P4Arena/Ailments

From Dustloop Wiki

Ailments

You and your opponent can inflict ailments (also known as status effects) on each other during the match. Most ailments last for approximately 4 in-game seconds, and can be removed if the character with a status effect hits the opponent with an attack. You can be afflicted by multiple ailments at the same time so watch out!

Poison

A poisoned character loses a set portion of his/her health over time.
Poison disappears after a set period of time or until the poisoned character hits the opponent.

There will be a heartbeat sound effect in the background and each time you hear the heartbeat, you will lose a small amount of health.

Examples: Yosuke's throws, Teddie's Mystery Food X, Elizabeth's Shuffle Time

Panic

Panicked character's inputs to become reversed: left becomes right and right becomes left! This means that while Panic, the character will need to press down and towards the opponent to block low.
Panic disappears after a set period of time or until the panicked character hits the opponent.

Examples: Yosuke's Tentarafoo, Elizabeth's Shuffle Time

Fear

When afflicted with fear, the first hit of any combo automatically becomes a fatal counter and they will be unable to break throws.
Fear disappears after a set period of time or until the afflicted character hits the opponent.

Examples: Elizabeth's 5D, Teddie's Puppeteddie

Rage

Rage (commonly called Berserk) disables blocking for the afflicted character but increases the enraged character's attack power by 20%.
Unlike most other status effects, Rage only disappears after a set period of time - it does not go away if you hit your opponent!

Examples: Teddie's Teddie Decoy and Muscle Drink

Mute

Mute (commonly called Silence) causes characters have their persona related abilities for the afflicted character. This includes things like C and D attacks, Bursts, and some speicals and supers.
Mute disappears after a set period of time or until the muted character hits the opponent.

Examples: Naoto's Anti-S SP Pistol α

Shock

Shock (commonly called Paralysis) disables movement (walking, jumping, airdashing, etc) for the afflicted character. Note that Evasive Action, Hop, Air Turn, Ukemi, and attacks that automatically move the character (such as Chie's Dragon Kick) are still usable while paralyzed.
Shock disappears after a set period of time or until the shocked character hits the opponent.

Examples: Kanji's 5D/2D/j.D, Narukami's SB Zio

Charm

A charmed character's SP is constantly drained in 4 SP increments and given to the opponent! Note that even if the charmed character's SP is reduced to zero, the opponent will still gain SP.
Charm disappears after a set period of time or until the charmed character hits the opponent.

Examples: Mitsuru's 2C, Elizabeth's Shuffle Time

Freeze

Frozen characters are encased in ice where they can be comboed by the opponent. Once hit, they will automatically break free from the ice (unless they are hit by another attack that can freeze them!). By rapidly pressing left and right, the afflicted character can break out of the ice sooner.
It is speculated that similar to BlazBlue, when a frozen character is able to hit the opponent (through delayed projectiles or attacks trade), then the frozen character is automatically freed from the ice and blown back.

Examples: Mitsuru's 5D/2D/j.D, Teddie's item Dry Ice

Negative Penalty

Similar to Guilty Gear and BlazBlue, if a character runs away for too long, then the character enters Negative Penalty. Before going into Negative Penalty, an exclamation point will repeatedly flash above a character's head as a warning; the character will officially be in Negative Penalty State once the words "NEGATIVE" appear on the side of the screen and red "sad faces" will appear over the character's head.

While in Negative Penalty, defense is decreased (meaning the character will suffer MORE damage per hit). Unlike other status effects, Negative Penalty does not disappear after hitting the opponent; you must perform multiple offensive actions such as advancing forward, or attacking the opponent.


Persona 4: Arena
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System Explanations

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