Im going INSANE trying to pull off some of the labrys stuff using just the PS3 pad... My stick better show up tomorrow.
#1 rule of a pad warrior, set up shortcuts.
Im going INSANE trying to pull off some of the labrys stuff using just the PS3 pad... My stick better show up tomorrow.
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.
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.
Fuck your Kanji avatar is bad ass. Love the trimming on the sides too nice touch. Is there a Yosuke version of that available?
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.
Kurushii over at Dustloop recently put together video run-throughs of Persona 4 Arenas challenge mode combos for Yu Narukami, Naoto Shirogane, Labrys, Aigis, Chie Satonaka, and Elizabeth. These have all been provided by Jourdal, one of the games 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.
Took a while to remember where I found these character portraits but here we go.
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.).
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.
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.
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.
So many Persona avatars...I really want to join in too. Can I have an Izanagi anyone? Most badass Persona out there!
That last match against Yukiko was crazy close!
yukiko could of won if she didn't drop that combo =X
Labris destroying all comers.
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.
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.
Pre-order cancelled.
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).No its nothing like SFxT that I can assure you of. Its an ArcSys game through and through.
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.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 not crazy, am I? Even the yellow frog has triangle teeth.
#1 rule of a pad warrior, set up shortcuts.
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.
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)
Was that a combo or an idea that wasn't a combo? Unsure.
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
Took a while to remember where I found these character portraits but here we go.
Ah man people are saying the 360 version netcode is as bad as KOF13, ps3 seems to be fine though.
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
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 thought we only had one report of someone saying XBL was bad, where are people talking about it?