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[P4AU] News & Gameplay Discussion

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With the amount of changes I suspect this will be more than just a patch, if only because some of these changes greatly affect challenge mode. But we'll see.

Also remember that the article and video don't reflect all the changes, so you'll have to check the pdf for the full list.

BBCP 1.1 had new challenge combos added in for free to replace the old ones. Shouldn't be a big issue.

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Idk the J.B nerf will definitely hurt I mean it was, in my opinion, the best jump in in the game. Ridiculous CH tech time, massive hitbox, disgusting active frames. I thought it was the most broken thing about him, that and his corny ass command grab Oki. Corner damage was pretty dumb but I got over it. J.B getting nerfed far outweighs any buffs he got to me, I really hated that derpy ass move. HE DIDN'T EVEN HAVE TO PLAY NEUTRAL.

 

Eh we will have to see. I'm hoping it isn't TOO nerfed since I don't think he even has an alternative jump-in attack unless I'm mistaking something.

 

Good, fuck Yosuke  :toot:

 

Pffft, at least buy him a Mystery Food X dinner first :v:.

 

BBCP 1.1 had new challenge combos added in for free to replace the old ones. Shouldn't be a big issue.

 

Does that go for the HUD visuals as well? I mean Challenge mode is easily adjusted for the new balance but I am not so sure about the HUD display. There's also the new Burst mechanic for Shadow Types.

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Is Yosuke really that good?  I would imagine having that kind of mobility would give him at least some weaknesess

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Is Yosuke really that good? I would imagine having that kind of mobility would give him at least some weaknesess

He doesn't have any weaknesses, that's what makes him good.

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So did Minazuki reach Narukami levels of bs or no?

P.S Narukami's D Zio...Jesus

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He doesn't have any weaknesses, that's what makes him good.

Except y'know, no health. Some Matchups require perfect play (Mitsuru, Narukami, Kanji, Akihiko)

 

(People acted like Yosuke was dominating tournaments because he was so good when he reality...he wasn't. Not saying he wasn't good, he was...but he wasn't winning tournaments non-stop. All 4 Yosukes got knocked out Round 1 at Arc Revo)

Edited by Pssych

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Yosuke is annoying. He's a fast little hedgeheg who's hard to catch.

Then they have him Oki.

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Looks like they gave Mitsuru a new midscreen route. Works on standing too. Problem is she needs to be close for the 2B to hit. She can also combo into Tentarafoo but if Panic state is still nerfed it doesn't do much (droit b will almost always be the better ender). Aside from that she still looks the same. Charged j.b is pretty situational.

Edit: I went in game to test. Currently Mitsuru's bufula d can absorb 1 projectile. In 2.0 it seems 2 be three. Does that mean bufula oki is back? Also droit b is faster start up. In that video she did a long combo with 2 droit b. The second droit should have whiffed with that amount of proration.

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Cross-posting Naoto change log:

 

 

5AAA (normal-type)

  • Can chain into AoA and sweep.

  • Forces crouching on hit.

 

2C

  • Increased untechable time.

  • Special-cancelable even on block.

  • Lowered opponent float on hit.

 

2[C]

  • Increased untechable time.

 

5DD

  • Now turns around to attack in opponent’s direction on startup.

 

j.A

  • Can only chain into itself up to 3 times.

 

j.D

  • Reduced untechable time.

  • Improved recovery on hit / block.

 

AoA

  • Armor / invincibility earlier in the attack.

  • Decreased recovery.

 

Shield of Justice

  • Reduced hitstop on catch.

 

Counter Shot and Counter Shot EX

  • Startup is slower, no changes to fastest possible follow-up.

  • Second hit onwards, takes 1 fate counter? 2ヒット目以降は運命カウンターを1つ減らすようにしました。

  • Counter Shot EX no longer wall bounces.

 

Safety

  • Overall recovery increased, no changes to recovery of fastest possible follow-up.

 

B Fangs

  • If Shadow-type and 0 bullets, auto-combo bonus

 

Various (Air) Fangs

  • Increased untechable time.

  • No increased untechable time after ground bounce.

  • Blowback on hit is smaller for A and B versions.

 

Air B Fangs

  • Increased landing recovery.

 

Air SB Fangs

  • Faster fall speed, lowered hitbox of second hit.

 

Various Zappers

  • Reduced poison effect time.

  • Faster startup of D and SB versions.

  • Faster persona movement speed of D and SB versions.

  • Increased untechable time of D and SB versions.

  • Opponent doesn’t float on hit during rush/charge portion of D and SB versions.

 

C Zapper

  • Smaller blowback, higher float.

 

D Zapper

  • Reduced recovery.

 

SB Zapper

  • Naoto doesn’t experience the hitstop of the attack.

 

Remaining Bullets

  • Bullet recovery begins when stance is exited.

 

Various Shooting Stances

  • Using B and SB Stance during stance starts the bullet recovery, similar to as if it were exited.

 

A Stance

  • Can quickly transition into various shots.

  • Removed advance input of A Stance.

 

B Stance

  • Projectile invincibility added to second half of movement.

 

SB Stance

  • Fatal recovery removed.

 

Various Shots

  • Can quickly perform different shots.

  • Can cancel into B and SB Stances.

  • Removed bonus fate reduction from entering stance with one bullet remaining.

  • Reduced recovery of final A/B/C shots and various SB shots.

 

Forward Shot (A Shot)

  • Can hold 4 during auto-combo to prevent accidental use of super.

 

SB Forward Shot

  • Faster startup.

 

Anti-Air Shot: Normal and SB (C Shot)

  • Final shot bounces off wall and ceiling.

 

Special Shot: Normal and SB (B Shot)

  • Reduced recovery.

  • Bigger blowback.

  • Increased knockback on block.

  • Reduce untechable time on SB version.

 

Various Megido

  • Fate reduction on hit is now always the same amount.

 

C Megido

  • Fate reduction is 3.

 

SB Megido

  • Reduced recovery on ground version.

 

SP Pistol A

  • Untechable time due to proration reduced? 補正によって受け身不能時間を減少するようにしました。

  • Increased untechable time.

  • Decreased Mute duration.

 

SP Pistol B

  • Fate reduction for second use is 1.

  • Decreased Fear duration.

 

SB Pistol

  • Slower startup of second (shotgun) portion.

  • Increased recovery.

 

Hamaon and Mudoon

  • Removed fatal recovery.

  • Untechable time due to proration not reduced? 補正によって受け身不能時間を減少しないようにしました。

  • Mudoon faster startup.

  • Mudoon continuation/duration (active frames?) increased.

 

Raid

  • B Shots take 2 fate counters.

 

Critical Shot

  • Fatal recovery.

 

Some Persona Attacks

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

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Wow.  Those Adachi changes...Those Naoto changes...Those MINAZUKI changes....Those Sho changes...and most importantly, Those Liz changes!!!  Somebody hold me, because these sounds WAY too good for ALL of my characters.  :)   Time to count the days.

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Hishouken? Oh, like Jin Kisaragi's projectile move in BB?

 

Aside from Yukiko's fans, the move where she throws out her Persona as a projectile is called "Vermillion Bird" in Japanese, "Phoenix Flame Swirl" in English

No, I think she says "Hishouken" with her 214+A (or B) move

 

Liking the Yosuke changes. I don't mind Gliding gone.

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I'll be adding some more to that doc of Minazuki changes later today btw, assuming no one else steps in with a more complete list before I can lol. THE HYPE IS OVERFLOWING

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Here's the updated version of the Minazuki changes that I'll continue to work on till I'm 100% on everything lol: https://www.evernote.com/shard/s157/sh/0b593e3a-f0d7-4485-9d14-551892f3af98/d312afb69e19e2b7df70c84cbfc0f7bc
Please let me know if you've got any missing info (there's not much left to add now) or notice any mistakes!

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