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[P4A] News & Gameplay Discussion

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1332963065_1.jpg

Release Date:

JPN - July 26th 2012

US - August 7th 2012

EU - 2012

Credits go to DevilTrigger and Dakanya for this. So it finally got revealed that the rumored balance patch is indeed not a rumor. Here are the changes scheduled for May.

+ Indicates a buff

- Indicates a nerf

= Indicates a neutral change.

? Indicates something I'm unsure of.

System Changes

  • Pound Combo: At the end of a match, the third hit of the pound combo will no longer grant a burst increase bonus
  • Skill Boost: Limits SP gauge increase and builds meter on use.
  • Fear Status: No longer able to break throws while in fear (Was already like this?)
  • Max Burst: Now only takes 67% of your burst gauge instead of 68%
  • SP Skills: SP gain will continue when SP skills are used at the beginning of a combo.
  • Mini - Jump: Can no longer be cancelled with specials.

Character Changes

Yu Narukami

+ j.2A: Added a P Combo (chain combo) route to Jump D

+ j.D: Yu’s descent timing is faster

- 2B: Hitbox has been adjusted; recovery time is increased slightly

? Ziodyne [236236C or D] (D version): Screen freeze timing is now the same as the C version; freeze time is increased

Yosuke Hanamura

? 5A: Hittable box has been adjusted

? 2A: Hittable box has been adjusted

- Sweep [2A+B]: Recovery time has been increased

+ (During Sukukaja) 5B, 5C, 2C, j.C: Can now be jump-cancelled

Chie Satonaka

- 5B: Fatal Counter property removed

- Skull Cracker [During Rampage, 236A or B] (SB version): Pushback on the second hit is larger

+ All Skills and SP Skills: All are Fatal Counter moves during Charge

+ Hyper Counter [b+D, Air OK]: The attack damage boost during Charge applies

? God Hand [236236C or D]: The scaling on the first hit has been strengthened.

- God Hand [236236C or D]: Chie incurs counter-hit state until the end of the move

Yukiko Amagi

- 2B: Total number of frames reduced.

+ 5AA: Faster start up speed

? Maragi [236C or D] (SB version): The attack start-up and Persona recovery time are now the same as the D version

Kanji Tatsumi

+ 5B: On ground hit and on guard, there is no pushback; pulls the opponent closer on counter-hit

+ j.A: Hitbox has been strengthened

+ Ground throw: Easier to use during dash inertia; damage increased

- Shuddap! [b+D]: Attack active frames decreased; recovery time increased

= Gotcha! [236C or D] (C version): Faces the opponent when done while crossing over

+ Gotcha! [236C or D] (D version): Persona is invincible during standby

+ Tatsumi-Style Peacemaking[236236A or B]: The falling chair after the attack builds SP Gauge on hit or on guard

Teddie (Kuma)

= All D attacks (Dr. Pepper NEO): SP build amount is doubled

+ All D attacks (Denden Taiko): Now increases SP Gauge on hit or guard (originally did not)

- All D attacks (Mystery Food X): No longer builds SP

Naoto Shirogane

= Fate Counter: At the beginning of the round, recovery speed is increased

? Shield of Justice [b+D]: When catching an attack, the hit stop forced on the opponent is based on the respective move’s hitstop.

+ Megido [214C or D] (C version): Untechable time greatly increased.

- Megido [214C or D] (C version): Same-attack scaling is strengthened

- Megido [214C or D] (D Version): Guard stun slightly decreased; bug which caused the explosion part of the move to disappear until it hit the opponent is fixed

+ Rifle: Rank 1[236236A, Air OK]: Length of the silence effect on hit is increased

+ Rifle: Rank 2[236236B, Air OK]: Length of the fear effect on hit is increased

+ Hamaon, Mudoon [236236C/D]: When the Unmei Counter is at 0, the opponent does not build Burst gauge on hit; when the Unmei Counter is at 0, The time count stops on hit

Mitsuru Kirijo

+ 2B: Invincibility against jump attacks starts up faster

+ 2D: Hitbox size is increased

- j.A: Hittable box has been adjusted; untechable time on counter-hit has been decreased

- Coup Droit [[4]6A or B] (A version): Mitsuru incurs counter-hit damage until the end of the move

+ Setsuna Samidare Geki [236236A or B]: Attack start-up speed is faster

? Bufudyne [236236C or D]: Hitbox has been adjusted

+ Mabufudyne [214214C or D]: The delayed start-up frames when the Persona is off-screen have been decreased; the range where the Persona will not warp is wider

Akihiko Sanada

- Infinite Block String has been removed

- 5B: Same-attack scaling has been increased slightly

- j.B: Same-attack scaling has been increased slightly

- j.C: Recovery time and landing recovery have been increased.

+ j.C: The air reset on counter-hit is higher (larger ground bounce on CH basically)

+ All D attacks: Pull airborne opponents closer

- Weaving [214C or D; (After Kill Rush) 4C or D] (C version): Lv0 Corkscrew and other follow-up attacks will not come out

+ Sweep [2A+B] after follow-up to all Skills: Start-up is faster, now low state from the beginning of the move

+ Thunder Fist [236236C or D]: Causes paralysis when blocked

+ Earth Breaker [222C+D]: Pulls in airborne opponents

Aigis

+ Mode Change [22A or B] (B Version): When cancelling Orgia mode, the Orgia gauge builds slightly

+ Great Shield of the Goddess [236236C or D] (C Version): Aigis’s pushbox has been removed during the forward charge

- Isan Kaihou Heiki Palladion [222C+D]: Instant Kill Technique can longer be used in a combo

Elizabeth

= Icon: Icon position has been adjusted

+ Agidyne [214C or D] (C, D version): Elizabeth’s recovery time is shorter

+ Memento Mori [214214C or D]: Lowest guaranteed damage increased from 30% - 50%

Labrys

= Icon: Icon position has been adjusted

- Axe Level: Axe Level does not increase at the end of a round

+ Goshiki Slash Axe [b+D]: Can now be charged by holding B+D before the attack; at maximum charge, the move forces counter-hit , causes a wall bound

+ Guillotine Axe [214A or B]: Counter hit state during recovery has been removed

+ String Arts "Tsurugi" [22A or B or C or D] (B, C, D version): Labrys’s total recovery is now the same as the A version

+ String Arts "Moujuu" [214214C or D]: Attack start-up is faster

Shadow Labrys

+ Guillotine Axe [214A or B]: Counter hit state during recovery has been removed

+ Goshiki Slash Axe [b+D]: Attack start-up is faster

+ Brutal Impact [214214A or B] (A Version): Attack start-up is faster; recovery time is shorter

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I'm not quite following, so... is the girl on the picture is kinda evil version of the robot girl? Console exclusive character?

EDIT: oh, Labrys is an Axe Girl, so her 'evil' version ^_^

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She's an evil version of Labrys, and will be released in Japanese Arcades on April 19th. She's therefore not a console exclusive character.

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She's an evil version of Labrys, and will be released in Japanese Arcades on April 19th. She's therefore not a console exclusive character.

Same with the case of Elizabeth and Labrys; they were intended to be console exclusives, but they also showed up on the arcade versions as well.

Aside from that though, I am pretty hype for this game. Hopefully there will be more console exclusive characters on the way. :)

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The persona of the last boss in the last episode of the anime looked dark ) Evil Izanagi, something like that. And the master himself has Hazama character, so it would be nice if...

BTW, I can't find the video posting thread -____-" please help. Sorry for offtopic.

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The persona of the last boss in the last episode of the anime looked dark ) Evil Izanagi, something like that. And the master himself has Hazama character, so it would be nice if...

BTW, I can't find the video posting thread -____-" please help. Sorry for offtopic.

Here you go, kind sir. :)

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Mike beat me to it, but yea.

We'll soon be able to find out more info about her but in the mean time you guys can take a look at the gameplay videos of here which I will link in the first post.

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Best case scenario, she'll be entirely different from original version in terms of moves etc. I don't want to see just a powered up, imbalanced, yet same character. Right?

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Maybe not all her moves, but some of her normals appear to be the same as Labrys. Ofc, they may have different properties and all, but we'll find that out much later.

She doesn't share the level up function that Labrys does.

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"Apparently" she is one of those puppet/shadow/double characters, so her persona would act similar to Nirvana/Igniz, Elfride or Little Eddie if you want different terms (BB, AH3 and GG respectively).

That's what the speculation was a while ago (its also on her descripcion, something about coordinating attacks with her persona).

We can only wait.

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Monitoring Nantoka's blog for now, since he's a big fan of Carl, Relius and Labrys, so I expect him to main Shadow Labrys. Nothing interesting so far, except that his Twitter is a pink hell full of double peace signs. Not like that's bad or anything.

"Apparently" she is one of those puppet/shadow/double characters, so her persona would act similar to Nirvana/Igniz, Elfride or Little Eddie if you want different terms (BB, AH3 and GG respectively).

That's what the speculation was a while ago (its also on her descripcion, something about coordinating attacks with her persona).

We can only wait.

Then again, every character here is like that, to some extent. Though I do like how she seems much more heavy-hitting than Eddie, Carl and the rest.

Well isn't that great. Now I wonder if they're animated, like in BB.

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cross-posting from s.labrys forum/mayonaka midnight, since this is pretty general info for s.labrys:

http://www.arcsystemworks.jp/p4u/chara/s_labrys.html

Movelist for S.lab is finally out. Hopefully a vid will follow later or the wiki will be updated for normals.

Translations:

R ACTION:

五式・スラッシュアクス - Type-5 Slash Axe

SKILL:

ギロチンアクス - Guillotine Axe

ギロチンエアリアル - Guillotine Aerial

地獄の業火 - Hell's Hellfire

バッファローハンマー - Buffalo Hammer

大屠殺 - Great Slaughter

SP SKILL:

支配への反逆 - Rebel Against Control

AWAKEN SP SKILL:

ブルータルインパクト - Brutal Impact

ティタノマキア - Titanomachy

edit:

bonus videos:

http://www.nicovideo.jp/watch/sm17588885 - match video (v teddie)

http://www.nicovideo.jp/watch/sm17588975 - moveset demo

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Poor Rise, she has to cheer up on Shabrys, too.

Seems like her Persona can actually be hit anytime, but at least it can guard itself.

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Man she looks difficult to use.

Her persona seems to be always active so I do not believe it will be hard for characters like Elizabeth to ocassionally get persona breaks. Sure Asterios can guard himself but it looks like he can only sustain a certain number of hits. Elizabeth has Maziodyne/Maragidyne which hit multiple times.

And Jya, slow - mo vid means it's by Yunyun again haha.

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A cross-post from the Shabrys board:

5C - A big punch from Asterios. Can be charged for longer knockdown.

2C - Asterios sends a long wave of fire from its horns. Has deceptively great horizontal range, can serve as a good anti-air.

8C - Asterios goes underground, then performs a huge uppercut. Can be charged to blow the enemy up higher.

5D/2D - Asterios guards itself. Since he's always on-screen, this helps avoiding constant Persona Breaks. There is no difference between 5D and 2D, it blocks both highs and lows just fine.

Buffalo Hammer (214C/D) - Asterios raises its hands, then hits the ground with both fists. Knocks down on hit, probably an overhead.

Infernal Hellfire (236C/D) - Asterios charges up and shoots a laser from his mouth, creating a pillar of fire at the point where it hits the ground, which blows the enemy upwards. The laser itself hits the enemy back into the pillar, but if it's done too close to the wall, the pillar is formed off-screen, so it can't damage the enemy.

Great Slaughter ([4]6C/D) - Asterios goes underground, then quickly charges at the enemy, swallows them, then spits them out upwards. The D version whiffs on close distance, but blows the enemy higher upwards. Can be followed up in the corner.

Rebel Against Control (236236C/D) - Asterios gives a huge side punch to the enemy, hitting the camera in the process. A generic super combo finisher; the D version makes Asterios glow red, maybe it's unblockable?

Brutal Impact (214214A/B) - Shabrys charges her axe for a while, then swings it for extreme damage. No idea if the move comes out before it's charged to the fullest.

Titanomachia (214214C/D) - Asterios charges up, then sets an area around itself on dark fire. The D version makes him appear behind the opponent right after charging up, but I'm not sure if it cross-ups.

IK (222A+B) - A fast and short-ranged grab which sends the enemy underground to Asterios's realm. All the usual IK things apply here, of course.

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Asterios' attacks have a really long startup, i wonder if S.Labrys can keep them busy while they charge.

Also she appears to have some sort of "power-up" super (Labrys install?) where 2 small flames appear next to S.Labrys, and a timer starts draining next to her meter bar. No idea what it does.

EDIT: And apparently her name is to be pronounced as "Labrys Shadow"

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I see I have to work for Mitsuru. Very well, I shall. It's like getting my academics up all over again which means irl I'd fail hard.

Since the article was a bit vague, when they unlock that means you can't use them in versus/training/etc. until you finish the story? Or just that their stories are locked?

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probably just means you need to play through certain ppl's story modes to unlock others, just like bbcs1.

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