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[P4AU] Yu Narukami 2.0 Changes

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-Included P4U2 2.0 frame data http://pastebin.com/zzU5HG7X

 

Taken from Xie's translation

Narukami

Standing A (Both Forms)

Reduced attack active frames

 

Standing AAA (Shadow)

Can be canceled into sweep

 

Standing B

Increased recovery time

 

Standing C

Worsened frame difference on block

 

Crouching C

On air hit, floats lower

 

Crouching D

Time until persona disappears is now shorter

 

Jumping 2B

Can now be inputted via diagonal inputs

Reduced lower area hitbox size

 

Jumping C

No longer floats on ground counter hit

 

Jumping D

Time until disappears is now shorter

Removed landing recovery

If Persona is in front, will perform the attack from that position

 

All Out Attack

Reduced recovery time

 

Ground Throw

Lowered float height on hit, can no longer be combo from

 

Air Throw

Reduced untechable time

 

B Heroic Bravery

Made the earlier animation frames easier to differentiate. No change to performance

 

SB Heroic Bravery

Changed attack properties, is now a strike attack

 

Zio (All Versions)

All air versions are now counter hit state

All air versions cannot land before attack startup is finished

 

C Zio

Increased projectile speed

Increased time gap before Narukami can move again

 

D Zio

Changed attack properties, is now a projectile that flies faster than C version

Made the Persona appear closer by

 

SB Zio

Changed attack properties, is now a large projectile that move slowly

 

Raging Lion (All Versions)

Ground versions are now all Fatal Recovery state

 

B Raging Lion

Reduced recovery time

Reduced untechable time

Increased landing recovery when the button is held down

Decreased movement speed when the button is held down

 

Swift Strike (All Verisons)

Increased attack hitbox size of interior and upper area

Removed Fatal Recovery state from D and SB versions

Decreased untechable time for B+D follow up to SB version

 

Lightning Flash (All Versions)

Removed Fatal Recovery state

Charging attack portion for the A and B versions now causes stagger on hit

Charging attack portion for the A and B versions can now be One More Canceled

 

D Ziodyne

Decreased startup time for the ground version, increased startup time for the air version

Reduced recovery time

Decreased untechable time

Persona will turn to attack opponents from its current location

 

SB Ziodyne

Decreased startup time

Decreased recovery time for the ground version

 

Cross Slash (All Versions)

Added Fatal Recovery state

Increased startup time

 

Myriad Truths

Changed to projectile attribute

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Zio)

 

[collapse]CONFIRMED CHANGES:
 
- SP Heroic Bravery is now a strike move
- D Ziodyne has faster start-up and a greatly reduced recovery
- Zio's performance has been changed. D-version is a fast projectile and the old D is now the SB version
 
JAPANESE TWITTER POSTS (warning, google translate engrish interpretation)
 
-Not lead J2B from the sky throw. Correction lightly. Knock back increase? The decrease in 1600dm from 1800dm.
(J2B no longer combos from air throw. Damage lowered from 1800 to 1600)
 
-Wall bound Delete the throw. sc possible. Cass hit at the end throw sc Shiden. The increase in 1400dm from 1100dm.
(Ground throw no longer wallbounces. Can be super cancelled now with Lightning Flash. Damage increased to 1400 from 1100.)
 
-Ziodyne: the first stage 4 adding 10> the first stage 6 adding 5
(???)
 
-From Raijin dance performance minimum guaranteed 3240 to 2860
(Thunder God Dance minimum damage lowered to 2860 from 3240)
 
-SB Zio, it is allowed to guard + 11F be
(SB Zio is 11+ on block)
 
-I was relieved to to always be able to combo of the street because 5A start has not changed adding it to be 5AAAJC appropriate B Lion 〆 without any problems but became worse
(I think 5AAA > J.C > B lion is still in tact)
 
-I was there attention because 5A start is the same as the 2A starting
(Xie: Says they "are the same starter" now. Probably relates to proration?)
 
-Is insanely strong D Jioda
(D Zio or Ziodyne is very strong?)
 
-Air C · D Geo delicately rigid.
Jump under B-turning decision weakening it (it is not hit and not attract)
(???)
 
-I'm shadow Bancho ...
C cross 2559
D cross 3164
SB cross is slower than before occurred, with a C cross of electric shock
I do not need SB cross ...
(C cross slash and D cross slash do less damage. SB cross slash has less damage)
 
-Low altitude SB Lion is pick up as usual at 2A
(2A pickup after SB Lion)
 

-Bancho is unchanged range of J2B. Now do with this most happy change,J2B comes out even 3 even 1
(J2B unchanged. J1B and J3B should be possible?)
 
-Though due to and correction, immediately passive possible after combo 〆B lion (5AA5B5C> C Sekka> 5A5C2C> B Lion stiff substantial increase of Al-air C Gio clearly landing stiffness after · B Lion feint to be passive, and stagnation in the air and, landing stiffness is not, misplaced anger SB cross does not lead
(Corner combo bnb was nerfed?)
 
 

You can find the loketest changes HERE [/collapse]

 

edited by grove03

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-Low altitude SB Lion is pick up as usual at 2A

(2A pickup after SB Lion)

Pretty sure this one was j.214AB, not 214AB, so you could do something like:

2C > 214B > 2B > 5C > j.214AB > 2A > etc

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CONFIRMED CHANGES:

 

- SP Heroic Bravery is now a strike move
 
-I was there attention because 5A start is the same as the 2A starting
(???)
 
-I'm shadow Bancho ...
C cross 2559
D cross 3164
SB cross is slower than before occurred, with a C cross of electric shock
I do not need SB cross ...
(C cross slash and D cross slash do less damage. SB cross slash has less damage
 
-Bancho is unchanged range of J2B. Now do with this most happy change,J2B comes out even 3 even 1
(J2B unchanged. J1B and J3B should be possible?)
 
 

 

Interesting...

 

I'm going to miss the SB command grab, but I hope they make the strike a bit useful or give us a reason to use it. So 5A will have a bit more startup to match 2A's 7 frames... I don't know if that's bad but it does sound like it. Cross Slash receiving damage nerfs is not unexpected and I can live with that and it's still a great move regardless anyways. Looks like the SB version of CS is now officially obsolete not that I cared about it in anyway.

 

The J1B and J3B notes are interesting... I wonder if it's a part of JB that will be added or it's J2B but it comes out at different frames. Could be wrong... but that's a complicated one. 

 

The changes that worry me the most is 5A having the same start up as 2A...that's pretty much it. Other than that I can live with the other changes. Wonder if there are more but haven't been announced yet.

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Interesting...

 

I'm going to miss the SB command grab, but I hope they make the strike a bit useful or give us a reason to use it. So 5A will have a bit more startup to match 2A's 7 frames... I don't know if that's bad but it does sound like it. Cross Slash receiving damage nerfs is not unexpected and I can live with that and it's still a great move regardless anyways. Looks like the SB version of CS is now officially obsolete not that I cared about it in anyway.

 

The J1B and J3B notes are interesting... I wonder if it's a part of JB that will be added or it's J2B but it comes out at different frames. Could be wrong... but that's a complicated one. 

 

The changes that worry me the most is 5A having the same start up as 2A...that's pretty much it. Other than that I can live with the other changes. Wonder if there are more but haven't been announced yet.

 

I think it just means that j.1B and j.3B inputs will give you j.2B instead of j.B, like how doing 1/3X on the ground gives you 2X.

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-Though due to and correction, immediately passive possible after combo 〆B lion (5AA5B5C> C Sekka> 5A5C2C> B Lion stiff substantial increase of Al-air C Gio clearly landing stiffness after · B Lion feint to be passive, and stagnation in the air and, landing stiffness is not, misplaced anger SB cross does not lead
 

I think this one means: It's possible to recover faster after Lion B in the corner bnb (this would be bad), more landing recovery after air Zio C, Lion B feint takes longer, DP ch into Cross Slash SB doesn't work anymore.

 

Ouch, the nerf bat sure hurts. 

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CONFIRMED CHANGES:

- SP Heroic Bravery is now a strike move

- D Ziodyne has faster start-up and a greatly reduced recovery

- Zio's performance has been changed. D-version is a fast projectile and the old D is now the SB version

JAPANESE TWITTER POSTS (warning, google translate engrish interpretation)

-Not lead J2B from the sky throw. Correction lightly. Knock back increase? The decrease in 1600dm from 1800dm.

(J2B no longer combos from air throw. Damage lowered from 1800 to 1600)

-Wall bound Delete the throw. sc possible. Cass hit at the end throw sc Shiden. The increase in 1400dm from 1100dm.

(Ground throw no longer wallbounces. Can be super cancelled now with Lightning Flash. Damage increased to 1400 from 1100.)

-Ziodyne: the first stage 4 adding 10> the first stage 6 adding 5

(???)

-From Raijin dance performance minimum guaranteed 3240 to 2860

(Thunder God Dance minimum damage lowered to 2860 from 3240)

-SB Zio, it is allowed to guard + 11F be

(SB Zio is 11+ on block)

-I was relieved to to always be able to combo of the street because 5A start has not changed adding it to be 5AAAJC appropriate B Lion 〆 without any problems but became worse

(I think 5AAA > J.C > B lion is still in tact)

-I was there attention because 5A start is the same as the 2A starting

(Xie: Says they "are the same starter" now. Probably relates to proration?)

-Is insanely strong D Jioda

(D Zio or Ziodyne is very strong?)

-Air C · D Geo delicately rigid.

Jump under B-turning decision weakening it (it is not hit and not attract)

(???)

-I'm shadow Bancho ...

C cross 2559

D cross 3164

SB cross is slower than before occurred, with a C cross of electric shock

I do not need SB cross ...

(C cross slash and D cross slash do less damage. SB cross slash has less damage)

-Low altitude SB Lion is pick up as usual at 2A

(2A pickup after SB Lion)

-Bancho is unchanged range of J2B. Now do with this most happy change,J2B comes out even 3 even 1

(J2B unchanged. J1B and J3B should be possible?)

-Though due to and correction, immediately passive possible after combo 〆B lion (5AA5B5C> C Sekka> 5A5C2C> B Lion stiff substantial increase of Al-air C Gio clearly landing stiffness after · B Lion feint to be passive, and stagnation in the air and, landing stiffness is not, misplaced anger SB cross does not lead

(Corner combo bnb was nerfed?)

You can find the loketest changes HERE

So S. Narukami receives less damage in all cross slashes...thats interesting they did that. Tho C version cross slash as it was, was only really devastating on a CH. For the D version I really never use it. SB version was pretty solid, in a good S. Combo for an ender.

Ah well...just gotta wait and see it in motion. Since shadows SP meter decreases a lot faster getting a good combo is gonna have to be earned! Lol! (Also it's odd because shadows did 20 percent less damage already... Unless they totally scrapped that in the update)

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So S. Narukami receives less damage in all cross slashes...thats interesting they did that. Tho C version cross slash as it was, was only really devastating on a CH. For the D version I really never use it. SB version was pretty solid, in a good S. Combo for an ender.

Ah well...just gotta wait and see it in motion. Since shadows SP meter decreases a lot faster getting a good combo is gonna have to be earned! Lol! (Also it's odd because shadows did 20 percent less damage already... Unless they totally scrapped that in the update)

They changed shadows' base damage, idr if it was 10% less now or something but it's changed

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I am just reading all this today and some changes look really devastating to my feelings and there are others that I do not care.

Have they announced the release date for 2.0?

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I think I figured out what some of the patch notes for 2.0 Yu meant
 
-5A: the first stage 2 addition 2> the first stage 4 adding 2
-5C: the first stage 0 adding 1> the first stage 2 addition 1
-JC: the first stage 3 adding 2> the first stage 2 addition 1 
-sky throw: the first stage 0 adding 15> the first stage 0 added 12 
-misplaced anger: the first stage 8 adds 1> the first stage 10 added 1 
-C Sekka: the first stage 2 addition 5> 0 the first stage adding 6
-D Sekka: the first stage 5 adds 1> the first stage 3 adds 3
-SB Sekka: the first stage 3 adds 3> the first stage 5 adding 1
-B Lion: the first stage 5 adds 3> the first stage 3 adds 3 
-C Geo: the first stage 0 adding 1> the first stage 3 adding 1 
-D Geo: the first stage 0 adding 3> the first stage 3 adding 1 
Shiden: the first stage 4 adding 1> the first stage 10 adding 1
· Jiodain: the first stage 4 adding 10> the first stage 6 adding 5
 
these are talking about proration i think
I used 1 = 100 to change these numbers into proration values we have
For example, 5a is 200 p1 200 p2, and we've heard of it getting prorate changes(via Xiei)
Shiden currently having 400 p1 100 p2, now it says 1000 p1 100 p2.
All of the current values listed are consistent to the wiki's frame data.
 
Based on this deduction, they nerfed 5C, 5A, "misplaced anger"(lol), 214AB, 236C, 236D(CD in current), Shiden, and Ziodyne as starters, whilst they buffed j.C, 214D/CD, 236D, and Ziodyne as combo fillers.
 
Seems like they don't want you to get easy damage off random hits, especially on Shiden lol

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From the 2.0 change log:

 

 

5A (common)

  • Reduced active frames.

5AAA (shadow)

  • Can chain into sweep.

5B

  • Increased recovery.

5C

  • Worsened recovery on block.

2C

  • Lower float on air hit.

2D

  • Persona disappears earlier.

j.2B

  • Also comes out with j.1B / j.3B input.

  • Lower hitbox made smaller.

j.C

  • Doesn’t float on ground counterhit.

j.D

  • Persona disappears earlier.

  • Removed landing recovery.

  • Persona attacks from its current position.

AOA

  • Reduced recovery.

Ground Throw

  • Lower float on hit, unable to follow up.

Air Throw

  • Reduced untechable time.

B Heroic Bravery

  • Made startup easier to see. Overall duration / recovery unchanged.

AB Heroic Bravery

  • Performance change, changed from a throw to a strike.

Various Zio

  • Counterhit state on recovery of air versions.

  • Can no longer land before attack starts up.

C Zio

  • Faster projectile speed.

  • Longer recovery on air version. (More time before Narukami can move after using it.)

D Zio

  • Performance change, faster projectile than C version.

  • Persona appears near Narukami on use.

SB Zio

  • Performance change, stationary projectile.

Various Raging Lion

  • Ground versions are fatal recovery.

B Raging Lion

  • Reduced recovery.

  • Reduced untechable time.

  • Increased landing recovery of feint.

  • Decreased movement speed of feint.

Various Swift Strike

  • “Inner” and upper hitboxes largened.

  • Removed fatal recovery from D and SB versions.

  • Reduced untechable time on the SB version’s additional (B+D) attack.

Various Lightning Flash

  • Removed fatal recovery.

  • Opponent in stagger state when hit by the rush portion of A and B versions.

  • Can OMC on the rush portion of A and B versions.

D Ziodyne

  • Ground version starts up faster, air version starts up slower.

  • Reduced recovery.

  • Reduced untechable time.

  • Persona attacks in direction of opponent from its current location.

SB Ziodyne

  • Faster startup.

  • Reduced recovery on ground version.

Various Cross Slash

  • Fatal recovery (all versions).

  • Slower startup on SB version.

Myriad Truths

  • Changed to projectile attribute.

Some Persona Attacks

  • Persona invincible between persona appearance and attack startup: 5C, 2C, j.C, Zios

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Cross Slash with FR: I do not care about Cross Slash having fatal recovery, this move was not that good as reversal anyways.

 

AB Heroic Brave: I hope that a combo can be continued after this and looks like a good frametrap.

 

Raging Lions with FR: This is painful. They were not that safe to begin with, though

 

Raging Lion Feint with increased landing recovery hurts a lot lol

 

D Zio: Holy shit, this is good, those long distance punishes will be fun lol

 

D Ziodyne: This move looks a lot better now, being able to move without OMC is pretty nice.

 

SB Zio: I wonder if we will be able to use it in a combo (besides as starter)

 

Sword Car without FR: the move is still unsafe, so this is just meh, not very important

 

5B with increased recovery sounds dumb.

 

Well, those are the changes that caught  my attention the most. Overall I think he did not get better or worse, he is just changed and it looks like the shadow will be even better than normal Narukami.

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I don't know if they'll change it, but from the video S.Yu was doing 90% of P4U2 1.1 Yu's damage (rather than 80%), so that at least might be a buff.

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edited the first post to have the translation changes for p4au 2.0

 

and collapsed PKgaming's original post

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Minor correction on general Zios after cross-referencing with Xie's TL (not fatal recovery!):

 

 

Various Zio

  • Forced counterhit state during recovery of air versions.

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Since 5B is -12 on block now, we can assume that it's recovery is 24 now. It's a shame we can't get the recovery values for some of his other moves, like 236AB / 236CD.

 

 


  1. Raijin Enbu                  A Lie                
 
 
lol

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