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[P4AU] Junpei Iori - 2.0 Changelog

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2.0 Patch Official Changelist (Credits goes to @XiePlus for the translation!)

 

Clean Hit
  • Increased vertical judgement area. Probably making it easier to connect.
  • Other than SP Skills, can only Clean Hit opponents who are midair (and taking damage midair).
 
Ball Counter
  • Throw breaks do not count as an Out.
  • Hitting a Persona or another object counts as a Ball.
 
Batting Projectiles (Front, Upward, Downward)
  • When a projectile is hit, Junpei will become invincible for a time.
  • Adjusted the location where the returned fireball will appear from.
  • Returned fireballs will disappear if it clashes with a projectile.
 
5A
  • Decreased startup time.
  • Decreased attack active frames.
 
5AA
  • Adjusted blowback on air hit, easier to follow up.
  • Decreased startup time.
 
5AAA
  • Can be normal canceled into Sweep and Super Bunt on block or hit.
  • Can now be canceled sooner, before switching sides.
 
2A
  • Increased upward area hitbox.
 
5B/2B
  • Decreased startup time.
 
Various Persona Attacks
  • Persona is now invincible when appearing until active frames (5C, 2C and j.C).
 
5C
  • Decreased startup time.
 
2C
  • Persona is now invincible to Chest attribute attacks.
 
5D/j.D
  • Decreased total recovery time.
 
j.A
  • Increased attack level.
 
j.2A 
  • Decreased startup time.
  • Increased untechable time on air hit.
  • No lower counts as a low attack when striking opponent’s lower hitbox.
  • No longer floats on ground hit.
 
j.C
  • Increased falling speed after the attack finishes.
 
j.2D
  • Decreased startup time.
  • Increased falling speed after the attack finishes.
  • Can be canceled into from j.A and j.B.
  • Adjusted appearance and angle, making easier to hit from previous attacks.
 
All Out Attack
  • Invincibility time sets in sooner.
  • Decreased recovery time.
 
Super Flamingo Swing (B+D)
  • Lengthened the invincibility time during the stance.
  • Decreased startup time.
  • Damage is now based on time spent in stance.
 
Super Spin Swing (236A, B and SB)
  • Grounded version's last hit automatically turns to face the opponent.
  • Reduced blowback of the aerial version, making it easier to combo off of.
  • SB Version Clean hit now causes the same blowback as the B Version.
 
A Air Super Spin Swing (j.236A)
  • Decreased startup time.
 
A Super Bunt (214A)
  • Changed so that it is more difficult to accidently perform Super Spin Swing on accident.
 
Full Speed Slide (236C, D and SB)
  • Increased hitbox size.
  • Air version is also Fatal Counter recovery state.
  • Decreased startup time of air versions.
  • Air version property changed, C version is a low attack, and D and SB versions are high attacks followed by a low.
 
C Full Speed Slide (236C)
  • Reduced recovery time.
  • Adjusted blowback.
 
Deathbound (214C, D and SB)
  • Removed Fatal Counter recovery state from ground version.
  • After the last hit, can be ground teched.
  • Decreased total recovery time.
 
SB Inferno Homer (236236AB)
  • Will cause a Homerun even if the later portion of the attack hits.
 
Comeback Grand Slam (236236C, D and SB)
  • When a projectile launched by the A or C follow up hits, it causes a wall bounce.
  • Increased startup time for Junpei’s attack.
  • Will cause a Homerun even if the later portion of the attack hits.
  • Increased startup time for Persona’s projectile for D and SB versions.
 
C Comeback Grand Slam (236236C)
  • Persona now appears at a closer distance.
 
SB Comeback Grand Slam (236236CD)
  • Persona now appears a little bit further behind the opponent.
  • Adjusted projectile speed and projectile blowback, making it easier to hit back.
 
Vorpal Bat (214214C, D and SB)
  • Increased blowback when a Homerun is hit.
  • Untechable time no longer scales with proration.
  • Decreased total recovery time.
 
Explosive Level-Up Grand Slam (222+CD)
  • On hit, sets score to 0 and removes Victory Cry (lol).
Edited by Strife

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Heres hoping Junpei gets a little dash of scum into his gamplan. I feel he's too honest for his own good in a game with characters like Yosuke and Aigis.

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Actually, all midair Slides are mid-low right now. Which makes them pretty useless for mix-up purposes, so this change is more than welcome.

 

Faster start-up on buttons makes his combos easier to do, which is great.

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2B having a faster startup seems like a pretty decent buff, depending on how quickly it starts up. One of the things that causes me some strife with this character is how preemptively I need to hit 2B to anti-air with it. I'll often resort to 5A in situations where I would like 2B instead. Hopefully this will change that.

Also, I'm way more excited than I have any business being for the change to throw tech outs.

 

Hopefully the remaining changes are positive and give Junpei a little bit greater mix-up ability. j.236C being a low is a good change, if your opponent respects you too much, you should now be able to TK it into what looks like an overhead but is actually a low.

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More mixup and better neutral game seem great. No Outs on a teched throw just seems like a justice that was meant to happen. These all seem like positive changes for Junpei, so hopefully they stick into the final game.

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Updating with some stuff from xie,

J.2A no longer has the pause before he starts the divekick!

When you clean hit a super, such as 236236A~B, there is no longer huge pushback after you hit them.

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So with the new startup on the B moves, has it been said how Victory Cry was affected? I assume the clean hit combos now take a new timing, have we heard anything from that?

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Added all of Hina's notes to the first post!

 

So with the new startup on the B moves, has it been said how Victory Cry was affected? I assume the clean hit combos now take a new timing, have we heard anything from that?

 

Not yet, but hopefully we will.

Edited by Strife

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Shadow Junpei HP confirmed to be 10500, it was 11500 in the last version. Assuming all Shadows lost 1k HP.

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Asked Hina's opnion regarding 2.0 Junpei, he says that he's definitely better this version but... Shadow Junpei seems stronger with all the system changes.

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5AAA > SB deathbound > 5B > 2B works so I'm going to assume SB deathbound has even less recovery now.

236236A also comboed after a J.236B so I don't think we have to rely on D grand slam to hit home runs anymore.

If the opponent comes into contact with trismegistus during 236326C/236236D they are knocked into the air, and you can hit the fireball at them with the A swing, which will walla bounce them and may? be comboable.

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- Long, variable pressure strings.

- Plus on block divekick.

- Legit mixup.

- Less lopsided run mechanic.

- Gorilla normals.

Da Man is here at last.

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Wow... The huge buff list is real. And I know he needed buffs, but I hope he still remains a super-honest character.

 

I'm very interested in all his Trismegistus stuff. Deathbound becoming harder to punish, and the SB version comboing now... 25SP means 5 bats off 5A, dang. 5D/j.D are looking more useful if the recovery time improved enough. Trismegistus is invincible on some attack startups now, too? Sounds awesome but not sure how that works in practice, and 2C chest invulnerability. Really curious about those.

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