Release Date:
JPN - July 26th 2012
US - August 7th 2012
EU - 2012
Credits go to DevilTrigger and Dakanya for this. So it finally got revealed that the rumored balance patch is indeed not a rumor. Here are the changes scheduled for May.
+ Indicates a buff
- Indicates a nerf
= Indicates a neutral change.
? Indicates something I'm unsure of.
System Changes
Pound Combo: At the end of a match, the third hit of the pound combo will no longer grant a burst increase bonus Skill Boost: Limits SP gauge increase and builds meter on use. Fear Status: No longer able to break throws while in fear (Was already like this?) Max Burst: Now only takes 67% of your burst gauge instead of 68% SP Skills: SP gain will continue when SP skills are used at the beginning of a combo. Mini - Jump: Can no longer be cancelled with specials.
Character Changes
Yu Narukami
+ j.2A: Added a P Combo (chain combo) route to Jump D
+ j.D: Yu’s descent timing is faster
- 2B: Hitbox has been adjusted; recovery time is increased slightly
? Ziodyne [236236C or D] (D version): Screen freeze timing is now the same as the C version; freeze time is increased
Yosuke Hanamura
? 5A: Hittable box has been adjusted
? 2A: Hittable box has been adjusted
- Sweep [2A+B]: Recovery time has been increased
+ (During Sukukaja) 5B, 5C, 2C, j.C: Can now be jump-cancelled
Chie Satonaka
- 5B: Fatal Counter property removed
- Skull Cracker [During Rampage, 236A or B] (SB version): Pushback on the second hit is larger
+ All Skills and SP Skills: All are Fatal Counter moves during Charge
+ Hyper Counter [b+D, Air OK]: The attack damage boost during Charge applies
? God Hand [236236C or D]: The scaling on the first hit has been strengthened.
- God Hand [236236C or D]: Chie incurs counter-hit state until the end of the move
Yukiko Amagi
- 2B: Total number of frames reduced.
+ 5AA: Faster start up speed
? Maragi [236C or D] (SB version): The attack start-up and Persona recovery time are now the same as the D version
Kanji Tatsumi
+ 5B: On ground hit and on guard, there is no pushback; pulls the opponent closer on counter-hit
+ j.A: Hitbox has been strengthened
+ Ground throw: Easier to use during dash inertia; damage increased
- Shuddap! [b+D]: Attack active frames decreased; recovery time increased
= Gotcha! [236C or D] (C version): Faces the opponent when done while crossing over
+ Gotcha! [236C or D] (D version): Persona is invincible during standby
+ Tatsumi-Style Peacemaking[236236A or B]: The falling chair after the attack builds SP Gauge on hit or on guard
Teddie (Kuma)
= All D attacks (Dr. Pepper NEO): SP build amount is doubled
+ All D attacks (Denden Taiko): Now increases SP Gauge on hit or guard (originally did not)
- All D attacks (Mystery Food X): No longer builds SP
Naoto Shirogane
= Fate Counter: At the beginning of the round, recovery speed is increased
? Shield of Justice [b+D]: When catching an attack, the hit stop forced on the opponent is based on the respective move’s hitstop.
+ Megido [214C or D] (C version): Untechable time greatly increased.
- Megido [214C or D] (C version): Same-attack scaling is strengthened
- Megido [214C or D] (D Version): Guard stun slightly decreased; bug which caused the explosion part of the move to disappear until it hit the opponent is fixed
+ Rifle: Rank 1[236236A, Air OK]: Length of the silence effect on hit is increased
+ Rifle: Rank 2[236236B, Air OK]: Length of the fear effect on hit is increased
+ Hamaon, Mudoon [236236C/D]: When the Unmei Counter is at 0, the opponent does not build Burst gauge on hit; when the Unmei Counter is at 0, The time count stops on hit
Mitsuru Kirijo
+ 2B: Invincibility against jump attacks starts up faster
+ 2D: Hitbox size is increased
- j.A: Hittable box has been adjusted; untechable time on counter-hit has been decreased
- Coup Droit [[4]6A or B] (A version): Mitsuru incurs counter-hit damage until the end of the move
+ Setsuna Samidare Geki [236236A or B]: Attack start-up speed is faster
? Bufudyne [236236C or D]: Hitbox has been adjusted
+ Mabufudyne [214214C or D]: The delayed start-up frames when the Persona is off-screen have been decreased; the range where the Persona will not warp is wider
Akihiko Sanada
- Infinite Block String has been removed
- 5B: Same-attack scaling has been increased slightly
- j.B: Same-attack scaling has been increased slightly
- j.C: Recovery time and landing recovery have been increased.
+ j.C: The air reset on counter-hit is higher (larger ground bounce on CH basically)
+ All D attacks: Pull airborne opponents closer
- Weaving [214C or D; (After Kill Rush) 4C or D] (C version): Lv0 Corkscrew and other follow-up attacks will not come out
+ Sweep [2A+B] after follow-up to all Skills: Start-up is faster, now low state from the beginning of the move
+ Thunder Fist [236236C or D]: Causes paralysis when blocked
+ Earth Breaker [222C+D]: Pulls in airborne opponents
Aigis
+ Mode Change [22A or B] (B Version): When cancelling Orgia mode, the Orgia gauge builds slightly
+ Great Shield of the Goddess [236236C or D] (C Version): Aigis’s pushbox has been removed during the forward charge
- Isan Kaihou Heiki Palladion [222C+D]: Instant Kill Technique can longer be used in a combo
Elizabeth
= Icon: Icon position has been adjusted
+ Agidyne [214C or D] (C, D version): Elizabeth’s recovery time is shorter
+ Memento Mori [214214C or D]: Lowest guaranteed damage increased from 30% - 50%
Labrys
= Icon: Icon position has been adjusted
- Axe Level: Axe Level does not increase at the end of a round
+ Goshiki Slash Axe [b+D]: Can now be charged by holding B+D before the attack; at maximum charge, the move forces counter-hit , causes a wall bound
+ Guillotine Axe [214A or B]: Counter hit state during recovery has been removed
+ String Arts "Tsurugi" [22A or B or C or D] (B, C, D version): Labrys’s total recovery is now the same as the A version
+ String Arts "Moujuu" [214214C or D]: Attack start-up is faster
Shadow Labrys
+ Guillotine Axe [214A or B]: Counter hit state during recovery has been removed
+ Goshiki Slash Axe [b+D]: Attack start-up is faster
+ Brutal Impact [214214A or B] (A Version): Attack start-up is faster; recovery time is shorter