 DMG. Uses 100 SP and Burst.

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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

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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.

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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

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8k FC combo 

victory cry
 
5c FC 2d 214c OMB 2c 236A+B CL 665b CL hop j.b CL 214a CL dp CL 214b CL 662b 5b CL 236b CL delay 236a CL ex vorpal bat HR 8.2k

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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

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