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==Golden Arena Glossary==
==Golden Arena Glossary==
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{| class="wikitable sortable"
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! Term !! Definition
! Term !! Definition
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{{!}} (L) (M) (H) (EX) (EX+) {{!}}{{!}} Ranking of effectiveness from weakest (L) to highest (EX+). <br> Self-explanatory "(Half) / (Full)" are used for Burst recovery skills.
| (L) (M) (H) (EX) (EX+) || Ranking of effectiveness from weakest (L) to highest (EX+). <br> Self-explanatory "(Half) / (Full)" are used for Burst recovery skills.
{{!}}-
|-
{{!}} Attack {{!}}{{!}} When a skill says it boosts attack, it is most likely referring to your normals and does NOT apply to supers.
| Attack || When a skill says it boosts attack, it is most likely referring to your normals and does NOT apply to supers.
{{!}}-
|-
{{!}} Furious Action {{!}}{{!}} Commonly refered to as "DP." Input is B+D.
| Furious Action || Commonly refered to as "DP." Input is B+D.
{{!}}-
|-
{{!}} SP Gauge {{!}}{{!}} The SP Gauge starts each round at 0 and has a max of 100. <br> SP grows over the course of the match through attacking, defending, and other actions. <br> If a character enters Awakening, then the max becomes 150, and the character automatically gains 50 SP.
| SP Gauge || The SP Gauge starts each round at 0 and has a max of 100. <br> SP grows over the course of the match through attacking, defending, and other actions. <br> If a character enters Awakening, then the max becomes 150, and the character automatically gains 50 SP.
{{!}}-
|-
{{!}} First Attack {{!}}{{!}} Getting the first hit in a round gives a bonus 10 SP to the attacker in addition to the normal SP gain of the attack.
| First Attack || Getting the first hit in a round gives a bonus 10 SP to the attacker in addition to the normal SP gain of the attack.
{{!}}-
|-
{{!}} Skills {{!}}{{!}} Commonly called special moves. Usually the result of one quarter-circle motion plus an attack button. <br> Also applies to charge input specials.
| Skills || Commonly called special moves. Usually the result of one quarter-circle motion plus an attack button. <br> Also applies to charge input specials.
{{!}}-
|-
{{!}} Skill Boosts {{!}}{{!}} Spend 25 SP to boost a special move. <br> When performing a Skill Boost, the character will briefly flash blue and a blue silhouette will trail him/her until the move ends.
| Skill Boosts || Spend 25 SP to boost a special move. <br> When performing a Skill Boost, the character will briefly flash blue and a blue silhouette will trail him/her until the move ends.
{{!}}-
|-
{{!}} SP Skills {{!}}{{!}} Commonly known as Super Attacks. cost 50 SP and are giant, flashy attacks. <br> They usually do lots of damage or have other interesting properties such as invincibility.
| SP Skills || Commonly known as Super Attacks. cost 50 SP and are giant, flashy attacks. <br> They usually do lots of damage or have other interesting properties such as invincibility.
{{!}}-
|-
{{!}} SP Skill Boosts {{!}}{{!}} Powered up versions of supers that cost 75 SP by default.
| SP Skill Boosts || Powered up versions of supers that cost 75 SP by default.
{{!}}-
|-
{{!}} Guard Cancel Attack {{!}}{{!}} Applies to both 6+A+B and 6+A+C while blocking to perform an attack or Evasive Action with guard point against all attacks and throws. <br> Guard Cancel Attacks cost 50 SP by default.
| Guard Cancel Attack || Applies to both 6+A+B and 6+A+C while blocking to perform an attack or Evasive Action with guard point against all attacks and throws. <br> Guard Cancel Attacks cost 50 SP by default.
{{!}}-
|-
{{!}} Instant Blocks {{!}}{{!}} Blocking right as an attack lands will make a loud shine sound and your character will flash white. <br> Allows you to act out of block faster. Increased SP gain compared to a standard block.
| Instant Blocks || Blocking right as an attack lands will make a loud shine sound and your character will flash white. <br> Allows you to act out of block faster. Increased SP gain compared to a standard block.
{{!}}-
|-
{{!}} Counter Hit {{!}}{{!}} If a character is hit while attempting an attack, the character will flash red and the word COUNTER will appear on the side of the screen. <br> Counter Hits usually cause increased hitstun.
| Counter Hit || If a character is hit while attempting an attack, the character will flash red and the word COUNTER will appear on the side of the screen. <br> Counter Hits usually cause increased hitstun.
{{!}}-
|-
{{!}} Fatal Counter {{!}}{{!}} On Fatal Counter, all subsequent hits in a combo will have increased hitstun (speculated to be a 5 frame increase). <br> This allows for completely new combos since the increased hitstun will counteract some of the hitstun decay. <br> Some attacks have "Fatal Recovery" and some attacks force Fatal Counter on Counter hit.
| Fatal Counter || On Fatal Counter, all subsequent hits in a combo will have increased hitstun (speculated to be a 5 frame increase). <br> This allows for completely new combos since the increased hitstun will counteract some of the hitstun decay. <br> Some attacks have "Fatal Recovery" and some attacks force Fatal Counter on Counter hit.
{{!}}-
|-
{{!}} Awaken {{!}}{{!}} When a Normal Type character's health reduced to approximately 35% or lower and the character is not in hitstun, they will enter Awakening. <br> Awakening has a visual effect when it occurs: the character will flash orange, his/her portrait will appear briefly in the background. <br> Some supers are locked behind Awakening.
| Awaken || When a Normal Type character's health reduced to approximately 35% or lower and the character is not in hitstun, they will enter Awakening. <br> Awakening has a visual effect when it occurs: the character will flash orange, his/her portrait will appear briefly in the background. <br> Some supers are locked behind Awakening.
{{!}}-
|-
{{!}} Burst {{!}}{{!}} Invincible attack performed by pressing A+C+D while the Burst Gauge is full. <br> When Bursts are unavailable, a black "B" will be shown instead. <br> This "B" will slowly fill up over time and as you get hit. Once it's full, you can Burst again.
| Burst || Invincible attack performed by pressing A+C+D while the Burst Gauge is full. <br> When Bursts are unavailable, a black "B" will be shown instead. <br> This "B" will slowly fill up over time and as you get hit. Once it's full, you can Burst again.
{{!}}-
|-
{{!}} Shadow Frenzy {{!}}{{!}} Exclusive to Shadow characters. "Burst" behaves differently outside of using it defensively. <br> Bursting in neutral or to cancel an attack causes the background to darken and your SP gauge to turn purple. <br> The more SP you have when you start Shadow Frenzy, the longer Shadow Frenzy lasts. SP options are cheaper during this time.
| Shadow Frenzy || Exclusive to Shadow characters. "Burst" behaves differently outside of using it defensively. <br> Bursting in neutral or to cancel an attack causes the background to darken and your SP gauge to turn purple. <br> The more SP you have when you start Shadow Frenzy, the longer Shadow Frenzy lasts. SP options are cheaper during this time.
{{!}}-
|-
{{!}} Persona Gauge {{!}}{{!}} The card shaped symbols below each character's life gauge represents each persona's life. <br> A card is lost each time the character OR his persona is hit when the persona is visible.
| Persona Gauge || The card shaped symbols below each character's life gauge represents each persona's life. <br> A card is lost each time the character OR his persona is hit when the persona is visible.
{{!}}-
|-
{{!}} Chip Damage {{!}}{{!}} When an attack is blocked, the blocker will take reduced damage in the form of temporary health.
| Chip Damage || When an attack is blocked, the blocker will take reduced damage in the form of temporary health.
{{!}}-
|-
{{!}} Null {{!}}{{!}} When a status or element is "Null" or "Nullified" you are granted extra protection or straight up immune to the listed effects.
| Null || When a status or element is "Null" or "Nullified" you are granted extra protection or straight up immune to the listed effects.
{{!}}-
|-
{{!}} "press PLAY" {{!}}{{!}} "Play" is an assignable button in the options menu. It is usually paired with the "record" function for training mode. <br> In Golden Arena, PLAY is used to activate certain skills. Assigned to Right Trigger/R2 by default.
| "press PLAY" || "Play" is an assignable button in the options menu. It is usually paired with the "record" function for training mode. <br> In Golden Arena, PLAY is used to activate certain skills. Assigned to Right Trigger/R2 by default.
{{!}}-
|-
{{!}} "Both players/Opponent starts with..." {{!}}{{!}} Characters are affected immediately at round start. <br> Just because someone "starts with" an ailment does not imply the status cannot be removed.
| "Both players/Opponent starts with..." || Characters are affected immediately at round start. <br> Just because someone "starts with" an ailment does not imply the status cannot be removed.
{{!}}-
|-
{{!}} "...upon victory" {{!}}{{!}} Technically applies before a round starts. After a battle is won, you will receive the bonus at the start of your next match.
| "...upon victory" || Technically applies before a round starts. After a battle is won, you will receive the bonus at the start of your next match.
{{!}}-
|-
{{!}} "Chance of..." {{!}}{{!}} The game runs a check for every unique attack that hits. Multi-hit Supers only get checked once, at the start of the move.
| "Chance of..." || The game runs a check for every unique attack that hits. Multi-hit Supers only get checked once, at the start of the move.
{{!}}-
|-
{{!}} Auto Recover / Depletes {{!}}{{!}} Periodically receive the bonus throughout the match.
| Auto Recover / Depletes || Periodically receive the bonus throughout the match.
{{!}}-
|-
{{!}} "Combos connect more easily" {{!}}{{!}} Adds at least 2 but less than 5 frames of grounded hitstun on attacks. <br> Example: Akihiko can now link 5B into B kill rush off standing normal hit.
| "Combos connect more easily" || Adds at least 2 but less than 5 frames of grounded hitstun on attacks. <br> Example: Akihiko can now link 5B into B kill rush off standing normal hit.
{{!}}-
|-
{{!}} "Powers up hops" {{!}}{{!}} Enables the ability to block, jump, jump cancel, and airdash (forward/back) while shorthopping (2A+C). <br> Improved recovery and landing lag for shorthop normals. <br> While blocking is possible, you can still be hit out of jump start-up like a normal jump.
| "Powers up hops" || Enables the ability to block, jump, jump cancel, and airdash (forward/back) while shorthopping (2A+C). <br> Improved recovery and landing lag for shorthop normals. <br> While blocking is possible, you can still be hit out of jump start-up like a normal jump.
{{!}}-
|-
{{!}} Increases Burst recovery time {{!}}{{!}} Act out of bursts faster.
| Increases Burst recovery time || Act out of bursts faster.
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|-
{{!}} Boss Mode {{!}}{{!}} Enhances the characters to their special Score Attack versions. This universally comes with boosted damage and health.
| Boss Mode || Enhances the characters to their special Score Attack versions. This universally comes with boosted damage and health.
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|-
{{!}}}
|}


===Status Ailments===
===Status Ailments===

Revision as of 05:13, 4 December 2022

P4U2R Golden Arena Nameplate.png

Golden Arena Overview

Persona 4 Arena ULTIMAX!!'s Single-Player JRPG Mode.
Advance through dungeons and level up.
Choose your Navigator and spelunk the 3 main dungeons, the endless dungeon, and the event dungeon.
The endless dungeon is truly endless~.

Tips for starting out:

  • Shadow characters are considered separate characters.
    • Meaning you will have to start from level 1 if you decide to switch it up later on.
  • I recommend maining a shadow character as getting to awakening during late-game proves too risky.
  • Recommended characters for this mode: Naoto, Teddie, Adachi, Margaret, Elizabeth, Labrys, Mitsuru
    • The bots are easily susceptible to Naoto Fate Kills, Teddie Circus, Adachi Ziodyne, Labrys unblockable axe swing, etc.
  • "Auto Mode" is selectable on the character select screen AND can be toggled at any time during battle in the pause menu!
    • Your AI controlled auto-pilot will make stupid decisions.
    • If you want to primarily rely on it, learning passive skills like Tetrakarn or Makarakarn is advised.
  • You get a checkpoint every 5 floors. You may quit to menu at any point and all character progression will be saved.
    • To upload your "furthest floor reached" to the online leaderboards you must be defeated. Quitting to the main menu will not upload your score.
  • The fastest way to get the Golden Arena Master achievement is to complete Normal, Hard, and an Event dungeon.
  • If the opponents are getting too difficult, start the next dungeon's difficulty.
    • The start of the "HARD" dungeon is easier than the second half of the "NORMAL" dungeon (and rewards more XP.)
  • If the enemy skills are confusing, you can check "Skill Info" in the pause menu for a breakdown!
  • Level Luck ASAP. Luck level 100 will speed things up.
  • Strength is second best skill to level. Simply reduce the opponent's HP before they can reduce yours.
  • Agility works differently between Shadow / Normal type characters.
    • Normal gets "Increased Burst Recovery"
    • Shadow gets "Increased Frenzy Duration"
  • Floors are not randomized. From the opponent's character, to their equipped skills, down to their color palettes.
  • Skill: Arrow Rain is a very good early skill to make up for the initial low strength stat. It will slowly deplete the opponent's HP by a set percentage during the entire match.

Tips for late-game and skills:

  • Levels stop counting up visually at 99, but leveling does continue.
  • The max level for every stat is 500 with heavy diminishing returns around the 300 point mark.
  • With the aid of Turbo Controllers (or equivalent), you can skip past the level up screens during auto battles. All bonus points will be stored.
  • Late game Golden Arena (Risky ~200) has opponents bursting way too often and getting burst back after only a few hits.
    • Skills that improve combo game become way less useful by that point.
  • Skill types stack.
    • For Example, Equipping the (H) and (EX) versions of the same boosted attribute will result in both skills activating additively.
  • Skill: Dekaja "Opponent will not Awaken" disables Boss Elizabeth/Margaret Heal supers.
  • Skill: Treasure Radar "Rare skills will be easier to obtain" will make obtaining less "rare" skills harder.
  • Skill: Full Analyze effectively disables every skill an enemy has. If both players equip the skill, the skill is disabled.
    • Skill does not affect 'Fury of Yasogami'
  • Skill: Mind Charge "SP Skills / SP Skill Boosts cost 1/2 SP" makes performing supers really cheap. (great for extending Shadow Frenzy)
    • This gives shadow characters access to 150SP double-super combos outside of Frenzy.
  • Skill: Fury of Yasogami is basically required at a certain point as enemies get increasingly powerful.

Golden Arena Glossary

Glossary
Term Definition
(L) (M) (H) (EX) (EX+) Ranking of effectiveness from weakest (L) to highest (EX+).
Self-explanatory "(Half) / (Full)" are used for Burst recovery skills.
Attack When a skill says it boosts attack, it is most likely referring to your normals and does NOT apply to supers.
Furious Action Commonly refered to as "DP." Input is B+D.
SP Gauge 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 automatically gains 50 SP.
First Attack Getting the first hit in a round gives a bonus 10 SP to the attacker in addition to the normal SP gain of the attack.
Skills Commonly called special moves. Usually the result of one quarter-circle motion plus an attack button.
Also applies to charge input specials.
Skill Boosts Spend 25 SP to boost a special move.
When performing a Skill Boost, the character will briefly flash blue and a blue silhouette will trail him/her until the move ends.
SP Skills Commonly known as Super Attacks. cost 50 SP and are giant, flashy attacks.
They usually do lots of damage or have other interesting properties such as invincibility.
SP Skill Boosts Powered up versions of supers that cost 75 SP by default.
Guard Cancel Attack Applies to both 6+A+B and 6+A+C while blocking to perform an attack or Evasive Action with guard point against all attacks and throws.
Guard Cancel Attacks cost 50 SP by default.
Instant Blocks Blocking right as an attack lands will make a loud shine sound and your character will flash white.
Allows you to act out of block faster. Increased SP gain compared to a standard block.
Counter Hit If a character is hit while attempting an attack, the character will flash red and the word COUNTER will appear on the side of the screen.
Counter Hits usually cause increased hitstun.
Fatal Counter On Fatal Counter, all subsequent hits in a combo will have increased hitstun (speculated to be a 5 frame increase).
This allows for completely new combos since the increased hitstun will counteract some of the hitstun decay.
Some attacks have "Fatal Recovery" and some attacks force Fatal Counter on Counter hit.
Awaken When a Normal Type character's health reduced to approximately 35% or lower and the character is not in hitstun, they will enter Awakening.
Awakening has a visual effect when it occurs: the character will flash orange, his/her portrait will appear briefly in the background.
Some supers are locked behind Awakening.
Burst Invincible attack performed by pressing A+C+D while the Burst Gauge is full.
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.
Shadow Frenzy Exclusive to Shadow characters. "Burst" behaves differently outside of using it defensively.
Bursting in neutral or to cancel an attack causes the background to darken and your SP gauge to turn purple.
The more SP you have when you start Shadow Frenzy, the longer Shadow Frenzy lasts. SP options are cheaper during this time.
Persona Gauge 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 when the persona is visible.
Chip Damage When an attack is blocked, the blocker will take reduced damage in the form of temporary health.
Null When a status or element is "Null" or "Nullified" you are granted extra protection or straight up immune to the listed effects.
"press PLAY" "Play" is an assignable button in the options menu. It is usually paired with the "record" function for training mode.
In Golden Arena, PLAY is used to activate certain skills. Assigned to Right Trigger/R2 by default.
"Both players/Opponent starts with..." Characters are affected immediately at round start.
Just because someone "starts with" an ailment does not imply the status cannot be removed.
"...upon victory" Technically applies before a round starts. After a battle is won, you will receive the bonus at the start of your next match.
"Chance of..." The game runs a check for every unique attack that hits. Multi-hit Supers only get checked once, at the start of the move.
Auto Recover / Depletes Periodically receive the bonus throughout the match.
"Combos connect more easily" Adds at least 2 but less than 5 frames of grounded hitstun on attacks.
Example: Akihiko can now link 5B into B kill rush off standing normal hit.
"Powers up hops" Enables the ability to block, jump, jump cancel, and airdash (forward/back) while shorthopping (2A+C).
Improved recovery and landing lag for shorthop normals.
While blocking is possible, you can still be hit out of jump start-up like a normal jump.
Increases Burst recovery time Act out of bursts faster.
Boss Mode Enhances the characters to their special Score Attack versions. This universally comes with boosted damage and health.

Status Ailments

List of Status Ailments
Ailment Description
Poison A poisoned character loses a set portion of his/her health over time. (0.8% of the character's max health)
Panic Reverses a character's inputs: left becomes right and right becomes left! Movement and quarter-circles are mirrored!
Fear Hits automatically become a counter hit, causes fatal counter on counter hit, and they will be unable to break throws.
Adachi and Elizabeth's Ghostly Wail supers do more damage to Fear inflicted opponents.
Rage Disables blocking for the enraged character but increases their attack power by 20%
Mute Disables persona related abilities for the afflicted character.
This includes things like C and D attacks, Bursts, and some specials and supers.
Shock Disables movement (walking, jumping, airdashing, etc) for the afflicted character.
Evasive Action, Hop, Air Turn, Ukemi, and attacks that automatically move the character are still usable while paralyzed.
Charm A charmed character's SP is constantly drained in 4 SP increments and given to the opponent!
Even if the charmed character's SP is reduced to zero, the opponent will still gain SP.
Freeze Frozen characters are encased in ice where they can be comboed by the opponent.
Freeze lasts for 3 seconds, but can be shortened by holding a button,
though there is a minimal amount of time you will be frozen which is specific to each attack.
Negative Penalty The afflicted character takes 50% more damage, meaning a 1000 damage attack will now do 1500 damage.
Unlike most other status effects, Negative Penalty does not disappear after hitting the opponent

Level-UP Skills

Skills are naturally earned through leveling up. Each character has their own level-up reward path.

Newly learned Skills may be disregarded once you have four equipped.

Skill Description Level
Cleave Increase Skill Attack (L) 2
Rakukaja Increase Defense (L) 3
Tarukaja Increase Attack (L) 5
Rakunda Increase chip damage (L) 7
Growth 1 Increase EXP gain (L) 10
Absorb Elec Recover HP when Shocked (M) 14
Insta-Heal Reduce ailment effect duration (H) 18
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 24
Spring of Life HP/SP regenerates (H) 30
Angelic Grace SP Skills cost 3/4 SP 45
Salvation Press PLAY to recover HP once (H), recover from ailment once 55
Skill Description Navigator
Dia Press PLAY to recover HP once (L) 2
Sukukaja Increase Speed (L) 3
Sonic Punch Increase SP gained on successful First Attack (L) 5
Makajam Chance of Mute when attack hits (M) 7
Dekaja Opponent will not Awaken 10
Bash Disable Blocking but increase Attack (H) 14
Power Slash Increase Skill Attack (M) 18
Makara Break Null effect of Makarakarn 24
Speed Master Increase Speed (M) 30
Diarama Press PLAY to recover HP once (M) 36
Auto-Masuku Increase Speed (H) 45
Youthful Wind Auto recover HP (H), Auto fill SP (M), Increase Speed (M) 55
Skill Description Navigator
Tarukaja Increase Attack (L) 2
Gale Slash Opponent starts with less HP 3
Counter Guard Cancel Attacks cost 1/2 SP 5
Rebellion Chance of 1.5x damage when attack hits (M) 7
Tetra Break Null effect of Tetrakarn 10
Attack Master Increase Attack (M) 14
Revolution Chance of 1.5x damage for both players when attack hits (H) 18
Heat Wave Increase SP Skill Attack (H) 24
Apt Pupil All Counter hits will be Fatal Counters 30
Counterstrike Guard Cancel attacks cost 1/4 SP 36
High Counter Skills can be used while blocking 45
Dragon Hustle Increase Skill Attack (H), Increase Speed (M) 55
Skill Description Navigator
Dia Press PLAY to recover HP once (L) 2
Me Patra Press PLAY to recover from Panic, Fear, or Rage 3
Media Press PLAY to recover HP/SP once (L) 5
Amrita Press PLAY to recover from an ailment once 7
Spirit Drain Increase SP gained when attack hits 10
Mediarama Press PLAY to recover HP/SP once (M) 14
Matarunda Reduce opponent's Attack (M) 18
Spell Master SP Skills cost 3/4 SP 24
Diarahan Press PLAY to recover HP once (H) 30
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 36
Salvation Press PLAY to recover HP once (H), recover from ailment once 45
Burning Petals Increase chip damage (EX) 55
Skill Description Navigator
Rakukaja Increase Defense (L) 2
Fast Heal Reduce ailment effect duration (L) 3
Regenerate 1 Auto recover HP (L) 5
Atom Smasher Hitting opponent's Persona destroys 2 Persona Cards 7
Torrent Shot Increase Skill Attack (L), Increase Speed (L) 10
Fatal End Increase SP Skill Attack (M) 14
Masukunda Decrease opponent's Speed (H) 18
Vile Assault Increase Skill/SP Skill Attack (M), Increase Defense (L) 24
Auto-Mataru Increase Attack (H) 30
Regenerate 3 Auto recover HP (H) 36
Primal Force Increase SP Skill Attack (EX) 45
The Man's Way Chance of 1.5x damage when attack hits (H) 55
Skill Description Navigator
Energy Shower Both players auto recover HP (M) 2
Poison Skewer Chance of Poison when attack hits (L) 3
Dekunda Null one of opponent's equipped skill effects 5
Amrita Press PLAY to recover from an ailment once 7
Teddie Decoy Opponent starts with Rage 10
Defense Master Increase Defense (M) 14
Life Drain Recover HP when attack hits 18
Gigantic Fist Increase Skill Attack (L), Increase Defense (M) 24
Auto-Maraku Increase Defense (H) 30
Evade Physical Chance of reducing damage greatly when taking damage (L) 36
Kamui Miracle Various effects occur at start of round 45
Mediarahan Press PLAY to recover HP/SP once (H) 55
Skill Description Navigator
Invigorate 1 Auto fill SP (L) 2
Tempest Slash Increase SP gained on successful First Attack (L) 3
Heat Riser Combo damage scaling reduced 5
Tetrakarn Damage taken from Skills also applies to opponents 7
Invigorate 2 Auto fill SP (M) 10
Makarakarn Damage taken from SP Skills also applies to opponent 14
Myriad Arrows Increase SP gained on successful First Attack (H) 18
Vorpal Blade Increase Skill Attack (H) 24
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 30
Invigorate 3 Auto fill SP (H) 36
Angelic Grace Reduce projectile damage by 1/2 45
Shield of Justice All blocks will be Instant Blocks 55
Skill Description Navigator
Alertness Null opponent's First Attack 2
Sexy Dance Opponent starts with Charm 3
Hysterical Slap Chance of Rage when attack hits (L) 5
Dekunda Null one of opponent's equipped skill effects 7
Sharp Student Do not take Counter hits from opponent 10
Growth 1 Increase EXP gain (L) 14
Apt Pupil All Counter hits will be Fatal Counters 18
Cool Breeze Recover HP upon victory (M) 24
Treasure Radar Rare skills will be easier to obtain 30
Growth 3 Increase EXP gain (H) 36
Full Analyze Null opponent's equipped skill effects 45
Vigor Song Auto fill SP (EX) 55
Skill Description Navigator
Media Press PLAY to recover HP/SP once (L) 2
Holy Arrow Chance of Charm when attack hits (L) 3
Energy Shower Both players auto recover HP (M) 5
Me Patra Press PLAY to recover from Panic, Fear, or Rage 7
Torrent Shot Increase Skill Attack (L), Increase Speed (L) 10
Arrow Rain Opponent gradually takes damage (M) 14
Diarahan Press PLAY to recover HP once (H) 18
Spell Master SP Skills cost 3/4 SP 24
Spirit Drain Increase SP gained when attack hits 30
Angelic Grace Reduce projectile damage by 1/2 36
Youthful Wind Auto recover HP (H), Auto fill SP (M), Increase Speed (M) 45
Mediarahan Press PLAY to recover HP/SP once (H) 55
Skill Description Level
Cleave Increase Skill Attack (L) 2
Rakukaja Increase Defense (L) 3
Counter Guard Cancel Attacks cost 1/2 SP 5
Torrent Shot Increase Skill Attack (L), Increase Speed (L) 7
Provoke Chance of Rage when attack hits (H) 10
Old One Decrease Speed for both players 14
Power Slash Increase Skill Attack (M) 18
Counterstrike Guard Cancel attacks cost 1/4 SP 24
Vorpal Blade Increase Skill Attack (H) 30
High Counter Skills can be used while blocking 36
Gigantic Fist Increase Skill Attack (L), Increase Defense (M) 45
Victory Cry Recover HP upon victory (H) 55
Skill Description Navigator
Alertness Null opponent's First Attack 2
Spirit Drain Increase SP gained when attack hits 3
Sexy Dance Opponent starts with Charm 5
Dia Press PLAY to recover HP once (L) 7
Marin Karin Chance of Charm when attack hits (M) 10
Insta-Heal Reduce ailment effect duration (H) 14
Diarama Press PLAY to recover HP once (M) 18
Unshaken Will Null Panic, Fear, Mute, and Rage 24
Tetra Break Null effect of Tetrakarn 30
Diarahan Press PLAY to recover HP once (H) 36
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 45
Niflheim Increase opponent's Frozen duration 55
Skill Description Navigator
Sonic Punch Increase SP gained on successful First Attack (L) 2
Tarunda Reduce opponent's Attack (L) 3
Rakunda Increase chip damage (L) 5
Sukunda Decrease opponent's Speed (L) 7
Fist Master Combos connect more easily 10
Arms Master Skill Boosts cost 1/2 SP 14
Masukunda Decrease opponent's Speed (H) 18
Attack Master Increase Attack (M) 24
Marakunda Increase chip damage (H) 30
Enduring Soul When HP drops below a set level, recover HP once (H) 36
Diarahan Press PLAY to recover HP once (H) 45
Thunder Reign Start with low HP, auto fill SP (EX) 55
Skill Description Navigator
Sukukaja Increase Speed (L) 2
Rakukaja Increase Defense (L) 3
Tarukaja Increase Attack (L) 5
Dekunda Null one of opponent's equipped skill effects 7
Fatal End Increase SP Skill Attack (M) 10
Defense Master Increase Defense (M) 14
Auto-Masuku Increase Speed (H) 18
Heat Wave Increase SP Skill Attack (H) 24
Auto-Mataru Increase Attack (H) 30
Auto-Maraku Increase Defense (H) 36
Diarahan Press PLAY to recover HP once (H) 45
Akasha Arts Both players gradually take damage (H) 55
Skill Description Navigator
Sukukaja Increase Speed (L) 2
Gale Slash Opponent starts with less HP 3
Absorb Elec Recover HP when Shocked (M) 5
Diarama Press PLAY to recover HP once (M) 7
Vile Assault Increase Skill/SP Skill Attack (M), Increase Defense (L) 10
Endure When HP drops below a set level, recover HP once (M) 14
Mediarama Press PLAY to recover HP/SP once (M) 18
Counterstrike Guard Cancel attacks cost 1/4 SP 24
Thunder Reign Start with low HP, auto fill SP (EX) 30
Diarahan Press PLAY to recover HP once (H) 36
High Counter Skills can be used while blocking 45
Mediarahan Press PLAY to recover HP/SP once (H) 55
Skill Description Navigator
Poison Mist Opponent starts with Poison 2
Sexy Dance Opponent starts with Charm 3
Dekaja Opponent will not Awaken 5
Tempest Slash Increase SP gained on successful First Attack (L) 7
Shuffle Time Opponent starts with Charm/Poison/Fear 10
Infuriate Both players start with Rage 14
Spell Master SP Skills cost 3/4 SP 18
Virus Breath Both players start with 1/2 HP 24
Diarahan Press PLAY to recover HP once (H) 30
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 36
Salvation Press PLAY to recover HP once (H), recover from ailment once 45
Divine Grace Auto recover HP (EX) 55
Skill Description Navigator
Tarukaja Increase Attack (L) 2
Soul Break Opponent's SP auto depletes (L) 3
Rakukaja Increase Defense (L) 5
Regenerate 1 Auto recover HP (L) 7
Counter Guard Cancel Attacks cost 1/2 SP 10
Unshaken Will Null Panic, Fear, Mute, and Rage 14
Defense Master Increase Defense (M) 18
Firm Stance Disable blocking but reduce damage 24
Gigantic Fist Increase Skill Attack (L), Increase Defense (M) 30
Enduring Soul When HP drops below a set level, recover HP once (H) 36
Regenerate 3 Auto recover HP (H) 45
Brutal Impact Disable blocking for both players 55
Skill Description Navigator
Aeon Rain Opponent gradually takes damage (L) 2
Evil Touch Chance of Fear when attack hits (M) 3
Attack Master Increase Attack (M) 5
Life Drain Recover HP when attack hits 7
Bash Disable Blocking but increase Attack (H) 10
Black Viper Both players start with MAX SP 14
Vile Assault Increase Skill/SP Skill Attack (M), Increase Defense (L) 18
Pralaya Chance of Fear when attack hits (H) 24
Infuriate Both players start with Rage 30
Demonic Judgment Either player or opponent starts with 1/2 HP 36
Challenge Authority Furious Actions can be used while blocking 45
Die For Me! Chance of one-hit kill when SP Skill attack hits (L) 55
Skill Description Navigator
Null Fear Null Fear state 2
Arm Chopper Chance of Fear when attack hits (L) 3
Tempest Slash Increase SP gained on successful First Attack (L) 5
Absorb Ice Recover HP when Frozen (M) 7
Heat Riser Combo damage scaling reduced 10
Rebellion Chance of 1.5x damage when attack hits (M) 14
Makara Break Null effect of Makarakarn 18
Virus Breath Both players start with 1/2 HP 24
Black Viper Both players start with MAX SP 30
Regenerate 3 Auto recover HP (H) 36
Demonic Judgment Either player or opponent starts with 1/2 HP 45
Debilitate Reduce opponent's Attack (H) 55
Skill Description Navigator
Soul Break Opponent's SP auto depletes (L) 2
Dekunda Null one of opponent's equipped skill effects 3
Media Press PLAY to recover HP/SP once (L) 5
Evil Touch Chance of Fear when attack hits (M) 7
Valiant Dance Chance of opponent starting with Rage (H) 10
Growth 1 Increase EXP gain (L) 14
Absorb Elec Recover HP when Shocked (M) 18
Tetra Break Null effect of Tetrakarn 24
Attack Master Increase Attack (M) 30
Infuriate Both players start with Rage 36
Vile Assault Increase Skill/SP Skill Attack (M), Increase Defense (L) 45
God's Judgment Opponent starts with 1/2 HP and MAX SP 55
Skill Description Navigator
Alertness Null opponent's First Attack 2
Cleave Increase Skill Attack (L) 3
Evil Touch Chance of Fear when attack hits (M) 5
Heat Riser Combo damage scaling reduced 7
Dekunda Null one of opponent's equipped skill effects 10
Atom Smasher Hitting opponent's Persona destroys 2 Persona Cards 14
Dekaja Opponent will not Awaken 18
Weary Thrust Opponent starts with same amount of HP as player 24
Rebellion Chance of 1.5x damage when attack hits (M) 30
Vorpal Blade Increase Skill Attack (H) 36
Challenge Authority Furious Actions can be used while blocking 45
Treasure Radar Rare skills will be easier to obtain 55
Skill Description Navigator
Energy Shower Both players auto recover HP (M) 2
Tetra Break Null effect of Tetrakarn 3
Makara Break Null effect of Makarakarn 5
Valiant Dance Chance of opponent starting with Rage (H) 7
Fast Heal Reduce ailment effect duration (L) 10
Cool Breeze Recover HP upon victory (M) 14
Growth 2 Increase EXP gain (M) 18
Spirit Drain Increase SP gained when attack hits 24
Spell Master SP Skills cost 3/4 SP 30
Die For Me! Chance of one-hit kill when SP Skill attack hits (L) 36
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 45
Mediarahan Press PLAY to recover HP/SP once (H) 55
Skill Description Navigator
White Wall Reduce damage from Chie, Mitsuru, and Teddie 2
Bewilder Chance of Panic when attack hits (H) 3
Defense Master Increase Defense (M) 5
Heat Riser Combo damage scaling reduced 7
Hassou Tobi Power up Hops 10
Diarahan Press PLAY to recover HP once (H) 14
Thunder Reign Start with low HP, auto fill SP (EX) 18
Primal Force Increase SP Skill Attack (EX) 24
Niflheim Increase opponent's Frozen duration 30
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP 36
Angelic Grace Reduce projectile damage by 1/2 45
Mediarahan Press PLAY to recover HP/SP once (H) 55

Navigator Skills

Every Navigator has an additional skill tied to them. Each "Social Link" levels up to 10.
Traditional battle EXP does not affect Navigators, instead, Navigators get a fixed amount per battle. (From level 1 to 2, it takes 3 battles.)
All Level-up rewards are the same between confidants. Level-up skills trigger periodically throughout the fight.
Rewards are as follows:

  • Level 2: HP UP
  • Level 4: Bad Status Recovery
  • Level 6: SP UP
  • Level 8: Burst UP
  • Level 10: HP UP+

Navigator Skill List
Skill Description Navigator
Regenerate 2 Restores moderate HP over time Rise Kujikawa
Vigor Song Auto fill SP (EX) Nanako Dojima
Oracle Random effects when
HP drops below a set level
Fuuka
Spring of Life Auto Recover HP (H)
Auto Fill SP (H)
Yu Narukami
High Counter Use skills while blocking Chie Satonaka
Diarahan Press the PLAY button to
restore HP once per match (H)
Yukiko Amagi
Primal Force Increase SP Skill Attack (EX) Kanji Tatsumi
Shield of Justice All blocks become Instant Blocks Naoto Shirogane
Fist Master Combos connect more easily Akihiko Sanada
Shuffle Time Enemy randomly starts
with Fear, Poison, or Charm
Elizabeth
Brutal Impact Disable blocking for both players Labrys
Samarecarm Press the PLAY button to
recover Burst once per match (H)
Yukari Takeba
Victory Cry Recover HP upon victory (H) Junpei Iori
Counterstrike Guard Cancel attacks cost 1/4 SP Ken Amada
Heat Riser Combo Damage scaling reduced Tohru Adachi
Auto-Masuku Increase Speed (H) Yosuke Hanamura
Teddie Decoy Opponent starts with Rage Teddie
Unshaken Will Immune to Panic, Fear, Mute, and Rage Mitsuru Kirijo
Auto-Maraku Increase Defense (H) Aigis

Standard Dungeon Skills

These Skills are commonly obtainable in the Normal, Hard, and Risky Dungeons.

Skills and boosted EXP are rewarded every 5 floors.

List of Standard Skills
Skill Description Where to Find
Null Panic Null Panic state N:5
Single Shot Increase SP Skill Attack (L) N:5
Sonic Punch Increase SP gained on successful First Attack (L) N:5
Muzzle Shot Chance of Mute when attack hits (L) N:5
Null Charm Null Charm state N:10
Holy Arrow Chance of Charm when attack hits (L) N:10
Hysterical Slap Chance of Rage when attack hits (L) N:10
Poison Skewer Chance of Poison when attack hits (L) N:10
Old One Decrease Speed for both players N:15
Alertness Null opponent's First Attack N:15
Me Patra Press PLAY to recover from Panic, Fear, or Rage N:15
Arm Chopper Chance of Fear when attack hits (L) N:20
Null Poison Null Poison state N:20
Arrow Rain Opponent gradually takes damage (M) N:20
Mind Thrust Chance of Panic when attack hits (L) N:20
Null Fear Null Fear state N:25
Sukukaja Increase Speed (L) N:25
Dekunda Null one of opponent's equipped skill effects N:25
Navas Nebula Decrease opponent's SP when attack hits N:25
Rakukaja Increase Defense (L) N:30
Null Mute Null Mute state N:30
Ali Dance Chance of reducing damage by 1/2 when taking damage (L) N:30
Null Rage Null Rage state N:35
Soul Break Opponent's SP auto depletes (L) N:35
Dia Press PLAY to recover HP once (L) N:35 H:10
Firm Stance Disable blocking but reduce damage N:35 H:70
Aeon Rain Opponent gradually takes damage (L) N:40
Cleave Increase Skill Attack (L) N:40
Poison Mist Opponent starts with Poison N:40
Bash Disable Blocking but increase Attack (H) N:40 H:60
Sexy Dance Opponent starts with Charm N:45
Sukunda Decrease opponent's Speed (L) N:45 H:50 R:55,125
Rebellion Chance of 1.5x damage when attack hits (M) N:45 H:55
Marin Karin Chance of Charm when attack hits (M) N:45 H:70
Gale Slash Opponent starts with less HP N:50
Regenerate 1 Auto recover HP (L) N:50 H:5
Balzac Chance of Rage when attack hits (M) N:50 H:35
Fatal End Increase SP Skill Attack (M) N:50 H:60
Power Slash Increase Skill Attack (M) H:5
Weary Thrust Opponent starts with same amount of HP as player H:5
Green Wall Reduce damage from Yosuke and Yukari H:5 R:30,65
Atom Smash Hitting opponent's Persona destroys 2 Persona Cards H:10
Sharp Student Do not take Counter hits from opponent H:10
Speed Master Increase Speed (M) H:10 R:25,75
Rakunda Increase chip damage (L) H:15
Evil Touch Chance of Fear when attack hits (M) H:15
Growth 1 Increase EXP gain (L) H:15
Akasha Arts Both players gradually take damage (H) H:15 R:50,105
Poisma Chance of Poison when attack hits (M) H:20
Gigantic Fist Increase Skill Attack (L), Increase Defense (M) H:20
Torrent Shot Increase Skill Attack (L), Increase Speed (L) H:20,95
Myriad Arrows Increase SP gained on successful First Attack (H) H:20 R:60,110
Amrita Press PLAY to recover from an ailment once H:25
Kamui Miracle Various effects occur at start of round H:25,100 R:10,115
Red Wall Reduce damage from Yukiko and Junpei H:25 R:10,125
Invigorate 1 Auto fill SP (L) H:25 R:55
Makajam Chance of Mute when attack hits (M) H:30
Media Press PLAY to recover HP/SP once (L) H:30
Life Drain Recover HP when attack hits H:30 R:30
Recarm Press PLAY to recover BURST once (half) H:30 R:150
Tetra Break Null effect of Tetrakarn H:35
Diarama Press PLAY to recover HP once (M) H:35 R:15,70
Teddie Decoy Opponent starts with Rage H:35 R:40
Pulipna Chance of Panic when attack hits (M) H:40
Absorb Ice Recover HP when Frozen (M) H:40
Bewilder Chance of Panic when attack hits (H) H:40 R:40
Samsara Chance of decreasing opponent's SP to 0 when attack hits (L) H:40 R:145
Fast Heal Reduce ailment effect duration (L) H:45
Blue Wall Reduce damage from Yu, Kanji, and Akihiko H:45,80,140
Insta-Heal Reduce ailment effect duration (H) H:45 R:30,80
Absorb Elec Recover HP when Shocked (M) H:50
Growth 2 Increase EXP gain (M) H:50 R:50,145
Heat Wave Increase SP Skill Attack (H) H:50 R:90
Revolution Chance of 1.5x damage for both players when attack hits (H) H:50 R:185
Tarunda Reduce opponent's Attack (L) H:55
Attack Master Increase Attack (M) H:55 R:45,160
Hassou Tobi Power up Hops H:55 R:25,80
White Wall Reduce damage from Chie, Mitsuru, and Teddie H:60 R:45,100
Apt Pupil All Counter hits will be Fatal Counters H:60 R:185
Makara Break Null effect of Makarakarn H:65
Mediarama Press PLAY to recover HP/SP once (M) H:65,95 R:5,65,150
Matarunda Reduce opponent's Attack (M) H:65 R:15
Treasure Radar Rare skills will be easier to obtain H:65 R:25,90
Infuriate Both players start with Rage H:65 R:45,170
Defense Master Increase Defense (M) H:70 R:20,85
Tetrakarn Damage taken from Skills also applies to opponents H:70 R:85
Black Viper Both players start with MAX SP H:75,100 R:5,70
Absorb Physical Increase SP gained when taking damage H:75 R:40,70
Virus Breath Both players start with 1/2 HP H:75 R:115
Valiant Dance Chance of opponent starting with Rage (H) H:80
Vorpal Blade Increase Skill Attack (H) H:80,100 R:30
Counter Guard Cancel Attacks cost 1/2 SP H:80 R:5,120
Provoke Chance of Rage when attack hits (H) H:80 R:10,35
Dekaja Opponent will not Awaken H:85
Demonic Judgement Either player or opponent starts with 1/2 HP H:85 R:20
Heat Riser Combo damage scaling reduced H:85 R:75,180
Spirit Drain Increase SP gained when attack hits H:85 R:185
Tempest Slash Increase SP gained on successful First Attack (L) H:90 R:20,85
Vile Assault Increase Skill Attack (M), Increase Defense (L) H:90 R:90
Makarakarn Damage taken from SP Skills also applies to opponent H:90 R:100
Arms Master Skill Boosts cost 1/2 SP H:90 R:170
Regenerate 2 Auto recover HP (M) H:95 R:5,60
Cool Breeze Recover HP upon victory (M) H:95 R:35,95
Endure When HP drops below a set level, recover HP once (M) H:100 R:155
Unshaken Will Null Panic, Fear, Mute, and Rage R:15,110
Shuffle Time Opponent starts with Charm/Poison/Fear R:15,145
Auto-Maraku Increase Defense (H) R:25,175
Samarecarm Press PLAY to recover BURST once (full) R:35,130
Auto-Mataru Increase Attack (H) R:35,165
Primal Force Increase SP Skill Attack (EX) R:40,175
Diarahan Press PLAY to recover HP once (H) R:45,155
Invigorate 2 Auto fill SP (M) R:50
Pralaya Chance of Fear when attack hits (H) R:55,120
Thunder Reign Start with low HP, auto fill SP (EX) R:60,155
Evade Physical Chance of reducing damage greatly when taking damage (L) R:65,105
Counterstrike Guard Cancel Attacks cost 1/4 SP R:65,185
Marakunda Increase chip damage (H) R:70,180
Spell Master SP Skills cost 3/4 SP R:75,160
Invigorate 3 Auto fill SP (H) R:75,190
Mind Charge SP Skills / SP Skill Boosts cost 1/2 SP R:80,130
Enduring Soul When HP drops below a set level, recover HP once (H) R:85,100,140
God's Judgement Opponent starts with 1/2 HP and MAX SP R:90,195,200
Fist Master Combos connect more easily R:95,135
Growth 3 Increase EXP gain (H) R:95,150
Brutal Impact Disable blocking for both players R:95,165
Shield of Justice All blocks will be Instant Blocks R:100,175
Debilitate Reduce opponent's Attack (H) R:105,160
Divine Grace Auto recover HP (EX) R:105,195,200
Spring of Life HP/SP regenerates (H) R:110,185
Angelic Grace Reduce projectile damage by 1/2 R:110,200
Burning Petals increase chip damage (EX) R:115,135
Vigor Song Auto fill SP (EX) R:120,165
Niflheim Increase opponent's Frozen duration R:125,150
Salvation Press PLAY to recover HP once (H), recover from ailment once R:130,170
Youthful Wind Auto recover HP (H), Auto fill SP (M), Increase Speed (M) R:130,180
The Man's Way Chance of 1.5x damage when attack hits (H) R:135
Mediarahan Press PLAY to recover HP/SP once (H) R:135,190
Victory Cry Recover HP upon victory (H) R:140
Dragon Hustle Increase Skill Attack (H), Increase Speed (M) R:140,195
Challenge Authority Furious Actions can be used while blocking R:145,170
Regenerate 3 Auto recover HP (H) R:155,190
High Counter Skills can be used while blocking R:160,175
Full Analyze Null opponent's equipped skill effects R:165
Die for Me! Chance of one-hit kill when SP Skill attack hits (L) R:180
Auto-Masuku Increase Speed (H) R:195
Fury of Yasogami Activate Boss Mode R:200

Event Skills

Skills that are not obtainable in the Standard Dungeons are considered "Event Skills."

Event dungeons are only available for 1 week!

The game checks your local system's clock when passing the character select screen and entering the dungeon list.

Event Skills are earned at the end of any given week's Event Dungeon's 50th floor.*

The final boss on Floor 50 is around level 90.

//*Some Event Skills are only obtainable on the way to the 50th floor.

List of Event Skills
Skill Description
Tarukaja Increase Attack (L)
Masukunda Decrease opponent's Speed (H)
Energy Shower Both players auto recover HP (M)
Pulpina Chance of Panic when attack hits (M)
Atom Smasher Hitting opponent's Persona destroys 2 Persona Cards
Oracle When HP drops below a set level, various effects occur
Rage Boost Guaranteed Counter when hit connects
Golden Right Guaranteed Fatal Counter when hit connects
Fast Retreat Increases Burst recovery time (L)
Draining Fog Increases Burst recovery time (M)
Cadenza Increases Burst recovery time (H)
Wind Boost Increases number of jumps by 1
Wind Amp Increases number of jumps by 2
Trafuri Increases number of mid-air dashes by 1
Traesto Increases number of mid-air dashes by 2
Element Zero Dash Cancel can be used during any attacks
Fire Amp Chance for attacks to become unblockable
Elec Amp Moderate chance to Shock when character's normal attack hits
Ice Amp Moderate chance to Freeze when character's normal attack hits
Whisper Reduces stagger when taking a certain amount of damage (L)
Chant Reduces stagger when taking a certain amount of damage (M)
Prayer Reduces stagger when taking a certain amount of damage (H)
Resist Phys Moderate chance to reduce opponent character's attack (H)
Absorb Strike Chance to recover HP when taking damage (L)
Unerring Justice Skills can be used during Furious Actions
Shivering Rondo Skills can be used during other Skills
Mighty Swing Increases attack (EX)
Deathbound Increases attack (EX+)
Bottomless Envy Increase Skill attack (EX)
Heaven's Blade Increase Skill Attack (EX+)
Kuro Ikazuchi Increase SP Skill Attack (EX+)
Alienation Wall Increase Defense (EX)
Shell of Denial Reduce opponent's Attack (EX)
Life Leech Increase Attack (L) and recover HP when attack hits
Hot Lightning Increase Skill Attack (H) and Defense (H)
Terror Voice Very high chance of Fear when attack hits
Dreamfest Very high chance of Charm when attack hits
Tentarafoo Very high chance of Panic when attack hits
Mute Ray Very high chance of Mute when attack hits
Forbidden Murmur Very high chance of Poison when attack hits
Roar of Wrath Very high chance of Rage when attack hits
Anima Freeze Opponent's SP auto depletes (H)
Nullity Guidance Increase SP gained on successful First Attack (H)
Quad Converge Increase SP gained on successful First Attack (EX)
Bewildering Fog When HP drops below a set level, recover HP once (H)
Enclosure Shell When HP drops below a set level, recover HP once (EX)
Raging Tiger Combos connect with greater success (H)
Third Eye Able to block low attacks while standing, and mid attacks while crouching
Enemy Radar Guard without having to hold left/right

Event Schedule

Some Event rewards may differ than advertised.
For the Halloween Costume Party! event for example, I received Deathbound instead of the promised "Elec Amp."

Datamined Event Calendar
Event Name Dates (MM/DD) Promised Reward Event Description
New Year Golden Arena! 01/01 - 01/14 Raging Tiger fight all the characters
Smiley Dungeon 01/15 - 01/21 Quad Converge fight Rise, Yukari, Teddie, and Shadow Labrys
Persona 3 Dungeon 01/22 - 01/28 Bottomless Envy fight the Persona 3 side characters
Festival of Gains 01/29 - 01/31 Elec Amp fight Kanji and Junpei
Battle of Valentines 02/01 - 02/14 Enemy Radar fight the female characters
Muscle Dungeon 02/15 - 02/21 Mighty Swing fight Chie, Kanji, Akihiko, and Junpei
Shadow Dungeon 02/22 - 02/28 Shivering Rondo fight all the Shadow Type characters
Devil's Advocate 02/29 (Leap Day) Resist Phys fight Adachi and Sho
Viva Girl's Festival 03/01 - 03/14 Prayer fight all the characters
Ladies Dungeon 03/15 - 03/21 Shell of Denial fight Yukiko, Mitsuru, Elizabeth, Margaret, and Marie
Persona 4 Dungeon 03/22 - 03/28 Third Eye fight the Persona 4 side characters
Knockout! Beauty & Beast 03/29 - 03/31 Element Zero fight Margaret and Teddie
New Beginnings Dungeon 04/01 - 04/07 Heaven's Blade fight all the characters
Dumbass Dungeon 04/08 - 04/14 Cadenza fight Yosuke, Sho, Aigis, and Labrys
President's Detective Story 04/15 - 04/21 Unerring Justice fight Naoto and Labrys
Stylish Dungeon 04/22 - 04/28 Absorb Strike fight Yu, Naoto, Minazuki, Ken, and Adachi
Sudden Death! Featherman & Raging Bull 04/29 - 04/30 Traesto fight Yukari and Shadow Labrys
Smiley Dungeon 05/01 - 05/07 Quad Converge fight Rise, Yukari, Teddie, and Shadow Labrys
Mademoiselle Magnifique 05/08 - 05/14 Ice Amp fight Mitsuru
Persona 3 Dungeon 05/15 - 05/21 Bottomless Envy fight the Persona 3 side characters
Muscle Dungeon 05/22 - 05/28 Mighty Swing fight Chie, Kanji, Akihiko, and Junpei
Devil's Advocate 05/29 - 05/31 Resist Phys fight Adachi and Sho
Shadow Dungeon 06/01 - 06/07 Shivering Rondo fight all the Shadow Type characters
Ladies Dungeon 06/08 - 06/14 Shell of Denial fight Yukiko, Mitsuru, Elizabeth, Margaret, and Marie
Idle Youth's Ressentiment 06/15 - 06/21 Wind Amp fight Rise, Ken, and Yosuke
Persona 4 Dungeon 06/22 - 06/28 Third Eye fight the Persona 4 side characters
Amagiya-Style Hospitality 06/29 - 06/30 Fire Amp fight Yukiko
Dumbass Dungeon 07/01 - 07/07 Cadenza fight Yosuke, Sho, Aigis, and Labrys
Stylish Dungeon 07/08 - 07/14 Absorb Strike fight Yu, Naoto, Minazuki, Ken, and Adachi
Smiley Dungeon 07/15 - 07/21 Quad Converge fight Rise, Yukari, Teddie, and Shadow Labrys
Satonaka Arena (Supersized) 07/22 - 07/28 Hot Lightning fight Chie
Knockout! Beauty & Beast 07/29 - 07/31 Element Zero fight Margaret and Teddie
Persona 3 Dungeon 08/01 - 08/07 Bottomless Envy fight the Persona 3 side characters
Scorching Summer Labyrinth 08/08 - 08/14 Bewildering Fog fight all the characters
The Antisocial Poet (feat. the Dark Messiah) 08/15 - 08/21 Alienation Wall fight Marie and Minazuki
Muscle Dungeon 08/22 - 08/28 Mighty Swing fight Chie, Kanji, Akihiko, and Junpei
Festival of Gains 08/29 - 08/31 Elec Amp fight Kanji and Junpei
Protein and Machine Guns 09/01 - 09/07 Elec Amp fight Aigis and Akihiko
Shadow Dungeon 09/08 - 09/14 Shivering Rondo fight all the Shadow Type characters
Ladies Dungeon 09/15 - 09/21 Shell of Denial fight Yukiko, Mitsuru, Elizabeth, Margaret, and Marie
Persona 4 Dungeon 09/22 - 09/28 Third Eye fight the Persona 4 side characters
President's Detective Story 09/29 - 09/30 Unerring Justice fight Naoto and Labrys
Dumbass Dungeon 10/01 - 10/07 Cadenza fight Yosuke, Sho, Aigis, and Labrys
Stylish Dungeon 10/08 - 10/14 Absorb Strike fight Yu, Naoto, Minazuki, Ken, and Adachi
Sudden Death! Featherman & Raging Bull 10/15 - 10/21 Traesto fight Yukari and Shadow Labrys
Halloween Costume Party! 10/22 - 10/31 Elec Amp fight all the characters
Smiley Dungeon 11/01 - 11/07 Quad Converge fight Rise, Yukari, Teddie, and Shadow Labrys
Persona 3 Dungeon 11/08 - 11/14 Bottomless Envy fight the Persona 3 side characters
Welcome to the Velvet Room 11/15 - 11/21 Kura Ikazuchi fight Elizabeth, Marie, and Margaret
Muscle Dungeon 11/22 - 11/28 Mighty Swing fight Chie, Kanji, Akihiko, and Junpei
The Antisocial Poet (feat. the Dark Messiah) 11/29 - 11/30 Alienation Wall fight Marie and Minazuki
Amagiya-Style Hospitality 12/01 - 12/07 Fire Amp fight Yukiko
Shadow Dungeon 12/08 - 12/14 Shivering Rondo fight all the Shadow Type characters
Ladies Dungeon 12/15 - 12/21 Shell of Denial fight Yukiko, Mitsuru, Elizabeth, Margaret, and Marie
Merry Ultimate Suplex Hold! 12/22 - 12/31 Enclosure Shell fight all the characters

Boss Mode

Game modes with Boss Mode: Versus (activated during Character select), Online (Requires "Boss Mode Enabled" room settings), Score Attack (Score attack Characters with a Gold Outline are their Boss Version), and Golden Arena (activated by the skill "Fury of Yasogami).
All characters get Increased Health, Damage, Meter gain.
These Bonuses vary between characters. For example  Adachi and  Naoto have noticeably more meter gain compared to other boss characters and  Kanji 's "Burn To A Crisp!!" 214214C/D and "This'll Hurt!" 214C/D (Command grabs) do extra damage on top of the universal boss mode damage buffs.
Shadow Boss Characters get the same changes as Normal types.

Changes:

  • Cancel specials into specials
    • Exceptions are: Lightning Flash (236236A/B), Cross Slash (214214C/D), and B Heroic Bravery
  • Zio (236C/236D) inflicts shock
    • Zio projectile hits twice and has projectile superiority
    • SB Zio (236CD) acts like a projectile with a speed increase and tracks to the enemy's position.
  • Reduced Recovery during Ziodyne.
    • Allows Yu to run up and perform a high/low mix during the super, without the use of OMC.

Changes:

  • Sukukaja is now permanent.
  • Yosuke has an infinite amount of air actions.
    • This means he can indefinitely string together air specials.
  • "Whoo" (Shippu - Nagareboshi) (214214C) is now "free" and the Skill Boost version is 25 SP.

  • Strategies:

    • Use Shadow Yosuke.
      • This is because despite Regular Yosuke also having infinite Sukukaja, he isn't actually able to use "Whoo" until reaching Awakening (at 35% or less health).
      • It's hard to get into awakening at all considering that many boss characters can deal enough damage to Yosuke where he doesn't even get a chance to awaken denying one of his main strengths.
      • Fun fact ~ Before he "awakens", Regular Yosuke's Sukukaja autocombo will now end in Garudyne (with 50 SP or more) and not Shippu - Nagareboshi due to the aforementioned reasons.
    • Infinite air actions allows Yosuke to indefinitely air stall, useful in situations like timer scam and stalling out Boss Teddie's SB Circus Bear
    • Free "Whoos" gives Yosuke a free wakeup option.
    • Infinite Sukukaja is both a boon and a bane, as Yosuke loses access to his strongest combo extender, so "Whoo" will be your main damage source.

    Changes:

  • Permanent Power Charge level 3.
  • Reduced recovery from Dragon Kick (236C/D).
  • Reduced recovery from God's Hand (236236C/D).
  • Successful DPs can be special cancelled.
  • Changes:

  • Permanent Fire Level 9.
  • Fire Break is always active.
    • When used, comes back almost instantly.
  • B Normals throw triple fan blasts that bounce off walls/floors:
    • 5B,2B,j.B
  • Changes:

  • Command Grab damage buffed around the board.
  • Instant recovery from Air Dive (j.214A/j.214B/j.214AB)
  • Primal Force ([4]6C) speed and distance increased.
  • Sweep (2A+B) speed and distance increased.
    • Sweep Recovery is still bad.
  • All command grabs work on grounded blockstunned opponents.
  • Strategies:

    • "Sweep Loops" are possible on Counterhit and moreso with Fatal Counter
    • FC 2AB>2A>2AB>2AB>2A>2AB etc.
      • The 2A is used to prop them up in the air if the wallbounce was close. otherwise, just use sweep to catch the far wallbounces.
    • Boss Kanji can use Sweep's projectile invulnerability to try and approach and counter hit usually unapproachable boss characters like boss Yukiko and Yukari.

    Changes:

  • D normals (5D and j.D) now throw 2 items.
    • 2D is unchanged, however.
  • Nihil Hand (214214A/B) instantly teleports being the opponent for a cross up.
  • Circus Bear 214214C rolls left right left while the D version rolls right left right.
    • SB version will roll 3 times in each direction making it incredibly hard to avoid without very good timing and some form of air stalling.
  • Strategies:

    • Step One: Use Boss Shadow Teddie
    • Step Two: Get one hit in or get hit once to get at least 1 SP
    • Step Three: Raw SB Circus Bear (214214C+D)
    • Step Four: You win (against most people). However, if the opponent dodges or you don't have S.frenzy available...
      • Spam Items using 5D and j.D to gain meter, cause confusion and build up to another raw SB Circus Bear.

    Changes:

  • Each hit counts down the Fate counter (sorta, there are some exceptions):
    • Most of Naoto's persona normals don't count down Fate: 5D, j.D, 5C, j.C.
    • Additionally, 2 of her specials: Snipe, excluding SB Shots, the 5th shot and 6D (A/B/C/D during Aim Stance) & Blight (236C/D) don't add to the fate counter
    • Anti-S SP Pistol (236236A/B), Hamaon (236236C) and Mudoon (236236D) don't remove fate.
    • Raid's (214214A/B) shots act the same way: A shots don't remove fate, B shots do.
    • However Critical Shot (C or D after Raid) does remove fate.
  • Like Adachi, her SP gain is noticeably higher compared to most other boss characters.
  • Naoto's bullets regenerate incredibly fast.
  • 5A & j.A now place D Hair-Trigger Megido.
  • C Hair-Trigger Megido (214C) is now unblockable.
  • SB Hair-Trigger Megido (214C+D) now appears directly on the opponent's location.
  • Changes:

  • Scan (as well as all its benefits) are always active.
  • Tetrakarn/Makarakarn are active at round start and will regenerate quickly after use.
  • Strategies:

    • Probably one of the worst boss characters:
      • Currently no known loops
      • Weaker damage output compared to almost all boss characters
      • Infinite Tetrakarn/Makarakarn is useful but only works when Rise is blocking meaning that she is still vulnerable to attacks if she herself is attacking, if she's crossed up/mixed up or wasn't blocking to begin with.

    Changes:

  • All arrow attacks have a boomerang property when they go off screen.
    • Essentially, they act like they've been fired through off-screen Garu orbs.
  • B normals are always fully charged:
    • 5B, 2B, j.B, j.2B
  • Strategies:

    • Boss Yukari gets very strong screen control due to her new arrow properties
      • Just landing one her B normals gives her great screen control and the same applies to Feather☆Arrow (236A/B).
    • There really isn't much to say that to use Yukari's B normals and rush in and mix them up when you see an opportunity (like when the opponent gets bored of your interactive gameplay).

    Changes:

  • Starts with 9 runs and full bases.
  • B Normals shoot fireballs:
    • 5B, 2B, j.B
    • Fireballs count towards a base on hit or block.
  • Super Inferno Homer potentially launches 2 fireballs instead of 1.
  • Buffed Victory Cry Health and SP Gain.
  • Easier Clean Hits.
  • DP can cancel into any other move on block (including DP).
  • Strategies:

    • Abusing the hell out B normals is important when playing Boss Junpei.
      • Fireballs are fast, deal chip damage and, as was previously mentioned, count towards a base on hit or block (this effectively punishes playing defensively against Boss Junpei)
      • Spamming j.B, 5B and mixing in Deathbound (214C/D) is an effective way to build up "runs" quickly, improve Victory Cry's effects and do decent damage along the way.
      • Additionally, VC's Passive HP and SP Gain has been buffed, encouraging this sort of play style.
    • All of this combined turns Junpei's gameplan to a more of a keepway style, while still be able to go into high damage combos due to having what is essentially instant Victory Cry.

    Changes:

  • Any sword hit applies Freeze and Charm.
    • Including Throw, Throw break, AOA, and Guard Cancels.
  • 5B and 2B can gattling backwards into 5A to 2A.
  • B Coup Droit ([4]6B) now crosses up.
    • SB Coup Droit ([4]6AB) speed increased and distance.
  • Changes:

  • Permanent Thunder Fists (236236C/D).
  • Permanent Level 5 Cyclone.
  • Killrush (236A/B) can be cancelled in and out of all other rekka moves.
  • DP (B+D) can be cancelled into specials.
  • Cyclone Uppercut (236236A/B) damage increased.
  • 5D stays on screen MUCH LONGER and the vacuum effect is stronger.
  • Changes:

  • Permanent Extreme Orgia Mode.
  • 999 Bullets.
  • Passive HP regeneration.
  • All D Normals have the persona's counterattack happen immediately.
    • 5D,2D,j.D,j.2D.
  • Boost up to 4 times in the air.
  • Boost out of DP recovery.
  • Medigo Fire (236C/D) can be canceled into itself with a damage increase.
  • Multi Mounted Machine Gun Orion / Air Grab super (j.236236A/B) has increased damage.
  • Changes:

  • Koromaru is invincible, unlimited HP, and never leaves the screen.
  • Koromaru can attack at any point.
    • This includes Burst, DP, and Thunder Reign Super.
  • Gigantic Impact inflicts shock.
  • Mediarama (214A/B/AB) is buffed.
    • It now heals Ken for a decent amount of health.
  • Changes:

  • Massively increased health (like her sister, Margaret) compared to most other boss characters (approx. 25,000).
  • Increased movement speed.
  • Elizabeth now has an additional air action.
    • In other words, she can now triple jump and air dash/backdash out out of a double jump or use two air dashes/backdashes in midair.
  • Her "Invigorate" passive has been massively buffed meaning that she can get full SP in mere seconds.
  • Complete Immunity to Status Ailments.
  • The hitboxes of her 5D and j.D have been enlarged significantly.
    • This means that 5D is able to grab characters out of the air and j.D is able to grab grounded characters.
  • Debilitate ([2]8A/B) will now always trigger regardless of counter.
  • Mahamaon (236236C) will always Instantly Kill the opponent.
    • Before it would only IK (Insta-Kill) in the last 10 seconds of a round.
    • it's startup frames are increased slightly.
  • Mamudoon (236236D/CD) always Instantly Kills the opponent.
    • Before it would only IK (Insta-Kill) in the last 10 seconds of a round.
    • In addition, Mamudoon has decreased start up frames.
  • Diarahan (214214A/B) now fully heals Elizabeth (at least it's consistent with the games now... great).
  • Ghastly Wail (Liz's Command Grab Super) (214214C/D) now appears in 3 different spot dependent on version used:
    • C version ~ Thanatos appears as normally.
    • D version ~ Thanatos appears in front of the opponent on the ground.
    • SB version ~ Thanatos appears in front of the opponent regardless of position, including airborne opponents.
  • Finally Elizabeth's universal IK, Megidolaon (222C+D), now only requires one hit to activate rather than 3.
    • Not sure why you would use this when you have Mahamaon is right there but the option is there.
  • Strategies:

    • I'm barely over exaggerating when I say you can just 5AAAA > 236236C to win every round if you have at least 75 SP.
      • On a more serious note, any confirm into 214A+B can lead into Hama 236236C thus winning you the round.
      • 214A+B > 236236C is a true instant killing combo. :)

    Changes:

  • Permanent Red Axe level.
  • 5B, 2B and DP (B+D) are faster and unblockable.
  • Changes:

  • Asterius (her persona) acts faster and deals more damage.
    • This allows for quicker canceling between moves as well.
  • Changes:

  • Any sword attack inflicts Rage, Panic, and Charm.
    • This includes Throw, Throw Escape, AOA, and Guard Cancel.
  • Faster recovery on most moves, including DP (Air and Ground versions), Soaring Fang, and Moon Smasher.
  • Changes:

  • Any sword attack inflicts Silence, Fear, and Poison.
    • This includes Throw, Throw Escape, AOA, and Guard Cancel.
  • Faster recovery on most moves, including DP (Air and Ground versions)
  • C and D Dagger Throw sends 2 daggers at once instead of the usual 1.
    • SB Dagger Throw sends 4 instead of the usual 2.
  • Command grab can be combo'd into as it works through hitstun, blockstun, and even midair opponents.
  • C Wings of Purgatory (236236C) is unblockable.
  • Changes:

  • Adachi starts with the Magastu Mandala Buff. Magatsu Mandala Buffs reminder:
    • Adachi's Persona will apply different status ailments on all Persona-related normals, specials and supers. When active, a purple icon of Magatsu Izanagi appears above Adachi's meter.
      • Poison: 5C, 2C, j.C, j.2C, Heat Riser.
      • Shock: 5D, 2D, j.2D, Megidola.
      • Panic: Atom Smasher, Magatsu Mandala.
      • Silence: Ghastly Wail, Magatsu Mandala.
      • Fear: 5C (ground stomp), 2C (ground slam), j.2C (ground slam), Atom Smasher, Heat Riser, Ghastly Wail.
  • Like Naoto, his SP gain is noticeably higher compared to most other boss characters.
  • Ghastly Wail (214214C/D) does extra damage.
  • Changes:

  • Weather buffs are increased.
    • Sunny: Non-Awakening SP skills deal more damage
    • Cloudy: Summoning the Cloud present creates 2 instead of 1 and DP/Throw inflict Shock.
    • Rainy: Passive HP gain.
    • Snowy: Passive SP gain.
  • 5AA is an Overhead.
  • Chocolate box does more hits and inflicts Fear on hit.
  • Changes:

  • Massively Increased Health (like her sister, Elizabeth) compared to most other boss characters (approx. 25,000)
  • Increased Movement speed.
  • Able to cancel any move into any other move.
  • Margaret now has an additional air action.
    • In other words, she can now triple jump and air dash/backdash out out of a double jump or use two air dashes/backdashes in midair.
  • All hits of 5A now go fullscreen on top of having a larger hitbox.
  • 5B moves and comes out faster as well as causing wall bounce on hit.
  • Sweep (2A+B) is unblockable.
  • Margaret's Furious Action / DP (B+D) changes:
    • Vacuums the opponent in.
    • Can't be teched unlike her vanilla DP.
    • Can be combo'd into fairly easily.
    • Activates through blockstun.
    • Always does 6980 damage regardless of combo scaling or any defensive buffs like Adachi's Heat Riser or the Awakening Defense buff.
  • j.D and j.2D now fire 2 volleys of 3 projectiles ("It's like a Touhou Game").
  • Mediarahan (214214C}/D) now fully recovers Health and has armor.
  • Hassou Tobi (214214A}/B) is unblockable and also has increased damage.
  • Margaret's Instant Kill, Morning Star (222C+D), Now hits fullscreen and is unblockable.
    • It is possible to evade this attack with a well-timed Evasive Action (A+C), some Furious Actions (B+D) or really any move with long enough armor frames.
    • Note: Evasive Action (Roll) is the preferred (and usually safer) way of avoiding this IK.
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