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Justice7541

Boss Mode Characters Bufflist

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Because people keep asking this in the general thread.  Not sure if complete, going off the top of my head for some of these, so let me know if I missed anything and I'll edit.

 

In general:

- All characters get health and damage buffs (exact amount of buff varies by character)

 

Yu:

- All special moves can be canceled each other freely (basically permanent Shadow Rampage but better)

 

Yosuke:

- Permanent Sukukaja (allows him to do his new Sukukaja super infinitely for free)

 

Yukiko:
- Permanent Fire Break

- Starts at max Fire Boost level

- Throws three fans with each toss

 

Kanji:

- Sweep is super fast and goes farther

 

Teddie:

- Circus Bear goes back and forth three times in total

 

Akihiko:

- Permanent Thunder Fists

- Always at level 5 Cyclone level

- 5D stays out forever

 

Aigis:

- Starts in Orgia mode and has infinite Orgia gauge

- Starts each round with 999 bullets

- Megido Fire has more hits

 

Shadow Labrys:

- Asterius move startups are faster

 

Chie:

- Permanent Level 3 Power Charge

 

Naoto:

- All attacks reduce Fate counter

- Bullets reload instantly

- Increased meter gain

- Can fire DP countershot without actually countering a move

 

Labrys:

- Permanent red axe

- Unblockable super is really fast

 

Mitsuru:

- All attacks inflict either charm or freeze.

- Droits pass through opponent

- Tentarafoo is unblockable

 

Elizabeth:

- Meter recharges really fast

- Mediarahan heals to full extremely quickly

- Mamudoon/Mahamaon activate immediately

- Megidolaon (IK) triggers after only one hit

 

Junpei:

- Starts at 9 runs with bases loaded

 

Ken:

- Koromaru is invulnerable (can't be hit)

 

Yukari:

- Arrows ricochet off the edge of the screen

- Arrow normals are always charged (triple arrows)

 

Rise:

- Opponent is always scanned

- Has a gauge that grants automatic SB Tetrakarn when filled.  Depletes when triggered.

- D Risette Field always tracks.  C and SB Risette Fields work like normal.

 

Marie:

- Strength of weather effects are boosted (i.e. faster SP regen, faster HP regen, etc.)

 

Sho:

- Normals inflict status ailments (Charm, Confuse, Rage)

- DP recovers really fast

 

Minazuki:

- Non-Persona normals inflict Silence

- DP recovers really fast

 

Adachi:

- Extra meter gain

 

Margaret:

- Sweep and Hassou Tobi are unblockable

- Mediarahan restores all health.

- 5A goes fullscreen

- AOA cancels into itself

- Has a double airdash

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Boss Marie has a massive damage buff. Her Shuffle Super involving the fire card deals 12k damage alone.

 

Boss Margaret has an unblockable sweep and Hassan Tobi, her healing super refills all of her health bar, she can cancel her AoA teleport into another AoA teleport, her DP deals 6980 (which is the starting price of P4U2 funny enough), and her 5A now hits from full screen and has greatly increased mobility like Liz.

 

It should also be noted that Boss Mitsuru can inflict freeze from even just a throw tech or counter assault, her fencing kick super inflicts freeze on hit that must be recovered in more time, even should the kick miss.

 

Boss Ken's damage is buffed.

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Mitsuru

 

j.A ridiculous recovery.

5A ridiculous recovery.

Droit B and SB pass through if close enough.

Her C attacks don't freeze or charm.

Tentarafoo is unblockable.

Overall damage increased.

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Boss Rise's Risette Field seems to behave like this:

 

C and SP versions always appear near her, regardless of auto or manual scan.

D version always appears on the opponent, regardless of auto or manual scan.

 

She also seems to get a damage buff. Maybe something like 1.5x.

 

Also, the Rapid Recovery of Risette Field/ SB Makarakarn isn't mentioned.

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Boss Elizabeth may be immune to status effects.  I just played BOSS Sho against BOSS Elizabeth in versus several times and not once did a status effect trigger.

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Boss Aigis' aerial super is an IK isn't it? It does such an obscene amount of damage it might as well be as I have never survived it with Mitsuru even from full health. Maybe I just had bad luck and she always counter hit me with it or something.

 

Boss Aigis is worse than Sho and maybe even worse than Elizabeth. Elizabeth is just extremely cheap while Boss Aigis is  not only cheap, but her AI is incredibly annoying as well.

 

SO MANY OPENINGS

 

Like man that was driving me nuts. It was like 2 hours of that.

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I think Boss Sho may be able to cancel his DP into an air dash.  I swear I've seen him do it.

 

He can definitely move after it, I didn't really care enough to test.  Not sure if it's just raw recovery or a cancel property or what.

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How do i delete a double post lol

Ask a mod, technically, you can't remove it for some odd reason when you try and edit post. >_>

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Decided to screw around with Boss characters for a bit. Here's what I've found that's not on here:

 

Boss!Marge also has a triple jump, like pre-+R Justice. Her AoA is also air OK without needing to gatling from ground AoA. Her j.D and j.2D shoot 2 3-projectile spreads in sequence rather than a single projectile.

 

Boss!Teddie has lower jumps and falls faster than Normal Teddie. Gets boss Justice air mobility in return. D buttons always throw 2 items.

 

Boss!Liz's 5B has much larger range. Goes about half screen. She also gains the Justice range of air mobility: 3 jumps, 2 airdashes.

 

Boss!Yu can't cancel specials into themselves. Also recovers really quickly during Ziodynes, to the point where he recovers while it's still active.

 

Boss!Kanji is MUCH slower and has less range on CD. Also has much shorter forward airdash. Backdashes are like normal Kanji's. Grab damage buff does not apply to personaless 214C/D. 5C lost the ability to shock on block. Can still shock on hit. j.C returns to partial P4A glory, as it hits farther below Kanji. Still falls too fast to do air actions afterward. Sweep wallbounces, but loses Cruel followup.

 

Boss!Labby SB Beast does 15k on raw hit. Super high meter gain, too; got 100 SP off of two auto-combos (it went to 100 during the first hit of the second 5AAA, in specific).

 

Boss!Yukari's DP goes much father. About half screen. 2B and j.2B still need to charge in order to bounce, but 5B and j.B wallbounce innately. j.2B arrows and 236C/D followups do not ricochet. After a set distance (a little over half screen), 236A/B act as if they hit a Garu ball and home in towards opponent. Suspecting that this is how other arrows "ricochet" and home in on opponent.

 

As a consequence of having a ridiculous amount of bullets and constantly being in Orgia mode, Boss!Aigis may be unable to use Extreme Orgia Mode.

 

On Boss!Naoto's fate drain: just trying to throw (even if teched) will remove 1 fate. If successful, grab removes another 2 fate. Followup removes 1 fate. Every move that didn't remove fate originally seems to remove 1 fate. Even counter assault and teching grabs takes 1 fate. Moves that drained fate originally don't appear to be changed in terms of fate drain. Also, all of the DP followups can be done without activation of counter, not just shooting.

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Hey, nice list!  Here's some more off the top of my head:

 

Labrys:

- Gains meter much faster than normal.

 

Minazuki:

- His 236236C super wave (the slow version) is unblockable.

 

Kanji:

- Very slow walking speed.

- Can cancel all recovery from his Yolo dive moves with any other normal or special. (So for instance, he can dive, and then instantly throw you when he touches the ground.)

- Can command throw the opponent even if they're in hitstun or blockstun. (Yes, this is exactly as cheap as it sounds. No pink grabs, just completely unbreakable.)

 

Liz:

- Much faster walk speeds, air dash speed, and backdash speed.

- Her 214214C and 214214D grab supers now grab at 0 frames after the flash (So you can't jump after the flash. Oddly, the CD version does still give you time to jump.)

- Her 214214C grab super can still grab you if you're in the air just slightly off the ground. (But it still can't grab you out of pre-jump.)

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