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Everything posted by Omex
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5C is CH now, and midscreen is drastically improved with 5C and 2C both being dash cancelable forward, 5C > 2D now being a chain, 5B chargable being able to take up space with non CH recovery to prevent people from running in like mitsuru 5a, narukami 5b, etc. 5b worked decently enough in current revision but the increase in horizontal range and added ability to anti air more effectively with it helps lock down running in recklessly for sure. not only that but the addition of air chairs is really important for his neutral game-he has a huge amount of air movement options now, back/frontdash, double jump, dives at 3 angles and j.c to change his movement as before, but now has the additional air to ground of j.236a and j.236b + j.236AB, two of which are +2 (!) on block. they've definitely given him a bunch of tools to better discourage people running at him at mid range. also, being given a grab while personaless is nothing but an improvement, i don't know why you think it's bad lol. If you catch someone in a knockdown personaless in current revision you have literally no threat in your pressure since your only option is a 13f normal grab to mix them up. with the addition of a better AoA and grab while personaless if you manage to get the knockdown you can stall for time with a less damaging but no less effective at mixup command grab game, which landing one grab will still give you chair knockdown and give you at least one full card worth of regen time. it does -everything- it needs to do as a personaless grab, give you threat while personaless and the reward being 'he gets his persona cards into knockdown' 5b will be better at eating projectiles + tackle autoguards and stops all projectiles, btw. yukari will be hard but the rest will be improved.
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(Will be updating this with free time and as info is confirmed) System changes: Now has 3 Persona Cards (Recharges faster than 4 persona cards when persona broken) Normals: New Dial A: 5AA - Shoulder tackle with the chair. Worse at picking up air opponents. Chain options similar to P4A. -3 on block. 5AAA - An uppercut that will confirm into a grab upon hit. ~-0 5AAAA - j.236a. Shadow 5AAA - P2 reduced from 600 to 400. 5B - Now 0 on block. Can no longer chain to 2b. 5B - Can now be charged to become larger. Forces spinstate on normal hit. +2 on block 5C - No longer a Fatal Counter starter, paralyzes on hit, dash cancelable. Can now chain into 2D. 2C - Dash cancelable 2B - Dash cancelable. j.C - Hitbox is worse, both hands have a hitbox now, Fatal Recovery, can't perform air actions afterwards. 5/2/j.D - Projectile invuln removed AoA - Can now move forward, increasing the startup and decreasing the advantage on block so it can have more range. Specials: Primal Force Added - [4] > 6 C/D, Takemikazuchi flies out and hits the opponent with a shoulder tackle. C version is fast with less range, D version is slow with more range. Takemikazuchi is left on screen after the attack, allowing you to do moves from that position (5D puts him back at Kanji's position). CH on hit, wallbounce on hit/ch? All version are plus on block. j.236A/B/AB added (For new combo routes, also allows for Kanji to attack from new angles in the air to make him harder to anti air) All versions are +1 on block. Have harsher proration than the ground versions. 214C no longer has invuln frames/ 214D Fatal Recovery, can now move forward at the expense of startup time. B+D Fatal Recovery Followup 236AB minimum damage lowered Follow up 236B added, Kanji jumps in a large arc similar to his normal 236B, can only combo after very + knockdowns (air sweep, fatal 214C/D/CD) (Allows for 5A pickup afterwards for combo extension) 236C angle changed to be more forward and outward, may have better tracking(?) Personaless 214C added (Does 250 damage, can chair followup(?), cannot use it during j.D or 236D. If OMC'd, has only 100 proration, allowing for a full combo) 214CD Paralyzes, now has invuln from frames 2-4. j.214A/B - 1/2 more frames of startup added (respectively) preventing combos from j.b > j.214A/B 2D recovery changed to reflect it's viability as a 5C > 2D cancel Startup on 236D/CD slightly increased(?) System changes Grab now starts up 3f faster (13 > 10) but no longer goes forward with dash momentum, but has better scaling Airgrab proration/damage nerfed Supers - 236236A - Startup frames changed from 3+8 to 4+7, making it a better reversal (harder to kara cancel into a roll on reaction) 236236AB - higher damage, causes wallbounce like Naoto's houtenjinesque kick (Critical Shot) 3750 damage raw. Can combo 236C or link 5C afterwards (5C will paralyze and that's about it) 214214C - One more frame of invuln and active added. 214214D added, 10f startup after superflash (allowing the opponent to jump out) but has 30f of invuln and twice as many active frames, allowing Kanji to invuln through more moves. 214214CD - 13f startup after flash, but moves further forward, has tons of invuln and does 5500 damage on hit. Personaless 214214C/D/CD - Exact same startup frames and invuln, but on successful grab, goes into 236236A/B/AB instead. Other: General combo damage will be way higher due to the existence of Fatal Recovery moves (Fatal 5A leads to 4k+ meterless easily) Air backdash distance nerfed, goes about half distance of current
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As a reminder, we DO have a video thread for P4U2 in the video forum, located here. Let's try to keep the good video content posted there so we all have a single location to look at for videos~
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Yup, if it seemed like it was pet, it was pet. He's been saying 'Let's go play baseball~' ever since Kanji started getting nerfed ww
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It's very likely. His j.C confirm goes into 5.6 with a new basic route (j.C CH 5C 2C 5B sweep 236B 5A 2B 236B 5AAAA) so it's pretty easy to imagine how they could get to 6.5 atm. btw, instant j.c is back. 214C FC > 236B > 5AAAA combo close to corner Yolodive > 4.8 j.214B FC > 236B does not combo 236236AB lowest damage is 930 no gauge 5.9 off of j.c FC (pet)
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https://twitter.com/GazeOfChronicle/status/404971497795514368 translation of the sho article
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http://youtu.be/tS3r_IgWGSg you have to be joking. http://dengekionline.com/elem/000/000/753/753197/ teddie http://dengekionline.com/elem/000/000/753/753265/ labrys
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no reason not to. 236a > 214a was a 3f gap iirc. updated the document with a yukari summary, didn't realize we never actually got one in previous loketests!
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narukami can feint b lion into free air actions now
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more vids in the other thread
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http://youtu.be/Adtrsv7RXYw banchou vs yosuke http://youtu.be/ysDrig4FtOY banchou vs yosuke, yosuke vs teddie http://youtu.be/ZvkxCG56nz8 9min of footage. you know the drill, don't share too publically. also they're processing as i post this lol
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http://www.youtube.com/watch?v=Zh9CguK4Uhg hi guys my name is yukari and im in a video. don't spread this too publically. http://www.youtube.com/watch?v=Bi0y0CJ2mL8 hi guys i'm yosuke's new super. dont' spread this too publically.
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http://www.youtube.com/watch?v=Zh9CguK4Uhg&feature=youtu.be hi guys my name is yukari and im in a video. don't spread this too publically. http://www.youtube.com/watch?v=Bi0y0CJ2mL8&feature=youtu.be hi guys i'm yosuke's new super. dont' spread this too publically. on that note, DO NOT POST JAPANESE LOKETEST VIDEOS. Either link them to me in a dustloop pm/twitter DM so i can reupload them, or reupload them yourself. Do not spread any links of japanese loketest videos, be polite and reupload them so they don't have to potentially suffer a copyright strike and have it taken down.
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translated a buttload of stuff this morning! i don't want to spend all day translating every day like I did with the last loketests since it's going to last way longer, but happier with the amount I got in today w sorry naoto players i got burned out right when I got to her ;;
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We're looking PRETTY AWKWARD right now. Thankfully some of it was rumor or whatnot, but if we don't have invuln on 214C anymore, we're going to get mashed out of every grab frametrap we try to do. ...though air j.236a apparently being plus would help with that
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It's not a bug, her new bullet pattern is acutally just her short range DP blast (it doesn't use bullets, it's the persona shooting for her)
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they nerfed kanji to the point where comparing him to ct tager is fair im out
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sho is not in the loketest
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yeah that thing https://docs.google.com/document/d/1AC9gYVzyUaFDZFsf-LXIGGoyZnG1Wws4Gp96Tdgk58w
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Alright! Similar to what Circuitous did for the TGS BBCP hype thread, this will be a separate thread for all of the information, videos and news that comes out of the new Persona 4: The Ultimax Ultra Suplex hold Location test #3! This thread is separate from the main news discussion thread so we can have loketest 2 specific information for people to read without having to sift through extra posts! THIS THREAD IS FOR INFO/VIDEOS/NEWS ONLY. THIS WILL BE ENFORCED ADDITIONALLY, DO NOT POST JAPANESE LOKETEST VIDEOS. LINK THEM TO ME IN A TWITTER DM OR A DUSTLOOP PM AND I WILL REUPLOAD THEM FOR EVERYONE. Feel free to link whatever information, both english/japanese as long as you post the source where it came from (most likely tweets, evernotes, and jp bbses) and proceed to discuss it in the main discussion thread as you please! If it is in Japanese, I/whoever else who can translate will likely try to go through it if there's any valuable info in it. Please try to avoid posting information without a source, the last thing we need is unfounded rumors getting people excited. :< compiled information will most likely be here: https://docs.google.com/document/d/1AC9gYVzyUaFDZFsf-LXIGGoyZnG1Wws4Gp96Tdgk58w
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Persona 4 Arena XBL Tournament (October 26th, 2013)
Omex replied to MastaToken's topic in P4A Online Play
i'll be around to play/help as usual if i dont' feel like utter shit (sore throat has had me in and out recently but!) -
[XBL] Persona 4 Arena Ranbat Series 1.5 - 10/15/13 @ 9PM EST [Tuesday]
Omex replied to Spring_Raid's topic in P4A Online Play
DL/XBL - Omex/Omecross location: MN -
OH YEAH I SHOULD TURN OFF ETRIAN ODYSSEY AND RELEASE PART 2 http://www.youtube.com/watch?v=PA1iRLS9OGs covers specials, universal options, movement, etc! mixup/okizeme next!
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http://www.youtube.com/watch?v=KuwfK2eOXUo first part of a three or four part tutorial thing! i talk about a lot so i can get all the info out at once ;;
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like i said earlier, B mind charge has recovery after the superflash now. A version does not, but does not give blue health. SB version is either the current version (p4a's) or it also has invuln on startup.