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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

I do have some news on Naoto actually, a different set of impressions from other players. I guess I may as well post it

- If you've been a Testament player from GG or a Mu-13 of BB, you're going to feel right at home with Naoto. Long range normals and a solid zoning game would make you think she's just that. The traps are her big ticket, advanced play shit. Learning to control Sukuna Hikona is going to be the difference in landing high damaging combos and netting you the Hamoan/Mudoon kill. Players were capable of using the 5D Sukuna attacks to pin foes down while Naoto was able to space for combos. If you're not sure how either of those characters worked, go look them up on YouTube to get an idea.

Do note, Naoto doesn't have that large of an arsenal of disjointed hitboxes. It's mainly the gun zoning and Sukuna that gives her such range, as well as her standing B. Against characters with large melee range, great mobility, or impressive Persona attacks, you're going to find yourself in a major predicament. Examples include: Narukami and Chie were giving the Naoto players a hard time.

- Fate Unlimited Codes Archer players rejoice, your management of meter bars is gonna be huge here too. If you're that beast, it's possible to use Hamaoan/Mudoon kills every round. Absolutely not practical, but picking up on how the reduction and recover system works between rounds can easily net you a comeback or a match sealer. In F:UC, Archer players could spend meter to set up his Unlimited Blade Works (correct me if I'm wrong, it's been a while) Noble Phantasm and literally seal the deal for a round. Naoto has it the same way, though you can't just get all three charges in one combo. Managing your meter between Medigo traps and the Fate reduction is gonna be the main focus of the Shirogane players.

- Unlike other Personas in the game thus far, Sukuna's small size makes it harder for the foe to hit him. What sucks though, is that the hurtbox on him is larger than his sprite depicts itself. He's also vulnerable during the warp and some even say his blade is a hurtbox (I don't buy it.) Naoto isn't as dependent on her Persona as say, Yukiko or Mitsuru. His main job is to get in and ping the opponent a few times to set up for a bigger combo.

- Reloading the bullets is pretty crucial. Don't forget to do that. Arcana Heart 3 players should know what this means.

- Name of the game is control. She can bulldog and zone, but her forte lies in staying mobile and keeping the opponent pestered with shots and Sukuna, with your secondary objective in setting up for a final round Hamaon or Mudoon kill. Both hypers are a pain to combo into, and don't pull a MvC Mudoon hail mary tactic. It's not fast enough to do that, with most of Naoto's hypers kinda mediocre as a reversal. Her meter building is decent, but her hypers are all great. Silence wrecks Mitsuru and especially Yukiko, while knocking down the fate counter of tanks like Kanji and Akihiko gives her another option of approach. Doesn't do a whole lot of damage alone, so you'll need to coordinate your attacks appropriately. Medigo traps are a must.

Some things aside (lol Mu-13) it's solid sounding impressions and info.

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Posted

Nice info. It's interesting to see that you can combo into the two kill supers. Guess that means that getting hit-confirmed into a combo while in danger state means you're basically dead. I wonder how difficult that is, though, seeing as how it's noted as being "a pain to combo into".

Hm. I wonder if P4U runs on a proration system, ala BB?

Posted

Fairly sure it does. As mentioned in the past, combos have a meter that pops up during combos, and I'm pretty sure it decreases faster the longer a combo goes on. Standard stuff, just with a visual display this time, likely to help the Persona fans interested in the game who never have played fighters before

Posted
i took the liberty of searching nicovideo for p4u footage from the loketest with no success :(

Believe me, my entire site staff (well, almost all of it, anyone who has access to our YT channel really) have been stalking out tons and tons of sites all weekend. We're not giving up though, it could be anywhere from today till next week, but we'll make sure to keep a vigilant eye out for any videos and share them when (and if) they come up.

Posted
Nice info. It's interesting to see that you can combo into the two kill supers. Guess that means that getting hit-confirmed into a combo while in danger state means you're basically dead. I wonder how difficult that is, though, seeing as how it's noted as being "a pain to combo into".

Hm. I wonder if P4U runs on a proration system, ala BB?

Yay, Hokuto no Ken style character! Remove da freakin stars then combo into death :8/:

If this is really a loketest, hopefully they will do something about that Kanji gayness...looks pretty cheap strong and easy to confirm into.

Now, I wonder how many normal attacks are there since Yu's movelist is very poor even for a standard character.

Posted

grapplers are ALWAYS good on day 1. always. its a given. they have the simplest gameplan and the lowest barrier of execution for high damage.

Posted
Impressions are impressions after all, even if the source is of questionable quality. Speaking of which, more from him. Super copy/paste go

and done, bold are questions

Is all there was about Chie Luna. You're probably gonna make me RQ the game on day one.

Posted
Is all there was about Chie Luna. You're probably gonna make me RQ the game on day one.

Combos like a dream eh? Nice.

Posted

So, since my friend will apparently main Yosuke, and we're still very low on info about him, I've decided to translate some stuff about his gameplay. Enjoy!

Since you guys are very low on the info about your partner, I've decided to translate some stuff that has been lying around since TGS. For some reason, no one have ever translated it before me, so go ahead and blame all the lazy translators.

http://generalnantoka.blog35.fc2.com/blog-entry-550.html

Naturally, Yosuke is a very fast character who can both run all over the stage and shower the enemy with fast attacks. Just don't let the opponent go on the offensive, and you'll be fine.

Normal moves

5A/2A - Your regular small palm/foot strike. S-Rush (the 5A mash combo) knocks up the enemy, so you can follow it up with an air combo or Garudyne.

Close 5B - Yosuke makes an upward spinning cut with a kunai.

Far 5B - Yosuke makes an upward cross cut with his kunais. Similar to BlazBlue Hazama's 5C.

5C - Jiraya quickly kicks upwards. You can make an additional boomerang cut by pressing 5C again.

5D - Jiraya rushes forward with a palm thrust after a short pause. Since he is left wide open for retaliation, you should use this move to close the distance and avoid losing your Persona too soon.

jA/jB - Kunai slashes that have almost no differences between each other. Their direction is slightly different, and that's it.

jC - Jiraya performs a wind barrier attack diagonally downwards. Mostly used on ground-bound targets as a jump-in.

jD - Simply the aerial version of 5D.

Throw (C+D) - Yosuke dashes back and forth and cuts the enemy with his kunai, poisoning them.

Special moves

"Evacuate" (B+D) - Yosuke performs a powerful counterstrike if he is hit. Though it's not as good as Chie's Hyper Counter, it's still good.

Tentarafoo (236C/D) - Jiraya places a star-shaped seal on the ground wherever he is at the moment. If he hits the enemy with it, he blows some dust on them, and they become confused (their directional inputs switch places). This move is unblockable and has good reach, but its cooldown is a bit long. Use the Confusion status in pressure, so the enemy has to deal with a cross-up-like situation when the status ends.

Dash (236A/B) - Yosuke dashes towards the enemy and stomps on them, using them as a jump pad and becoming airborne. This is a risky move, but allows for easy cancels into aerial moves.

Leaping Dagger (j236C/D / j214C/D) - Yosuke throws some daggers downwards, with the C version throwing the daggers diagonally downwards and D version throwing them right below Yosuke. If the daggers hit the enemy, you can connect them to Moonsault or Garudyne.

Moonsault > Crescent Moonsault (j236A/B / j214A/B > A/B) - Yosuke makes a quick jump (forward for A version, backward for B version). You can make up to three follow-up attacks with Crescent Moonsaults, that make Yosuke jump around even more. You can easily use it in combos, including comboing this into Garudyne.

Transform Ripper (j2C/D) - Jiraya teleports Yosuke to the ground, as Yosuke himself makes a quick slash. Basically counters any anti-air moves that your opponent may throw at you.

Super Move

Garudyne ((j)236236C/D) - Jiraya envelops Yosuke in a green tornado, which rapidly spins around the screen. You can control the direction by pressing the appropriate directional buttons. It has some invisibility frames, so feel free to use it as a reversal move, but keep in mind that the enemy can easily block it.

Awakening Super

Sukukaja (214214C/D) - Raises Yosuke's speed greatly. Moreover, his ground dash becomes an attack by itself! There are very few ways to counter this, so use it as often as possible!

As a small bonus, here's some vids of Yosuke actually doing some half-decent stuff. Never seen these before, even though it's TGS, too.

http://www.youtube.com/watch?v=tu9yCNmhnsY

http://www.youtube.com/watch?v=tO1Ca_LUyGE

I've also discovered from the TGS videos that Kanji can cancel his 5C lightning slam. Not quite Hammer Break-esque, but still a very nice option to have.

Posted

SoWL, seeing as i don't think anyone has translated general nantoka's reports on the older characters (yu, chie, etc), would you mind doing so?

Posted
"Evacuate" (B+D) - Yosuke performs a powerful counterstrike if he is hit. Though it's not as good as Chie's Hyper Counter, it's still good.

So that's what it's called.

And it is a counter. :)

Posted

I actually remember what it is now, Yosuke will flash gold and taunt you and if you attack him, he'll do a counter attack. I don't think I have a video of it hitting atm though.

Keep an eye out very soon for vids btw, I have it on good authority it won't be long

Posted

Aww snaps, I like the sounds of that Trig.

Also, is there any particular reason why Cameras aren't allowed at loktests? I mean what kind of harm would it do if footage was released?

Posted

Wasn't it said earlier by....Kirby iirc that arcades just don't allow cameras like that in general and it's not just loketest exclusive? I wish I could tell you WHY.....maybe they don't wanna give up the national secrets =p

(inb4arcadesaren'tanaturalresourceinjapan)

Posted (edited)
Wasn't it said earlier by....Kirby iirc that arcades just don't allow cameras like that in general and it's not just loketest exclusive? I wish I could tell you WHY.....maybe they don't wanna give up the national secrets =p

(inb4arcadesaren'tanaturalresourceinjapan)

Iirc, it's generally considered rude to go into an establishment and take pictures/record videos of people or things inside. Especially if those people are paying to be there. Some places are okay with it, but in general, not a great idea.

Edit: sotw, you should probably copy-paste that yosuke info into the loketest info thread.

Edited by Tari
Posted
So that's what it's called.

And it is a counter. :)

I'm as stumped about its name as you are, it's just a name that Google Translate gave me that sounded good - that's why I put it in quotation marks :v: I only need to see the actual move to decide on the proper translation.

Yeah, I guess I will translate the info about the rest of the chars. But does it really belong to the Loketest thread? I mean, they were around even before the loketest. Oh whatever, it's just semantics.

Posted (edited)
I'm as stumped about its name as you are, it's just a name that Google Translate gave me that sounded good - that's why I put it in quotation marks :v: I only need to see the actual move to decide on the proper translation.

Yeah, I guess I will translate the info about the rest of the chars. But does it really belong to the Loketest thread? I mean, they were around even before the loketest. Oh whatever, it's just semantics.

Well, all that info came from some tests at some point, I guess.... lol. I figure all the game info should go in that thread, though. Information will get buried in this thread.

Guess what?

I found out what Yosuke's R action is. It's "Dodge". Literally.

Thought about it for a while and thought it might be a P4 game term, checked on the JP wiki, and voila.

The term is used in a series of skills available to the player in P4. For example, the skill "火炎見切り" was translated to "Dodge Fire" in the English version of the game. "真・火炎見切り" was similarly translated to "Evade Fire" (it's a stronger version of the same skill).

I also figured out what Mitsuru's final skill is called. "クー・ドロア" is "Coup Droit", a French term for "straight-lunge" in fencing.

Ugh. These move names are freakin' irritating.

edit: just teddie left, and I'm basically done trying to figure that out. just going to use the romaji for now.

Edited by Tari
Posted

Excellent, less annoying stuff to think about!

Here's what I got of Yukiko so far:

Her base range is very poor, but the range of her Persona is very long on both specials AND normals. Because all her moves are Persona-dependent, she can do absolutely nothing when her Persona is down (even worse than Carl, I suppose).

S-Rush is a graceful dance with the fan, you can end it with Agi.

Her B normals are her fan tosses, with 5B tossing the fan forward, jB tossing it very far downward and 2B tossing it upward. Pretty much the only option you have without Konohana-Sakuya.

5C makes Konohana-Sakuya rush forward and attack with her wings in an upward arc. A Fatal Counter move. A very good reach on this move, you can follow it up with 2C, 3C and other Persona normals. She can get very far away from Yukiko just by spamming C and D, but it leaves her very vulnerable.

5D makes Konohana-Sakuya perform a small jump and attack with the wings in a downward arc. This one probably counts as an overhead.

Special Moves

Dia (B+D) - Yukiko deals a single invincible hit, blowing away the enemy and making some breathing space for good old healing. You can hold the buttons down to heal more health. Very dangerous when the enemy blocks it.

Agi ((j)236A/B) - Yukiko makes a fireball appear before her, dealing a second hit if the enemy is too close to Konohana-Sakuya. A version makes it right before her, B version makes it a bit farther away.

Maragi (236C/D) - Yukiko laughs and shoots a fire wave that runs on the ground, turning into a pillar of fire. C and D versions have different range, EX version tracks the enemy down.

Fire Boost (214C) - Yukiko's Fire gauge is raised by 1, with a maximum of 4. It's supposed to power up her fire moves, but the exact way they are powered up is uncertain.

Fire Break (214D) - The next fire attack becomes unblockable. This buff has its own gauge and disappears if you don't use any fire attack before it runs out.

Fire Boost High (214C+D) - an EX version of Fire Boost (uses 25% of SP gauge). I suppose it simply gives you 2 levels of Fire gauge instead of 1.

Super moves

Agidyne (236236C/D) - A very big and fast fireball is shot across the screen. If you hold the button down, Konohana-Sakuya spins upwards, dealing many hits before shooting the fireball midair.

Awakening super

Maragidyne (214214C/D) - Two great waves of fire are shot on both sides of Yukiko. C version shoots them away, while D version shoots them towards Yukiko instead. This move combines both offense and defense and can be used in many different ways.

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