This past weekend, a surprise location test was started for the Persona 4 Arena sequel, reportedly titled Persona 4 P-1 Climax. The loketest was started, practically unannounced, at two locations -- Hey Arcade in Akihabara and Taito Station Nihombashi in Osaka -- and ran August 16th-18th. The game appears to be themed after the Dark Hour in Persona 3 and the game's subtitle "P-1 Climax" leads many to believe that this will conclude the story started in Persona 4 Arena. As the entire game's system mechanics appear to have been revised, this looks like a full update of the game rather than just a balance patch.
Read more under the cut![PRBREAK][/PRBREAK]
Some of the biggest news is the inclusion of two new playable characters: Junpei and Yukari. Additionally, every character excluding Elizabeth and Shadow Labrys also has a "Shadow Mode". This mode removes the ability to burst in exchange for a "Shadow Berserk" mode that costs 100 meter but provides unlimited meter for a limited amount of time. Additionally, Shadow characters carry over meter from each round. There have also been other important system changes throughout the game, such as: new autocombos for the entire cast, the number of persona cards you have is now character-specific, quick escapes are now frame 1 projectile invulnerable, moves can now be cancelled into short hop, and short hops can be cancelled into an air move much sooner, but said move will not be an overhead.
There's been a large accumulation of information, but I've compiled everything I could find into one massive changelist. This has been compiled from the work MikeMuscles already put in as well as some additional information that’s been translated by Stunedge (Ho-Chan) since then:
Universal System:
General
Guardroll added. This appears to be similar to KoF’sor Noel’s Counter Assault in BlazBlue; however, there appears to have been no footage captured of this. New autocombos for everyone Air moves can now be used after backdash. Attacks can be canceled into short hop Attacks can be done much sooner after a short hop, but are not overheads Damage seems significantly lower for ALL characters Special cancel possible after D followup for AoA Characters now have Skill Boost supers; 75 meter for more damage. (Some supers exempt) Gold burst nerfed, much longer overall frames. projectile invul from 1st frame for QE, Naoto trap, Yukiko agi, Mitsuru Bufula oki can all be dodged by wakeup QE recovery time after counter hit on air gets shorter for every characters (e.g. Naoto 5A anti-air, Yukiko 2B counter hit) AoA hit on air can be recovered very fast, no more guaranteed knockdown S hold system, holding A button for while will automatically activate some skill which is slightly different than the regular one (e.g. Yukiko will activate C maharagi with invul time New stage: Entrance to Tartarus.Shadow Mode
Shadow type characters carries meter over the round. Shadow characters have no burst and awakening. Shadow characters carry over their meter from the previous round. Shadow Burst/Berserk: Unlimited meter on a timer. Everybody has shadow mode except for shadow labrys and Elizabeth All shadow characters attack damage is lowered by 20% (Damage multiplied by .8) compared to normal mode Shadow Berserk mode costs 100 meter Shadow characters can activate awakening super anytime by spending 100 meter Using super during shadow berserk mode will shorten the activation time a lot (you can pretty much only do 3~4 super) Opponent can burst out during shadow berserk (unlike BBCP OD) All shadow characters have the same autocombo move from current version of P4U, not the new oneNumber of Persona Cards
Elizabeth – 6 Shadow Labrys – 6 Yukiko Amagi – 5 Teddie – 5 Naoto Shirogane – 4 Junpei Iori – 4 Mitsuru Kirijo – 4 Yukari Takeba – 4 Aigis - 4 Yu Narukami - 4 Labrys – 3 Yosuke Hanamura – 3 Kanji Tatsumi – 3 Chie Satonaka – 3 Akihiko Sanada – 2Other Notes
Blocked DP > Super still in. Whiffed DPs are not fatal counterable by all moves. False rumors. Only for some characters
ElizabethNew
5AAA changed j.2B like her grounded 2B. 2C On hit or block, grants a new indicator above her SP gauge: "1hdSwd Master" [T/N originally 小剣の心得, a skill gained by Thanatos at level 71 in P3]. Debilitate Command: Charge 6 -> 4 A or B Elizabeth floats into the air and throws a card downward. If either the card or Elizabeth is hit with an attack, the move activates. Opponent is sent skyward and inflicted with negative penalty. Version differences are in startup and counter duration. Can followup with 5B. Ziodyne When in Awakening, beam takes up almost the entire screen Non-awakening A version: Now only one hit, startup decreased. Bufudyne Non-awakening A version: Now only one hit. Opponent simply falls after first hit. Awakening B version: Shoots two waves after lifting opponent in the air. Agidyne Number of hits, recovery changed while in Awakening. Non-awakening C version: Number of hits decreased, fire ends about midscreen. Non-awakening D version: Number of hits decreased, fire ends about midscreen. Awakening C version: More hits than non-awakening, fire comes from behind after coming from in front. Awakening D version: More hits than non-awakening, fire comes from in front after coming from behind. Awakening SB version: More hits than non-awakening, recovery decreased (?) Garudyne Can no longer do Garu > land > combo outside awakening In Awakening, hitbox and power changes, locks opponent on hit. Launches opponent on last hit. Can combo SB Garu into 5C when in awakening. Non-awakening D version: Startup slower, increased recovery, uncertain on block.+ Buffs
Persona card count increased to six. Some specials (Zio, Bufu, Agi, Garu) are changed in awakening. Some normals are dash, backdash, and hop-cancelable. Zio and Garu can be performed during a backdash. DP Can feint by holding the buttons Feint animation is up to the actual point of the grab Does not seem to have much recovery SB dia has projectile invulnerability and recovers a large amount of life.- Nerfs
Being persona broken now hurts significantly more. It takes a long time to recover all six cards. 5C If first hit connects while very close to the opponent, second hit will go through them. Dash- or backdash-canceling first hit causes Thanatos to disappear without performing second hit.
Shadow LabrysNew
Public Execution ([2]8 C or D) Anti-air grab. Chain Knuckle Same as Labrys' version. 2C and 8C are having their commands swapped. Guillotine Axe, ground 214A or B, now groundbounces rather than giving hard knockdown. When using Titanomachia, number of attacks is shown above gauge. Can turn persona to auto-block mode by holding D buttons for while Can activate 2C, 8C and 5C from blockmode directly+ Buffs
6 Persona cards Massive Slaughter ([4]6 C or D) grants Fear on hit. Persona appears directly after wakeup (aka you can do wakeup punch super) Can mash 2C during block (2C which was originally 8C)- Nerfs
2B > 5B chain removed. DP no longer wallbounces on counterhit. After Titanomachia ends, a separate gauge appears, cannot use persona until gauge fully recovers. Axe 214A move has removed 1st hit, means 5B>214A is no more a guaranteed chain AAA does not give knockdown
YukikoNew
New move: Dancing fire(214 A or B) persona swings her wing out to attack, startup is fast on hit, knocks the opponent away a far distance with fire. SB version available, what it does is currently unknown New move: Vermillion bird, 214214 A or B requires level 6 or above fire. Sakuya rushes forward while on fire in a bird shape, normal version might not be on fire, but video showed one that was (might be SB only based on these notes? unclear) "SB version blows through opponents projectiles, fire attack." Not a super. SB Agidyne: two Agidynes come out. SB Maragidyne: the two Maragidynes happen at the same time. 5AA animation changed, vacuum effect Fire-level now goes up to lv 9+ Buffs
5 Persona Cards Agi and Agi SB speed has been increased 6B speed up, super fast 5C, 2C hop cancelable 5C, 2C dash cancelable- Nerfs
Can't jump cancel on blocked 2B C maragi is slower* Other
SB boost levels up 3 level at once but has much longer overall recovery
TeddieNew
Air AoA possible SB missile throws Two Missiles New move: Teddie does an uppercut, no idea what it's for Standing and crouching item throw has different item orders You can now do 2C in the air by doing J.2C New items: Barrier robot, Stealth robot, C3P0 hopper, Car also added. Car is fast and may cause charm.+ Buffs
5 Persona Cards- Nerfs
Teddie DP recover is FC more recovery on j.C D missule recovery icreased? Unconfirmed
whether you can throw buckets with standing, then throw it again with crouching is not confirmed? SB teddie circus goes through the screen twice? or you can control left/right better?
NaotoNew
2nd hit of AAA is low New move: Venom Zapper (Venom Blade), inflicts Poison. Can combo after 5C. Gun meter shows the remaining bullets SB J236236AB does 236236A and 236236B at sametime, silence + fear + fate count 6+ Buffs
Double Fangs now useable in the air. 5D has less recovery, longer untechable time on hit During a combo, from the second time onward that a move that reduces fate count is used, it will reduce the count by only 1 (trap > trap in combo only reduces 4)- Nerfs
Sweep > 5D gatling removed. Reloading bullets has more recovery Traps have more recovery SMP Loop removed. No longer possible to loop B Double Fangs. Bonus proration on Mudoon has been removed, Mudoon startup is slower? Unconfirmed
?During Critical Shot, inputting additional shots auto-corrects Naoto's direction?
MitsuruNew
New move: Tentarafoo, confuses opponent. Performed with [4]6C/D New move: ground ice wave projectile. SB Bufudyne takes up roughly 3/4 of the screen Specific B Normals can be canceled by holding down the button long enough. Sweep is short hop cancel-able on block. Hop > j.B is relatively fast.+ Buffs
Bufudyne appears to come out faster. 2DD now causes slide, side swaps and followup combos presumably easier 5C is now dash and backdash cancellable.- Nerfs
Bufudyne is no longer air-unblockable If her DP is blocked, she slows down and is easily punishable. 2B is slower Can only combo 2D > 5B during fatal counter starters. This may be a proration nerf, so it might be doable in other situations as well. D follow up doesn't pull as far (Not sure how this will affect combos) 5AA is lower. (Confirmed now that this makes 5AA > 5B air combos impossible, so this is a bad thing.) Bufudyne is smaller Droit hitbox is smaller (assuming smaller vertical hitbox, will catch airborne opponents less)* Other
D Bufula travels roughly half screen distance, but this appears to restrict usage for oki. 5D and JD is still comboable, just in a different way Possible for new autocombo to combo start to finish on air hit. It seems like corner fatal combos are possible, very similar if not identical to what's currently possible.? Unconfirmed
Possible major damage nerf Invuln changes to 2B and sweep (Assuming this is a bad thing) DP range shortened / DP hitbox changed (assuming smaller) Coup Droit B is "much shorter" -- Mixed opinions on this, but most people seem to agree that it seems like it might be at least slightly shorter Coup Droit A is "slower" -- Mixed opinions on this. AoA faster? (rumored, not confirmed) Tentarafoo might not hit while opponent is frozen?
AigisNew
Something called "airboost" is tied to A+B, new move New move: Orion is a new super which is an air command grab New move: moving command grab Air radical cannon SB shield charge: she comes back across for a second pass(wat) Can walk in Orgia Hovering input is tied to 2A+C in some way. New Anti-Air 2C. Can sjc to confirm into a combo.- Nerfs[*]slower start up on j.2B and j.C[*]Some changes to Megido, proration increased heavily so multiple megdios not possible.[*]Air horizontal machine gun removed[*]22B has increased recovery.* Other[*]Boosting/backdashing in Orgia consume less gauge now.
Yu
New[*]Gatotsu (New super that does not require a Persona, command unknown)[*]A feint for 214B[*]Command grab[*]236A/B Info: 236A - Short dash followed by a slash from his sword/236B - Short dash followed by a throw[*]236D is chargeable, Yu can move while persona stands still charging, 5D>236D~[*]SB cross-slash is really long in horizontal range+ Buffs[*]5C Dash and backstep cancellable[*]j.D now has faster startup- Nerfs[*]Sweep>5D can no longer be done[*]5C and 2B can no longer jump cancel upon block.* Other[*]214B causes bounce on FC only, knockdown otherwise. j.214B still causes bounce.[*]j.214AB causes knockdown? Unconfirmed[*]3rd hit of auto combo is now a mini-DP, can now backdash on block?
Labrys
New[*]New move: Persona shoots bubble. Traps opponent on hit[*]New move: Similar to Testament's Gravedigger.[*]New gatlings: 5AA>2B 5AA>5B 5AA>2AB[*]Original jBB is j2B now[*]jBB input is still there. Doesn't rise Labrys in combos[*]SB Beast does more damage. Burns Axe meter. SB red-axe beast, 4000dmg guaranteed in combo[*]SB Gears cover the whole ground.[*]SB tsurugi: B and D come out at the same time (new attack is apparently projectile type. Two spikes come out!)+ Buffs[*]Fully charged 2B is unblockable[*]Fully charged DP is unblockable[*]j.A>j.B works. Either j.A's attack level increased, j.B is faster, or both.[*]5C's hitbox was extended upwards.[*]5B can be dash or backstep cancelled[*]5D(The 1st two arrows) is faster.- Nerfs[*]j.B hitbox weakened. Top of the jB hitbox is similar to 5B now.[*]Only has 3 persona cards[*]5AA>5AA Loop doesn't work anymore[*]Starts the beginning of the match(1st round) always at blue axe instead of green. Axe meter still carries over between rounds.[*]2B is slower and harder to use during combos. Very dangerous to whiff.? Unconfirmed[*]Brutal slash activates as soon as you take an attack from an enemy?[*]2B has changed. Opponent floats higher?[*]SB Beast appears to do a lot of damage even at lower axe levels.
Yosuke
New[*]Glide is still in, faster but shorter.[*]j2B is now done with jAB[*]Kunai inputs have been changed to j2A (A Version), j2B (B Version) and j2AB (SB Version)[*]He has an actual teleport in Sukukaja.[*]Has a new auto-combo during Sukukaja.[*]New Move dubbed "V Slasher" (Similar to Leona's V Slasher) "V slasher is a move that moves diagonally down/diagonally nigh fullscreen depending on button." SB Version does a W Shape.+ Buffs[*]Kunais now knockdown[*]jC hits twice[*]5B and 5C and be dash canceled.- Nerfs[*]Moonsault may have lost invulnerability[*]Sukukaja is shorter[*]3 persona cards[*]All Out Attack is slower, CH 5B > AoA no longer connects
Kanji
New[*]New Move: Shoulder Charge. Projectile Invulnerable.[*]SB chair super wallbounds on last hit. (Functions like Naoto wallbound?)[*]214214CD doesn't have 0F startup, but increased range over 214214C/D.+ Buffs[*]236A/B performable in air.[*]Command Throws are available in Persona Break.[*]5C causes Paralysis on hit and is dash cancellable[*]5B > AoA now works[*]j.B>j.B>j.236A/B works, but might be FC only.[*]5C can be canceled into 214C(!?), might be why 5B > 5C is gone.- Nerfs[*]Persona Cards lowered to 3.[*]j.B to 214B no longer works.[*]Air backdash distance reduced by half.[*]Normal grab range shortened.[*]Recovery after j.C is increased.[*]j.B Untechable time reduced[*]removed 5B>2B, 5B>5C[*]236B followup is slightly different and hard to hit in many situation (kanji jumps higher to attack)[*]Cannot do personaless 214C when 5/j/2D is active.? Unconfirmed[*]5AA and 5AAA are now different. 5AA now hits like A.B.A.'s Moroha HS, 5AAA throws the opponent into the air. Theoretically can combo after that with air moves. 5AA has the same cancel options as it does now.[*]236A followup changed, not quite sure how at the moment. SB version is either unchanged or just hasn't been changed yet.[*]Faster sweep[*]D grab changed (able to move before throw comes out?)Shadow[*]Shadow activate looks like it can be used as an OMC。5AA sweep > activate > 2C possible.[*]by the way, ~Sweep >Activate > 5C > 236AB > 236236a > 214214C only does 5k[*]Near, corner, AoAD> 2A > 2B > CorD tackle comboed, but it seemed like 5A would not combo afterwards
Chie
New[*]move similar to yun's lunge punch. can chain into black spot on guard. SB version fatals and wallbounces[*]j.BB removed, the second hit can now be done with j.2B[*]2C's animation changed, and now freezes the opponent on hit.[*]SB god hand gives 2 god hands[*]SB meteors appear behind the opponent, forcing them towards you.[*]- Nerfs[*]3 persona cards[*]DP hasn't changed much, but recovery is now an FC state[*]b skullcracker is harder to combo with/harder to combo off of[*]Agneyastra now shoots less meteors and will completely disappear if the persona is hit.[*]Sweep>5DD no longer gives true guaranteed oki. Can non-tech to get hit out, or possibly hit persona with anyone's 5A?[*]AoA is much slower* Other[*]5Bch>2C>charge>~ confirmed[*]SB charge will charge up to Lv2 but with half-bar only
Akihiko
New[*]Cyclone cancels now go up to 5[*]New move: sonic punch 22A/B rush forward and do an upper, changes based on cyclone[*]2C Changed to be anti air attack (uses 'grab', but not the word for grab they usually mean for command grabs), and causes knockdown+silence[*]New autocombo is some straight up DBZ stuff[*]B cork floats at some cyclone levels[*]Comboing into lvl5 Cork or SB Cork is fatal[*]Third hit of 5AAA cyclone cancellable on block.+ Buffs[*]Suction on D is much longer[*]SB counter move gave 40 meter on success- Nerfs[*]2 cards[*]Sweep>D is no longer possible[*]Can not use the same move again during cyclone chain? Unconfirmed[*]comboing with DP might be harder (sounds like lv2 up untech time is adjusted, probably due to cyclone levels? that's my speculation though. 5B still fatals for sure, might be to change combo routes on that)[*]footage confirms comboing into hook can give you a fatal mid combo, guy drops combo immediately after however?[*]Combing into lvl5 hook fatals as well?Shadow[*]Shadow Aki can cancel A Cork > SP Duck > B cork, tested by Domi In shadowburst
The above was originally compiled by MikeMuscles from info given or translated by Jiyuna, Stunedge, Omex, Dom, and Myung. I've added or changed some based on information that has come out since the last time the list was updated. Below is some information about the new characters coming from the videos that made it out of the loketest; however, the videos have since been deleted:
Here's how Junpei's mechanic's works:Junpei:
Strikes - 3
Balls - 4
Out - 3
Round 1:
1. Landed 1 hit, Went to first base
2. Whiffed a special, receieved a Strike.
3. Liz hit Junpei, Strike was taken away, Out was gained
4. Did a combo, went to secdond base (Still 1 out)
5. Whiffed 2 specials and recieved 2 outs.
6. Got hit, lost both strikes and recieved another out (2 outs)
7. Got hit again, gained the final Out, bases reset.
8. -Learning Junpei intermission- (He landed 3 combos and got 3 bases, landed a normal and went to level 1)
9. Whiffed a DP and got a Ball
10. Did a combo, leveled up to level 2 (Bases were still loaded from leveling up from level 1)
11. Landed 2 more hits and leveled up to level 4 (Bases still loaded)
Round 2:
1. Level 4 still, bases reset
2. Gets hit, receieves an Out.
3. Whiffed a DP, got a Strike
4. Whiffed a normal, got another strike
5. Whiffed a special, got a 3rd strike, recieved an Out (currently at 2)
6. Got thrown, everything was reset (still level 4)
7. Shit happens and can't see any more.
Round 3:
1. Still level 4, empty field
2. Got a hit, First base.
3. AoA, Second base.
4. AoA C follow up, Third base.
5. Liz blocked, recieved 1 Ball
6. Got hit by a DP, lost ball but receieved an Out
7. Got hit by Counter, recieved a second out
8. Got hit by 5B, 3rd out and empty field (Still level 4)
9. Nothing interesting happens.
Summary:
Junpei seems like a Frank West (from UMvC3).
Whenever he lands a hit with a bat, he gains a base, 4 bases = 1 level. He'll continue to gain levels until he receives 3 Outs.
Outs are achieved by getting hit.
whiffing a bat will earn a strike and 3 strikes will earn an out (3 strikes and you're out!?).
Blocking a bats grants him an Ball, 4 Balls = 1 base.
Levels carry over from round to round (Max is 10, higher level = more powerful (unsure how powerful)) but Outs / Strikes / Balls and Bases do not.
Strikes / Balls are reset when he gains a Base.
At first it seems a confusing but it's actually pretty simple, think of it as a hype meter:
Hitting things = Hype
Watching someone block your shit = kinda hype?
Getting hit = Not hype
His Super gains 2 levels automatically
Strikes and Balls are reset when a base is gained
-----------------------
1 Bat hit = 1 base
1 Whiff = 1 Strike
1 Blocked attack = 1 Ball
Getting hit = 1 Out
4 Balls = 1 base
3 Strikes = 1 out
3 Outs = Reset field
4 Bases = 1 level and will gain 1 level for every bat hit until 3 Outs are gained
It has been reported that Junpei may only receive a powerup at 10 runs/levels and that he has "sweetspots" on some of his moves that give him assured runs.
Yukari has been reported to play like Hawkeye (UMvC3) and Elf (Dragon's Crown). She is able to throw out traps, such as a mini-bomb with a parachute attached that she can shoot with her arrows to cause it to explode. She also appears to have moves that let her shoot more than one arrow at a time.
Sadly, the loketest footage that was on youtube has been taken down. You can still find a lot of images located at Famitsu, 4Gamer, and Dengeki Online.
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