P4AU/Patch Notes/Ver.2.00: Difference between revisions

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==Labrys==
==Labrys==
*'''Axe Gauge:''' Base Axe Level is now Green. Axe Gauge adjusted, does not get reduced due to time as easily. Axe Gauge amount decreased by taking hits decreased
*'''Certain Persona Attacks:''' Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)
*'''5A:''' Adjusted float to make Auto Combo easier to connect to
*'''5AAA (Normal):''' Can be canceled into Sweep and Mini Jump. 2nd hit can be canceled into Skills. 3rd hit can no longer accidentally be canceled into All out Attack before it hits
*'''5AAA (Shadow):''' Can be canceled into Sweep
*'''2B:''' Can be dash canceled
*'''2B (Charged):''' Increased untechable time. Now preserves the head attribute invincibility. Adjusted blowback, is now a vertical tailspin hit state
*'''2C:'''' Can no longer be canceled into Mini Jump
*'''j.A:''' Decreased startup time
*'''j.BB and j.2B:''' Increased untechable time. No longer increases untechable time after a wall bounce. Jumping 2B can now be performed with diagonal inputs
*'''All Out Attack:''' Invincibility window is now sooner. Increased recovery time. No longer counter hit state in the second part of the move
*'''5th Gen Axe Slash:''' Increased blockstun. Increased pushback when blocked. When invincible, hitstop on Labrys is a set value. After the attack, invincibility wears off. Untechable time increased.  On counter hit, the wall bounce does not bounce as far
*'''Extra Attacks (All Versions):''' Removed Fatal Counter state
*'''A Guillotine Axe:''' Improved frame difference when blocked
*'''SB Guillotine Axe:''' Decreased startup time. Adjusted blowback, increased untechable time
*'''SB Guillotine Aerial:''' Remains invincible until the second hit comes out
*'''Weaver’s Art: Sword (All Versions):''' Persona is now invincible
*'''SB Weaver’s Art: Sword:''' Decreased startup speed, now tracks the opponent. Removed C+D version
*'''Weaver’s Art: Orb (All Versions):'''Persona is now invincible. Reduced total recovery time. D and SB Versions are now considered different attacks. Other than on hit, the projectile disappears faster
*'''C Weaver’s Art: Orb: '''Changed trajectory, now travels in an arc and returns. Increased projectile active time
*'''Weaver’s Art: Beast (All Versions):''' C and SB versions increased Axe Gauge on hit. For the rising portion, untechable time is no longer affected by combo proration
*'''SB Weaver’s Art: Beast :''' Decreased startup time, decreased super flash time and hitstop. Adjusted blowback of the final hit, can get a knockdown
*'''Brutal Impact (All Versions):''' If attacked during the initial time, the attack will activate


==Shadow Labrys==
==Shadow Labrys==

Revision as of 14:16, 28 January 2015

Ambox warning.png All changes come from Arc System Works' official change list PDF and accompanying videos. There may be undocumented changes.

Players are welcomed to add known changes that are unlisted to each character's section.

Source
http://www.arcsystemworks.jp/p4u2/images/imp/list_ver.2.00.pdf
Videos showcasing the buffs that characters have received
https://www.youtube.com/watch?v=SQjGykCskMY
https://www.youtube.com/watch?v=gPRDUA21Img
https://www.youtube.com/watch?v=tjVCdJaSHAU
https://www.youtube.com/watch?v=8bsOB5noBYc
https://www.youtube.com/watch?v=UIy7SocmMaA

System Mechanic Changes

  • Shadow Type Characters have been drastically changed
    • Reversal Burst added
    • Characters gain 1000 health instead of 2000. Shadow Kanji and Shadow Akihiko gain only 500 health.
    • Attack Power increased
    • SP gain rate adjusted
    • SP no longer carries between rounds
  • Shadow Fury uses Burst Gauge instead of SP Gauge to activate
    • SP Gauge becomes a timer - the less SP a player has, the less time Shadow Fury is active.
    • SP Gauge usage during Shadow Fury adjusted
    • Opponents cannot Defensive Burst during Shadow Fury
    • When Shadow Fury is activated with 100 SP, the Persona Gauge is refilled to full.
  • S Hold System is only usable in single player
    • Changed the S-Hold gauge location
    • Charging does not get interrupted when you take damage
    • Removed the Auto Combo attribute from the S-Hold Skills
    • Increased S-Hold gauge charge speed
    • Decreased lag time between letting button go and skill coming out
    • Decreased time for holding button between gauge disappearing
  • Auto Combo bonus SP and Burst Gauge is given on the special attack instead of the final normal attack
  • All-Out Attack are air techable on air-hit
    • Increased pushback when blocked, but not in the corner
    • The follow-up can be performed by holding a button
  • Ground Throw can be special canceled on hit
  • Freeze can also be dispelled via button inputs
  • Bad Statuses show on the HUD when inflicted
  • Panic can block by holding directional inputs in either direction
  • Spin Damage State: the period of time where players are forced into a guard state has been removed
  • Persona Break indicator location changed to better show who was Persona broken.
  • Damage: Damage adjusted, a number of SP Skills have their damage lowered
    • Ground throws adjusted to deal around the same damage
    • SP Skill minimum damage adjusted, a number of them reduced
  • Damage Proration the rate of damage scaling has been changed.
    • Adjusted the proration amount for several moves
    • A number of multi-hitting attacks now only apply proration once
    • Adjusted the character combo rate for a number of characters
  • Various Persona Attacks: Personas are invulnerable from appearance until just before the attack frame window
    • When clashing, now acts like normal clash
  • Defensive Burst are now unburstable
  • One More Burst: When used in the corner, no longer pushes you away from the corner
  • SB Skills changed so that it uses SP the moment it comes out
  • Items and Various Objects now have unique colors for 1P and 2P to differentiate item ownership

Yu

  • Standing A (Both Forms): Reduced attack active frames
  • Standing AAA (Shadow): Can be canceled into sweep
  • Standing B : Increased recovery time
  • Standing C : Worsened frame difference on block
  • Crouching C : On air hit, floats lower
  • Crouching D: Time until persona disappears is now shorter
  • Jumping 2B: Can now be inputted via diagonal inputs, reduced lower area hitbox size
  • Jumping C: No longer floats on ground counter hit
  • Jumping D: Time until disappears is now shorter, removed landing recovery. If Persona is in front, will perform the attack from that position
  • All Out Attack: Reduced recovery time
  • Ground Throw: Lowered float height on hit, can no longer be combo from
  • Air Throw: Reduced untechable time
  • B Heroic Bravery: Made the earlier animation frames easier to differentiate. No change to performance
  • SB Heroic Bravery: Changed attack properties, is now a strike attack
  • Zio (All Versions): All air versions are now counter hit state. All air versions cannot land before attack startup is finished
  • C Zio: Increased projectile speed, increased time gap before Narukami can move again
  • D Zio: Changed attack properties, is now a projectile that flies faster than C version, Made the Persona appear closer to Yu
  • SB Zio: Changed attack properties, is now a large projectile that move slowly
  • Raging Lion (All Versions): Ground versions are now all Fatal Recovery state
  • B Raging Lion : Reduced recovery time, reduced untechable time, increased landing recovery when the button is held down, decreased movement speed when the button is held down
  • Swift Strike (All Verisons): Increased attack hitbox size of interior and upper area, removed Fatal Recovery state from D and SB versions, decreased untechable time for B+D follow up to SB version
  • Lightning Flash (All Versions): Removed Fatal Recovery state, Charging attack portion for the A and B versions now causes stagger on hit and can be One More Canceled
  • D Ziodyne: Decreased startup time for the ground version, increased startup time for the air version, reduced recovery time, decreased untechable time, Persona will turn to attack opponents from its current location
  • SB Ziodyne: Decreased startup time, decreased recovery time for the ground version
  • Cross Slash (All Versions): Added Fatal Recovery state, increased startup time
  • Myriad Truths: Changed to projectile attribute
  • Certain Persona Attacks: Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Zio)

Yosuke

Chie

Yukiko

Kanji

Teddie

Naoto

Mitsuru

Akihiko

Aigis

Labrys

  • Axe Gauge: Base Axe Level is now Green. Axe Gauge adjusted, does not get reduced due to time as easily. Axe Gauge amount decreased by taking hits decreased
  • Certain Persona Attacks: Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)
  • 5A: Adjusted float to make Auto Combo easier to connect to
  • 5AAA (Normal): Can be canceled into Sweep and Mini Jump. 2nd hit can be canceled into Skills. 3rd hit can no longer accidentally be canceled into All out Attack before it hits
  • 5AAA (Shadow): Can be canceled into Sweep
  • 2B: Can be dash canceled
  • 2B (Charged): Increased untechable time. Now preserves the head attribute invincibility. Adjusted blowback, is now a vertical tailspin hit state
  • 2C:' Can no longer be canceled into Mini Jump
  • j.A: Decreased startup time
  • j.BB and j.2B: Increased untechable time. No longer increases untechable time after a wall bounce. Jumping 2B can now be performed with diagonal inputs
  • All Out Attack: Invincibility window is now sooner. Increased recovery time. No longer counter hit state in the second part of the move
  • 5th Gen Axe Slash: Increased blockstun. Increased pushback when blocked. When invincible, hitstop on Labrys is a set value. After the attack, invincibility wears off. Untechable time increased. On counter hit, the wall bounce does not bounce as far
  • Extra Attacks (All Versions): Removed Fatal Counter state
  • A Guillotine Axe: Improved frame difference when blocked
  • SB Guillotine Axe: Decreased startup time. Adjusted blowback, increased untechable time
  • SB Guillotine Aerial: Remains invincible until the second hit comes out
  • Weaver’s Art: Sword (All Versions): Persona is now invincible
  • SB Weaver’s Art: Sword: Decreased startup speed, now tracks the opponent. Removed C+D version
  • Weaver’s Art: Orb (All Versions):Persona is now invincible. Reduced total recovery time. D and SB Versions are now considered different attacks. Other than on hit, the projectile disappears faster
  • C Weaver’s Art: Orb: Changed trajectory, now travels in an arc and returns. Increased projectile active time
  • Weaver’s Art: Beast (All Versions): C and SB versions increased Axe Gauge on hit. For the rising portion, untechable time is no longer affected by combo proration
  • SB Weaver’s Art: Beast : Decreased startup time, decreased super flash time and hitstop. Adjusted blowback of the final hit, can get a knockdown
  • Brutal Impact (All Versions): If attacked during the initial time, the attack will activate

Shadow Labrys

Elizabeth

Yukari

Junpei

Sho

Minazuki

Rise

Ken

Adachi

Marie

Margaret


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