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RurouniLoneWolf

[P4AU 2.0] Chie Satonaka Final Changelist

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Compiling Chie's 2.0 changes here. If you see or hear about any additional changes after the game releases tomorrow, post them here and I'll update the OP!

 

Video footage of Chie's official 2.0 changes

 

Translation of changelist by Kikirin

Xie's Translation of 2.0 changes

 

Normals, system mechanics and misc.

 

Persona 

  • Persona invincible up until attack startup (5C, 2C, j.C)

 

5A 

  • Late gatling into itself added.

  • Increased recovery.

  • Decreased hitstun time

 

5AA 

  • Faster startup.

 

5AA (shadow)

  • Blowback adjusted, easier to hit mid-air opponents.

 

5B

  • Forward hurtbox increased.

 

2C

  • Performance changed, freezes on first hit.

  • Faster startup.

  • Reduced recovery.

  • Increased untechable and freeze times.

  • “Inner” and “outer” hitboxes larger.

  • Hop cancel added.

 

5D and 2D

  • Increased pushback on hit.

 

5DD and 2DD

  • No pushback on hit.

 

5D

  • Faster startup.

  • Removed fatal counter of “final stage” (last hit?)

 

2DD

  • Reduced opponent blockstun.

 

j.2B

  • Bigger hitbox on lower diagonal.

  • Faster startup.

 

j.D

  • Persona appears in upward diagonal direction.

 

j.4D

  • Persona appears in lower diagonal direction.

 

AoA

  • Reduced recovery.

 

Ground and Air Throw

  • Cannot follow up on CHt.

 

High Counter

  • Cannot super cancel on landing.

  • Lowered float on hit for ground version.

  • Removed fatal recovery for air version.

 

Skills

 

Various Rampage

  • During Shadow Berserk, cannot be performed

 

B Rampage

  • Decreased knockback on ground hit.

 

B Skullcracker

  • Higher float on hit, decreased untechable time.

 

SB Skullcracker

  • Increased untechable time.

  • Reduced recovery.

 

Various Dragon Kick

  • Increased landing recovery, fatal recovery.

  • Greater horizontal speed, faster falling speed of C and D versions.

 

C Dragon Kick

  • Adjusted blowback, wallbounces at midscreen.

 

D Dragon Kick

  • Adjusted blowback, wallbounces at corner.

 

SB Dragon Kick

  • Blowback on counter hit the same as normal hit.

  • Adjusted blowback, no longer causes a side switch when hitting in the corner

 

Various Lunge Punch

  • Faster startup on A and B versions.

  • Improved frame disadvantage of A and B versions on block.

  • Increased lower hurtbox.

  • Unaffected by dash inertia.

  • Adjusted input time for follow-up specials for them to come out easier.

  • Increased forward distance after landing.

 

B Lunge Punch

  • Smaller blowback, higher float on hit.

  • Wallbounces only on counterhit.

 

SB Lunge Punch

  • Removed fatal recovery.

  • Added projectile invincibility to active frames.

  • Untechable time increased.

  • Backstep distance increased, advancing speed increased.

  • Smaller blowback, higher float on hit.

 

C Black Spot

  • Untechable time increased.

 

D Black Spot

  • Improved static difference on block.

 

SB Black Spot

  • Reduced recovery

 

SP Skills

 

Various Power Charge

  • Changed from gauge to stock system.

  • Also applies charge effect to some normals.

  • Increased chip damage on blocked attacks.

  • Increased SP gain rate while active, changed damage rate increase

  • Invincible time for B and SB Charge reduced.

 

B Charge

  • Increased overall recovery.

 

Various God Hand

  • Added a time stop effect during the super flash

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Made some changes to some stuff that had question marks based on Xie's translation of 2.0 changes. Here are the changes I made

 

  • 5A Reeling time reduced -> Decreased hitstun time
  • All Rampage During shadow rampage, various Rampage doesn’t come out -> During Shadow Berserk, cannot be performed
  • SB Dragon Kick Blowback adjusted, position doesn’t change on corner hit -> Adjusted blowback, no longer causes a side switch when hitting in the corner
  • Power Charge In Charge, gauge gain(?) rate increased, damage increase rate changed -> Increased SP gain rate while active, changed damage rate increase
  • God Hand (Something about time stop during super flash?) -> Added a time stop effect during the super flash

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It's indeed unusual. It's just speculation on my part but it's possible they removed it because of the ability to special cancel to other specials in Shadow Berserk combined with the increase in chip damage from Power charge. A power charge Shadow Berserk blockstring involving A, B and SB Rampage could possibly generate a ton of chip but again, that's just speculation on my part.

 

Skull Cracker also being unavailable is possible. We'd have to hear word from JP Chies about what happens when you input 236X in rampage to be sure. Maybe it goes straight to Skull Cracker instead when you're on the ground.

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Standing AAA (Normal Version)

Can be canceled into All Out Attack or Sweep

Adjusted blowback, easier hit on air hit

3rd hit can be canceled into Skills

Decreased startup time of 3rd hit

 

I don't know about you guys, but the changes made to her autocombo are fucking awesome

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Alot of the changes to chie make her seem like a bette character such as the decreased stratup on 2c and the decreased recovery on AOA.

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