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Xie

Xie's Laboratory - P4A Gameplay Video Q&A Thread

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Greetings, it is I, the completely average warrior Xie.

I am going to be testing system/character/etc mechanics in P4A and reporting my findings here. I have my own agenda, but I'm happy to share my findings in video form in this thread.

You can think of this thread as a normal Q&A thread, but instead of answering a question based on what I know currently, I will test your question in game and report my findings in video form. I can't promise I'll answer them in the order I receive them, I am a very lazy human being so I'll probably do work on it based on donation amount how much it interests me.

You can find me researching here: http://twitch.tv/xiei on random nights throughout the week. If you have a question, feel free to pop by or post it in this thread!

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1) Jump Startup + Unblock frames

2) Persona Break and active Persona attacks

3) Quick Escape Frame Data

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Yeah that happens a lot actually. Apparently if you call/command your persona right as it's getting broken, it'll still do whatever you called it to do. Might only apply to certain moves though, so would be interesting to know more.

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I have 2 questions pertaining to Yousuke if you get the chance to try them out :3

1st: I wanna know a couple things about his Parry(R-Action). First thing being that if you activate the trip counter but you're not close enough for it to connect, how much Invincibility is there on it and how much recovery is on the trip counter. I wanna know if you can legitimately punish the Activation itself by using a move with a disjointed hitbox i.e Akihiko 5C or Kanji 5C to activate and then punish after. I'm curious how risky it to throw against disjointed moves like that.

2nd: If you could find just how much faster Yousuke gets in his Sukukaja Install, That would be awesome. I'm mainly curious as to how the startup and recovery of moves are so I know how much I can pressure or how effectively I can get out of pressure.

So yeah if you check those things out, that'd be hella cool and brolike :3

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2nd: If you could find just how much faster Yousuke gets in his Sukukaja Install, That would be awesome. I'm mainly curious as to how the startup and recovery of moves are so I know how much I can pressure or how effectively I can get out of pressure.

It's almost instant, 100% invul, and has 0f recovery. I've been able to use it to go through Liz's command grab super and such from super flash.

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1st: I wanna know a couple things about his Parry(R-Action). First thing being that if you activate the trip counter but you're not close enough for it to connect, how much Invincibility is there on it and how much recovery is on the trip counter. I wanna know if you can legitimately punish the Activation itself by using a move with a disjointed hitbox i.e Akihiko 5C or Kanji 5C to activate and then punish after. I'm curious how risky it to throw against disjointed moves like that.

I was actually curious about this in the first Xie's lab streaming session, and we did test his R-Action out. I believe his taunt lasts for 32 frames, and then is invincible for 31 frames as he trips. We tested this with Yukiko's 5B fans on auto, so that the first would trigger his trip, and the second would go nearly all the way through, barely hitting him when he was no longer invuln (it would basically hit is back arm barely with it's hitbox). Additionally, if you look at the hitbox data for his trip, the range is HUGE, so the 5C range would have to be much much longer. I do know that I've tripped Akihiko's using 5C before, but it may not have been max range.

Moral of the story - if you trigger his trip, its near impossible to punish, and I believe that even if you do hit after the 31 frames of the trip, it isn't counter hit. It's much more effective to just bait and then get a fatal counter for your troubles.

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uhh is this the right thread to ask?

anyway

what are the requirements to unlock the navigators?

I've only unlocked Kuma and Mitsuru so far

how to unlock Yosuke, Aigis, Fuuka and Nanako?

I wouldn't want to waste my money to something that can be unlocked

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^are those legit?

I've met people who've fought more than 250 online matches and Fuuka's still locked

EDIT:

one more question, is an AOA an overhead?

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I was actually curious about this in the first Xie's lab streaming session, and we did test his R-Action out. I believe his taunt lasts for 32 frames, and then is invincible for 31 frames as he trips. We tested this with Yukiko's 5B fans on auto, so that the first would trigger his trip, and the second would go nearly all the way through, barely hitting him when he was no longer invuln (it would basically hit is back arm barely with it's hitbox). Additionally, if you look at the hitbox data for his trip, the range is HUGE, so the 5C range would have to be much much longer. I do know that I've tripped Akihiko's using 5C before, but it may not have been max range.

Moral of the story - if you trigger his trip, its near impossible to punish, and I believe that even if you do hit after the 31 frames of the trip, it isn't counter hit. It's much more effective to just bait and then get a fatal counter for your troubles.

Yosuke's R-Action can actually be baited by any jumping normal that hits his standing hurtbox.

Like so http://www.youtube.com/watch?v=XGJmGrDi5-c&t=59s

Punishing it won't give a CH, but it's actually pretty easy as long as you aren't too fast. If you have a good slow normal, like Labrys 2B, you can punish it without even needing to time anything.

And it's pretty much confirmed that, other than Mitsuru and Teddie, the navigators are unlocked through beating Score Attack with various characters.

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This game seems to have some kind of crossup prevention system, like in BB.

It's where you perform a really shallow crossup that should be blocked the other way (or at least, that's what it looks like), but instead the opponent can just block whichever way he wants.

I'm wondering how many frames this lasts.

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This game seems to have some kind of crossup prevention system, like in BB.

It's where you perform a really shallow crossup that should be blocked the other way (or at least, that's what it looks like), but instead the opponent can just block whichever way he wants.

I'm wondering how many frames this lasts.

So, no ambiguous cross ups? WOOT! Also, was wondering if there's option select safe jumping in this game. I think I saw an Akihiko do it against Kanji or Aegis iirc. He ran and did a normal jump to j.5B and the opponent woke up into DP and Akihiko whiffed the whole j.5B on him and was safe to block.

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Does anyone actually use All Out Attacks in practical gameplay? Of all the Japanese players I see fighting each other, I never see a single one being pulled off. I know they can be used for mix-up, but damn I never see it happen.

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Does anyone actually use All Out Attacks in practical gameplay? Of all the Japanese players I see fighting each other, I never see a single one being pulled off. I know they can be used for mix-up, but damn I never see it happen.

Depends on the character. Some have other options that are better, or they dont want to be in the range to risk it. Mitsuru and Aigis you'll rarely see it (except Aigis using it as part of her combo). Yukiko and Elizabeth's are horribly slow and is rarely used being they are primary zoning characters. If timed right it's a decent option to use for it's armor properties. I personally have cut down use of it so that I catch the opponent off guard not expecting it late in a match.

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http://www.dustloop.com/wiki/index.php?title=Damage_(P4Arena)#Awakening

While in Awakening, the character will receive the following bonuses:

  • A defensive boost: all damage is reduced to 62.5%. Meaning hitting the opponent with a 1000 damage attack would only inflict 625 damage when the opponent is in Awakening.
  • SP gauge max becomes 150 instead of 100.
  • Free 50 SP.
  • Unlock new super attack(s), which varies from character to character.

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Where did you even hear that that might be true? :v:

Edit: Oh, it's in the wiki. Why the hell...?

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