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Posted
^Caesar just needs to get up in there for him with some more cancels.

I'm sure there'll be more to him than what we've seen so far.

Oh snap you're right lmfao. Just checked his loketest notes and forgot that his 5D has guardpoint and 5C can be done from it. Also, 5C can be held! and 5B is dash-cancellable! And 5AAA is a blockstring without autocombo animation! If 5C can be held long enough, that means we might be able to hold it before going into a blockstring, then release it in the middle of a blockstring. Where's Moke to capitalize on this?!

Posted
Oh snap you're right lmfao. Just checked his loketest notes and forgot that his 5D has guardpoint and 5C can be done from it. Also, 5C can be held! and 5B is dash-cancellable! And 5AAA is a blockstring without autocombo animation! If 5C can be held long enough, that means we might be able to hold it before going into a blockstring, then release it in the middle of a blockstring. Where's Moke to capitalize on this?!

C can be held? are you free to move after C is set out and held? Could there ever be a time that a knockdown lasts long enough to set C and get movement back? And then potentially release C while you use sweep? Akihiko Unblockables?

Hmmm although Caesar usually can't ever be followed up except on CH.... so 1500 dmg unblockables??? Why thats only 4-6 setups to kill!

But it would be nice to be able to hold it and then potentially start pressure and throw an overhead in somewhere, depending on the speed that could be pretty powerful assuming you get to set it up.

Posted
C can be held? are you free to move after C is set out and held? Could there ever be a time that a knockdown lasts long enough to set C and get movement back? And then potentially release C while you use sweep? Akihiko Unblockables?

Hmmm although Caesar usually can't ever be followed up except on CH.... so 1500 dmg unblockables??? Why thats only 4-6 setups to kill!

But it would be nice to be able to hold it and then potentially start pressure and throw an overhead in somewhere, depending on the speed that could be pretty powerful assuming you get to set it up.

Nvm...it seems like it only gets held up to 2C's length like in the previous game. And 5D is only guardpoint for a small amount of time instead of its whole duration. Well that's lame :(. On the plus side, sonic punch blockstrings are good pressure.

Posted

Minatsuki SHO footage recorded from the announcement livestream today

Also Shadow Character Exhibition matches

featuring DIE-chan, Ho-chan (Stunedge), Kirisame and Soji.

Posted (edited)

Teleports, a counter super that makes the whole screen go black except the opponent and a command grab that heals him...Red alert people! lol

EDIT: That counter super seems to have very little frames to catch people though. They were having a tough time triggering. So not really sure if that's going to be practical in the end

Edited by RurouniLoneWolf
Posted
Teleports, a counter super that makes the whole screen go black except the opponent and a command grab that heals him...Red alert people! lol

EDIT: That counter super seems to have very little frames to catch people though. They were having a tough time triggering. So not really sure if that's going to be practical in the end

I still wonder what his IK is like...spoilers or something? :P

Posted
Teleports, a counter super that makes the whole screen go black except the opponent and a command grab that heals him...Red alert people! lol

Yeah, I can see doing something like Counter Super>HP/SP Drain since, unless you're swinging the swords, the opponent doesn't have much of an indicator of what you're doing. That said, landing that Counter Super seems much easier said than done.

BTW, I get an Izayoi vibe from SHO, what with how he can utilize his teleports to extend his combos. Granted Sho has the closer, ground "dashes" but SHO can actually use them for air combos.

EDIT: That counter super seems to have very little frames to catch people though. They were having a tough time triggering. So not really sure if that's going to be practical in the end

Yeah, activating it doesn't seem to be easy at all. Either it is something like 1F super or it seems to only trigger against overhead/high attacks (both times, the opponent had to be in the air performing their attack).

Posted
I still wonder what his IK is like...spoilers or something? :P

I think it might have something to do with making everything go dark...or more like I'm hoping it has something to do with that because I thought that was pretty cool. Guess we'll find out on December 19th.

BTW, I get an Izayoi vibe from SHO, what with how he can utilize his teleports to extend his combos. Granted Sho has the closer, ground "dashes" but SHO can actually use them for air combos.

I'd say Sho's teleport is bit more useful in neutral because it seems to teleport him in the air on either side of the screen, making it harder to mash him out of it or accidentally hit him with a normal/move that hits behind the character.

Yeah, activating it doesn't seem to be easy at all. Either it is something like 1F super or it seems to only trigger against overhead/high attacks (both times, the opponent had to be in the air performing their attack).

Doesn't seem like it's quite 1F. One of the failed attempts to trigger it had Kanji's 5A whiff during the invuln of the startup but not trigger the counter. Not sure if it only activates against overheads/highs either. I think the main reason they switched to Kanji's jB was because it was easier for them to time the counter super on reaction. Definitely a tricky super but the pay off is pretty good.

Posted
I'd say Sho's teleport is bit more useful in neutral because it seems to teleport him in the air on either side of the screen, making it harder to mash him out of it or accidentally hit him with a normal/move that hits behind the character.

Well I wasn't arguing which was better. Rather that SHO's ability to attack reminds me more of Izayoi, though I guess upon reflection, SHO's teleport has more in common with Arakune, visually at least.

Doesn't seem like it's quite 1F. One of the failed attempts to trigger it had Kanji's 5A whiff during the invuln of the startup but not trigger the counter. Not sure if it only activates against overheads/highs either. I think the main reason they switched to Kanji's jB was because it was easier for them to time the counter super on reaction. Definitely a tricky super but the pay off is pretty good.

Agreed. Guess we will have to wait until someone breaks it down piece by piece on the 19th.

Posted
Well I wasn't arguing which was better. Rather that SHO's ability to attack reminds me more of Izayoi, though I guess upon reflection, SHO's teleport has more in common with Arakune, visually at least.

.

Don't worry. I didn't think you were argue that. I was just adding to your observation with an observation of my own ^,^

Posted

From the shadow footage it looks like S. Teddie's Nihil Hand has invincibility frames cause it went through S. Yukiko's Maragidyne and hit when the 2nd pillar was about to come out. Unfortunately I can't tell it it's A,B or S Hold because he was in Shadow Rampage mode at 10 left. I guess regular Teddie has it too.

Posted

I'm more disappointed that Sho and SHO take up a separate slot on the roster. While I am not dissatisfied that they exist (SHO's looking pretty damn fun), I feel like ASW could have just had them selected like the Shadow versions, being interchangeable on the same spot. It'd certainly free up a spot for at least one additional character since I'd love to see the roster grow a bit more. Though then again, Shabrys takes up a separate slot from Labrys since Labrys has a Shadow version too so making all 3 in one slot would be a little cluttered.

Posted (edited)
I'm more disappointed that Sho and SHO take up a separate slot on the roster. While I am not dissatisfied that they exist (SHO's looking pretty damn fun), I feel like ASW could have just had them selected like the Shadow versions, being interchangeable on the same spot. It'd certainly free up a spot for at least one additional character since I'd love to see the roster grow a bit more. Though then again, Shabrys takes up a separate slot from Labrys since Labrys has a Shadow version too so making all 3 in one slot would be a little cluttered.

I heavily disagree that they should have been in the same slot, and it's mostly because of the Shadow Labrys example you pointed out. Labrys and Shadow Labrys both play very, very differently and it's evident that it's the same with Sho and SHO, so putting them in the same slot would have been more confusing and pointless than putting them in separate slots. SHO being added to the same slot location would not guarantee an extra character at all.

Edited by FluxWaveZ
Posted
I heavily disagree that they should have been in the same slot, and it's mostly because of the Shadow Labrys example you pointed out. Labrys and Shadow Labrys both play very, very differently and it's evident that it's the same with Sho and SHO, so putting them in the same slot would have been more confusing and pointless than putting them in separate slots. SHO being added to the same slot location would not guarantee an extra character at all.

I can understand that. Really, I only suggested it since I'd like the roster to expand a bit more. And while true that putting Sho and SHO in the same slot, doesn't guarantee an extra character it at least would make it seem like there's some room left on the roster. The current one looks like it is full, without much of a chance to add anyone else.

Now don't misunderstand me please. I LIKE the current roster and think both ASW and ATLUS are doing a bang-up job (certain character balance notwithstanding). The above is just a personal musing of mine since, like many others, I have a preference for certain characters over others.

Posted

Of course, I'm sure anyone would like an indication that more P4A2 characters are on the way. I'm confident that there are given P4A and CP's arcade and console releases, but I suppose I'd also be okay with the current roster.

Posted

It's very possible that there's another time-release character who will force PerShoNa into the same slot as Sho when they're introduced into the game. You might as well wait and see.

Posted

As long as Sho's introduction in the story mode isn't shit, I'm ok with this roster. I wouldn't mind getting the entire roster from Persona 3 in the game to see all of them 3 years older (and since this version is suppose to be more Persona 3 based) but we will have to see what they decide to do in the future.

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