Rutger
Smash Master
Looks like Mitsuru to me.
You shouldn't quote all the images, it's taking up more space than it needs to.
You shouldn't quote all the images, it's taking up more space than it needs to.
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...Really? Not even Marvel 3 is this bad.Interesting how the only motions are 236/214's(x2 for supers), and 22's.
DevilTrigger on the Dustloop said:Greetings everyone, Trig here and I thought since we're so close to the release of game I'd run down all the gameplay mechanics known currently. I'll only be covering general things and not anything character specific. This primer assumes you know the most basic of the basics. Information from FluxWave's wiki page and is based from the demo build from TGS. Any information displayed here is subject to change
Playable Roster
Persona 4
-Yu Narukami (Izanagi)
-Yosuke Hanamura (Jiraiya)
-Chie Satonaka (Tomoe Gozen)
-Kanji Tatsumi (Take-Mikazuchi)
-Yukiko Amagi (Konohana Sakuya)
-Teddie (Kintoki Douji)
-Naoto Shirogane (Sukuna Hikona)
Persona 3
-Aigis (Pallas Athena)
-Akihiko Sanada (Caesar)
-Mitsuru Kirijo (Artemisia)
7 / 8 / 9: Up Back / Up / Up Forward
4 / 5 / 6: Back / Neutral / Forward
1 / 2 / 3: Down Back / Down / Down Forward
Air Turn
Executed by pressing A + C when the character is in the air. It turns the character in midair to face the opposite direction and can be used to perform a forward air dash away from your opponent.
Awakening
The game's comeback mechanic, 'Awakening' activates when the player's Life Bar is low (at around 30%) and its activation is indicated when a close-up image of the character's eyes appears on the screen. Players' SP Gauge's max becomes 150 SP instead of 100 and they gain 50 SP when 'Awakening' activates. This also enables 'Awakening' moves which require 50 SP to perform. Furthermore, players take less damage from attacks when in this state.
All-Out Rush
Started by pressing A + B. This launches an overhead attack with super armor and, when it connects, the opponent is sent violently spinning away from the attacking player. Mashing A or B afterwards sends the player in a dash towards the opponent to continue the combo and, finally, two options are available to the attacker: hitting C or D. C launches the opponent up in a cloud of smoke resembling a skull who can then be chased by the player executing the move while D knocks the opponent away.
BURST
Executed by pressing A + C + D. It acts similar to BlazBlue's "Barrier Burst": it blows opponents away as they are attacking. After it is used, it appears as a black "B" on screen. Any increase to the SP Gauge fills this "B" progressively, and when it is full the BURST indicator is recovered. Two different kinds, a normal burst which simply knocks opponents away and "red" bursts which activates while you're in any sort of neutral state (not being attacked or in block stun) which fills up a large amount of SP when used.
Controls
The arcade controls consist of an eight-way joystick as well as four pushbuttons: Weak Attack (A), Strong Attack (B), Persona Attack (C) and Persona Rush (D).
Combos
When successive attacks are landed quickly, a combo counter appears like in most fighting games. A combo tech gauge appears below these counters to display the time remaining until the opponent can freely tech from that combo, which is when the time displayed is zero. It serves to show the attacker and the opponent how much time the attacker will be able to continue his combo before the opponent can tech. If the opponent gets hit after the tech gauge empties, the combo counter becomes yellow which indicates increased hit stun and damage to the continued combo.
Counters
Counters are achieved when a player hits the opponent while the opponent is in the process of attacking, essentially cancelling an opponent's attack animation. It allows the player to gain longer hit stun, making for potentially longer combos, and it increases the damage of moves because of an increased damage multiplier. "Fatal Counters" are a special kind of counter that are displayed by a cloud of smoke resembling a skull which accompanies the opponent being sent in the air. Only certain moves can cause these and they allow for even more hit stun and a higher damage multiplier than regular counters.
Double Jump
Double jumps are performed by either pressing up while already in the air and having not executed a double jump beforehand, or by pressing the direction opposite of a wall that the player jumps onto.
EX Moves
Similar to many other 2D fighting games, most of the characters' special moves have EX variations that require 25 SP to be executed.
Guard Cancel Attack
Executed by pressing 6A + B while guarding. It costs 50 SP and has invincibility frames.
Instant Blocking
Pressing back as you're being attacked will preform an instant block. Will award more meter and give more of a frame advantage compared to normal blocks.
Mini-jump
Executed by pressing 2A + C. It is a small hop; a shorter variation of the normal jump.
One More! Cancel
Executed by pressing A + B + C. It takes 50 SP and acts as a Roman Cancel, meaning it will cancel the animation of any move the player is currently performing and return the character to the neutral state. This can be used to perform longer combos.
P Combo
A string combo similar to Marvel vs Capcom 3 executed by pressing A > B > C.
Quick Escape
Executed by pressing A + C. It dodges opponents' moves and has a few frames of invincibility to escape pressure given by opponents.
R Action
Executed by pressing B + D. It is an invincible move that acts like the Focus Attack mechanic in Street Fighter IV: when players receive damage while executing the move, the damage will be temporarily drained from the player's Life Bar. This damage will recover progressively.
S Attack
The "S Attack" is activated by repeatedly and quickly pushing the A button. It makes for an easy combo and it can be super-cancelled.
Super Cancel
Certain Supers can be buffered during a special move. To cancel these special moves into that Super is a "Super Cancel". It costs HP to execute.
Super Jump
A super jump is executed by holding the analog stick down and pressing up immediately afterwards. Super jumps allow the user to jump higher than normal jumps.
Supers
Damaging moves unique to each character. Some Supers of the physical variety such as Chie's God Hand removes a percentage of the player's permanent health, coloring the removed health in blue. Supers require 50 SP to use.
Sweep
Executed by pressing 2A + B. It knocks the opponent down.
Throw
Executed by pressing C + D. It executes an unblockable throw and can be done in midair. It is cancelled by the opponent by pressing 'C + D'. There are three types of throws: forward throws, back throws and air throws. Each are executed by directing the analog stick in the corresponding direction while throwing.
Ukemi
When falling to the ground or hitting it, recover by pressing a button.
Status Effects
Certain characters, like Naoto and Yosuke, are able to inflict status effects such as mute, which seals the opponent's Persona use for a set amount of time, and confusion, which reverses the opponents controls. These effects are caused by performing certain special moves.
Life Gauge
Yellow bar that displays characters' available health. It decreases with damage received. Red displays an amount of health removed from a recent attack. When blue appears in the Life Gauge, it indicates damage received during an R Action or a Super that removed a percentage of the user's health. The blue section means that health is temporarily removed and will slowly recover over time, becoming yellow progressively, but if the player receives a hit when blue is present in the gauge, that temporary health will disappear permanently.
Spirit Point (SP) Gauge
Blue bar with numerical indicator that indicates how much SP a character has available. SP is gained when a character inflicts or sustains damage and SP is used to perform special attacks such as EX moves. Each character starts the round with this gauge completely empty and the maximum amount this gauge can reach is 100. After Awakening is achieved, however, the maximum amount for this gauge increases to 150 SP.
Persona Gauge
This is the gauge directly below the Life Bar. It represents the Personas' health and is composed of four stocks. One stock is emptied when either a character or their Persona receives damage while the Persona is still on the screen. Once it is empty, characters enter "Persona Break" and are unable to use their Persona, meaning attacks and supers that require the Persona are disabled, or "BURST" moves. Persona break is demonstrated by a grayed out Persona portrait with a black background next to the character portrait.
Character Customization: Pre-Battle:
Color Preset
Option that changes the color of the chosen character as well as attributing a matching color to that character's Persona.
Character
Option that lets players modify the color of their character.
Persona
Option that lets players modify the color of their character's Persona.
Megane
Option that lets players enable or disable glasses worn by their character and character portrait next to the health bar during the battle.
Navigation
Option that lets players disable or enable Rise Kujikawa's commentary during the fights.
If I missed anything please point it out, I hope you guys enjoy this review, and remember, this could easily change a bit after the loketests and I'll do my best to show any changes that might happen.
SoWL on the dustloop said:Seems like our good old friend Nantoka has paid a visit to the loketest:
http://generalnantoka.blog35.fc2.com/blog-entry-587.html
He doesn't give any info on the old characters, focusing on the newcomers instead.
Teddie has to pick up the item he tosses out, resulting in frantic dashes all over the stage. He has a baseball bat move that blows the enemy away OR wallbounds him if the wall is close enough.
The items so far are:
Bomb - slowly falls down on a parachute and explodes after a short delay.
Fireworks - fly around the screen quickly.
Thunder drum - the lightning strikes the drum after a short delay, paralyzing the target.
Tin can - rolls along the ground, similar to Tao's bowling ball. Hits 8 times, can be hit-confirmed into Awakening Super.
Smoke bomb - covers a part of the screen in smoke.
Pinwheel - three blades of air are thrown out and return to Teddie in U-shape.
Chie and Yukiko's MYSTERY FOOD X - poisons when eaten. Teddie can eat it, too.
Muscle Drink - recovers health and may induce Rage state (can't block). Teddie can drink it, too.
Ice cream - recovers a little bit of health. Teddie can eat it too. May have more properties?
Toy Bluffman (sp?) - a toy that comes out, transforms, and flies diagonally upward.
Tub Meteor? - a meteor shower of bath tubs fall down from the sky. May confuse on hit.
Teddie's Specials:
Kuma Screw - a Beast Cannon-like dash forward.
Kuma TV - sets up a TV on the stage to use with Kuma Warp. The distance depends on the button pressed.
Kuma Warp - Kuma teleports to the TV and performs an attack.
Pera Kuma - avoids the incoming attack? Not sure about this move, honestly.
Fake Kuma - R-action. Kuma strikes a cute (slash annoying) pose and blows the enemy away. Enrages the enemy (can't block).
Tomahawk - the super move with Kintoki-Douji throwing his missile. Hard to combo, since the missile flies too slowly.
Kumada Grand Circus - Awakening Super, very fast and unblockable. Teleports Teddie to a target location. Can be easily avoided by jumping, so item setups is the key for using this move.
SoWL on the dustloop said:Naoto's general gameplay
She combines quick movements with traps and fast bullet projectiles. That makes her very difficult to approach, since her bullets are very fast, and the traps lead to instant death.
The gauge that she uses is the Fate Gauge. It is located below the enemy's health gauge, and its initial value is 14. This counter ticks down if Naoto attacks with particular attacks.
When the counter reaches zero, the whole screen becomes dark, indicating the Danger state. If Naoto performs her Hamaon/Mudoon super in such state, she will kill the enemy immediately.
The gauge recovers between rounds by half the number it was decreased by (though the exact system is confusing right now). It recovers completely if Naoto uses her instant kill. Perhaps it is better to leave the instant kill for the final round, cutting the counter to 7 instead of just killing the enemy?
Her ground throw can be followed up by pressing C: Sukuna-Hikona will strike the enemy, ticking down the Fate counter.
Naoto's skills
Double Fangs - kicks the enemy and takes out the gun. Can be followed up by bullet shots.
Shooting Stance - Naoto takes out the gun. B version makes her dash backward a little. It's possible to reset the number of bullets shot by performing the B version between the shots.
Shoot - Naoto, guess what, shoots the bullets. A version shoots forward, B version shoots towards the ground and bounces off, C version shoots diagonally upward. Every fifth bullet ticks down the Fate counter by 1. You can recharge the bullets by performing the B Shooting Stance.
Megido Detonator - C version sets up the trap right before Naoto, while D version places it on the ground (right below her, I guess). The air versions place it on the ground, too. You can have up to to on the screen at once. The trap explodes if the enemy is hit in its vicinity. Though you can't see the trap, it lights up if the enemy attacks it. The Fate counter is ticked down by 3 (or was it 2?) when the trap connects.
Shield of Justice - Blows the enemy away by generating AT-field (lol). Sukuna-Hikona may perform a counter-attack, ticking down the Fate counter.
Set S Special-case-use Rifle ・ Rank 1 - The ground version is performed after a back flip; similar to Noel's Bullet Rain, a good combo ender. Silences the target on hit (can't use Persona).
Set S Special-case-use Rifle ・ Rank 2 - this one is more similar to Noel's Thor, shooting a laser. Counts down the Fate counter. A lot.
Hamaon - the enemy is tracked down and immobilized, and a multi-hit combo is performed. Because it has no invulnerable frames, you can't use it as a reversal. Instantly kills the enemy if Fate counter is on 0.
Mudoon - Sukuna-Hikona shoots a long beam of darkness before him. There's a possibility that you can't block it, only avoiding it by jumping. Instantly kills the enemy if Fate counter is on 0.
Hands Up!/Critical Shoot - the gun is taken out as Naoto walks forward. Apply pressure to the opponent while trying to get the critical shot through. The critical shot has a lot of invulnerable frames, so you can easily use it as a counter-attack.
SoWL on the dustloop said:Mitsuru's general gameplay
She can fight at any distance, combining excellent long-range attacks of Artemisia and great normals of Mitsuru herself. She actually still has Marin Karin (!), which is one of her normal attacks (2C). It reduces the enemy SP gauge, leaving them out of options. Also, her boobs bounce.
Nantoka doesn't remember too much about her, sorry guys.
Bufula - a wall of ice advances slowly on the ground. the D version makes it follow Mitsuru a little as she walks forward (tr?).
Moonlight - her R-action; she jumps in the air and makes a crescent-shaped cut. Obviously an anti-air move.
Setsuna Samidare Geki - Mitsuru performs a rapier combo, and blows the enemy away. A perfect combo ender.
Bufudyne - a huge block of ice is summoned before Mitsuru, freezing the enemy.
Mabufudyne - Great articles are summoned behind Artemisia before she shoots them forward. C version shoots 2 huge chunks of ice, while D version can be mashed for lots of small ones.
SoWL on the dustloop said:Akihiko's general gameplay
Cesar's moves allow Akihiko to channel electricity through his gloves, paralyzing the enemies and limiting their mobility greatly. Obviously a rushdown character whose short reach is compensated by the sheer amounts of his pressure.
5D makes Cesar raise his globe and pull in the enemy. Another way to limit the enemy's mobility.
Kill Rush - Akihiko jumps back and forth wildly, constantly changing his position. It's possible that his attacks change depending on the exact phase of the move.
Cyclone Upper - a badass uppercut blows the enemy away. Good as a combo ender.
Thunder Fist - the electric property is added to all attacks for a while.
Maziodyne - the whole screen becomes covered in electricity. The move is active for quite a while, limiting the enemy's actions even more.
Not much info here, either. Sigh.
Aigis's general gameplay
She's supposed to shoot at the enemy to her heart's content, distracting him as much as possible. Orgia Mode allows her to perform easy overheads and kite the enemy, running all over the screen and showering him with bullets.
D button summons Athena's shield. If the enemy hits it, a counterattack is performed.
Type Seven Gatling Gun - Aigis takes out a machinegun and rapidly shoots forward. A basic keep-away tool.
Shield of the Great Goddess - summons Athena to perform a great dash forward. A good combo ender.
And that's it. Isn't it sad, Aigis?
SoWL on the dustloop said:Teddie
- His soccer kick move is an aerial normal attack that bounces the enemy off the ground.
- He has a move which is very similar to Platinum's j2C, where he quickly moves his legs in the air. It connects to ground 5A.
- Still not sure about Pera Kuma move, need assistance in translation!
Naoto
- Her 5B is a kick with a great range.
- 2C may or may not tick down Fate gauge.
- 5D makes Sukuna-Hikona attack before Naoto. Though he disappears after performing it, he remembers his last position and will be summoned to the place he disappeared from if you press 5D again. You can do it up to three times (tr?).
- jD makes Sukuna-Hikona perform an air-to-air attack. You may press D again for a second strike.
Mitsuru
- Her jD freezes the enemy diagonally below her. Very good reach.
Akihiko
- His 5D makes him throw a sword/dagger straight ahead. The start-up is long, but the reach is great.
- He can follow up ground throw with A Killer Rush.
Aigis
- Her All-Out Rush (remember, they all have different properties) is hard to counterattack, since she flies up before performing it (some invul frames, perhaps?).
SoWL on the Dustloop said: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 really hope Atlus announces a US release date soon. These videos really make me want the game.Here's a new video showcasing the rest of the cast and their special moves.
http://www.youtube.com/watch?feature=player_embedded&v=I2IOg1eCBWk
Aigis is extremely mobile 0.0
There isn't even an exact Japanese release date yet.I really hope Atlus announces a US release date soon. These videos really make me want the game.
Even though I already decided to use Aigis as one of my characters way back, glad to know she looks awesome.
You have to knock down the opponents death counter from 14 before it will instant kill. I think Arcsys has it balanced enough. If Naoto does end up top tier, it won't be because of Mudoon and Hamaon, it will be because of everything else she can do.Mudoon is broken. Why would you put in an instant kill in the game?
I'm hyped to play Aigis :D
Have you finished P3?They shoulda made the P3 main guy like a boss character who switches weapons so like you'd basically be fighting all the playable chars in one boss fight.
Have you finished P3?
I guess they could fit him in somehow, though.
Does the fighting game have to be Canon? I thought this was just a spin-off just milking the persona series.Have you finished P3?
I guess they could fit him in somehow, though.
It's already confirmed to be canon, set a few months after the events of P4.Does the fighting game have to be Canon? I thought this was just a spin-off just milking the persona series.
Touche, you got me good bro.Man Seph I'd totally tell you about it but sorryyyy
Guess who I'll be playing
Probably going for Mitsuru (like a Jin main) or Yukiko.