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Persona 4: Arena |OT| Midnight's Just Around The Corner

Mesoian

Member
That bad, eh? Is that a unique situation for Labrys, or do all the characters suffer from that? I don't really have the money to buy a stick right now.

From what I've seen from the combo videos, most extended combos require double/triple jumps, which can be rather tough to do on a pad. Beyond that though, I haven't seen anything more complex than...say, GG Zappa combos. Oddest thing Ive seen thus far is Elizabeth air footsies and crazy square jumps.
 
The thing about complaining about the auto-combo is that it's an integral part of the game.

Since certain normals are only accessible from pressing 5AA or 5AAA. So if it were just 'turned off' you'd be missing part of each character's moveset.

That said, an extra button could have been used instead, but that's changing the games basic design
 

Parakeetman

No one wants a throne you've been sitting on!
That bad, eh? Is that a unique situation for Labrys, or do all the characters suffer from that? I don't really have the money to buy a stick right now.

Its just the timing and pulling off the move after. Its a bit of a pain to try and do the simple motions with the pad for me at times. Like the QCB, QCF sorta deals. Her moves are a bit slower others if you press the button wrong it will register as a "charge" type of attack. Since shes has attacks that you can charge for more damage / knockback
 

Saprol

Member
Fuck your Kanji avatar is bad ass. Love the trimming on the sides too nice touch. Is there a Yosuke version of that available?

iyBlfEn1ApC8A.jpg


Took a while to remember where I found these character portraits but here we go. :)
 
Hopefully we'll get some more streams popping up today. Gotta keep myself entertained for 2 weeks somehow. :D

I'm not sure if this has been posted already - seems to be the complete challenge mode combos:

Kurushii over at Dustloop recently put together video run-throughs of Persona 4 Arena’s challenge mode combos for Yu Narukami, Naoto Shirogane, Labrys, Aigis, Chie Satonaka, and Elizabeth. These have all been provided by Jourdal, one of the game’s most dedicated uploaders.

Each challenge mode is made up of 30 trials, including 10 moves, 10 basic combos, and 10 advanced combos, with the last combo serving as a special challenge for the character. The demonstrations below bypass the single moves and instead focus on the last 20 combos. Videos for the rest of the cast will be available later tonight.

http://shoryuken.com/2012/07/25/persona-4-arena-complete-challenge-mode-combos-for-yu-narukami-naoto-shirogane-labrys-aigis-chie-satonaka-and-elizabeth/



iyBlfEn1ApC8A.jpg


Took a while to remember where I found these character portraits but here we go. :)

Damn, you did a great job on those avatars :) care to make more for the community, Saprol?
 
Fantastic OT. The character breakdowns look especially helpful. Going by the information, I'll try to main Yosuke or Naoto, but the whole cast looks awesome.
 

branny

Member
I'm getting this ASAP, but I haven't been following it as closely as some of Arc's other stuff. I've seen dozens of match videos and trailers yet still feel like I'm going in blind.

For all I can tell, this seems like a faster-paced BlazBlue, maybe even as fast as Guilty Gear, that's somewhat streamlined yet still innovative (...actually kind of like SFxT if you think about it...) with a sprinkle of inspiration from Arcana Heart (elementals/status effects, Naoto looks more like a Petra with certain arcana than a Hol Horse, etc.).
 

zlatko

Banned
I'm getting this ASAP, but I haven't been following it as closely as some of Arc's other stuff. I've seen dozens of match videos and trailers yet still feel like I'm going in blind.

For all I can tell, this seems like a faster-paced BlazBlue, maybe even as fast as Guilty Gear, that's somewhat streamlined yet still innovative (...actually kind of like SFxT if you think about it...) with a sprinkle of inspiration from Arcana Heart (elementals/status effects, Naoto looks more like a Petra with certain arcana than a Hol Horse, etc.).

Pre-order cancelled.
 

Parakeetman

No one wants a throne you've been sitting on!
I'm getting this ASAP, but I haven't been following it as closely as some of Arc's other stuff. I've seen dozens of match videos and trailers yet still feel like I'm going in blind.

For all I can tell, this seems like a faster-paced BlazBlue, maybe even as fast as Guilty Gear, that's somewhat streamlined yet still innovative (...actually kind of like SFxT if you think about it...) with a sprinkle of inspiration from Arcana Heart (elementals/status effects, Naoto looks more like a Petra with certain arcana than a Hol Horse, etc.).

No its nothing like SFxT that I can assure you of. Its an ArcSys game through and through. Speaking of Guilty Gear when the hell is that series going to make its return if ever? And not as some weird ass musou type of game.
 

alstein

Member
No its nothing like SFxT that I can assure you of. Its an ArcSys game through and through. Speaking of Guilty Gear when the hell is that series going to make its return if ever? And not as some weird ass musou type of game.

A PSN/XBL version is planned , no release date given yet.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Word of caution with the PSN version of FES. It deletes saves, or at least it permanently deleted mines last week so I had to go back to my PS2 copy.

Retail did as well on BC PS3's. It's an emulation glitch or something with the virtual memory card, but so long as you keep attempting to load the card the save will come back. Then load the save and save again and it should be fine.

Never had the game/virtual memory card completely wipe a save.
 

vocab

Member
Is it weird im so hyped for the game even though I never played a Persona game? Hell I never even play "anime" games that much but man I cant wait for this.

You owe it to your self to play a SMT game in general. It doesn't have to be Persona.
 

Parakeetman

No one wants a throne you've been sitting on!
By far do think Labrys will become my main character to use. Id like to learn how to use Shadow also, but her persona is so massive that seems a bit unwieldy, though has some pretty brutal moves from having fought her in the later part of Arcade mode.

For a secondary Akihiko, but hes going to take a lot more practice, due to the type of move set that hes got.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
LMAO at stream monsters. We finally get a non-mirror Labrys match and we can't even see it.
 

Sophia

Member
Boo hiss, that was awesome until it ended.

Love how the stream appears to be 60 FPS. You really can't tell how amazingly slick this game looks otherwise.
 

Parakeetman

No one wants a throne you've been sitting on!
From what I've seen, her normals have huge hit area and priority. I could be wrong since I haven't played it yet, but I think they might have to balance the properties of some of her attacks, I dunno.

Actually her priority does not seem to be that bad. Ive had some crazy shit happen to me while fighting Yu though.

Shes actually a difficult character to use IMHO and those 2 guys playing esp the red one were crazy good. That was quite enjoyable to watch.
 

Lyte Edge

All I got for the Vernal Equinox was this stupid tag
From what I've seen, her normals have huge hit area and priority. I could be wrong since I haven't played it yet, but I think they might have to balance the properties of some of her attacks, I dunno.

Yup. I fought some particularly-annoying players last night who just spammed normals. Was easy enough to keep her at bay with zoning attacks though (in this case, not just projectiles but using the Persona's normal attack to stop her air dashes)
 

branny

Member
Pre-order cancelled.
No its nothing like SFxT that I can assure you of. Its an ArcSys game through and through.
Haha, sorry. I was just making a parallel between the two regarding streamlining (like with auto-comboing) and uniqueness/innovation creating a slight learning curve (getting used to some unprecedented character playstyles and universal mechanics in both games).

By far do think Labrys will become my main character to use. Id like to learn how to use Shadow also, but her persona is so massive that seems a bit unwieldy, though has some pretty brutal moves from having fought her in the later part of Arcade mode.
I'm really looking forward to her, too. She seems like an A.B.A in constant Moroha mixed with a grounded Hazama and maybe GS/Hammer user in Monster Hunter...? Idk.

I kind of just want to play Yosuke because his persona has always reminded me of May Lee from KoF.

edit:
I'm not crazy, am I? Even the yellow frog has triangle teeth.
 
#1 rule of a pad warrior, set up shortcuts.

Indeed!

You could set up as many commands to one button in this game right? Or is it like MvC3 where there are already multiple button command shortcuts (ex: L & M, M & H attack) that you can set to your buttons?
 

shtkn

Member
for those of you who want to learn about hte system in more detail:

http://www.dustloop.com/forums/content.php?406-P4A-General-Discussion-May-Patch-Notes-Inclusive
Note: post in P4Arena section will be updated more often:
http://www.dustloop.com/forums/show...es-Inclusive&p=1362070&viewfull=1#post1362070

Hi guys, I was able to go to the Atlus offices earlier today, and they allowed me and some friends of mine to spend a few hours testing things. Here are our findings:

Wakeup Options
-You cannot wake up backdash, there is a small window where you simply won't backdash at all. This is similar to BB's cant-backdash-immediately on landing introduced in CS1 onwards. You can still use roll, B+D, wakeup super, etc just fine.
-There is no manual quick getup. The only ground option is to neutral tech or wait for your character to automatically quick getup.
-The quick getup animation is cancelable into ANYTHING, including blocking. So you can't punish this at all, you either hit them while theyre knocked down, or you let them get back up.

Counter Hit Properties
-CH with normals, throws, and specials adds 10% more damage to the first attack, but it's not consistently so. It seems that some multi hitting attacks (such as yukiko's 5C or mitsuru's ground throw) do get 10% bonus damage on all hits, while others (such as Kanji's command throw) do not. only the first hit of kanji's command throw (where he tosses you to the wall and does 250ish damage) gets the 10% bonus.
-CH with supers add 20% more damage. Similar inconsistencies found as above.
-CH with throw adds more untech time
-Fatals follow the same rules for damage bonus. Forgot to test things regarding wallstick/bounce and fatals

Jumping, Air Options
-You can not block for the first 5 or so frames once you are airborne. This makes 5As good for anti-chicken block. Double jumps do not suffer this penalty.
-You regain all your air options (air dashes, double jumps) after you air normal block, air instant block, air ukemi, or break air throws
-You can hold the button to air ukemi asap. This means you can stop piano-ing buttons during opponents combos
-Like GG, you can not Superjump > double jump. You can only air dash after a super jump. (unless you regain your air options as described above

Short Hop
-Short hop appears to have Foot attribute invul on Frame 1.
-You can not jump or air dash during short hop, even if you RC an attack.
-You can not block during short hop at all.
-Short hop has landing recovery.

Command Interpreter
-like BB, you can input things during super freeze and they execute immediately afterwards
-No negative edging of specials
-We could not tell if there was a hold-button-to-repeat-input thing like BB or if you could input dashes early like BB. It's pretty hard to test given that we aren't familiar with character's combos or frame data.
-You need to input 22 to do 22 motions. Mikey (the soCal carl player) described it to me that carls use some special 32 input to summon nirvana during combos, but that doesn't seem to be an option ehre. In either case, I don't understand it well enough to explain it any better haha. Ask a carl player what he's talking about!


Other stuff
-mashing 4A will not give you the auto combo. Your character will simply do 5A and not cancel into anything. Mashing 6A will do the auto combo. Exception, Mitsuru can mash 4A for autocombo.
-the super armor on A+B attacks will not guard against super attacks
-Minimum Damage on supers appears to be 30% for most, but iirc we found a few that were 20%
-Damage scaling will push damage of things down to 0, just like BB
-some persona attacks will auto correct to attack in the direction of the opponent, even if you jump and air turn to face away from the opponent such as Teddie's j.C.
-Teddie can hold down the item throw button to throw 2 items at once.
-Teddie's persona wind up animation for item throwing has a hitbox haha. hits multiple times
-No super cancel on whiff
-No TRM
-the last normal of an auto combo (5AAA for most chars) gives you 12 or 13 meter and refil a part of your burst gauge (1/8th?)
-forgot to test how long SP gauge cooldown lasts.

I apologize if any of this info turns out to be incorrect. We came in with a list of questions about the engine and we tried to test them the best we could.
 

Parakeetman

No one wants a throne you've been sitting on!
Yup. I fought some particularly-annoying players last night who just spammed normals. Was easy enough to keep her at bay with zoning attacks though (in this case, not just projectiles but using the Persona's normal attack to stop her air dashes)

One character that I was getting slammed with with a huge range was Elizabeth. Though the persona attacks Labrys has I do agree her persona has some crazy range esp with that figure 8 looking attack and that upwards sweep.
 
Jumping, Air Options
-You can not block for the first 5 or so frames once you are airborne. This makes 5As good for anti-chicken block. Double jumps do not suffer this penalty.
-You regain all your air options (air dashes, double jumps) after you air normal block, air instant block, air ukemi, or break air throws
-You can hold the button to air ukemi asap. This means you can stop piano-ing buttons during opponents combos
-Like GG, you can not Superjump > double jump. You can only air dash after a super jump. (unless you regain your air options as described above

YESSSSSSSSSS
 

_woLf

Member
iyBlfEn1ApC8A.jpg


Took a while to remember where I found these character portraits but here we go. :)

D: D: D:

Can has Yukiko or Mitsuru one?

I wanted to get the 360 version of this game for achievements but I'm not liking what I am hearing....probably will switch to PS3.
 
Ah man people are saying the 360 version netcode is as bad as KOF13, ps3 seems to be fine though.

I'm pretty concerned about this as well. I was all set to get it on 360 because, well I expected most tournament players to do the same. But if PS3 version is the better version(for online anyways), then I'd prefer to get that version since that's where I will get most of my matches in.
 

zlatko

Banned
I'm pretty concerned about this as well. I was all set to get it on 360 because, well I expected most tournament players to do the same. But if PS3 version is the better version(for online anyways), then I'd prefer to get that version since that's where I will get most of my matches in.

I hope this 360 online sucking is a day 1 patch, because I have to go for 360 version since my fight stick is 360 only. :/
 
Just curious, does plinking work in this game. Anybody who plays SF4 should be familiar with that term. Ever since I've been playing on a stick, I've been plinking, and that's what I've been doing for over 2 years now. I don't know if I can break the habit so easily. So does it work in this game?
 
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