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Fabama

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About Fabama

  • Rank
    Baseball. Da Man

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  • Location
    Yorkville, IL
  • XBL
    Fabama
  • PSN
    Fabama09

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    @Fabama08
  1. Fabama

    [P4AU] Junpei Iori - Gameplay Discussion

    I'm sure some people have noticed this already, but I ran into a bizarre projectile interaction that I hope they fix in the next patch. I was testing to see if Junpei's 214B could armor through all of Margaret's 236C/D, and I came across something sort of frustrating. If you use your armor at the exact right timing, you can go through the whole thing. However, if your timing is off slightly, you will bunt back one hit of the projectile and then get knocked down by the next remaining hit. This causes your reflected projectile to become inactive, even while it is still fully visible and on-screen. The projectile will pass right through your opponent as it is no longer active. This forces you to commit to using your DP over any other option against Margaret's projectile, as using any of your normals or specials will create an inactive projectile. Makes the matchup a hair more frustrating than it already is.
  2. Fabama

    [P4AU] Junpei Iori - 2.0 Changelog

    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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