P4Arena/Defense: Difference between revisions

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==Air Blocking==
==Air Blocking==
[[File:P4Arena_AirBlocking.jpg|thumb|250px]]
[[File:P4Arena_AirBlocking.jpg|thumb|250px]]
Hold any backward direction while in the air to block. There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; you might need to deal with air throws, crossups, and air unblockable attacks.
Hold any backward direction while in the air to block. There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a lot of vulnerability on startup (you can not block during jump startup and the first 5 airborne frames) and you need to deal with air throws, crossups, and air unblockable attacks.
===Air Unblockable Attacks===
===Air Unblockable Attacks===
[[File:P4Arena_AirUnblockable.jpg|thumb|250px]]
[[File:P4Arena_AirUnblockable.jpg|thumb|250px]]

Revision as of 18:33, 30 July 2012

Blocking

Ground Blocking

Hold 4 to block high attacks and hold 1 to block low attacks. Mid attacks can be blocked in any direction. As a general rule for ground blocking:

  • block low until you see an overhead, then block high
  • air attacks and All Out Rush (5+A+B) must be blocked high
  • react to throws with throw breaks or attacks, depending on how risky you feel

If you block incorrectly (for example blocking a low attack high), an exclamation mark will appear to show that you made a mistake.

Air Blocking

Hold any backward direction while in the air to block. There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a lot of vulnerability on startup (you can not block during jump startup and the first 5 airborne frames) and you need to deal with air throws, crossups, and air unblockable attacks.

Air Unblockable Attacks

Some attacks (like most character's 2Bs) can be blocked when on the ground, but are unblockable if you try to block them in the air. If you are hit by an air unblockable attack, your character will have a yellow exclamation mark above their head to show that you could not have blocked it.
These attacks are only air unblockable if done as the first hit in a string; if you cancel into it from another attack, then it can be blocked in the air. This means that these attacks should be the first attack in a string in order to be useful as an anti-air.

Instant Block

Start blocking a moment before the opponent's attack connects to perform an instant block. Your character will flash white and you will hear a clanging sound effect if you did this correctly.
Instant blocking is used for the following:

  • Recover from blockstun 2F faster (4F for air IB), thus making it easier to counter attack
  • Gain 2 SP for each instant block (unconfirmed)


Guard Cancel Attack

While blocking, press 6+A+B to immediately flash white and cancel your guard into an attack that will blow the opponent away. See this section for more details.

Unblockable Attacks

this is your cue to move

Some attacks are completely unblockable, meaning the only way to avoid getting hit is to move out of the way! You will know which attacks are unblockable when your character shows two exclamation marks when getting hit.
Some characters can also use their Furious Action to avoid the unblockable attack.

High-Low Unblockable

There is also a second class of unblockable attacks that exist because the opponent and his persona hit you with a high+low attack at the same time. Because you can not block in both directions at once, you are guaranteed to get hit. There is no icon to show when this happens, though you will see an exclamation mark showing that you blocked "incorrectly".

Guard Bonus

If you are stuck in blockstun for over 6 seconds straight (meaning there's not even a 1 frame hole in the opponent's attacks for 6 seconds), you automatically begin instant-blocking all attacks and the words "Guard Bonus" will appear on the side of the screen. This doesn't happen often, but it's good to keep it in mind.

Throw Break

When normal thrown by the opponent, press C+D within 13 frames to break the throw. Note that you can not break throws while performing/recovering from an attack.
On a successful throw break the two characters push away and causes the two of you to enter a quick recovery animation that is invincible. Both characters recover from the animation at the same time.

Furious Action

Yu using his Furious Action. Notice that some of his health has turned Blue as a result.

Press B+D to make your character briefly flash orange, then perform a reversal action like a Street Fighter styled shoryuken or a catch-counter attack like Hakumen from BlazBlue. This varies from character to character, but they are all mostly used for the same purpose: to stop the opponent's offensive momentum.
While Furious Actions do not consume SP, they do transform 5% of your max health into Blue Health regardless of whether they hit the opponent or not (speculation). Furious Actions can not be One More! Canceled or One More! Burst canceled, but you can super cancel them.


Persona 4: Arena
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc