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Persona 4: Arena, coming to usa console summer 2012! New character: Elizabeth from the Velvet Room!


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Posted

Guys, remember that Teddie has almost no bear puns as Kuma, he has a verbal tick instead. Which is a completely different kind of annoyance.

Out of all the cast, I'm waiting for Kanji and Naoto the most. For some reason, I don't expect Teddie to be on Faust levels of fun, but who knows.

Posted
Guys, remember that Teddie has almost no bear puns as Kuma, he has a verbal tick instead. Which is a completely different kind of annoyance.

Out of all the cast, I'm waiting for Kanji and Naoto the most. For some reason, I don't expect Teddie to be on Faust levels of fun, but who knows.

Indeed. I think I actually prefer the bear puns. They also happen to take more effort to write than tacking -kuma onto the end of a sentence.

Posted

At least they make it easier to translate his movelist, right?

Posted
At least they make it easier to translate his movelist, right?

Arguably. As long as I don't try to bear-ify all his move names. :P

Let me know if you figure out what those two moves I can't make heads or tails of are supposed to be puns of, though. :|

Posted (edited)

Yukiko was pretty straightforward (yay for being 90% katakana). Got lost on some of the terminology ('tame', to be exact), but shtkn explained it.

===========

notes: (someone should double check these; pretty messy translations)

- When "Dia" is held down, HP can be recovered.

- When "Flame Booster" is used, the strength of flame attacks goes up.

- During "Flame Guard Kill", a single flame attack will become unblockable.

========

All of Yukiko's specials require her Persona. I'm not listing that by the moves, since it's universally required for her.

R Action:

----

Dia (Dia) - B +D (charge possible)

Specials:

----

Agi (air possible) - 236A/B

Maharagi - 236C/D

Flame Booster - 214C

Flame Guard Kill - 214D

Flame High Booster* (EX usage) - 214C+D

Super Specials:

----

Agidyne - 236236C/D (charge possible)

Awakened Super Specials:

----

Maharagidyne - 214214C/D

*EX special (consumes 25 SP from the SP gauge)

Edited by Tari
Posted
I found it randomly when I was gathering renders, some guy on Deviantart made/traced it or something. I'll look into who, but all I did was made the background transparent lol

Ohh ok, I constantly found myself staring at it, because it almost looked genuine. If it weren't for the fact that the game isn't even out or complete, I'd swear it was real.

Also I've been thinking that if the "Megane" option on the character select really does add glasses, what could it do for the characters who don't wear them?

Posted

@DevilTrigger:

Now it's just a matter of more information. :D (Good job on that gameplay primer thing BTW.)

Ohh ok, I constantly found myself staring at it, because it almost looked genuine. If it weren't for the fact that the game isn't even out or complete, I'd swear it was real.

Technically it would be pretty genuine, whoever did it probably just did what I did for the Chie/Yukiko sprite in my avatar. Meaning clean up some screenshot. Though I'm surprised Aigis had actually had a decent one.

Posted
So just out of curiosity I have to ask where did you guys get that sprite in the Aegis thread?

It's from an early image with her and Yu in game. Someone just cut it out of the image. Its not a sprite rip or anything.

Posted

The rank 2 shot reduces the entire counter to 0. That actually sounds really scary, its either way to good or so bad they had to give a huge incentive to even use it. It'll be interesting to see it in action.

Also to note, this is taken from another site Sol posted on MM, is that the doom/fate counter carries over into the next round. However if they have less than 7 it will be brought back up to 7 for the next round.

Posted

What number does the counter start at? And yeah, Naoto's listed as fairly difficult to play, with both bad offense and bad defense, so I assume that super is something of a hail mary.

Also, since there're two versions of the super, the B version is probably slower/less reliable. I wonder if you can combo into it...?

Posted

Wow Teddie sounds like a WAY more random Platinum with some Faust and Zappa thrown in for extra WTF? I have to see him in gameplay now.

Posted
Naoto's general gameplay

She combines quick movements with traps and fast bullet projectiles. That makes her very difficult to approach, since her bullets are very fast, and the traps lead to instant death.

The gauge that she uses is the Fate Gauge. It is located below the enemy's health gauge, and its initial value is 14. This counter ticks down if Naoto attacks with particular attacks.

When the counter reaches zero, the whole screen becomes dark, indicating the Danger state. If Naoto performs her Hamaon/Mudoon super in such state, she will kill the enemy immediately.

The gauge recovers between rounds by half the number it was decreased by (though the exact system is confusing right now). It recovers completely if Naoto uses her instant kill. Perhaps it is better to leave the instant kill for the final round, cutting the counter to 7 instead of just killing the enemy?

Her ground throw can be followed up by pressing C: Sukuna-Hikona will strike the enemy, ticking down the Fate counter.

Naoto's skills

Double Fangs - kicks the enemy and takes out the gun. Can be followed up by bullet shots.

Shooting Stance - Naoto takes out the gun. B version makes her dash backward a little. It's possible to reset the number of bullets shot by performing the B version between the shots.

Shoot - Naoto, guess what, shoots the bullets. A version shoots forward, B version shoots towards the ground and bounces off, C version shoots diagonally upward. Every fifth bullet ticks down the Fate counter by 1. You can recharge the bullets by performing the B Shooting Stance.

Megido Detonator - C version sets up the trap right before Naoto, while D version places it on the ground (right below her, I guess). The air versions place it on the ground, too. You can have up to to on the screen at once. The trap explodes if the enemy is hit in its vicinity. Though you can't see the trap, it lights up if the enemy attacks it. The Fate counter is ticked down by 3 (or was it 2?) when the trap connects.

Shield of Justice - Blows the enemy away by generating AT-field (lol). Sukuna-Hikona may perform a counter-attack, ticking down the Fate counter.

Set S Special-case-use Rifle ・ Rank 1 - a ground move performed after a back flip; similar to Noel's Bullet Rain, a good combo ender. Silences the target on hit (can't use Persona).

Set S Special-case-use Rifle ・ Rank 2 - this one is more similar to Noel's Thor, shooting a laser. Counts down the Fate counter.

Hamaon - the enemy is tracked down and immobilized, and a multi-hit combo is performed. Because it has no invulnerable frames, you can't use it as a reversal. Instantly kills the enemy if Fate counter is on 0.

Mudoon - Sukuna-Hikona shoots a long beam of darkness before him. There's a possibility that you can't block it, only avoiding it by jumping. Instantly kills the enemy if Fate counter is on 0.

Hands Up!/Critical Shoot - the gun is taken out as Naoto walks forward. Apply pressure to the opponent while trying to get the critical shot through. The critical shot has a lot of invulnerable frames, so you can easily use it as a counter-attack.

Okay, so it sounds like it doesn't instantly drain all of the remaining tokens. That's good to know, hahaha.

Posted

I mistranslated it a bit, it does cut it down by a lot, just not completely.

Guess I can translate Mitsuru too before going to bed. Wait for it!

Posted (edited)
I mistranslated it a bit, it does cut it down by a lot, just not completely.

Guess I can translate Mitsuru too before going to bed. Wait for it!

Yeah, I figured it wouldn't have been mentioned if it didn't drain large number. Still, there's a pretty big difference between "cut down a lot" and "instantly zero." :P

Edit:

We either need to make a thread for general character information and loketest info, or every character needs his/her own thread ASAP for organization purposes. I think a general thread may be useful for now?

Edited by Tari
Posted

posts relating to location test translations moved to new thread. Please make character threads as needed. This thread can be our general discussion thread for now.

Posted

Sounds good, Ill update anything from the loketests into Aegis' thread for her (also gotta do some major loketest updates on MM, unless one of my boys is taking care of it, which I hope lol). Just to be clear, should we discuss some loketest things here and leave the loketest thread purely for new information, or discuss the loketest stuff there? For organizational purposes, I'd personally suggest to keep the general loketest thread purely updates and trnaslations or correction, and leave the speculation and w/e here, but hey, DL ain't my site lol

Posted

I think discussion belongs in here. The other thread is for information gathering/compiling.

Posted

Okay, I'll go ahead and make it. One thing before I start though, are there going to be character sub-forums once the game comes out, or should I go ahead and prepare the thread for combos and such like the VS character threads?

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