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

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*Official source (Japanese): http://www.arcsystemworks.jp/p4u2/images/imp/list_ver.2.00.pdf
*Official source (Japanese): http://www.arcsystemworks.jp/p4u2/images/imp/list_ver.2.00.pdf
*Videos showcasing 2.00 changes:
**Shadow mechanics, Yu, Yosuke, Chie: https://www.youtube.com/watch?v=SQjGykCskMY
**Yukiko, Kanji, Teddie, Naoto: https://www.youtube.com/watch?v=gPRDUA21Img
**Mitsuru, Akihiko, Aigis, Elizabeth, Labrys, Shadow Labrys: https://www.youtube.com/watch?v=tjVCdJaSHAU
**Yukari, Junpei, Minazuki, Sho: https://www.youtube.com/watch?v=8bsOB5noBYc
**Rise, Ken, Adachi, Marie, Margaret: https://www.youtube.com/watch?v=UIy7SocmMaA
}}
}}
;Videos showcasing 2.00 changes
*Shadow mechanics, Yu, Yosuke, Chie: https://www.youtube.com/watch?v=SQjGykCskMY
*Yukiko, Kanji, Teddie, Naoto: https://www.youtube.com/watch?v=gPRDUA21Img
*Mitsuru, Akihiko, Aigis, Elizabeth, Labrys, Shadow Labrys: https://www.youtube.com/watch?v=tjVCdJaSHAU
*Yukari, Junpei, Minazuki, Sho: https://www.youtube.com/watch?v=8bsOB5noBYc
*Rise, Ken, Adachi, Marie, Margaret: https://www.youtube.com/watch?v=UIy7SocmMaA
==System Mechanic Changes==
==System Mechanic Changes==
'''Shadow Type Characters'''
'''Shadow Type Characters'''

Revision as of 23:18, 13 December 2021

Videos showcasing 2.00 changes

System Mechanic Changes

Shadow Type Characters

  • Reversal Burst added
  • Characters gain 1000 health instead of 2000. Shadow Kanji and Shadow Akihiko gain only 500 health.
  • Attack power increased by 10%.
  • 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.
  • Opponents cannot Defensive Burst during Shadow Fury
  • When Shadow Fury is activated with 100 SP, the Persona Gauge is refilled to full.

SP Gauge usage during Shadow Fury adjusted

  • SB Skills: 10%
  • SP Skills: 20%
  • SB SP Skills: 30%
  • OMCs: 25%

S Hold System 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 Attacks

  • Air techable on air-hit.
  • Increased pushback when blocked, but not in the corner.
  • The follow-up All Out Rush can be performed by holding A or B.

Ground Throws

  • Can be special canceled on hit.

Freeze

  • Can also be dispelled via button inputs.

Bad Statuses

  • Show on the HUD when inflicted.

Panic

  • Panic adjusted.
  • Can now 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

  • 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 Version)

  • 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

Standing AAA (Both Forms)

  • Reduced recovery.
  • Can now move while midair.
  • During auto combo, now performs Garudyne after the kunai are thrown.

Sukukaja Auto Combo

  • Added Fatal Recovery state.

Sukukaja Standing A (5th Hit)

  • Now floats higher on hit.
  • Reduced untechable time.
  • Now ground techable.

Crouching A

  • Decreased attack active frames.

Standing B

  • Increased recovery time.

Standing C / Crouching C:

  • Now counts as a separate move between normal and Sukukaja versions.

Jumping A / Jumping BB

  • Increased startup time, Decreased hitbox area of bottom portion.

Jumping A+B

  • Can no longer be canceled during the initial frames to cause a trajectory change.

Jumping C

  • Decreased startup time.
  • Increased number of hits.
  • Improved frame difference when blocked.
  • Decreased untechable time.
  • Persona now appears lower.

Sweep

  • Decreased recovery time.

All Out Attack

  • Increased total hitbox area of interior area, making it harder to whiff up close.
  • Reduced recovery time.

All Out Attack Finish D

  • Now blows the opponent farther away.

Ground or Air Throw

  • Decreased total poison time.
  • Increased hitstun on ground throw.

Dodge

  • Decreased active frames.
  • Can now ground teched on air hit.

Dash Spring (All Versions)

  • Decreased recovery on hit for A and B versions.
  • Increased blowback on air hit for A and SB versions, decreased blowback for B version.

B Dash Spring

  • Decreased pushback and ground hit.

SB Dash Spring:

  • Decreased startup time.
  • Increased untechable time.
  • Increased blockstun when blocked.

Tentarafoo (All Versions)

  • Decreased startup time.
  • Removed Fatal Recovery state, now causes Fatal Counter on hit.
  • Increased float on hit, floats even higher on counter hit.
  • Can be dash canceled during Sukukaja.
  • No longer pushes the opponent, won’t miss the opponents this way.

Flying Kunai (All Versions)

  • Thrown kunai now spread out while flying.
  • Reduced landing recovery, can be One More Canceled.
  • Changed blowback on hit, can now be followed up in the corner.
  • During Sukukaja, can be air dash canceled.

A Flying Kunai

  • Now flies at a slower speed.

Mirage Slash (All Versions)

  • Now becomes invincible sooner.
  • Persona is invincible during the move.
  • Persona now disappears slower.
  • Changed properties of D and SB version, D version does not attack while SB version does.

Moonsault

  • Invincibility window on the A and B versions is now later.

A Moonsault

  • Changed trajectory, now moves more horizontally.

SB Moonsault

  • Decreased startup time.
  • Decreased landing recovery.
  • Decreased horizontal movement speed, easier to hit the opponent with.
  • Adjusted blowback, making it easier to combo into Crescent Slash.

Crescent Slash (All Versions)

  • Adjusted blowback, making it easier to combo into Crescent Slash.
  • Changed attack property, making it harder to accidentally perform Flying Kunai.

A Crescent Slash

  • Decreased falling speed after attack.

B Crescent Slash

  • Increased startup time.

Flying Flash Cut [V-Slash] (All Versions)

  • Adjusted blowback on hit, now easier to hit with the second hit.
  • Reduced untechable time on C and D versions, increased untechable time on SB version.
  • Decreased recovery on D and SB versions, can be canceled into other skills earlier.
  • Can perform Moonsault in either direction after One More Cancel.
  • Persona now disappears slower.

SB Flying Flash Cut [V-Slash]

  • Decreased startup time.
  • Projectile invincibility now starts earlier, runs out in the later portion of the attack.
  • Worsened frame difference when blocked.

Sukukaja (All Versions)

  • Invincibility during the superflash now continues.

D Sukukaja:

  • Decreased effect time.

Shippu Nagareboshi [Sukukaja Super] (All Versions)

  • Added Fatal Recovery state.
  • Changed trajectory (C version is diagonal, D version is straight up, and SB version is horizontal).

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C).

Air Attack/Movement Limitations

  • All aerial attack limitations are now counted separately (Moonsault X 3 > Mirage Slash or Flying Kunai etc can be done).
  • Flying Kunai can be performed up to 3 times per jump.
  • Flying Kunai can now be performed even while kunai are still on the screen.
  • Mirage Slash can only be performed once while airborne.

Chie

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C).

Standing A (Both Versions)

  • Can be normal canceled into Standing A in the later portion of the move.
  • Increased recovery time. Decreased hitstun time.

Standing AA (Normal Version)

  • Decreased startup time.

Standing AA (Shadow Version)

  • Adjusted blowback, easier to hit on air hit.

Standing AAA (Normal Version)

  • Can be canceled into All Out Attack or Sweep.
  • Adjusted blowback, easier hit on air hit.
  • 3rd hit can be canceled into Skills.
  • Decreased startup time of 3rd hit.

Standing AAA (Shadow Version)

  • Can be canceled into All Out Attack or Sweep.
  • Adjusted blowback, easier hit on air hit.
  • Will not accidentally perform skills on Auto Combo.

Standing B

  • Increased hurtbox area on front portion

Crouching C

  • Changed hit property, now freezes on the first hit.
  • Decreased startup time. Decreased recovery time.
  • Increased untechable time and freeze time.
  • Increased attack hitbox of outer and inner area.
  • Can be canceled into mini jump.

Standing D / Crouching D

  • Increased pushback on hit.

Standing DD / Crouching DD

  • Decreased pushback on hit.

Standing D

  • Decreased startup time.
  • Removed Fatal Counter from last hit.

Crouching DD

  • Decreased blockstun when blocked.

Jumping 2B

  • Increased diagonal hitbox area.

Jumping D

  • Persona now appears diagonally upward.

Jumping 4D

  • Persona now appears diagonally downward.
  • All Out Attack:
  • Reduced recovery time.

High Counter

  • Can no longer be super canceled after landing.
  • Ground version floats lower on hit.
  • Removed Fatal Counter from air version.

Rampage (All Versions)

  • During Shadow Berserk, cannot be performed.

B Rampage

  • On ground hit, does not push back as far.

B Skullcracker

  • Increased float on hit, decreased untechable time.

SB Skullcracker

  • Increased untechable time.
  • Decreased recovery.

Dragon Kick (All Versions)

  • Increased landing recovery of C and D version, added Fatal Recovery.
  • Increased horizontal movement speed, increased fall speed of C and D versions.

C Dragon Kick

  • Adjusted blowback, now causes a wall bounce midscreen.

D Dragon Kick

  • Adjusted blowback, now cause a wall bounce in the corner.

SB Dragon Kick

  • Counter hit now has the same blowback as a normal hit.
  • Adjusted blowback, no longer causes a side switch when hitting in the corner.

Herculean Strike (All Versions)

  • Decreased startup time of A and B versions.
  • Improved frame difference of A and B versions when blocked.
  • Increased lower area hurtbox.
  • No longer affected by dash inertia.
  • Adjusted input window for follow-up attacks, making them easier to form.

B Herculean Strike

  • Decreased blowback on hit, floats higher than previously.
  • Only causes a wallbounce on counter hit.

SB Herculean Strike

  • Removed Fatal Recovery state.
  • Becomes projectile invincible during the motion.
  • Increased untechable time. During the initial phase, increased the backward step length and increased the forward movement portion.
  • Reduced blowback on hit, increased float height.

C Black Spot

  • Increased untechable time.

D Black Spot

  • Improved frame difference when blocked

SB Black Spot

  • Decreased recovery time

Power Charge (All Versions)

  • Changed Time Gauge to Stock Gauge.
  • Various normal attacks also consume charges now.
  • Added chip damage effect to blocked attacks.
  • Increased SP gain rate while active, changed damage rate increase.
  • Reduced invincibility time of B and SB versions.

B Power Charge

  • Increased total recovery.

God Hand (All Versions)

  • Added a time stop effect during the super flash.

Yukiko

Standing A (Both Versions)

  • Reduced recovery time.

Standing AA (Both Versions)

  • Decreased startup time.
  • Decreased recovery for normal type.

Standing AAA (Both Versions)

  • Can be normal canceled into sweep.

Crouching A

  • Increased hitbox size for upper area.

B Attacks

  • When touching a Persona attack, can be normal canceled.

Crouching B (All Versions)

  • When inputted with a down back input, fan speed is slowed down.
  • Increased recovery time for all versions aside from down forward input.

Standing D (All Versions)

  • Increased untechable time.

Crouching D (All Versions)

  • Only the first hit is an overhead attack.
  • Removed Fatal Recovery state from Crouching D and down forward version.

Jumping B (All Versions)

  • When low to the ground, does not hit as a low attack.
  • Reduced landing recovery time.
  • Increased movement speed of Yukiko.

Jumping 4B

  • Increased projectile speed.

Jumping C

  • Persona now appears slightly farther forward and slightly higher.

Jumping D Attacks

  • Only the first hit is an overhead attack.

Sweep

  • Reduced attack active frames.

All Out Attack

  • Decreased startup time.
  • Increased recovery time.
  • Now becomes invincible sooner.

Agi (All Versions)

  • Decreased recovery time.
  • Ground A and SB versions do not float on hit.

A Agi

  • Ground versions on air hit do not float as high.
  • Ground version floats on counter hit, floats higher.

SB Agi

  • Decreased startup time.
  • Does not push back as far on ground hit.

Agi (Flame Portion)

  • Increased untechable time.
  • Decreased startup time.

Maragi (All Versions)

  • Removed Fatal Recovery state.

Flame Dance (All Versions)

  • Increased untechable time of the second hit of the A version.
  • Adjusted collision box, can now be hit easier by opponents.

B Flame Dance

  • Decreased startup time.

Fire Boost / Fire Amp

  • Decreased total recovery.
  • The timing of the gauge level increasing is now earlier.
  • Persona now disappears sooner for Fire Amp.
  • Changed the damage increase rate for each level.
  • Can perform Phoenix Flame Swirl at level 3 and up.

Fire Break

  • Removed Fatal Recovery state.
  • Cooldown between uses is now longer.

Phoenix Flame Swirl

  • Can now be one More Canceled.
  • Decreased startup time.
  • Can be canceled into various skills.
  • Air versions can no longer land before the attack comes out.
  • Adjusted recovery time, Grounded A and B versions are shorter, but all other versions are longer.

Agidyne (All Versions)

  • Added Fatal Recovery state.

SB Maragidyne

  • Changed the flame appearance patterns.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (All C Attacks, All versions of Agi, All versions of Maragi, All versions of Flame Dance).

Kanji

Standing AA (All Versions)

  • Can be performed when holding back.

Standing AAA (Normal Version)

  • Untechable time is now affected by combo proration.
  • Decreased untouchable time.

Standing AAA (Shadow Version)

  • Can now be normal canceled into sweep.

Standing B

  • Can be normal canceled into Standing C and Crouching C.

Standing C

  • Increased Persona attack hitbox size in the frontal area.
  • When charged to maximum (just frame), cause a forced Fatal Counter.

Jumping A

  • Decreased startup time.
  • Increased untechable time.

Jumping C

  • Decreased startup time.
  • Decreased landing recovery time.
  • Removed Fatal Counter property.
  • Removed Fatal Recovery state.

Sweep

  • Added invincibility to Chest attribute attacks.

All Out Attack

  • Invincibility frame now occurs sooner.
  • When performing the version by holding forward, recovery increased.

Ground Throw

  • Increased startup time.
  • Increased movement distance.
  • Can be canceled into from B and C attacks.

What a Pain! (B+D)

  • Changed attack attribute to projectile.
  • Can no longer clash. Reduced untechable time on counter hit.

Cruel Attack

  • Second hit of the aerial version is now a head attribute attack.
  • Worsened the frame difference of the A and B aerial versions.
  • Increased untechable time of B and SB aerial versions.
  • When performing an Auto Combo, prevent an SP skill from coming out by holding back.

A Cruel Attack

  • Increased hitstun time.
  • Increased recovery time, no change on block.

SB Cruel Attack

  • Decreased startup time.
  • Will no longer jump over crouching opponents.

B Follow-Up Cruel Attack

  • Can be canceled into 'Bet Ya Can’t Take This!' before the active frames.

SB Cruel Attack

  • Can be One More Canceled, One More Burst canceled.
  • Can be Super Canceled.

Gotcha! (All Versions)

  • D and SB versions can no longer be One More Canceled.

This’ll Hurt! (All Versions)

  • Reduced dash inertia before active frames.
  • D and SB Version’s strike invincibility now starts later.

D This’ll Hurt!

  • Removed Fatal Recovery state.

Primal Force(All Versions)

  • Can not be performed with upward diagonals.
  • When Persona is recovering, decreased hurtbox size of the back area.Decreased startup time of C and SB versions, increased startup time for D version.
  • Persona now passes through the opponent on hit for C and SB versions.
  • Reduced recovery for Kanji for D and SB versions.
  • After the D and SB versions become invincible, the Persona can no longer be stopped.

C Primal Force

  • Increased recovery time for Kanji.
  • Reduced recovery time for the Persona.
  • Increased Persona’s movement range and attack active frames.
  • Increased hitstop and untechable time.
  • On hit, the time frame where the Persona cannot appear can be canceled.
  • Can be One More Canceled.
  • On counter hit, no longer causes a wall bounce.

D Primal Force

  • On counter hit, only causes a wall bounce in the corner.

SB Primal Force

  • On hit, can cancel into Persona attacks.

B Ass Whoopin', Tatsumi-Style

  • When hitting up close, time until the chair falls has been increased.
  • When hitting from far away, increased the bounce height of the chair.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C).

Teddie

Standing AA (Normal Version)

  • The longer the button is held, the longer the recovery is.
  • After the 8th hit, can no longer be jump canceled.
  • Increased counter hit window during the move.
  • By holding forward and the A button, the performance of the move also changes.

Standing AAA (Normal Version)

  • Reduced the active frames of the last hit.

Standing AAA (Shadow Version)

  • Can be normal canceled into Jumping 2C or Sweep.
  • Can be jump canceled.

Standing B

  • Can be normal canceled into itself for a maximum of 3 times.
  • Increased untechable time on counter hit.
  • Does not increased untechable time after a wall bound has occurred.
  • Bulleted list item.

Standing B (2nd Hit Onward)

  • Increased recovery.
  • On the 3rd swing, cannot be canceled on block.
  • On the 3rd swing, can be canceled into jump or skills on hit.

Crouching B

  • Increased downward portion of hitbox.

Crouching C

  • Can be special canceled.

Jumping A

  • Frame difference when airblocked worsened.

Jumping B

  • On counter hit, after the ground bounce, can be ground techable.
  • Recovery is worse when blocked.

Jumping C

  • Increased recovery for the Persona.

Jumping 2C

  • Persona now appears from the ground.
  • Does not hit opponents on the ground.
  • Can be normal canceled into Jumping C, Jumping A+B, and special canceled.
  • No longer causes Fatal Counters.

All D Attacks

  • Changed the attack portion’s blowback, reduced untechable time.
  • Persona can no longer appear offscreen.
  • Persona is no longer projectile invincible, only projectile invincible during the held version.

Crouching D and Jumping 2D

  • Persona appears slightly farther forward.
  • Persona slightly bounces now.

Jumping D and Jumping 2D

  • Increased landing recovery.
  • Now counter hit state during the motion.

Sweep

  • Creates a different number of fish depending on the number of times the move is used.
  • On the 3rd time the attack is used, it creates 3 fish.
  • The hit property of the 3 fish version is different from normal.

All Out Attack

  • Becomes invincible at an earlier time.
  • Decreased recovery time.

Jumping A+B

  • On hit, causes a ground bounce.
  • No longer has an All Out Rush follow-up.
  • Adjusted total performance, now works as a single hit overhead attack.

Items

  • Various items now have a set 1P or 2P color.

MF-06 Brahman / Heavy Armor Agni / Turbo Recon Dyaus

  • Can be destroyed by an opponent’s attack.

Dr. Salt Neo / Mystery Food X / Muscle Drink

  • Can be knocked away by both player’s attacks.
  • Can no longer be picked up as they are disappearing.
  • Items cannot be picked up when a player is projectile invincible.
  • Item pickup range increased.

Mystery Food X

  • Now reduces HP when acquired.

Muscle Drink

  • Rage time has been reduced.

Bike Key

  • When both player and opponent acquire the key at the same time, priority is given to the player.
  • If the opponent picks up the Bike Key, they gain 10 SP and the bike doesn’t come.
  • Can no longer be picked up as it is disappearing.
  • Can only be picked up while on the ground.
  • Item pickup range increased.

Dry Ice

  • Disappears soon after landing on the ground.

Mobile Model Varna

  • On counter hit, causes stagger.
  • Now foot attribute.

D-Type Prithvi

  • After set on the ground, becomes Armor Invincible.
  • When not invincible, can be broken by opponent’s attacks.
  • When invincible, blocks opponent’s attacks and attacks.
  • When an opponent is overhead this item, it attacks.
  • Is not Armor Invincible during attacks.

Amagiya Buckets

  • After the second row, horizontal placement is no longer affected by screen placement.

Teddie Decoy

  • Increased the opponent’s hitstun time.
  • On successful counter, attack active frames reduced.

Bearscrew (All Versions)

  • B and SB Versions are no longer Fatal Recovery State.

B Bearscrew

  • Increased untechable time.
  • On hit, floats the opponent and allows for follow-ups.
  • Worsened frame difference when blocked.

D Teddievision

  • Reduced total recovery.

D Teddie Warp

  • Added a physical attack during the rush portion.

Puppet Teddie (All Versions)

  • Can change the trajectory of the B and SB versions by inputting Up, Right, or Left.
  • After the attack, the B and SB version now fall faster.
  • The B and SB versions now cause a wall bounce on air hit.
  • The A version now only causes a wall bounce when near the corner.
  • For the airborne versions, can act after during the drop.
  • Reduced the landing recovery of the airborne versions.

A Puppet Teddie

  • Reduced the recovery time.

B Puppet Teddie (Air)

  • Increased the recovery time.

Crouching D Teddie (All Versions)

  • Made the hurtbox during the animation lower.

Mystery Teddie SP

  • Can now do D attacks during the cooldown gauge of Mystery Teddie SP.

SB Tomahawk

  • Decreased startup time.

B Nihil Hand

  • Increased startup time.

Guard Cancel Attack

  • Increased recovery time.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Teddievision).

Naoto

Standing AAA

  • Can be chained into All Out Attack or Sweep.
  • In normal Naoto’s case, it forces crouching on hit.

Crouching C

  • Increased untechable time.
  • Can be canceled when blocked.
  • On hit, floats lower.

Charged Crouching C

  • Increased untechable time.

Standing DD

  • When the attack starts up, will turn to face opponent.

Jump A

  • Can only be chained a maximum of 3 times.

Jump D

  • Improved frame advantage on hit and block.
  • Reduced untechable time.

All Out Attack

  • Becomes invincible faster.
  • Reduced recovery.

Shield of Justice

  • Reduced hitstop when becoming invincible.

Countershot / Countershot II

  • Comes out slower, but startup from fastest possible input unchanged.
  • From the second hit, reduces Fate counter by 1.
  • Countershot II does not wallbounce anymore.

Safety

  • Total recovery increased, total frame difference from fastest startup unchanged.

B Double Fangs

  • When using Shadow type or reloading, B Double Fangs gives Auto Combo Bonus.

All Midair Double Fangs

  • Increased untechable time.
  • No longer increases untechable time after ground bounce.
  • Reduced blowback from A/B versions.

B Double Fangs (Midair)

  • Increased landing recovery.

SB Double Fangs (Midair)

  • Falling speed increased, second hit’s hitbox now hits lower.

Blight (All Versions)

  • Reduced poison active time.
  • Decreased D and SB versions startup time.
  • Increased D and SB versions Persona movement speed.
  • Increased D and SB versions untechable time.
  • During the flying portion of the attack, does not float.

C Blight

  • Reduced blowback, increased float height.

D Blight

  • Reduced recovery.

SB Blight

  • Hitstop no longer affects main body.

Remaining Ammo

  • Begins recovery as soon as you exit the shooting stance.

Aim (All Versions)

  • Can use the B and SB versions even when ammo is recovering.

A Aim

  • Switching between shooting stances is now much faster.
  • Removed the input buffer from A Aim.

B Aim

  • Added projectile invincibility to the second half of the stance.

SB Aim

  • Removed Fatal Counter state.

Snipe (All Versions)

  • Shots at different angles are now faster to perform.
  • Can be canceled into B and SB Aim.
  • Removed the Fate Counter removal property from the last shot.
  • Lessened recovery of the final shot of A, B, and C version and all SB versions.

Snipe (Front)

  • When performing an Auto Combo, by holding back, you can prevent a SP Skill from coming about.

SB Snipe (Front)

  • Reduced startup.

Snipe (Anti-Air) and SB Snipe (Anti-Air)

  • The last shot can bounce off the ceiling and walls.

Snipe (Special) and SB Snipe (Special)

  • Reduced recovery.
  • Increased blowback.
  • When the normal version is blocked, causes pushback.
  • Reduced untechable time for SB Version.

All Hair Trigger Megido

  • Adjust to always remove Fate Counters when it hits.

C Hair Trigger Megido

  • Removes three Fate Counters on hit.

SB Hair Trigger Megido

  • Reduced the recovery of the ground version.

Anti-S SP Pistol Alpha Uzi

  • Untechable time is now affected by proration.
  • Increased untechable time.
  • Reduced Mute time.

Anti-S SP Pistol Beta Shotgun

  • When it hits a second time, only removes 1 Fate Counter.
  • Reduced Fear time.

SB Anti-S SP Pistol Alpha Uzi

  • Second part now starts up slower.
  • Increased recovery.

Hamaon and Mudoon

  • Removed Fatal Counter state.
  • Untechable time is no longer affected by proration.
  • Decreased Mudoon startup time.
  • Increased Mudoon active frames.

Raid

  • B follow-up now removes 2 Fate Counters on hit.

All Critical Shots

  • Added Fatal Counter state.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Blight).

Mitsuru

Standing AAA

  • Can not be canceled into Standing B or Crouching B.
  • Can only be canceled into Skill Attacks on the last hit.
  • Adjusted cancel timing, comes out as fast as possible.

Auto Combo (Shadow)

  • 2-4th hits have less recovery, 5th hit can be canceled into sweep.

Standing B

  • Reduced recovery.
  • Does not push back opponent on hit.

Crouching B

  • Head invul begins earlier.

Crouching B (Charged)

  • Launches opponent on ground hit.

Jumping B (Charged)

  • Forces opponent into crouching state on ground hit.

All Out Attack

  • Recovery increased.
  • Autoguard starts up faster.
  • Counter hit state shortened.

Ground Throw

  • Increased hitstun of all hits except the last.
  • Increased blowback on hit.
  • No longer pushes Mitsuru away in the corner.

SB Myriad Arrows

  • Does fewer slashes.

B Coupt Droit

  • Faster startup.
  • Charged version recovery reduced.

SB Coupt Droit

  • Faster startup.

Tentarafoo

  • Faster startup on all versions.
  • Can be comboed into. 2nd hit floats opponent upwards instead of away.

Bufula

  • Projectile durability increased. Fatal Recovery state removed.

D Bufula

  • Appears away from Mitsuru and moves towards her.

SB Bufula

  • Starts near Mitsuru and moves away from her.

SB Mabufudyne

  • Persona is no longer invincible.

Akihiko

Auto Combo (Normal Version)

  • Changed skill to A Assault Dive.
  • 3rd hit can be canceled to All Out Attack and Sweep.
  • 4th~6th hit can be canceled into Skills.
  • 6th hit blowback has been adjusted to be easier to combo off of.

Standing B

  • Removed Fatal Counter.
  • Decreased hitstun of first hit.

Crouching B

  • Decreased attack active frames.

Standing D Attacks

  • Maintains cyclone level, can be canceled into various attacks.

Sweep

  • Moves forward in accordance with cyclone level.

All Out Attack

  • Invincibility window is now sooner.

Double uppercut

  • Increased startup time.
  • Decreased blowback at Lv0, floats lower.
  • Reduced untechable time.
  • Can be blocked in midair.

Kill Rush (All Versions)

  • Opponent stays crouching on hit.

A Kill Rush

  • Resets the cyclone level during Shadow Berserk.

B Kill Rush

  • Causes Fatal Counter.
  • Decreased startup time.
  • Causes pushback on hit.

Assault Dive (All Versions)

  • When done as an Auto Combo, the second hit has different blowback.
  • 2nd hit now increases cyclone level.
  • Can now be canceled into Mini Jump.

Closeout Blow (All Versions)

  • Cannot be canceled into as a follow-up attack.

A Boomerang Hook

  • When done as an Auto Combo, Cyclone Uppercut does not come out.

SB Sonic Punch

  • Removed projectile attribute invincibility.

Corkscrew (All Versions) Removed Fatal Recovery state.

A Corkscrew

  • Increased untechable time.

B Corkscrew

  • Decreased untechable time.
  • Untechable time does not increase after a wall bounce.

SB Corkscrew

  • Decreased startup time.
  • Decreased recovery time.

Weaving (All Versions)

  • D and SB Versions move backward faster.

SB Weaving

  • Decreased recovery time.

Cyclone Uppercut (All Versions)

  • Decreased untechable time for A and B Level 5 Versions.
  • Landing recovery is now crouching state.

A Cyclone Uppercut

  • Decreased startup time.
  • Lv1~Lv4 recovery time decreased.

B Cyclone Uppercut

  • Increased recovery time.

SB Thunder Fist

  • Decreased recovery time.
  • When blocked, causes pushback.

Maziodyne (All Versions)

  • If Akihiko gets hit, Persona also disappears.
  • Above Level 3, decrease number of hits, adjust interval between hits, slightly worsened frame difference on block.

SB Mazaiodyne (All Versions)

  • Only causes paralysis on hit.
  • Increased paralysis time.

Mini Jump

  • Mini jump preserves Cyclone level.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C).

Aigis

Persona invincibility

  • For the following moves, Persona is now invincible when appearing until active frames:
    • Standing C
    • Crouching C
    • 222C
    • Jumping C
    • Jumping 2C

Standing A (Shadow Version)

  • No knockback on hit.

Standing AA (Normal Version)

  • Reduced buffer time for input.
  • Can now aerial backdash.

Standing AAA (Shadow Version)

  • Hit effect changed.
  • No longer causes hard knockdown.
  • Now groundbounces.

Standing AAAA (Shadow Version)

  • Auto-combo skill changed to 7th Gen Radical Cannon (B version).

Standing B

  • Recovery decreased.
  • Gatlings into itself up to three times.

Crouching C

  • Increased lower and horizontal hitbox.
  • Increased untechable time.
  • Persona appears further forward.
  • Air-unblockable.
  • Now hits crouching opponents.

222C

  • Decreased start-up time.

Jumping C

  • Now more difficult to accidentally perform Jumping 2C.

Jumping 2C

  • Decreased start-up time.
  • Reduced recovery time.

Standing D / Jumping D

  • Persona appears further behind.
  • Persona counterattack has faster start-up.

Jumping D

  • Increased untechable time.

Crouching D / Jumping 2D

  • During EXO, the first hit is an overhead.
  • During EXO, decreased startup time.
  • Cannot move as quickly after setting the Persona.
  • Catch frames increased.

Crouching D

  • Decreased recovery time.

All Out Attack

  • Invincibility frames now begin later.
  • Decreased recovery time.

Ground Throw

  • Explosion can not be reversal Bursted.

Escape Change (B+D)

  • Adjusted blowback on counterhit. No longer wallbounces.
  • On hit, reduced recovery time.

7th Gen Gatling Blast (all versions)

  • Reduced recovery time.
  • Changed air hit properties when out of ammo.

7th Gen Gatling Blast A (0 Ammo)

  • No longer floats on ground hit.

7th Gen Gatling Blast SB (0 Ammo)

  • Untechable time increased.
  • Causes wallbounce near the corner.

Radical Canon (all versions)

  • Decreased startup speed of A and SB ground versions.
  • Reduced recovery of ground B version and all air versions.
  • Radical Cannon A: Increased projectile speed.
  • Radical Cannon B: Projectile trajectory is now higher.
  • Radical Cannon SB: Second projectile comes out at a different timing.

7th Gen Vulcan Cannon (all versions)

  • Button can be held to change trajectory.
  • If trajectory is changed, landing recovery is also increased.
  • When out of ammo, attack can only be performed once in the air.

SB Mode Change

  • Recovery time reduced.
  • When changing into Orgia mode from normal mode, Aigis floats higher.
  • When changing from normal mode, now invincible during the rising portion.

B Mode Change

  • When changing out of Orgia Mode, increases Orgia gauge recovery rate.

Orgia Boost

  • Upward and downward movement speed now faster.
  • Executes faster when used after Hovering or Air Boost.
  • Consumes less gauge when used after Hovering.
  • Changed conditions for performing attacks, making it harder to accidentally perform attacks.

Hover

  • Holding 2 will end the move.
  • Easier to maintain air momentum (?).

Air Boost

  • Invincibility frames now begin earlier.
  • Adjusted movement speed; actual movement begins later.
  • Can now cancel into normals and specials during the latter portion of the move.

Megido Fire (all versions)

  • Fatal Recovery removed from C version.
  • Decreased recovery on C and D versions.
  • Can now combo C and D Megido (meterless double Megido combos now possible).

Pandora Missile Launcher (D version)

  • Increased invincibility frames of the aerial version.

Goddess Shield SB

  • Decreased start-up time. Invincibility now ends during the middle of the move.

Multi-Mounted Machine Gun Orion (all versions)

  • After the grab hits, follow-up attacks connect more easily.
  • Can now change Aigis's trajectory during the move with directional inputs.

Heavenly Spear C

  • Fatal Counter removed.

EXO (Extreme Orgia Mode)

  • No longer requires Persona break for activation.
  • Silhouette no longer shows when taking damage (graphical change only).

Orgia Gauge

  • Less gauge is consumed when being hit.
  • More gauge consumed when attacking.

Origia Mode

  • When in Orgia mode, the following moves are jump-cancellable: Standing AAA, Crouching A, Standing B, and Sweep.
  • Damage reduced on Multi-Mounted Machine Gun Orion, possibly other supers.
  • Overall damage greatly decreased. Combo rate lowered; proration values adjusted.
  • Boost-cancelling moves now consumes significantly more Orgia gauge (20-25%).

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).

Standing A

  • Adjusted float to make Auto Combo easier to connect to.

Standing AAA (Normal Version)

  • 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.

Standing AAA (Shadow Version)

  • Can be canceled into Sweep.

Crouching B

  • Can be dash canceled.

Crouching B (Charged)

  • Increased untechable time. Now preserves the head attribute invincibility.
  • Adjusted blowback, is now a vertical tailspin hit state.

Crouching C

  • Can no longer be canceled into Mini Jump.

Jumping A

  • Decreased startup time.

Jumping BB and Jumping 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

Standing AAA

  • Gatling into sweep added.

Standing B

  • Fatal Counter removed.

Crouching B

  • Fatal Counter removed. Now jump-cancellable on block.

Jumping BB and Jumping 2B

  • Untechable time increased.
  • No additional untechable time off wallbounce.
  • Jumping 2B can now be executed with diagonal inputs (Jumping 1B / Jumping 3B).

All Out Attack

  • Becomes invincible sooner.
  • Recovery increased.
  • In counterhit state for less time.

Chain Knuckle (all versions)

  • Activation sped up.
  • Recovery decreased.
  • B and SB version untechable time increased.

B Chain Knuckle

  • No additional untechable time off wallbounce.

SB Chain Knuckle

  • Larger rebound from wallbounce.

Guillotine Axe (all versions)

  • Untechable time increased.
  • No additional untechable time off groundbounce.

SB Guillotine Axe

  • Decreased blowback on hit, floats higher off groundbounce.
  • Can now be ground teched.

Persona normals

  • Attacks can only be cancelled on hit or block; cannot cancel on whiff.

Crouching C

  • Activation sped up.
  • If Shadow Labrys enters blockstun before Asterius surfaces, the attack doesn't activate.
  • Increased lower portion of the attack hitbox.
  • Added Fatal Counter.

Standing C

  • Activation sped up.
  • Untechable time increased.
  • Hit property changed, no longer causes ground slide. Now causes large knockback. Wallbounces in the corner.
  • Added Fatal Counter.

Buffalo Hammer (all versions) (214C/D/CD)

  • Activation sped up.
  • Advances further forward.
  • Can withstand a greater amount of damage while active.
  • Ground-techable.
  • Adjusted blowback on SB version. Second attack easier to land.
  • Added Fatal Counter.

Buffalo Hammer quake

  • Floats on hit.
  • Untechable time increased.
  • No longer hits Personas.
  • No longer hits if the opponent is behind Asterius.
  • No longer KO's opponents.

Public Execution (all versions) ([2]8C/D/CD)

  • Easier to catch opponents behind Asterius. (Hitbox adjusted.)

Titanomachia

  • SP gain decreased while active.
  • Glitches allowing Asterius to remain fully active despite Persona-break now removed.
  • Minimum damage lowered for most supers.
  • Proration values for numerous moves adjusted.
  • Speculated combo rate decrease, likely 55% (down from 60%).

Elizabeth

Standing AAA

  • Can only be canceled into sweep on block.
  • Untechable greatly increased.
  • By holding back, SB Mahabufudyne does not come out automatically.

Standing BB

  • Normal cancel window made earlier.

Standing BBB

  • Decreased startup time.
  • Does not float on ground hit.
  • Can be normal canceled into Standing D, Crouching D, and sweep.
  • Can be jump canceled.

Standing C

  • When powered-up, the Persona will produce afterimages.

Crouching C

  • Increased hitstop.

Standing D / Jumping D

  • Increased untechable time.
  • Persona appears farther forward for Standing D.
  • Persona moves faster for Jumping D.

Crouching D

  • Lowered hurtbox size.
  • Poison effect time shortened.

Jumping 2B

  • Total recovery reduced.

All Out Attack

  • Decreased startup time.
  • Decreased recovery.

Shuffle Time

  • Decreased startup time.
  • Increased recovery.

Maziodyne (All versions)

  • Persona will turn to face the opponent.
  • A version blowback adjusted and can be techable on normal hit.
  • Increased untechable time of B version.
  • Reduced Shocked time of SB version.
  • Persona can attack after performing an Awakened B or SB Version.

B Maziodyne (Normal)

  • Decreased startup time.

A Maziodyne (Awakened)

  • No longer wallbounces.
  • Slightly increased startup time.

SB Maziodyne (Awakened)

  • Can be One More Canceled.
  • First shot causes wall bounce, second shot wallstick time reduced.

Mabufudyne (All Versions)

  • Reduced recovery.
  • Persona will turn to face the opponent.
  • A version is super cancelable and One More cancelable.
  • Held SB version frame difference improved.
  • SB version now causes Fatal Counter.
  • Follow-up hit of SB and B versions connects easier when opponent is high up.
  • Increased untechable time of first hit of SB and B version.
  • Increased movement range of the SB and B version.
  • Decreased startup time for Awakened A and B version.
  • Increased the time it takes for the Persona to disappear (After hit for B and SB versions).

A Mabufudyne (Normal)

  • Increased freeze time.
  • Decreased amount of time where Persona moves are sealed.

SB Mabufudyne (Awakened)

  • Increased recovery for Auto Combo version, Auto Combo version hits opponent easier.

Maragidyne (All Versions)

  • Decreased startup time Awakened versions.
  • Decreased recovery time Awakened version.

Randomizer (All Versions)

  • Command is now Down (charge) Up A or B.
  • Parry recovery is not Fatal Counter recovery.
  • After parry succeeds, if the attack is blocked, it loses the invincibility.
  • If the parry hits successfully, the opponent can now ground tech.
  • The parry startup timing for the A and SB versions is slightly slower.

A Randomizer

  • Increased total recovery.

Mind Charge (All Versions)

  • Reduced the amount of SP gained for B and SB versions.

SB Mind Charge

  • Decreased total recovery.

Mahamaon / Mamudoon (All Versions)

  • Decreased total recovery.
  • Does not disappear when Elizabeth blocks.
  • Persona will always appear on the ground.
  • Untechable time is no longer affected by proration.
  • Only causes a KO when round timer is less than 10 seconds.

Mahamaon

  • Greatly decreased startup time.
  • Increased untechable time.
  • After hitting the opponent, if pushed, the opponent will not stay in midair.
  • Only invincible during the superflash.
  • When it doesn’t cause a KO, deals fixed damage.

Mahamudoon / SB Mamudoon

  • Reduced the window where Persona attacks cannot be used.
  • Is now unblockable.
  • Reduced the active frames.
  • When it doesn’t cause a KO, deals fixed damage.
  • When it doesn’t cause a KO, causes a wall bounce.

Diarahan (All Versions)

  • Added an attack portion after the invincibility wears off.
  • Reduced the HP recovered.

SB Diarahan

  • Cannot be stopped before it becomes invincible.

Ghastly Wail

  • Added Fatal Recovery state.

Megidoloan

  • Removed Fatal Recovery state.

Guard Cancel Attack

  • Decreased startup time.
  • Increased recovery time.

One Handed Sword Master

  • Can now be stocked.

HP

  • Increased.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (all C attacks, A and B Maziodyne, All versions of Mabufudyne).

Yukari

Standing A

  • Reduced attack active frames.

Standing AAA

  • Can be canceled into All Out Attack and Sweep.
  • Can only be canceled into All Out Attack after the last hit.
  • Decreased recovery on block and whiff.

Standing B

  • Decreased startup speed, decreased time needed for full charge.

All D Attacks

  • Decreased hitstop when blocked.
  • Attack hitbox now disappears if Persona disappears.

Standing D

  • Added 6D, which places the Persona farther away.

Juming B / Jumping 2B

  • Decreased startup time.

Jumping C

  • Increased untechable time on counter hit.
  • Can no longer increase untechable time due to ground bounce.

Sweep

  • Can no longer be canceled into Standing D.
  • Can now be canceled into 6D and Crouching D.

All Out Attack

  • Invincibility time now occurs later.
  • Increased recovery time.

Ground Throw

  • Increased recovery on hit.

Feather Slasher

  • First hit can no longer hit Personas.
  • Can pass through opponents while invincible.

Feather Arrow (All Versions)

  • Adjusted blowback on air hit, increased untechable time.
  • Causes spin damage state on ground hit, does not push back as far.
  • Increased arrow speed on ground versions, changed trajectory.
  • Removed air limitation from air A and B versions.

A Feather Arrow

  • Increased recovery time.

B Feather Arrow

  • Decreased recovery time.

A Feather Arrow (Air)

  • Bounces higher after usage, falls slower after usage.

B Feather Arrow (Air)

  • Bounces lower after usage, falls faster after usage.

Feather Bomb (All Versions)

  • Timing to cancel into other attacks is now faster.

Feather Flip (All Versions)

  • Can use each button individually until landing.

SB Feather Flip

  • Increased movement speed.

Feather Shot (All Versions)

  • Decreased startup time.
  • No usage limit during Shadow Berserk.

SB Feather Shot

  • Decreased recovery time.

Magaru (All Versions)

  • No longer disappears when hit by Feather Arrow.

D Magaru

  • Changed trajectory of ground versions, now farther and lower.
  • Time until disappearance is now longer.
  • Increased Persona recovery time, can no longer perform Persona attacks.

SB Magaru

  • Changed trajectory of ground versions, now farther and lower.

Hyper Feather Shot (All Versions)

  • Removed Fatal Recovery state.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, All versions of Magarula).

Junpei

Standing A

  • Decreased startup time.
  • Decreased attack active frames.

Standing AA

  • Adjusted blowback on airhit, easier to follow up.
  • Decreased startup time.

Standing AAA

  • Can be normal canceled into sweep.
  • Can now be canceled sooner.

Crouching A

  • Increased upward area hitbox.

Standing B / Crouching B

  • Decreased startup time.

Standing C

  • Decreased startup time.

Crouching C

  • Persona is now invincible to Chest attribute attacks.

Standing D / Jumping D

  • Decreased total recovery time.

Jumping A

  • Increased attack level.

Jumping 2A

  • Bulleted list itemDecreased startup time.
  • Increased untechable time on air hit.
  • No lower counts as a low attack when close to the ground.
  • No longer floats on ground hit.

Jumping C

  • Increased falling speed after the attack finishes.

Jumping 2D

  • Decreased startup time.
  • Increased falling speed after the attack finishes.
  • Can be canceled into from Jumping A, Jumping B.
  • Adjusted appearance and angle, making easier to hit from previous attacks.

All Out Attack

  • Invincibility time sets in sooner.
  • Decreased recovery time.

Batting Projectiles (Front, Upward, Downward)

  • When a projectile is hit, Junpei will become invincible for a time.
  • Adjusted the location where the returned fireball will appear from.
  • Returned fireballs will disappear if it clashes with a projectile.

Super Flamenco Swing

  • Lengthened the invincibility time during the stance.
  • Decreased startup time.
  • Damage is now based on time spent in stance.

Super Spin Swing (All Versions)

  • Grounded version last hit automatically turns to face the opponent.
  • Reduced blowback of the aerial version, making it easier to combo off of.
  • SB Version Clean hit now causes the same blowback as the B Version.

A Super Spin Swing (Air)

  • Decreased startup time.

A Super Bunt

  • Changed so that it is more difficult to accidently perform Super Spin Swing on accident.

SB Super Bunt

  • Can now be dash canceled.

Full Speed Slide (All Versions)

  • Increased hitbox size.
  • Air version is also Fatal Counter recovery state.
  • Decreased startup time of air versions.
  • Air version property changed, C version is a low attack, and D and SB versions are high attacks.

C Full Speed Slide

  • Reduced recovery time.
  • Adjusted blowback.

Deathbound (All Versions)

  • Removed Fatal Counter recovery state from ground version.
  • After the last hit, can be ground teched.
  • Decreased total recovery time.

Inferno Homer (All Versions)

  • Stance portion can now be dash canceled.
  • When B or D follow-ups are used, no longer causes pushback in the corner.

SB Inferno Homer

  • Will cause a Homerun even if the later portion of the attack hits.

Comeback Grand Slam (All Versions)

  • When a projectile launched by the A or C follow up hits, it causes a wall bounce.
  • Increased startup time for Junpei’s attack.
  • Will cause a Homerun even if the later portion of the attack hits.
  • Increased startup time for Person’s projectile for D and SB versions.

C Comeback Grand Slam

  • Persona now appears at a closer distance.

SB Comeback Grand Slam

  • Persona now appears a little bit further behind the opponent.
  • Adjusted projectile speed and projectile blowback, making it easier to hit back.

Vorpal Bat (All Versions)

  • Increased blowback when a Homerun is hit.
  • Untechable time no longer scales with proration.
  • Decreased total recovery time.

Explosive Level-Up Grand Slam

  • On hit, sets score to 0 and removes Victory Cry.

Clean Hit

  • Increased vertical judgement area.
  • Other than SP Skills, can only Clean Hit opponents who are midair (and taking damage midair).

Ball Counter

  • Throw breaks do not count as an Out.
  • Hitting a Persona or another object counts as a Ball.

Various Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C).

Sho

Counter Hit State

  • Counter Hit period during recovery has increased for the following moves:
    • Standing A, B, and C
    • Jumping A, B, and C
    • Survival Knife (all versions)
    • Hougekizan: Flash Fang (all versions)
    • Hougekizan: Soaring Fang (A/B versions)
    • Moonsmasher (all versions)

Hurtbox

  • Airborne hurtbox while being hit has been made larger on the lower portion.

Standing A

  • Attack level decreased.
  • Upper region hitbox reduced.
  • Reduced active frames.
  • Added Chest attribute.

Standing AAA

  • Cancellable into All Out Attack.

Crouching A

  • Upper region hitbox increased.

Standing B / Crouching B

  • 2nd hit is now Short Hop cancellable.

Crouching B

  • 2nd hit no longer strikes down against airborne opponents.
  • The frame gap between both hits has been reduced.

Standing C

  • Startup decreased.
  • Increased normal cancel window.
  • Cannot cancel back into a normal that was previously canceled from.

Crouching C

  • Fatal Counter recovery removed.

Standing D / Jumping D

  • Pressing C or D will allow you to perform a follow-up attack.
  • Can be cancelled into from various attacks.

Jumping A

  • Increased normal cancel window.

Jumping B

  • Startup decreased. Downward region hitbox of the first hit has been reduced.
  • The frame gap between both hits has been reduced. Recovery increased.
  • Untechable time on air counter hit has been reduced.

Jumping C

  • Interior hitbox size increased.
  • The frame gap between both hits has been reduced.
  • Increased normal cancel window.

Jumping 2C

  • Increased hurtbox size.

All Out Attack

  • Slightly decreased startup time Guard point startup time decreased, guard point ends just before attack frames.
  • Recovery decreased. Fatal counter recovery removed.

All Out Attack D Follow-Up

  • Blowback increased.

Ground Throw

  • No longer knocks opponent down.

Izayoi

  • First hit no longer floats, blowback adjusted.
  • Decreased landing recovery.

Ura Izayoi

  • Head attribute removed.
  • Falls slightly faster after the attack.

Survival Knife (All Versions)

  • Knives now disappear when Sho gets hit.
  • Can be cancelled into from Hougetsuzan moves (236AB/214AB series).
  • Attack does not come out when inputted with diagonal downward inputs.
  • Lower positioned knives are even lower, are low attacks, and are Foot attribute.

SB Hougetsuzan: Flash Fang

  • Improved frame difference on hit/block.

Hougetsuzan: Soaring Fang

  • Air version added (j.214A/B).
  • Grounded portion can now be canceled into various attacks on hit.

SB Hogetsuzan: Soaring Fang

  • Removed Foot attribute invincibility.

Hougetsuzan: Destructive Fang (All Versions)

  • Attack level reduced.
  • Untechable time increased.

A Hougetsuzan: Destructive Fang

  • Startup decreased.

B Hougetsuzan: Destructive Fang

  • Increased horizontal movement speed.

High Speed Movement (All Versions)

  • Made the movement timing of the aerial D and SB Versions earlier.

C High Speed Movement (Air)

  • Horizontal range decreased.

Blazing Moon Barrage (All Versions)

  • CH untech time reduced.
  • No longer pushes the opponent during the lunge.
  • Recovery decreased on block.
  • The animation portion on hit is much faster, total duration of the entire move decreased.

SB Blazing Moon Barrage

  • Decelerates when blocked.

Moon Smasher (All Versions)

  • Untechable time now affected by proration.
  • Last hit now combos into One More Burst.
  • Fatal Counter recovery removed.
  • Untechcable time on counter hit reduced.
  • Floats greater on counter hit.

Minazuki

Standing A

  • Upper region hitbox reduced.
  • Reduced active frames.
  • Added Chest attribute.

Standing AA

  • Decreased start-up time.
  • Increased recovery time.

Standing AAA

  • Can be normal-canceled into Sweep (2A+B) and All Out Attack.
  • Trajectory has been changed.
  • Reduced Recovery time.
  • Increased untechable time.

Crouching A

  • Upper-region hitbox increased.

Standing B / Crouching B

  • 2nd hit is now Short Hop cancelable.
  • Increased recovery time on Crouching B.

Standing C

  • Less push-back on hit.
  • Causes ground bounce on air hit.
  • Decreased Startup.
  • Decreased untechable time.
  • Can no longer be normal-canceled into Sweep.

Rise

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (All C Attacks, All versions of Rock You!, All versions of Platinum Disc).

Standing AA

  • Decreased startup time.

Standing AAA'

  • Can be normal canceled into All Out Attack or Sweep.
  • Increased attack level.

Crouching B

  • Decreased startup time.
  • Is now head attribute invincible until before the attack frames of the 2nd hit.
  • Can no longer accidentally be normal canceled before the second hit is about connect.

Standing C / Crouching C

  • Decreased blockstun on blocking opponents.

Crouching C

  • Can normal canceled into Standing D and Crouching D on hit.

All D Attacks

  • Attack does not disappear if Rise’s Persona is hit.

Standing D / Crouching D

  • Reduced total recovery.

Jumping A

  • Decreased attack level.

Jumping B

  • Decreased total attack hitbox area.

Jumping 2B

  • On airhit, hits twice even if low to the ground.

All Out Attack

  • Becomes invincible sooner, invincible lasts until just before the attack’s active frames.
  • Reduced recovery time.

Ground Throw

  • Decreased hitstun on counter hit.

Reflect Bit

  • Removed Fatal Recovery state.

Rock You! (All Versions)

  • Changed music note locations for B and SB Versions (Holding the B button down places the notes where they used to be).

A Rock You!

  • Increased recovery time.

B Rock You!

  • Decreased blowback on hit, does not launch the opponent as far away.

Rock You! (Music Note)

  • When broken, the attack hitbox now moves with it.
  • Broken music notes are now more likely to break other music notes.

No Touching! (All Versions)

  • Now pushes back farther away when blocked.
  • Increased music note breaking window on A and SB versions, now breaks music notes easier.

SB No Touching!

  • Decreased startup time, now moves faster. Decreased recovery time.

Platinum Disc (All Versions)

  • Increased reach on C and D versions.

C Platinum Disc

  • Decreased total recovery time.

D Platinum Disc

  • Increased number of hits.

Tetrakarn / Makarakarn

  • Decreased total recovery time.
  • C version is strike invincible, D version is projectile invincible, SB version is invincible to everything except throws.

SB Arrow Rain

  • During Analyze, will cause Paralyze

Hysterical Slap (All Versions)

  • Decreased recovery on hit.
  • Will combo into One More Burst after the last hit.
  • Does not freeze the timer on hit.
  • Minimum damage dropped from 880 -> 600.

A Hysterical Slap

  • Adjusted blowback, will overlap with musical notes when done as part of the Auto Combo.

Risette Field (All Versions)

  • Increased cooldown time between uses

Risette: Live on Stage (All Versions)

  • Increased start up time.
  • Added Fatal Recovery state.
  • On hit, can no longer Time Up during the animation.
  • Increased difficulty on SB version, shortened animation length.

Ken

Standing A

  • Added Chest attribute.
  • In counterhit state longer.

Standing AAA

  • Now moves Ken forward.
  • Gatling into sweep added.
  • Wallbounces on air hit.

Auto Combo

  • Adjusted blowback on air hit. Easier to connect attacks.

Crouching A

  • Attack level decreased.

Jumping A

  • Shortened interval between hits. Total recovery time decreased.

Koromaru Normal Attacks (Standing C, Crouching C, Offscreen C)

  • Attacks are now performed by releasing the button.

Koromaru 2C

  • On block, Koromaru's somersault trajectory is now larger.

Koromaru D

  • If the D button is held, Koromaru will return after jumping.

All Out Attack

  • Decreased start-up time.
  • Invincibility now continues until the attack's active frames.
  • Decreased recovery time.

All Out Attack Finish, D Version

  • Adjusted blowback.
  • Opponent now flies further away.

Ground Throw

  • Increased recovery on hit.

Vile Assault (B+D)

  • Decreased start-up time.
  • Decreased recovery on whiff and block.
  • Decreased untechable time on counter-hit.
  • Now considered crouching when landing.

Mediarama

  • Added an attack hitbox.
  • Decreased HP recovery.
  • Decreased HP recovery amount for Koromaru.
  • C and D versions are projectile invulnerable during the animation.
  • SB version fully invulnerable during animation.

Zan – Hakurou Battouga SB

  • Decreased startup time.
  • Increased movement speed.
  • Koromaru slows down when making contact with an opponent.
  • Attack ends if Ken is hit or enters blockstun.

Zetsu – Hakurou Battouga (C and D Versions)

  • Decreased number of hits when blocked.

Zetsu – Hakurou Battouga SB

  • Increased number of hits.
  • During the attack, Koromaru is projectile invincible.
  • Attack ends if Ken is hit or enters blockstun.

Koromaru HP Gauge

  • Increased Koromaru’s total HP.
  • When Koromaru’s HP reaches 0, the time until Koromaru is revived has been increased.
  • When Koromaru’s HP reaches 0, he cannot be healed by Mediarama.

All Koromaru Attacks

  • Can no longer clash.
  • When using a move that requires SP, it takes priority over other moves.

Koromaru Hit State

  • When being hit, Koromaru cannot perform any actions.

Adachi

Mandala Buff

  • Rage removed.
  • Status ailments inflicted by moves adjusted.
  • Now SB skills inflict 2 ailments instead of 1.
    • Status ailments inflicted now are:
      • Standing C: Poison.
      • Crouching C and Jumping 2C: First hit Poison, slam down inflicts Fear.
      • Jumping C: Fear.
      • Standing D: Shock.
      • Crouching D and Jumping 2D: Shock.
      • Megidola: Shock.
      • Atom Smasher: Fear and Confusion.
      • Heat Riser: Fear and Posion.
      • Ghastly Wail: Fear and Silence.
      • Magatsu Mandala: Confusion and Silence.
      • Posion time reduced

All C Persona Normals and Evil Smile

  • Persona is invincible when appearing until active frames.

Standing AAA

  • Sweep cancelable.

Standing B

  • Now moves forward.

Crouching B

  • Now does slightly less damage (700 > 500).

Standing C

  • Slam damage went down (838 > 789).

All D Moves

  • Opponent gains less meter from blocking.
  • Adachi is now in Counter Hit state until he recovers.

Jumping C

  • No longer slides on counter hit.
  • Opponent can immediately tech afterwards, can no longer follow-up with a combo.

Sweep

  • Length of sweep extended.

All Out Attack

  • Length of all out attack extended

Ground Throw

  • Gains 17 meter (steadily grows while Adachi laughs).

Air Throw

  • Does more damage (1300 > 1800, CH does 1980).

Furious Action

  • Takes 5% blue health instead of 10.
  • Slides instead of wallbouncing, so is no longer able to be followed up on CH, but can be followed up with SB Mandala for a small combo.

A Calm Down

  • Projectile Invulnerability.

SB Calm Down

  • Quicker startup and invuln startup, moves further forward.

B/SB Pain in the Ass!

  • Can be special canceled into a different special.

Scared? (All Versions)

  • Now special cancelable once during a gatling string.

A/B Scared?

  • More minus on block.

Evil Smile

  • Wider hitbox.
  • Won't hit invulnerable opponents.
  • Recovery reduced on both Adachi and Magatsu Izanagi.

SB Evil Smile

  • Has less recovery.
  • Hits crouching.
  • Supposedly can be used within a combo.

Megidola (All Versions)

  • Less inertia retained from movement before move.

D Megidola

  • Much more recovery on whiff.

SB Heat Riser

  • Has a different trajectory, with a steeper arc, and also has increased untech time.
  • More follow ups possible.
  • Recovery increased.

C Atom Smasher

  • More startup and less recovery.
  • Frame advantage on block decreased (-10 > -25).

SB Atom Smasher

  • Has a longer startup, less useable as a reversal.
  • More whiff recovery. Now +2 on block.

SB Magatsu Mandala

  • Has a different trajectory that knocks opponent towards you, allowing for more combo useability.
  • Has more recovery.

Marie

Weather

  • SP gain reduced during Snow.

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C and Crouching C).

Standing AA

  • Decreased startup time.
  • Decreased recovery time; frame difference is the same.

Standing AAA

  • Can be normal canceled into sweep.
  • Can be jump and dash canceled.

Standing BB

  • Fall speed is reduced.
  • Ground bounce height reduced.

Standing C

  • Adjusted forward movement and attack hitbox; reach increased.

Standing D

  • Reduced total recovery time.

Jumping C

  • Lowered attack level.
  • Reduced front area hitbox.
  • Increased front area hurtbox

All Out Attack

  • Guardpoint starts sooner and ends right before the attack portion.
  • Decreased recovery time.

SB Run Amok

  • Decreased startup time

SB Run Amok (Air)

  • Increased untechable time of first hit, making it easier to connect into the second hit.

Dance, Fallen Angels (All Versions)

  • Box falls lower at a faster speed, attack start-up time decreased.
  • Box can now pass through opponents.
  • Adjusted the box’s performance, making it easier to hit opponents.
  • A and SB versions will automatically attack the opponent sooner

SB Dance, Fallen Angels

  • Reduced recovery time.
  • Even during the attack, the box will turn towards the opponent.
  • Box comes out of the bag higher than normal version.

Memories of Grief (All Versions)

  • Comes out of the box faster.

SB Memories of Grief

  • Reduced recovery time.

Her Name is “Hope (Pandora)”

  • Head attribute invincibility starts sooner.

C Stigma of Condemnation

  • Decreased startup time. Decreased recovery time.

D Stigma of Condemnation

  • Performance is now the same as the C version, but appears farther away.
  • Persona always appears next to Marie regardless of prior position.

SB Abysmal Evil Eye

  • Now pulls the opponent in stronger.
  • The pull is now as strong as Akihiko's D attacks.

Shell of Denial (All Versions)

  • Grounded version stays in counter hit state after landing.
  • Increased A and SB version startup time.
  • Increased SB version recovery.

ShutupIhateyouyoustupidjerk (All Versions)

  • Untechable time no longer decreases with proration.
  • Minimum damage reduced to 1000.

Shining Arrows (All Versions)

  • Persona appears on screen when doing the follow-up inputs for the C and SB versions.
  • Persona does not appear onscreen from offscreen when performing the follow-up inputs for the D version.
  • Persona is no longer invincible during the SB version.
  • Aerial C & D versions now have recovery until landing.

SB Shining Arrows

  • Recovery time reduced.

Margaret

Standing A

  • Cannot be canceled back into the move it was canceled from.

Auto Combo

  • Increased the hitstun of the 5th hit.
  • Divine Vacuum can no longer come out if holding directional inputs during Auto Combo.

Standing C

  • Decreased upper area hitbox size.

Jumping 2C

  • Reduced lower area hitbox size.

Jumping 2D

  • Slightly decreased startup time.

Sweep

  • Can delay the timing of the attack by holding the button down.

All Out Attack

  • Decreased recovery time.
  • Invincibility now runs out before the attack’s active frames.

Air Throw

  • Decreased untechable time.

Ultra Suplex

  • Decreased untechable time on Counter Hit.

C Divine Vacuum

  • Spear appears from a slightly closer distance.

God Hand (All Versions)

  • Persona is invincible until the active frames of the attack.

SB God Hand

  • Reduced recovery time, same frame difference when blocked.
  • Shortened the time period where a Persona move cannot be used afterward.

Power Slash (All Verisons)

  • Decreased time length before superflash, no change to total startup time.
  • Increased attack power multiplier when performed quickly in succession.

Phanta Rhei (All Versions)

  • For C and SB Versions, Persona will attack from where the Persona is.

SB Phanta Rhei

  • Decreased startup time.
  • Removed strike invincibility from the ground version, is now only projectile invincible.

Hassou Tobi (All Versions)

  • Decreased time length before superflash, no change to total startup time aside from B version.

B Hassou Tobi

  • Decreased startup time.
  • Decreased recovery after hit, now easier to follow up.

Mediarahan (All Versions)

  • Is now Armor Invincible to all attacks other than throws starting part-way through the move.
  • During the invincibility frames, recovery damage dealt by an opponent and is fully invincible.
  • Reduced total recovery time.
  • Decreased HP healed to self.
  • Recover both player’s Persona cards.

Morning Star

  • Can no longer be pushed by opponents during the animation.

Hurtbox

  • Sliding hurtbox has been made larger.

Persona Gauge

  • Persona Gauge recovers slower during Persona Break

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (All C Attacks except Jumping 22C, All versions of Divine Vacuum, All aerial versions of Gale Slash)

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