P4AU/Gauges: Difference between revisions

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![[Damage (P4AU)#Base Damage Reduced for Shadows|Attack Damage]]
![[Damage (P4AU)#Base Damage Reduced for Shadows|Attack Damage]]
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*New characters, such as Yukari and Junpei have the same Auto Como between Normal and Shadow Types.
*New characters, such as Yukari and Junpei have the same Auto Combo between Normal and Shadow Types.


The implications of these changes can drastically change how players approach these characters. For example, Normal characters instantly become more threatening once they reach Awakening because they gain access Awakening Supers as well as free 50 SP to use them. Shadow characters must forego using SP (specials, supers, guard cancel attacks, etc.) in order to conserve SP and unleash Shadow Rampage at an opportune time.
The implications of these changes can drastically change how players approach these characters. For example, Normal characters instantly become more threatening once they reach Awakening because they gain access Awakening Supers as well as free 50 SP to use them. Shadow characters must forego using SP (specials, supers, guard cancel attacks, etc.) in order to conserve SP and unleash Shadow Rampage at an opportune time.
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Supers are great for combo enders thanks to a property called [[Damage (P4AU)#Minimum Damage|Minimum Damage.]]
Supers are great for combo enders thanks to a property called [[Damage (P4AU)#Minimum Damage|Minimum Damage.]]
<br clear='all'/>
<br clear='all'/>
===SB Skill Attack===
===SB SP Skill Attack===
Similair to Skill Boost attacks, supers have an more expensive and powered up version called SB Skill Attacks that cost 75SP!
Similair to Skill Boost attacks, supers have an more expensive and powered up version called SB Skill Attacks that cost 75SP!


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==Max Burst==
==Max Burst==
[[File:P4Arena_goldBurst.png|thumb|250px|Full SP if it hits!]]
[[File:P4Arena_goldBurst.png|thumb|250px|Full SP if it hits!]]
Pressing A+C+D while in a neutral state (meaning not attacking, blocking, or getting hit) will perform a Max Burst (also known as a Gold Burst). If the opponent is hit by an Max Burst, then the opponent is blown back and your SP will fill to max automatically (100 normally and 150 when in Awakening). The Burst gauge will also automatically start from 25% full instead of completely empty.
Pressing A+C+D while in a neutral state (meaning not attacking, blocking, or getting hit) will perform a Max Burst (also known as a Gold Burst). If the opponent is hit by an Max Burst, then the opponent is blown back and your SP and Persona Gauge will fill to max automatically (100 normally and 150 when in Awakening). The Burst gauge will also automatically start from 25% full instead of completely empty.


You can not combo into or from a Max Burst:
You can not combo into or from a Max Burst:

Revision as of 22:40, 10 May 2014

Normal and Shadow Type Characters

When picking a character at the character select screen, players can choose between Normal Type and Shadow Type versions of most characters. This is similair to the Groove System in Capcom vs. SNK 2.

  • Elizabeth, both versions of Sho, and Shadow Labrys do not have Shadow Types.
  • Labrys DOES have a Shadow Mode, so there is Normal Labrys as Shadow Type as well as Shadow Labrys (which is a bit confusing!).

Each version plays slightly differently and has access to unique mechanics:

Normal Type Shadow Type
Awakening Yes No
More life No +2000
Burst Yes No
Auto Combo New Old
Shadow Rampage No Yes
SP carries between rounds No Yes
Attack Damage 100% 80%
  • New characters, such as Yukari and Junpei have the same Auto Combo between Normal and Shadow Types.

The implications of these changes can drastically change how players approach these characters. For example, Normal characters instantly become more threatening once they reach Awakening because they gain access Awakening Supers as well as free 50 SP to use them. Shadow characters must forego using SP (specials, supers, guard cancel attacks, etc.) in order to conserve SP and unleash Shadow Rampage at an opportune time.

Consider each version carefully when selecting a character - you can't change until the match is over!

SP Gauge

The SP Gauge normally versus when in Awakening. Only applies to Normal Type characters!

The SP Gauge starts each round at 0 and has a max of 100. SP grows over the course of the match through attacking, defending, and other actions. If a character enters Awakening, then the max becomes 150, and the character gains an extra 50 SP for free.

For Normal Type characters, the SP gauge resets to 0 and Awakening is removed at the beginning of each round, so it is in your advantage to use up all available SP each round!

For Shadow Type characters, SP does carry over between rounds, so it may be benificial to conserve SP at the end of one round so you can unleash it at the beginning of the next!

Gaining SP

Gainings SP is pretty simple: do just about anything! Attacking, blocking, and even getting hit all give you SP. You can also completely fill your SP gauge by hitting the opponent with a Max Burst.

The SP gained per hit in a combo scales with the combo. The exact details about this scaling are currently undocumented.

Reduced SP Gain

After performing attacks that consume SP (such as Skill Boosts, One More! Cancels, Guard Cancel Attacks, Instant Kills), the amount of SP you gain from standard actions will drop significantly for a limited amount of time (speculated to be 90% reduction for 180 frames), similar to the systems found in BlazBlue and Guilty Gear.

Combos that are started during this time will suffer reduced SP gain throughout the entire combo, even if it goes beyond the cooldown window.

First Attack

Getting the first hit in a round confers 10 SP to the attacker! If both players trade for the first attack, then both players get the bonus!

Skill Boost

Narukami's SB Zio. Notice he flashes blue.

Skill boosts are similar to EX attacks in games like Street Fighter 4.
Skill boosts cost 25 SP and enhance a character's special attacks by giving it new properties such as increased damage, reduced recovery, new attack angles, or something entirely unique.

When performing a Skill boost attack, the character will flash blue and have a blue silhouette trailing him/her.

SP Skill Attack

Narukami performing one of his supers. The characters are frozen in place briefly.

SP Skill Attacks (commonly known as super attacks) cost 50SP and are giant flashy attacks. They usually do lots of damage or have other interesting properties such as invincibility.

Normal Type characters have at least one super attack that is disabled until he/she enters Awakening while Shadow Type characters do not suffer this restriction.


When performing a super, the characters will briefly freeze in place (commonly known as "Super Flash" or "Super Freeze") and the background will briefly show the character's portrait.

You can also perform super cancels in order to create bigger combos.

Supers are great for combo enders thanks to a property called Minimum Damage.

SB SP Skill Attack

Similair to Skill Boost attacks, supers have an more expensive and powered up version called SB Skill Attacks that cost 75SP!

These versions typically gain enhanced properties like more damage, inflicting Ailments, or can be followed up with a combo!

Shadow Rampage

Shadow Rampage is a mechanic exclusive to Shadow Type characters that allows for fancy combos. Press A+C+D with 100 SP to activate. SP Gauge turns into a timer with 100 points and Shadow Rampage ends when the time reaches 0. During Shadow Rampage you can:

  • Cancel any special or SB attack into any other special or SB attack
  • Perform attacks that cost SP at the cost of reducing the amount of time.
    • At neutral, the timer drops 1 point every 12 frames
    • Performing a SB Attack immediately drops it by 6.5 points
    • SP Skill Attacks immediately drop it by 12.5 points
    • Awakening SP Skill Attacks immediately drop it by 25 points
    • One More Cancels, Guard Cancel Attacks, Guard Cancel Rolls immediately drop it by 50 points

You can cancel into Shadow Rampage off most attacks, similar to One More Bursts, and can easily confirm most hits into damaging combos.

Guard Cancel Attack

P4Arena GuardCancelAttack.png

Press 6+A+B while blocking to perform an attack with guardpoint against all attacks and throws that blows the opponent away slightly. Guard Cancel attacks cost 50 SP and can help a player who is in a defensive position reverse the momentum of a match.

Combos that start with a Guard Cancel Attack can not kill the opponent no matter what. The opponent will always survive with at least 1 Health.

Guard Cancel Evasive Action

Similar to Guard Cancel Attack, press 6+A+C while blocking to immediately cancel your attack into an Evasive Action. This also costs 50 SP and serves the same purpose - to escape the opponent's offense.

One More! Cancel

It even works with projectiles!

One More! Cancels are analogous to Roman Cancels in Guilty Gear or Rapid Cancels in BlazBlue and cost 50 SP. Press A + B + C after your attack either hits or is blocked by the opponent to cancel the recovery of the attack and immediately return to a neutral state.
One More! Cancels can be used to extend combos, cancel the recovery of long attacks to make them safe from counter attack, or to reset block strings in order to continue attacking the opponent. Note that if you whiff an attack (an attack that does not touch the opponent at all), then you can not perform a One More! Cancel.

There are also a few select attacks that can not be One More! Canceled such as Bursts, Kanji's super command throw, and Furious Actions.

Instant Kill

P4Arena Yu MyriadTruths.png

Instant Kill attacks are aptly named: they instantly defeat your opponent! Press 222+C+D to perform your mortal blow (Shadow Labrys uses 222+A+B). Each character's Instant Kill is unique and has very different properties, but most have lots of startup invincibility.
The character portrait will flash white when the Instant Kill is available. There are a few specific conditions that must be met to perform an Instant Kill:

  • Must be match point for you (if you win the round, you win the entire match)
  • Must be able to use your Persona (no Mute or Persona Break)
  • consumes 100 SP

Visually, you will notice that the HUD disappears and that the background is different compared to supers.

Persona Gauge

P4Arena PersonaGauge.png

The card shaped symbols below each character's life gauge represents each persona's life. A card is lost each time the character OR his persona is hit (including by zero damage attacks such as Bursts) when the persona is visible.

Characters have different amounts of cards, for example Elizabeth has 6, Akihiko has 2, and Sho has none! Most characters have 4 like the previous game.

Persona Break

P4Arena PersonaBreak.png


If all cards are lost, then the character enters Persona Break. While in Persona Break, attacks that use the Persona such as C and D attacks, some Specials and Supers, and Bursts are all disabled.

During Persona Break, the Persona Gauge will take approximately 10 seconds to refill. Once refilled, the character leaves Persona Break and will have a full Persona Gauge.
Some character rely on their Persona to do the vast majority of their attacks like Yukiko, while other characters like Akihiko do not rely on it nearly as much.

Burst

A recovering Burst Gauge and a full Burst Gauge

Bursts are a special type of invincible attack available only to Normal characters that can be performed by pressing A+C+D and requires a full Burst Gauge. When Bursts are unavailable, a black "B" will be shown instead. This "B" will slowly fill up over time and as you get hit. Once it's full, you can Burst again. The status of the Burst Gauge carries between rounds, meaning if you burst at the end of a round, then next round you must wait until it refills to perform another Burst. Thus Bursts are a precious resource and must be considered carefully before using or else you may not have it when you need it next round!

An empty Burst Gauge takes 90 seconds to refill if you don't do anything. It is very unlikely that you will have to wait that long, as the following help refill it:

  • Hitting the opponent with your Auto Combo. The last normal (typically 5AAA) refills approximately 1/8th if your Burst Gauge.
  • Getting hit will raise the Burst Gauge slightly. It seems to be proportional to the damage taken/ number of hits received (unconfirmed).


Type Startup Total Time Invul (1F~) Frame Adv. P1 P2 SMP
Reversal Burst 16 68 28 -19 ?? ?? ??
Max Burst 14 35 21 +10 ?? ?? ??
One More Burst 14 35 21 +10 ?? -200 ??


Bursts in Persona 4 Arena have different properties depending on when a burst is performed.

Max Burst

Full SP if it hits!

Pressing A+C+D while in a neutral state (meaning not attacking, blocking, or getting hit) will perform a Max Burst (also known as a Gold Burst). If the opponent is hit by an Max Burst, then the opponent is blown back and your SP and Persona Gauge will fill to max automatically (100 normally and 150 when in Awakening). The Burst gauge will also automatically start from 25% full instead of completely empty.

You can not combo into or from a Max Burst:

  • trying to hit an opponent in hitstun with a Max Burst will whiff
  • you are invincible to all attacks after getting hit by a Max Burst until you Ukemi. Thus it might be in your advantage to simply lay on the ground until you naturally recovery, however this gives your opponent more time to set up an offensive, so you must weigh the risks/benefits of this.


Defensive Burst

C-C-C-Combo Breaker!

Press A+C+D while blocking or getting hit to perform a Defensive Burst (commonly referred to as Blue/Green Burst) that blows the opponent away on hit and deals no damage. Defensive Bursts are used to interrupt your opponent's combo or pressure and allows you to prevent damage or reset the momentum of a match. Performing a Defensive Burst completely empties the Burst Gauge.

Defensive Bursts can be Disabled

Burst Gauge available versus disabled

There are times when Defensive Bursts are disabled, even if your Burst Gauge is full:

  • When being thrown
  • When being hit by a Super Attack or Instant Kill
  • When your Persona is disabled due to Persona Break or Mute
  • When being hit by certain attacks like Aigis's Megido Fire or Kanji's Bet Ya Can't Take This!

The Burst Gauge will be crossed out during these conditions.

One More! Burst

Make deadly combos or cancel your attack to make it safe.

Press A+C+D while performing an attack to immediately cancel your attack into a One More! Burst. One More! Bursts completely empty the Burst Gauge. Not all attacks can be canceled into a One More! Burst, for example Furious Actions and Narukami's Ziodyne can not be OMB'd.

One More Bursts have the following properties:

  • Launch the opponent into the air on hit, allowing for an easy combo
  • Upscales damage scaling, meaning further hits in the combo will do more damage than they otherwise would.