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Ninjaelephant

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About Ninjaelephant

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    Legit Member
  • Birthday March 31

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  • PSN
    Ninjaelephant331
  1. Ninjaelephant

    [P4AU] List of issues with the wiki's frame data

    Ooh boy I could've worded my post way better, yeah I should've just mentioned that there were different after flash times for homerun swings instead of just saying 236236D had a 0 frame after flash. For super vorpal bat, the damage for C homerun is 2800, D homerun is 3080, and SB is 3500. There is also a just frame where it'll do 245 more damage if there is no extra prorate. If you don't get a homerun, all versions do 1400 damage raw. Victory cry itself increases junpei's overall damage by 20%, which is how he gets such high numbers off vorpal bat. With VC on, C version does 3360 damage, D version does 3696, and SB does 4200. The just frame will add 294 damage. 236236A~A will do 1950 damage if it hits a homerun, and 1300 in any other case. 236236B~A will do 2250 damage on homerun, and 1500 otherwise. 236236AB~A will do 2080 on homerun, 1600 on regular hit. If B is used to swing the bat instead, and it clean hits, it will do 2560 damage. 236236Ds startup is 7+0~124. 236236Cs startup is 7+6~124 236236As startup is also 7 +6~124 236236Bs startup is 7+ 14~133 5C at max range dash cancel is +1
  2. Ninjaelephant

    [P4AU] List of issues with the wiki's frame data

    Oh cool there's an actual thread for this, I've meaning to talk about junpeis frame data 236236D is actually a 0 frame after super flash for junpei if you swing the bat immediately. 2D is faster than the startup says, it is either 25 or 26 frame startup, tested via punishing akihikos dp, which is -24, not punishable without IB, but with IB you get a punish. All homerun damages for 236236A/B/C/D are incorrect, as there are differences between using A/C to swing the bat, and B/D to swing the bat, but I never got to test this thoroughly and I'll get it done sometime this weekend. Also I recently tested yukaris 2C proration data, P2 is definitely 100, and SMP is definitely 50, but the move itself is really weird and will occasionally reverse prorate for whatever reason.
  3. Ninjaelephant

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs to ty and anyone else I might've played I guess? Dropped a ton of stuff and won too many matches with dropped stuff orz
  4. Ninjaelephant

    [P4AU] Junpei Iori - Gameplay Discussion

    Oh right since I posted this in the skype chat and twitter I might as well post here, Junpei has a double fuzzy against tall characters, the notation would be J.B > J.A (fuzzy 1) > double jump immediate J.B (fuzzy 2) > J.C > OMB/(J.2D > J.214D), and this is pretty good for closing out rounds.
  5. Ninjaelephant

    [P4AU] Junpei Iori - Gameplay Discussion

    If anyone's interested, we finally made a Junpei Skype group chat, if anyone wants in just pm me strife or pssych your skype ID
  6. Ninjaelephant

    [P4AU] Junpei Iori - 2.0 Changelog

    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.
  7. Ninjaelephant

    [P4AU] Elizabeth Gameplay Discussion

    for the sb maziodyne only wall bounding on first use thing, i'm pretty sure that's for awakening and it means that the second beam won't wallbound them.
  8. Ninjaelephant

    [P4AU] Junpei Iori - Gameplay Discussion

    Oh 214A > DP > 214B is finnicky if the proration is bad, you have to get the lowest possible DP CL to get 214B to hit. Also, you can do 5B CL > 2C > 214A whiff then jump in for a safe jump as well. We should get more games in, I need to get used to that mirror and you're really good lol
  9. Ninjaelephant

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs Canine, sorry there were occasional lag spikes, comcast sucks lol
  10. Ninjaelephant

    [P4AU] Junpei Iori - 2.0 Changelog

    IIRC in the patch notes it said all shadow's health were adjusted individually, so other shadows might not have lost 1k
  11. Ninjaelephant

    [P4AU] Junpei Iori - 2.0 Changelog

    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.
  12. Ninjaelephant

    [P4AU] Tohru Adachi Gameplay Discussion

    if what I read is correct, SB heat riser poisons and fears rip rage?
  13. Ninjaelephant

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs to Ronald_kun/Dr. patient, the junpei mirror is silly lol
  14. Ninjaelephant

    [P4AU] Junpei Iori - Gameplay Discussion

    I'd like to note that SB deathbound > OMC > 2A is a legit unblockable, so if they're respecting you too much you can open them up with that.
  15. Ninjaelephant

    [P4AU] Junpei Iori - Gameplay Discussion

    Unfortunately there's a large gap after 5AAA where you can't take action, so if they're mashing you'll get counter hit before you can do anything else. 5AAA > AoA will occasionally work, but if their reaction time is good, they can react to the hitstop from the armor with their DP. (unless their dp sucks)
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