|
LightningKimba posted:Videos! Holy hot loving drat, Kanji looks great. That midair lunge command throw looks great, and gives some awesome damage. And it's pretty fast, and covers a good deal of ground, too. Between this and SG, I'm looking forward to next year's grappler superiority.
|
# ¿ Dec 24, 2011 01:40 |
|
|
# ¿ May 15, 2024 16:23 |
|
Undead Unicorn posted:EDIT I really hope this gets released here, I loved Guilty Gear and this just might be the game that gets me back into fighters. If you liked GG, you probably won't like this. GG fans who went into BB hated it, and this game is pretty much just running on the BBCS engine with a couple minor tweaks, retaining even Fatals and the same number of throw frames.
|
# ¿ Jan 6, 2012 23:34 |
|
Truspeaker posted:I loved GG and I loved BB, no idea why you would say that. They are different games for sure, but not in a bad way. That being said, I would love a GG on a modern system with online and redrawn sprites and everything, but BB is a lot of fun on its own merits, and this persona game looks like it will be pretty cool too. Like GB said, a huge percentage of GG players absolutely despised BB, from the whole two-button throw thing, to throw leniency, and so on. I still personally like both, even if BB has pretty much ruined my ability to do proper Clean Hit loops, FRC combos, and stuff like that. Though I myself would also like a current-gen HD GG, with proper netcode and all. They'd probably have to make some roster cuts, though.
|
# ¿ Jan 7, 2012 00:09 |
|
LightningKimba posted:- Kanji's described as "Tager without magnetism" or "Birdie with a Stand". See, knowing how Arcsys has been treating Tager lately, this would worry me, but the fact that Kanji has a much better ability to control the screen and get in. Hopefully there won't be any matchups as painful as vs Lambda/Rachel. Akihiko looks very interesting, I have to say. The orb move might be good to keep pressure/blockstrings going, but I've yet to actually see it in action, so it may not be as useful as I'm thinking.
|
# ¿ Jan 10, 2012 09:57 |
|
Waterbed posted:Haha this is the most low tier sounding phrasing ever. The fate of all grapplers in this type of game, I'm afraid. LightningKimba posted:Margaret can be used as an announcer in-game, as well. Yessssss. Much better choice than Fuuka. Especially if they bring back her old VA.
|
# ¿ Jan 14, 2012 00:17 |
|
Gwyrgyn Blood posted:Well... Potemkin was drat good in AC and pretty solid in many of the other GG games. Mr. Heart was very solid, if extremely difficult to use. Tager was the character who got me started on grapplers, so I'm not too familiar with Potemkin, and as such I can't hate him. But really, the biggest issues with Tager tend to involve his rear end mobility, and from what I've seen in gameplay, Kanji at least has the ability to get around the room without too much trouble. With what I've seen of his damage, it seems like they've got themselves a decent midpoint with Kanji. Of course, you still get cases like the people I play BB with, who are dead set on the idea that Tager is broken as poo poo.
|
# ¿ Jan 14, 2012 00:40 |
|
Gwyrgyn Blood posted:I kind of like the new character Hell yeah, giant fuckoff axe and what looks to be nice, big, meaty normals. I can be very happy with this. But I'd need some gameplay footage to be really sold on the character.
|
# ¿ Feb 29, 2012 22:58 |
|
If you can handle a little grappler action in your life, I'd love to see a writeup on Kanji. I think I can get the jist of his stuff by watching streams, but a writeup is always appreciated.
|
# ¿ Mar 2, 2012 15:36 |
|
The game's been out for about two days now, and I'm already sick of people whining about how Naoto is broken as poo poo. Even as someone who's notorious for having little patience for putting up with zoning, I've yet to see anything worrysome from her that can't be avoided by just paying a modicum of attention. Apparently IKs have gone from 'impractical nonsense' to 'overpowered horseshit' in a surprisingly short amount of time.
|
# ¿ Mar 2, 2012 16:37 |
|
Eeevil posted:Is the entire point of green and blue exclamation points to tell people they weren't blocking at the right height, or do they mean something else? Pretty much. They exist to tell you that you did something wrong, tried to break a throw too early, that you are being thrown, etc. You know, since it's still the early days of the game, I would think that there'd be a bit more variety in who's getting played, but it all seems to be Mitsuru, Naoto, Kanji, and Chie. I want to see some Yosuke and Akihiko action.
|
# ¿ Mar 6, 2012 09:10 |
|
I was watching some uploaded stuff, and there's been a surprising surge of Yosuke stuff. I gotta say, his buff super looks loving amazing, holy poo poo. I don't know exactly how it works, or what it affects, but it seems to replace the normal dash with a teleport, maybe one that tracks? I dunno, but the buffs seem to be quite significant, and he looks to be pretty drat hard to block in that mode. So long as it isn't FRKZ all over again, I'm happy.
|
# ¿ Mar 7, 2012 16:38 |
|
If they did Demifiend, I could see them doing something along the lines of Young Joseph. That being, instead of having a persona, he'd have other spells/abilities bound to his 'persona' buttons. I doubt they'd throw him in, though. (Though I would very much like it.)
|
# ¿ Mar 23, 2012 02:59 |
|
Some Labrys stuff got uploaded recently, which I'm plenty happy to see, but... https://www.youtube.com/watch?v=-VFoMbq5sfs Goddamn is the damage calculation wonky as gently caress. I don't know if there are hidden things like Guts or whatnot outside of Awakening, but I tend to see so much damage variation in similar combos. I really need to see some full system mechanics for this, because it's just odd to see in videos without proper documentation.
|
# ¿ Mar 26, 2012 21:49 |
|
Yeah, of course I know about that, I'm talking something more along the lines of guts modifiers at different health ranges, stuff like that. I may be seeing it where it's not there, though.
|
# ¿ Mar 26, 2012 22:19 |
|
Gwyrgyn Blood posted:- Labrys in specific has an additional form of scaling. Her 'Axe Level' effects how much damage she does, as well as hitstun caused and some other stuff. She has five levels, Grey, Blue, Green, Yellow, Red, in order of weakest to strongest. She builds it up by simply swinging her axe (hit/wiff/block doesn't matter). If you are at Yellow or Red, it will rapidly drain back down to Green. A-ha! That explains it. Most of the stuff I've seen that bothered me resulted from said Labrys videos. Everything else seemed normal, which was just more confusing. Still, I like that subsystem she has going. I dunno, I may end up running her after all. A good damage buff is nice to have. Edit: Reading through the other stuff, it does seem like they're mostly running with the same basic mechanics as BB, which is to be expected. I think there's some stuff with forcing FC, too, but I couldn't really say too much about that with the videos that are out. ACES CURE PLANES fucked around with this message at 22:58 on Mar 26, 2012 |
# ¿ Mar 26, 2012 22:33 |
|
Gwyrgyn Blood posted:I'm sure I'm having a brain fart, but what's FC? Fatal counter. Anyways, yeah, after looking at stuff, it seems that all out rushes force FC, even on non-CH combos. Or at least Akihiko's does.
|
# ¿ Mar 26, 2012 23:00 |
|
Speaking of Naoto, this is something interesting I found: https://www.youtube.com/watch?v=DYWkXlc5scc (Specifically, 8 minutes, 21 seconds in) Look at the damage off of that loving kick. I guess she certainly earned that Hazama color.
|
# ¿ Mar 30, 2012 21:32 |
|
You know, when I first saw that super that drained her life down to Awakening, I thought it was the dumbest thing, but in thinking about it, it could be really good, assuming you can stay alive long enough to let the blue health regenerate. You'll get both the defense and meter buffs, and all your life back, assuming you don't get wrecked after the activation. Goddamn, this loving game.
|
# ¿ Apr 2, 2012 23:52 |
|
I'm looking at Kanji, Labrys, and maybe Elizabeth. There may be a theme involved here. Also, after watching streams of this for too long, Chie has started to fill me with an inexplicable rage. I think it might have to do with the hailstorm of pain.
|
# ¿ Apr 3, 2012 06:50 |
|
RedBoot posted:True, but if you know your playstyle you can kinda guess. I play Axl in GG, so right now I figure I'll adapt best to Naoto or Mitsuru (she's got to have an Axl color scheme for a reason, right?). Yeah, and with Kanji being Tager with Mobility, it's pretty easy for me to tell that I'm gonna like him. Decent enough knowledge of character traits goes a bit further in this game than most, what with the extremely simplified basic mechanics that the game sports.
|
# ¿ Apr 3, 2012 09:01 |
|
LightningKimba posted:Just so my curiosity wanes, what ArcSys archetype is this game missing at this point? Is there a type of character that this game doesn't cover? I know Shadow Labrys' well, Shadow, Yosuke's Ninja, such like that... But is there anything else not covered? Hm, let's see... We've got shoto, grappler, speedy dude, lame chick(s), ranged physical character, kung-fu lady, boxer man, oversized weapon character, trap character, random item user, copycat character (Elizabeth), and an 'unusual' character (S. Labrys). I dunno, I can't think of much else that's missing. Labrys and Akihiko both have elements of the Order Sol charge level thing, so that's kinda covered. I dunno, I can't think of anything. All that's left is to get hype for the console release and pray it happens quickly.
|
# ¿ Apr 3, 2012 11:19 |
|
Gwyrgyn Blood posted:We're missing any sort of overly complicated ranged projectile user, ala Venom or Mu. I dunno, I think that kinda describes Yukiko/Aigis. Certainly, Aigis is considered more of an effort character than most, which is more or less why she gets played a lot less than others. But that's more or less hearsay from people who play the game in arcades.
|
# ¿ Apr 4, 2012 00:13 |
|
Spiking posted:Bad Labrys and Elizabeth news *Sigh* Of course. It never fails, any character I show interest in ends up being awful. Well, maybe there'll be a way to be scrubbily effective with Elizabeth and Labrys. That sucks, though.
|
# ¿ Apr 7, 2012 12:22 |
|
Gwyrgyn Blood posted:Anyway, for S-Alpha, some solid Labrys play: Now I'm really curious what the minimum damage on a red axe super is, because goddamn, does that just pile on the damage. Maybe they'll give her some new tools in the patch, too. Also, in regards to Aigis, I think the reason most people have been straying away from her is that she's a bit too much of an effort character for most people, short of some of the top players, like Kaqn. But those who do play her run some seriously amazing matches with her, with a nice balance of hit and run.
|
# ¿ Apr 14, 2012 00:50 |
|
https://www.youtube.com/watch?v=pDBmDDonynw Mother of shiiiiiiiiit. Good to see you can double up on status effects.
|
# ¿ Apr 17, 2012 01:43 |
|
Patch notes for the P4A update are up! There seems to be a fair number of buffs, but one thing in particular could be scary, and that's the no throwbreaking during Fear. It seems like a very good way for Elizabeth to start stacking status effects on someone, especially if that includes purple throws (or the in-game equivalent).
|
# ¿ Apr 26, 2012 20:14 |
|
Gwyrgyn Blood posted:Fear already does that now actually. And there are no purple throws or anything like that in this game. The page lists it as being a change, so I dunno. Anyways, you can have this then: System changes after the round ends, you won't get burst meter after 3-hits in a combo when using SB aka EX moves, you will gain SP meter on top of your SP gain being limited? fear status: you are no longer able to break throws max burst: only takes 67% of your burst gauge instead of 68% now all skills that use SP: your SP gain will now continue even if you use SP moves in a combo minijump: can no longer cancel the startup into specials Narukami Yuu j.2A now combos into j.D j.D falls faster 2B hitbox has been adjusted D ziodyne blackout timing (the stage?) is now the same as C's Satonaka Chie 5B is no longer a fatal counter SB nouten otoshi (236AorB): knockback on second hit has increased all specials and SP specials: when charged up, they are all fatal counter hyper counter (B+D): damage increases if charged up now god hand (236236CorD): starting proration has been strengthened...? is now ch state for the entirety of the move Amagi Yukiko 2B: move is faster overall, duration of the entire move has been decreased 5AA: startup decreased, is faster SB maharagi: attack startup and persona recovery time is now the same as the D version Tatsumi Kanji 5B hitback on ground hit and guard is now 0 5B now vacuums on ground ch j.A hitbox buffed Ground throw: dash momentum increased, damage up Uzatte! (B+D) follow up window has decreased, recovery increased Tsukame! (236+CorD) c ver: if input when crossed up, it'll face the opponent now Tsukame d ver: when you are on standby the persona is invincible 236236AorB: regarding the chair swing after the attack, the SP gain has been increased on hit and block Kuma Dr. Pepper NEO: (soft drink) SP gain has been doubled (20 instead of 10) Denden Taiko: (thunderbolt atk after landing, causes paralysis) now generates SP on hit or block Object X: (mudoon curry, causes poison) SP gain is now 0 Shirogane Naoto 03:53 dakanya: fate counter: recovers faster starting from the beginning of the round 03:54 dakanya: seigi no tate, the shield of justice: can only use specials during the hitstop when the opponent gets caught? i dont really know naoto at all so i got confused by the next thing and skipped to labrys per request Kirijou Mitsuru 2B invulernability vs jumping attacks is earlier now 2D has a better hitbox j.A has a bigger hurtbox and the untech time on ch has been decreased 236236B startup is faster {4}6+A: for the entirety of the move she is in ch state Bufudyne: hitbox has been adjusted Mabufudyne: when her persona is off-screen, the delayed startup has been decreased Mabufudyne: the range where her persona won't warp has been widened Elizabeth C and D Agidyne recovery decreased Memento Mori now does at least 50% damage minimum? Sanada Akihiko 5B, J.B: repeat proration... has been strengthened? J.C recovery increased, increased landing recovery as well launch? amount has been greatly increased all D attacks: vacuum effect on airborne opponents has been adjusted weaving (C ver): lv 0 corkscrew etc followups are no longer possible specials followed up after sweep: startups are a little faster, startup is now low profile thunder fist: now paralyzes on block earth breaker: vacuum effect on airborne opponents has been adjusted Hanamura Yousuke no changes Aigis Mode Change (B ver): When cancelling Orgia mode, you will gain a little Orgia meter. Giant Shield of the Goddess 236236(C ver): Instant Kill: Labrys Axe Level: Can no longer generate axe meter via opponent's corpse Fifth Style, Slash Axe: mashing B+D before the attack will let you charge it forces counterhit and wallbounces when fully charged Guillotine Axe: no longer counterhit during recovery? Stringer "Sword" B,C,D: recovery on all moves has been changed to match the A version's Stringer "Chariot Punishment" ??? starts up faster Shadow Labrys Guillotine Axe: no longer counterhit during recovery? Fifth Style, Slash Axe: starts up faster Brutal Impact (A ver.): starts up faster, recovery decreased
|
# ¿ Apr 26, 2012 20:22 |
|
Gwyrgyn Blood posted:Is this coming from a loke test or is it an official list? If it was a loke test, that would make a lot more sense. Arcsys has a tenancy to throw a lot of random changes in those. http://www.arcsystemworks.jp/p4u/topics/update.html Official list, by the looks of it. I can't read Japanese, so I couldn't say poo poo about the translation quality.
|
# ¿ Apr 26, 2012 20:50 |
|
And Rise/Chie's JP VAs are even worse. Really, so long as they keep Kanji and Naoto's VAs, I'll be happy. Right now though, I'm wondering who they've got lined up to play Labrys.
|
# ¿ May 2, 2012 00:04 |
|
Par for the course, every character I'm interested in sits at the bottom of the list. (Thank goodness this is an ASW game, and the tiers are usually rather close together, so it doesn't really matter that much.)
|
# ¿ May 5, 2012 01:58 |
|
Hitlersaurus Christ posted:Hah, Meat Dimension and You Should Leave Him Be are pretty clever. You're, uh, gonna have to explain that one. Because all I can think of is Kino's Journey, which fits that description pretty drat well, but is otherwise irrelevant. Edit: A little bit of research later and OH MY CHRIST WHAT.
|
# ¿ Jun 9, 2012 09:34 |
|
darealkooky posted:Was this saved anywhere? Failing that anyone have some gameplay you seriously recommend? I haven't been keeping up with this game at all, and aside from an elizabeth video where she did a fullscreen combo into a reset into death from about 80% everything I've seen has been pretty mediocre. The whole thing wasn't saved, but there is Jiyuna, who always does livestreams of people playing the game, and doing match analysis. He did stuff of the matches surrounding that stream, found here and here. He's a bit crazy, but he has good insight into the game. He's planning on doing some big character analysis stuff this Friday on his Twitch, but keep in mind he's based out of Japan, so it'll probably start at a weird time.
|
# ¿ Jun 21, 2012 01:44 |
|
Elec posted:That's interesting, the few times I've played I get destroyed by Kanjis, or baaaarely eked out a win. That's just off of a few plays at a game center, however. I am also really bad at everything though. That's the magic of Early Game Grappler Syndrome, especially in airdash fighters. By the time players get acquainted with all of the associated tools, there's this sudden dropoff of victories, and a bunch of people move on to other characters. This leaves only the diehards sticking with them, and leading to some retardedly bad matchups. (Hello CT Tager.) Won't stop me from riding that train all the way down, though.
|
# ¿ Jun 21, 2012 07:27 |
|
Gwyrgyn Blood posted:There isn't a problem really, just kind of disappointing that no Kanji's have qualified so far. I honestly don't know where they consider him strength/tier wise right now. According to the JP BBSes, Kanji is rated down at the bottom, right with Elizabeth and Labrys. The reasons vary, but it generally seems to be that their mixup potential just isn't good enough to get them good confirms, and they pretty much have to rely on the enemy letting them connect. That just comes to me by word of mouth from people who can read those boards, so I couldn't say anything more than that, though.
|
# ¿ Jun 22, 2012 02:55 |
|
That stream I was talking about is live at the moment, if you want to see a player answer questions about characters and analyze matches. There's also archives if you happen to miss it.
|
# ¿ Jun 27, 2012 15:11 |
|
Well, somebody found A Thing with Naoto. It's not practical in any sense of the word, but goddamn is it funny. I wonder if they'll patch that out before console?
|
# ¿ Jun 28, 2012 09:30 |
|
So, apparently, there are people who want to boycott the game because they don't understand the reasoning behind the region-locking. To them, Atlus had this to say: http://www.siliconera.com/2012/07/06/atlus-persona-4-arena-region-locking-not-a-slippery-slope/ I would recommend against reading the comments, as they are filled with the most horrific Japanophile elitism. I'm just more shocked that this is A Thing that needs to be bitched about.
|
# ¿ Jul 7, 2012 02:35 |
|
Ah, I just had the JP/US markets in mind, and wasn't considering the EU perspective. I forgot you guys had to deal with Zen's bullshit. In that case, yeah, it does really suck for you. From a business standpoint, I can understand it, but the player-side issue also makes sense. You don't want the home company to take a big profit hit, but on the other hand the EU players won't get the game for quite a while, history shows. That really has to suck.
|
# ¿ Jul 7, 2012 10:36 |
|
Speaking of Labrys, look at dat fuckin' armor. That's the first time I've ever seen that move used. Cue thousands of scrubs whining about it having armor and being unblockable being 'totally unfair' and 'OP'. (This has already started.)
|
# ¿ Jul 18, 2012 00:26 |
|
|
# ¿ May 15, 2024 16:23 |
|
Sex_Ferguson posted:Can I get a recommendation of offensive-based characters with no gimmicks? I've been looking, but I don't think I can find a good idea of who I'd like to use with good speed and simplicity. I think Akihiko or Chie, but I can't be certain if those two are good choices for what I'm looking for. Akihiko has a dash cancel gimmick that powers up his moves in a combo, so he probably isn't for you. Yu is probably your best bet. And he's stupidly offensive. As opposed to offensively stupid. (Get hosed, Mitsuru.) Really, though, if you want to go with an offense character, Mitsuru is probably your best bet. Very long pokes, stupid high damage, and really easy confirms. And a DP hitbox roughly the size of a city block. The only character who ranks above her consistently is Aigis, but she's much harder to play, even if she has better tools. (Unreactable mixups, for example.)
|
# ¿ Jul 18, 2012 17:38 |