View Full Version : Loketest Info (Locked)
01-12-2012, 02:23 AM
FIRST LOKETEST INFO
ORIGINAL THREAD: http://mayonakamidnight.com/showthread.php?258-Loketest-12-2-11-12-4-11-*Info-ongoing-OP-update*
Currently shown information.
Teddie has to pick up the item he tosses out, resulting in frantic dashes all over the stage. He has a baseball bat move that blows the enemy away OR wallbounds him if the wall is close enough.
The items so far are:
Bomb - slowly falls down on a parachute and explodes after a short delay.
Fireworks - fly around the screen quickly.
Thunder drum - the lightning strikes the drum after a short delay, paralyzing the target.
Tin can - rolls along the ground, similar to Tao's bowling ball. Hits 8 times, can be hit-confirmed into Awakening Super.
Smoke bomb - covers a part of the screen in smoke.
Pinwheel - three blades of air are thrown out and return to Teddie in U-shape.
Chie and Yukiko's MYSTERY FOOD X - poisons when eaten. Teddie can eat it, too.
Muscle Drink - recovers health and may induce Rage state (can't block). Teddie can drink it, too.
Ice cream - recovers a little bit of health. Teddie can eat it too. May have more properties?
Toy Bluffman (sp?) - a toy that comes out, transforms, and flies diagonally upward.
Tub Meteor? - a meteor shower of bath tubs fall down from the sky. May confuse on hit.
Kuma Screw - a Beast Cannon-like dash forward.
Kuma TV - sets up a TV on the stage to use with Kuma Warp. The distance depends on the button pressed.
Kuma Warp - Kuma teleports to the TV and performs an attack.
Pera Kuma - avoids the incoming attack? Not sure about this move, honestly.
Fake Kuma - R-action. Kuma strikes a cute (slash annoying) pose and blows the enemy away. Enrages the enemy (can't block).
Tomahawk - the super move with Kintoki-Douji throwing his missile. Hard to combo, since the missile flies too slowly.
Kumada Grand Circus - Awakening Super, very fast and unblockable. Teleports Teddie to a target location. Can be easily avoided by jumping, so item setups is the key for using this move.
His soccer kick move is an aerial normal attack that bounces the enemy off the ground.
He has a move which is very similar to Platinum's j2C, where he quickly moves his legs in the air. It connects to ground 5A.
Still not sure about Pera Kuma move, need assistance in translation!
Fake Bear ~ B+D
- Makes a pose, unblockable counter, enrages the opponent.
Bear Screw ~ 236 A or B (Air OK)
- Teddie spirals towards the opponent reaching out with his claw, comparible to Cammy's Cannon Spike
??? ~ 214 A or B (Air OK)
Bear TV ~ 236 C or D
- Sets down a TV which allows for a teleport
Bear Warp ~ 236 C or D (after Bear TV)
- The follow up to Bear TV, Teddie warps to the placed TV, not air usable, so I assume it to be instantaneous.
Pera Bear ~ 22A or B (tbc)
-Supers and Awakening-
Tomahawk ~ 236236 C or D (Air OK)
- Teddies Super; As the name might suggest, with the assist of his persona, Teddie crashes a Tomahawk Missile towards the opponent. This may also be his most viable combo, since it's also Air OK. Making for a possible chain from Bear Screw, however this is totally theoretical at this point.
Bear Grand Circus - 214214 C or D (tbc)
Naoto's general gameplay
She combines quick movements with traps and fast bullet projectiles. That makes her very difficult to approach, since her bullets are very fast, and the traps lead to instant death.
The gauge that she uses is the Fate Gauge. It is located below the enemy's health gauge, and its initial value is 14. This counter ticks down if Naoto attacks with particular attacks.
When the counter reaches zero, the whole screen becomes dark, indicating the Danger state. If Naoto performs her Hamaon/Mudoon super in such state, she will kill the enemy immediately.
The gauge recovers between rounds by half the number it was decreased by (though the exact system is confusing right now). It recovers completely if Naoto uses her instant kill. Perhaps it is better to leave the instant kill for the final round, cutting the counter to 7 instead of just killing the enemy?
Her ground throw can be followed up by pressing C: Sukuna-Hikona will strike the enemy, ticking down the Fate counter.
Double Fangs - kicks the enemy and takes out the gun. Can be followed up by bullet shots.
Shooting Stance - Naoto takes out the gun. B version makes her dash backward a little. It's possible to reset the number of bullets shot by performing the B version between the shots.
Shoot - Naoto, guess what, shoots the bullets. A version shoots forward, B version shoots towards the ground and bounces off, C version shoots diagonally upward. Every fifth bullet ticks down the Fate counter by 1. You can recharge the bullets by performing the B Shooting Stance.
Megido Detonator - C version sets up the trap right before Naoto, while D version places it on the ground (right below her, I guess). The air versions place it on the ground, too. You can have up to to on the screen at once. The trap explodes if the enemy is hit in its vicinity. Though you can't see the trap, it lights up if the enemy attacks it. The Fate counter is ticked down by 3 (or was it 2?) when the trap connects.
Shield of Justice - Blows the enemy away by generating AT-field (lol). Sukuna-Hikona may perform a counter-attack, ticking down the Fate counter.
Set S Special-case-use Rifle ・ Rank 1 - The ground version is performed after a back flip; similar to Noel's Bullet Rain, a good combo ender. Silences the target on hit (can't use Persona).
Set S Special-case-use Rifle ・ Rank 2 - this one is more similar to Noel's Thor, shooting a laser. Counts down the Fate counter. A lot.
Hamaon - the enemy is tracked down and immobilized, and a multi-hit combo is performed. Because it has no invulnerable frames, you can't use it as a reversal. Instantly kills the enemy if Fate counter is on 0.
Mudoon - Sukuna-Hikona shoots a long beam of darkness before him. There's a possibility that you can't block it, only avoiding it by jumping. Instantly kills the enemy if Fate counter is on 0.
Hands Up!/Critical Shoot - the gun is taken out as Naoto walks forward. Apply pressure to the opponent while trying to get the critical shot through. The critical shot has a lot of invulnerable frames, so you can easily use it as a counter-attack.
Her 5B is a kick with a great range.
2C may or may not tick down Fate gauge.
5D makes Sukuna-Hikona attack before Naoto. Though he disappears after performing it, he remembers his last position and will be summoned to the place he disappeared from if you press 5D again. You can do it up to three times (tr?).
jD makes Sukuna-Hikona perform an air-to-air attack. You may press D again for a second strike.
During "Shooting Stance", A/B/C fire shots.
When out of bullets, 214B reloads.
"Megido Detonator" lays a trap. It appears when the opponent approaches it.
When the Fate counter reaches zero, Hamaon and Mudoon can instantly kill the opponent.
"Set S Special-case-use Rifle ・ Rank 2" reduces the Fate counter all at once! (note: loketest info says this is just a large reduction, not a reduction all the way to zero)
Shield of Justice (正義の盾) - with an opponent's attack (counter)
Counter Shot (カウンターショット) - after Shield of Justice prevents an attack
Counter Shot ・ Revision (カウンターショット ・ 改) - after Shield of Justice prevents an attack
Throw: additional attack (投げ追加攻撃) - After successful ground throw, C
Double Fangs (二連牙) - 236A/B
Shooting Stance (狙撃構え) - 214 A/B
Shoot | front-facing, bounce shot, anti-air (狙撃 | 正面、跳弾、対空)* - During Shooting Stance, A/B/C
Stance Release (構え解除) - During Shooting Stance, D or 214A
Megido Detonator (感圧起爆型メギド) - 214C/D
Set S Special-case-use Rifle ・ Rank 1 (対S事案用特殊小銃 ・ 甲型) - 236236A
Set S Special-case-use Rifle ・ Rank 2 (対S事案用特殊小銃 ・ 乙型) - 236236B
Hamaon/Mudoon (ハマオン/ムドオン) -236236C/D
AWAKENED SUPER SPECIALS:
HOLD UP! (HANDS UP!) (ホールドアップ！)* - 214214A/B, then while walking, A/B
CRITICAL SHOOT (クリティカルシュート) - 214214A/B, then while walking, C/D
*"Shoot" has a max of 5 bullets, "HOLD UP!" has a max of only 3 bullets
Mitsuru's general gameplay
She can fight at any distance, combining excellent long-range attacks of Artemisia and great normals of Mitsuru herself. She actually still has Marin Karin (!), which is one of her normal attacks (2C). It reduces the enemy SP gauge, leaving them out of options. Also, her boobs bounce.
Nantoka doesn't remember too much about her, sorry guys.
Bufula - a wall of ice advances slowly on the ground. the D version makes it follow Mitsuru a little as she walks forward (tr?).
Moonlight - her R-action; she jumps in the air and makes a crescent-shaped cut. Obviously an anti-air move.
Setsuna Samidare Geki - Mitsuru performs a rapier combo, and blows the enemy away. A perfect combo ender.
Bufudyne - a huge block of ice is summoned before Mitsuru, freezing the enemy.
Mabufudyne - Great articles are summoned behind Artemisia before she shoots them forward. C version shoots 2 huge chunks of ice, while D version can be mashed for lots of small ones.
Her jD freezes the enemy diagonally below her. Very good reach.
01-12-2012, 02:25 AM
D attack and "Bufura" freeze the opponent on hit.
Crouching C puts the opponent into charm state. During charm state, the opponent's SP is absorbed.
The awakened super special 'Mabufudyne'; C version summons two articles, while the D version has Tsurara* mow everything down at once!
*apparently an ice summon spell from a GBA persona game...? huh? I'm so confused.
Moonlight (月影) - B+D
???Kuu Doroa (クー・ドロア)* - Charge back, forward A/B
Bufura - Charge down, up C/D
*is this something in P3? No idea what 'Kuu' is. internet wants me to name it 'kuu drawer,' but I don't really think that's it. :v
Setsuna Samidare Geki* (刹那五月雨撃) - 236236A/B
Bufudyne - 236236 C/D
*yeah, not translating that.
AWAKENED SUPER SPECIALS:
Mahabufudyne - 214214C/D (additional input C/D)*
*based on loketest info, I assume this means you summon with 214214C/D, then fire the projectiles with additional C/D inputs
Akihiko's general gameplay
Cesar's moves allow Akihiko to channel electricity through his gloves, paralyzing the enemies and limiting their mobility greatly. Obviously a rushdown character whose short reach is compensated by the sheer amounts of his pressure.
5D makes Cesar raise his globe and pull in the enemy. Another way to limit the enemy's mobility.
Kill Rush - Akihiko jumps back and forth wildly, constantly changing his position. It's possible that his attacks change depending on the exact phase of the move.
Cyclone Upper - a badass uppercut blows the enemy away. Good as a combo ender.
Thunder Fist - the electric property is added to all attacks for a while.
Maziodyne - the whole screen becomes covered in electricity. The move is active for quite a while, limiting the enemy's actions even more.
His 5D makes him throw a sword/dagger straight ahead. The start-up is long, but the reach is great.
He can follow up ground throw with A Killer Rush.
Aigis's general gameplay
She's supposed to shoot at the enemy to her heart's content, distracting him as much as possible. Orgia Mode allows her to perform easy overheads and kite the enemy, running all over the screen and showering him with bullets.
D button summons Athena's shield. If the enemy hits it, a counterattack is performed.
Type Seven Gatling Gun - Aigis takes out a machinegun and rapidly shoots forward. A basic keep-away tool.
Shield of the Great Goddess - summons Athena to perform a great dash forward. A good combo ender.
Her All-Out Rush (remember, they all have different properties) is hard to counterattack, since she flies up before performing it (some invul frames, perhaps?).
notes: (someone should double check these; pretty messy translations)
- When "Dia" is held down, HP can be recovered.
- When "Flame Booster" is used, the strength of flame attacks goes up.
- During "Flame Guard Kill", a single flame attack will become unblockable.
All of Yukiko's specials require her Persona. I'm not listing that by the moves, since it's universally required for her.
Dia (Dia) - B +D (charge possible)
Agi (air possible) - 236A/B
Maharagi - 236C/D
Flame Booster - 214C
Flame Guard Kill - 214D
Flame High Booster* (EX usage) - 214C+D
Agidyne - 236236C/D (charge possible)
Awakened Super Specials:
Maharagidyne - 214214C/D
*EX special (consumes 25 SP from the SP gauge)
Source: http://generalnantoka.blog35.fc2.com...entry-587.html (http://generalnantoka.blog35.fc2.com/blog-entry-587.html)
01-12-2012, 02:31 AM
Some impression from Sefie's friends
**Warning! Sefie Summons a Cyclone of Text**
Alright, I finally got around to posting up what my friends thought of the game and certain characters they played while there. They said they tried everyone, but only told me about a few. Probably means these are the ones they played the most and remained most prominent in their memory. Works for me, so enjoy Naoto, Aigis, Narukami, and Yukiko fans.
- Plays like JoJo's Circus meets BB. There's definitely some spice of GG in here, but not quite as frantic as the fans remember it. Still an early beta, so it could change.
- Air Dashes are much more viable now, though ground mobility is the way to go. TGS made air dashing feel super clunky, though that could just be because of the crappy animation back then.
- Burst so far is just a GTFO mechanic. Tried doing bursts to see what would happen, though I just got a blowback. Here's hoping for a change to that mechanic.
- Scrubs beware! You like to spam buttons? Prepare to lose your Persona very quickly and get pulverized. Very few characters can last on their own for the entire round, though I'm sure some guys will try to be that badass. So far, Kanji and Narukami are the best at solo survival.
- Game has an awkward pace. Not quite turtle-like, but also not aggro up the woo-hoo. Need more time to play to feel comfortable.
- Characters with power ups and status effects are no joke. This has to be the game's main trait that separates itself from others. Stun is a major bitch with no mobility for a while, and silence cripples some characters entirely. Let's not forget the minor players poison and dazed, which can fuck with a person temporarily.
- Persona's have the ability to continue attacking like they are also playable. Remember their spot until they disappear (even afterwards too, as some characters require that.)
- Standard like you all imagined, though not as easy to pick up as you may think. Kinda like Ryu. Easy to start off with, but takes a dedicated master to learn all the tricks.
- His B attacks are great. 5B and j.B have excellent hitboxes to toy around with the opponent, with Yu's hurtbox being much farther away than the active frames. Think Ragna/Sol Badguy 5B and you got an idea of what to expect for ArcSys's latest protagonist fighter.
- j.b cross-ups for free super easy. You have up to Yu's ass to work with, and it's even easier on Teddy.
- All or Nothing has invincibility on start up, though I don't think you can combo off it. We didn't get any results for our efforts. Also, don't whiff or get it blocked. Without a roman cancel system here, we don't know how well this move will be other than a typical reversal.
- His Belial Edge attack A-version might be safe on block, -3 at worst. EX is not, but leaves in pretty good hitstun on impact. Might need to test this out more.
- Projectiles suck balls as zoning tactic. Leaving Izanagi exposed that long is NOT worth a Zio spell. Dont' do it. Instead, Yu is free to move during the ordeal, so apply some unique JoJo pressure to keep the beat going. Might be able to cancel lag off projectile with a slash move, though I'm not sure how to do it.
- Ziodyne hurts like a mo-fo. Doesn't do much chip damage, though that might just be an engine trait.
- Normals all have impressive range and are safe from a distance. Kinda slow at close range, as Akihiko and Chie stuff him pretty easily.
- Has enough tools to do a decent poke game without Izanagi. Some of his attacks also end in knockdown afterwards, which is something you want if your Persona is gone.
- Kinda lacks good gatlings.
- Probably the best character for a beginner to try out if they want to learn the game and do not want to play Narukami. Fast, does decent damage and combos easy with his gatlings. Narukami does okay, but Yosuke pretty much has every base covered at the expense of not having as much HP.
- Speed speed speed. This guy has a great dash on the ground or air. Very mobile, matching Aigis real well.
- 5C is hella good for combos. Keeps the enemy floating for a decent amount of time and chains into his moonsault attacks easy enough.
- His kunai toss might be enough to do short-hop into BnB. Haven't tried yet, but sounds plausible with Sukukaja buff.
- Speed buff is no joke. I felt like playing an XF2 Yosuke.
- Garudyne is one of the best hypers in the game. Utility for lockdown or for combo ending, since it stays on the field for a decent amount of time. Nice panic hyper too. Hoping for a roman cancel of some sort so that we can do some sort of lockdown cross up tactic later.
- Tentarafoo traps is probably a nice tactic to use, but we didn't bother to play enough. Definitely has some potential, as somebody was tearing it up with corner resets using that spell.
- Another good beginner character, as the main focus would be just on learning her combos. Players don't have to focus on using Tomoe as much as say Hanamura or Narukami.
- Power Charge is needed to make her combos hurt. Easily can land a 50% BnB solo with it on.
- Tomoe seems suited for combo finishers or to punish poorly summoned Personas. Mitsuru and Kanji were getting punished pretty often with it. Terrible thing though, Tomoe doesn't have as much range as you may think. She doesn't lunge at all.
- God's Hand is like v-13 or Lambda-11's Kusanagi sword special, though it could have more range if Tomoe is a little farther away than normal.
- Agneyastra is trash. Does mediocre chip and doesnt' seem useful unless we get a good cancel system going. Slow to start up too and doesn't remain active long enough.
- Her counters are probably the easiest to use, though I dunno what you could get off them.
- The hardest to use out of the main four, but teaches you how to control your Persona real fast. She deals a lot of damage with Konohana Sakuya and Fire Boost, though she's pretty much a free win without them.
- Lack of a worthwhile reversal makes it kind of a double edge sword for rushing in.
- Real easy to use her attacks and spam. Also REAL easy to kill Konohana Sakuya for poor usage. She may have projectile negation properties in some of the melee attacks, though I think it's just the lack of caffeine playing tricks on my eyes.
- Don't play melee. Just don't. Her normals don't have good knockback and just leads to you eating damage. Stay away from Shirogane players too. Silence is not fun at all, because she can die in one combo from Naoto during that time.
- Real easy to stock Fire Boost and a Fire Break. Try to aim for it too, because her potential for opening up an opponent without it is severely lacking. It's easy enough to stock too, as the casting is decently fast.
- Save meter for her hypers, but do not do them without at least Fire Boost lvl. 3. That's when you scare your opponent into thinking twice before trying to mess with you. Lvl. 3 Agidyne hurts A LOT, and Lvl. 3 Maragidyne gets you a free combo no matter how you look at it. Combine Maragidyne D with Agidyne charged for easy 40-60% damage combos after Konohana chains into it.
- Dia is silly, but forces campers to come in. Slow cooldown though.
- Use her normals to space out Konohana Sakuya's attacks. They're free fireballs after all.
- Learn to control the field. Maragi limits ground approaches and allows you to use 2B + Konohana's upward swing to keep them at bay. I'm not sure if chip damage is involved, but you definitely control the time.
- Agi might be useful, but needs more work. I treat it like Noel's qcf gunshot.
- For a grappler, he's got a lot of tools many lack. His wide arc attacks make it difficult to get in on him if you don't have a decent projectile. Yukiko gives him a headache big time.
- His Zio spell or whatever is cancelable into a BnB? Not sure what happened, but some guy did it to me and I lost like 35% of my health in a simple ABC combo. Not cool at all.
- Take-Mikazuchi's lack of speed is made up for the impressive range. He can give Konohana Sakuya and Artemesia a good run for their money in terms of range in proportion to damage and speed. 2C is proof of this, which draws them in for some good ol' jab pressure from our punk.
- Imagine a faster, less frame advantage Ragna 5B for Kanji's jab and you got a good idea of what you're getting yourself into.
- Many types of grabs for different situation. He's definitely no Zangief, but has the ability to play footsies like him.
- Try to combo or set up the Peacemaking hyper. Like previous reports say, he can start a combo or finish one off with it, giving it one of the best utility hypers in the game. Good range too and not so bad on the cooldown if he whiffs.
- Troll with Additional Buster. It's worth it.
- Learn the spacing of his chair normals. It'll help you deal with those annoying swordsman/woman and keep Akihiko/Chie out of your hair. As for Yukiko or Naoto, no clue. Godspeed to you, because I was getting raped by them both.
01-12-2012, 02:33 AM
Sefie's post (Cont.)
- If you've been a Testament player from GG or a Mu-13 of BB, you're going to feel right at home with Naoto. Long range normals and a solid zoning game would make you think she's just that. The traps are her big ticket, advanced play shit. Learning to control Sukuna Hikona is going to be the difference in landing high damaging combos and netting you the Hamoan/Mudoon kill. Players were capable of using the 5D Sukuna attacks to pin foes down while Naoto was able to space for combos. If you're not sure how either of those characters worked, go look them up on YouTube to get an idea.
Do note, Naoto doesn't have that large of an arsenal of disjointed hitboxes. It's mainly the gun zoning and Sukuna that gives her such range, as well as her standing B. Against characters with large melee range, great mobility, or impressive Persona attacks, you're going to find yourself in a major predicament. Examples include: Narukami and Chie were giving the Naoto players a hard time.
- Fate Unlimited Codes Archer players rejoice, your management of meter bars is gonna be huge here too. If you're that beast, it's possible to use Hamaoan/Mudoon kills every round. Absolutely not practical, but picking up on how the reduction and recover system works between rounds can easily net you a comeback or a match sealer. In F:UC, Archer players could spend meter to set up his Unlimited Blade Works (correct me if I'm wrong, it's been a while) Noble Phantasm and literally seal the deal for a round. Naoto has it the same way, though you can't just get all three charges in one combo. Managing your meter between Medigo traps and the Fate reduction is gonna be the main focus of the Shirogane players.
- Unlike other Personas in the game thus far, Sukuna's small size makes it harder for the foe to hit him. What sucks though, is that the hurtbox on him is larger than his sprite depicts itself. He's also vulnerable during the warp and some even say his blade is a hurtbox (I don't buy it.) Naoto isn't as dependent on her Persona as say, Yukiko or Mitsuru. His main job is to get in and ping the opponent a few times to set up for a bigger combo.
- Reloading the bullets is pretty crucial. Don't forget to do that. Arcana Heart 3 players should know what this means.
- Name of the game is control. She can bulldog and zone, but her forte lies in staying mobile and keeping the opponent pestered with shots and Sukuna, with your secondary objective in setting up for a final round Hamaon or Mudoon kill. Both hypers are a pain to combo into, and don't pull a MvC Mudoon hail mary tactic. It's not fast enough to do that, with most of Naoto's hypers kinda mediocre as a reversal. Her meter building is decent, but her hypers are all great. Silence wrecks Mitsuru and especially Yukiko, while knocking down the fate counter of tanks like Kanji and Akihiko gives her another option of approach. Doesn't do a whole lot of damage alone, so you'll need to coordinate your attacks appropriately. Medigo traps are a must.
- Trust me when we say, it's not that hard to combo into Mudoon. The only question the Naoto player has to do is decide when it's best to do it. I think I saw somebody do something as simple as downward gunshot to Sukuna forward arc (1-hit) to Mudoon. It's super scary when it's time for you to die.
- Kites like a boss and gives NO fucks to your Persona. Seriously, her main objective might be to just kill off your Persona while pestering you into making mistakes.
- Has a normal that acts like Nu's 3C. It's pretty sick and keeps the foe away. If only there was one like the 6C now...
- Orgia mode allows for some insane air control and aerial mix-ups, though Aigis's focuses on the high-low 50/50.
Didn't get to play Mitsuru, Teddie, or Akihiko. Most of the others who we fought stuck to the big three.
- Gatling Gun makes sure to keep foes pressured if it hits. Very possible to chip the opponent to death, but she probably has more to her gameplan than that.
- Remember that FES FMV where you see Aigis jumping around and shooting things? Or her battle against Ryoji? Yeah, that's kinda what you'll be doing here. Aigis is very mobile in the air and keeps people off her with excellent mid-range normals. She can fight full-screen, but doesn't get much of anything off it. Stick to just outside of a sword's range or persona attack range to get the best results.
- Very spacing dependent.
- Ground game is a bit lacking, as the lag off her guns get reduced when done in the air.
- Able to quickly switch between Orgia and normal. Might change later.
- She suffers from lack of power when dealing with a full character opponent, but if it's just her v.s. a human...then this fight just went to Aigis.
- Probably the best standalone character in the build thus far. Even when I lost Athena/Palladion, I didn't even change my gameplan.
That's about it for now. Sorry if your character wasn't covered.
01-12-2012, 02:43 AM
SECOND LOKETEST INFO
ORIGINAL THREAD: http://mayonakamidnight.com/showthread.php?296-New-Loketest-12-22-12-25
First, some general notes:
- Rise makes some character-specific comments, both cheering on you and warning you about the enemy. Since she is usually turned on for both players, it's a bit confusing listening to her, so people hope for Mitsuru and Teddie navigation in the future builds. There are a lot of Rise's lines written down on these boards, so I will translate them when I get to the characters themselves.
- The classroom and the music room (Yu and Yukiko) have different arrangements of Reach Out to the Truth as BGM, while Aigis and Mitsuru have Heartful Cry arrangements. Other stages/characters seem to have brand-new tracks. Alas, no BABYBABYBABYBABYBABY is confirmed yet.
Onto the new Kanji stuff!
- Rise's comments:
"Kanji! Beat them up!"
"Kanji! It's the usual peacemaking for you!"
"Kanji's throw attacks are very strong! Better not approach him carelessly!"
"The opponent is Kanji, huh... You shouldn't approach him carelessly!"
- Victory quotes (uhh, kinda):
"Good job playing the loketest ver.! You better look forward to the proper release!"
"Cheers! This one is just a loketest ver.! Look forward to the proper release!"
- Compared to "Tager without magnetism" or "Birdie with a Stand".
- His running takes a while to accelerate, so it may be better to just walk forward instead.
- The S-Attack combo (performed by mashing A) is Punch > Horizontal chair strike > Lower chair strike > Buster Attack. Very good combo starter, and can also be linked into the chair throw super.
- 2A doesn't seem to link into anything, so its use is limited to stuffing the enemy's slower moves. The same goes for jA.
- 5B is the speech bubble attack that I mistook for 6B. Seems to stagger the enemy for a very short while, maybe you can follow it up with a throw?
- 2B doesn't connect from either AA or 2A, but it does knock up the opponent.
- jB is jump-cancellable, so you can do stuff like jB > jump cancel > jB.
- jC (the clash-punch by Take-Mikazuchi) can be charged like 5C, though the effects are uncertain. Maybe it's canceled, like 5C, or gets a power-up?
- 5D's range is about 1.5 characters away from the opposite side of the screen, 2D is closer to Kanji, and jD is closer to the wall. Basically, it's jD>5D>2D. Use jD to punish those pesky shotos!
- It may be possible to cancel the dropkick (2AB) into 5C for some good damage, though the dropkick's range is too short to pull that off often.
- The R-Action can be followed up with Buster Attack.
- A-version of Buster Attack has small range, but comes out fast, while the B-version has a single hit of super-armor and makes Kanji jump greater distance. EX-version hits the enemy wherever they may be, and also has great speed and super-armor.
- Additional Buster Attack can be used for stuff like 2AB (knockdown) > Buster > 2B (knock-up) > Gotcha!.
- C-version of Pin Ya Down! (the regular command grab) seems to have longer start-up, but has some invulnerable frames. Thus, the D-version is faster, but doesn't have invulnerability. Kinda like Tager. EX-version has C's speed and D's damage and also paralyzes the enemy.
- The EX-version of Gotcha! (ground-to-air throw) has the D-version's trajectory, but reacts to the enemy's jumps, making it safer for Take-Mikazuchi.
- A-version of Brace Yourself! (air-to-ground throw) is short-ranged, while the B-version makes Kanji jump greater distance. EX-version adds more hits, increasing the damage, AND makes Kanji jump across the whole screen, making life that much harder for Yukiko and Aigis. But, it doesn't catch sitting opponents after all.
- Tatsumi-Style Peacemaking (the chair throw) is followed-up with a short combo automatically if it hits the enemy who's close enough. Basically, it doesn't depend on the move's version.
Going to translate Akihiko and Aigis next, since they need it the most. And, of course, I have to update the Kanji thread now.
Aigis seems to have less stuff than Akihiko, which means that it's easier for me to translate.
Not sure if I should keep translating Rise's lines and "victory quotes". Guess I'll do it in a separate update if you guys want it.
- Her victory pose makes her fly away like a rocket.
- Her Blast Gatling special and 2B are really good zoning tools, but they spend bullets. You only get 150 of them each round and there is no way to recover them until the round ends (like Bang's nails).
- Her Vulcan Gun (aerial special) shoots the bullets diagonally downwards. You can mash A to shoot more, but it spends even more bullets.
- You can switch modes both by Mode Change (22A/B) and by Escape Change (B+D). It spends her Orgia Gauge pretty fast, and if it goes below a certain limit, it becomes gray, and Aigis can't enter Orgia mode for a while. It recovers slowly while in Normal mode.
- You will run out of bullets fast if you only fight in Normal mode, but Orgia mode can be active only for a short while. The key to playing Aigis is to combine both of her modes and use them effectively.
- Megido Fire is similar to Mei-Fang's Suzaku Hourin from Arcana Heart. Athena spins in mid air and hits the enemy with fire, while Aigis can continue the combo if the move hits the opponent.
- 5-Barrel Medusa makes Aigis shoot multiple slow rockets out of her Pandora's Box-like rocket launchers after a moderately long start-up. The common use of this move is to cover your approach when you decide to go on the offensive.
- However, the main feature of Orgia mode is not the specials, but the dashes. Her ground dash makes her float a little, so she can use her aerial moves out of it. It's different from Morrigan's dashes, as it's closer to the ground, but you can still start hovering after it, for example. And then there is the whole new world of overheads... Maybe you should really consider just running away from her until her Orgia mode ends.
- Her R-Action is quite troublesome to deal with, too. It has quite a lot of invulnerable frames, and it's hard to punish it, since she can just backstep and start abusing her just-activated Orgia mode.
- Finally, you can link her supers together, since Great Shield of the Goddess gets you close enough for the Holy Spear of the Heavenly Host to hit the target.
I say, this sounds like fun. Now, excuse me while I repost this on Dustloop.
Okay, I'm back from the holiday break, here goes your Akihiko stuff.
- His entrance pose is him clashing his fists and saying "Let's have a good battle". He also has a special opening scene with Chie.
- His victory poses:
In the first round, he beats himself in the chest and says "I'm pretty strong!".
In the second round, he says "It was a good fight, see you", puts on the hood of his ragged red cape and jumps away.
5A - a jab. Has a pretty good reach. Its S-Chain makes Akihiko rush back and forth around the opponent, finishing with Cyclone Upper if you have the meter.
2A - a sitting jab. Its range is actually very long, even bigger than of 5A. In fact, it easily outranges most of the other characters' jabs except for maybe Kanji. You can also combo it, like 2A-5B-Kill Rush A (236A) if you're close enough. A godlike move overall.
5B - a two-hit body blow. Its range is pretty short.
2B - a left-hand uppercut. Besides being an anti-air move, it can be jump-canceled, so you can combo it like 2B-jB-jB-Assault Dive (j214A/B). Since Akihiko's aerial game is not that good, many characters want to approach him from the air, so don't forget to use this move.
5C/2C - Caesar brings down his sword. The start-up is long, but the reach is excellent, even making it possible to use it as an anti-air. However, since it's a Persona attack, you can't use it along with 5D, so you have to choose between them.
5D/2D - Caesar's globe shines and pulls the enemy in. The main part of the pull is at the beginning of the move, only pulling in a bit more after that. You should also keep in mind that the enemy is pulled towards Caesar, not towards Akihiko, so it's possible to overestimate the pull while standing somewhere else, not to mention putting your Persona in a dangerous situation. Akihiko may be a character that doesn't depend on his Persona too much, but losing 5C and 5D is still pretty bad.
jA - a jumping jab. You can mash it, and it has some good range, too.
jB - Akihiko punches downwards. A jump-in tool, I guess?
jC, jD - pretty much the same as the ground versions.
Throw - Akihiko grips the enemy and performs a Killer Rush variant. You can even follow it up with Corkscrew and Boomerang Hook, too. Thanks to that, his throw give you much more reward than those of the other characters.
All-Out Rush - an overhead punch. Not that much aerial combos that you can do out of it.
Sweep (2A+B) - a fist sweep. Resembles Dudley's crouching MK.
Double Upper (B+D) - Akihiko's R-Action, a right-hand uppercut (why is it double, then?). Unlike Narukami or Mitsuru, Akihiko doesn't jump, and the move's range is short, so it kinda sucks when compared to them. Still, it's an R-Action, which means that it's a valid defense tool. But yeah, the others have much better ones.
Kill Rush (236A/B) - Akihiko rushes forward. If he reaches the opponent, he automatically throws out a flurry of punches. A version has faster start-up, while B version travels longer distance. This is obviously the move that Akihiko is all about, since you can follow it up with any other special beside Assault Dive. You should be careful about spamming it, though, since it cares about the opponent's position at the time you perform it, which means that they can easily jump and watch you beat up empty air.
Closeout Blow (214A/B) - Akihiko parries the enemy's attack. You can follow it up with the same stuff as Kill Rush.
Corkscrew (6A/B after Kill Rush) - such a magnificent corkscrew so early in the morning! Blow the enemy away, ending the Kill Rush combo. Can be followed up with Ducking.
Boomerang Hook (4A/B after Kill Rush) - Akihiko performs a right-hand hook, leaving the enemy standing. This is yet another excellent move that can be followed up with pretty much anything Akihiko has at his disposal, be it 5B, sweeps, All-Out Rush or even the supers. You can even cross-up the opponent by simply jumping and turning around! Alas, if you decide to do another Kill Rush, a Corkscrew will come out instead. Well, it's still the single best move that you have, so abuse it!
Ducking (236C/D or 6C/D after Kill Rush) - Akihiko lunges towards the opponent quickly. I suppose it's safer than Kill Rush or something.
Webbing (214C/D or 4C/D after Kill Rush) - Akihiko retreats from the opponent quickly. Again, not that much stuff about this one.
Assault Dive (j214A/B) - Akihiko dives downwards with a punch, striking a pose when landing.
Cyclone Upper (236236A/B) - the Big Bad Uppercut super. It has its own gauge that gives it more hits if you charge it up with the other moves. And it's actually pretty easy to charge up by just going Kill Rush - Boomerang Hook - Sweep - Cyclone Upper and stuff like that. However, the gauge drops to 0 at the end of the combo (or it simply drops down fast). Basically, it compensates for the combo scaling, making your combo ender bigger if the combo itself is longer.
Thunder Fist (236236C/D) - gives your attacks Lightning properties, paralyzing the opponent sometimes. Alas, it seems that you can't cancel your combos with it, since Akihiko performs a Kill Rush instead for some reason.
Maziodyne (214214C/D) - nothing new about this one, though this is the only move that makes Akihiko pull out his Evoker.
02-16-2012, 11:53 AM
THIRD LOKETEST INFO
Now with the help of google translate, my kindergarten level skills on japanese, and just basic deduction I think I've at least made a summary on the information Scratch just uploaded.
The first combo is
He says as soon as you see 5/2A connect follow up with a Coup Droit
Basic super cancel, Coup Droit into Setsuna
5D~D> 5B> 2B> 2D~D> 236236C/D> 6A
The second D is pulling the opponent in after the initial hit freezes them.
(Air to Air) j.A> j.D~D> land> j.A>j.C>jc>j.C
Air hit leading to a ground back to air combo
All Out AttackC> j.A> jc> j.A> 236236C/D 2.5k Dmg
All Out AttackC> j.A> jc> j.A> j.C (delay) 2.3k Dmg
j.D~D> 2B> 236236C/D> 5D~D> All Out Attack> 5A> j.A> jc> j.A> j.C 3.7k Dmg
I think he mentions at the end adding another Bufudyne makes the damage 5k
5Ax3> 2A> 6A
5Ax3> 2A> 6A・2C> 8D
This one I dont get, how are you supposed to get a Marin Karin after a Droit? Maybe they mean do it after knock down and confirm with a D Bufula after the Marin connects
CH j.A> 2B> 236236C
4B> EX 6A> 5Ax3> EX 6A> 5A> 236236C 4k+ Dmg
I think the person mentions a loop involving EX Coup Droit is capable. Here is where they say that the loop can be done up to 3 times. And with a Bufudyne at the end it gets to about 5k Dmg
Im sorry that the translation is definitely not accurate but I wanted to at least clear it up a bit. Some combos are pretty easy to understand while other have weird input. But what are we to say whats absolutely wrong when we've barely seen a good level of play from her
Update: Thank you Andarel for the translation for All Out Attacks
Some Naoto info translated by Satsujinki
-Stance Release/Stance Cancel speed is now adjusted (slower? They didn't mention)
-Aerial combo JC > JD > 214D is safe/stable
-C tetara(?) > 2C (probably a Japanese Fighting Game Term)
-Double Fangs (B Version) can now either be used as a combo ender/ connected to another move (very vague)
-EX Double Fangs (B version) can now be cancelled mid way (someone said they could feel the cancel)
-Fate Counter has been reduced to 13
-A hidden victory pose/costume (?)
03-06-2012, 05:44 PM
Fourth loketest info
i didn't get you guys and gals something for valentines day. So, in response to a false alarm family emergency that took me out of the military academy for three days, i got to spend one of those at...you guessed it, the loketest! Now that i actually got to go there, there's a very clear image in my head why there's a lack of videos for this game out right now. Guards and patrols were actually present at the test, at the arcade owner's discretion. Apparently has something to do with both arcsys and atlus's agreement, so that's why the data flow has been pretty much kept on the low profile. My personal take on it is that they're trying to do what capcom keeps fucking up on...letting information stay locked up. Too bad they're not doing so hot in the hype train portion by letting out info so slowly.
Tl;dr: No videos from us. We did have the gear and tried! (cellphone included, but...i like having my shit..so that didn't happen.)
anyways, back to what you guys really wanna hear. Here's the general breakdown of who went, and who played what.
Me- (tag: Aegis-no-sekai/sefie): Naoto & aigis, subbed a bit of chie.
Yukio- (tag: 8wy<3): Yukiko, subbed akihiko
sakuraba- (tag: Saikyo!denpa *was in japanese, but my comp is weird): Yu
general impressions: Now i'm not that big of a doujin fighter person as i probably should be, but i'd definitely take this game seriously. The flow of battle is actually very smooth and my biggest worry was that he game will turn into different versions of hakumen duking it out in animated stages. While some characters still act that way, it honestly does feel like a faster paced jojo's with a hint of bb mixed in. Not quite gg crazy, but i don't think that's where they're going with this.
Every character feels pretty complete and able to compete. The popular ones are still yu and chie, but did see a lot of mitsuru's rising up. It's probably why we're seeing more data on her (and that 2ch blog.) can't blame them, and when i get into my impressions about characters, you'll see why i don't think i'll like dealing with her when release day comes.
Maintaining your persona is a lot easier to track with the new interface. I didn't have that much of an issue because of who i used because how prominent the cards stand out. Exactly what it looks like, four hits and you're in recovery mode. You really shouldn't be tossing those persona attacks out haphazardly anyways unless you're dependent on them (like yukiko, teddie, and a few others.) recovery isn't that bad tbh. It really might be because nobody has the game down pact yet, but the gauge recovers fast enough. It's not ball-crushing 30 real time seconds long, but is considerable. I'd guess around 10-15. Memory is kinda hazy about that.
A lot of the cast got safer gatlings, and those who didn't really didn't need them anyways. Kanji was one of them who probably got some, but his gameplan really didn't require it. He does have take-mikazuchi to cover half the damn screen with after all (it's all intimidation btw.) i guess it's to add more of a pressure mechanic to the game? I don't really get why, as this game is already stupid in terms of offense power. It's probably why the primer just released showed a lot of defensive options to compensate, which do make a big difference in this game.
Offense:defense balance; i'm personally a fan. The blowback attacks people get isn't all real easy to use, like naoto and chie's one require a bit of timing for the better payoff (like a wall bounce or potential status down). Ones like yukiko and yu's is more liberal to use because they can be tossed out whenever, but they have their costs too with heavy cooldown or health down. Either way, players should make use of this alpha counter because things get pretty hectic when you have orgia mode aigis pinning you down or mitsuru with artemesia controlling all the actions. I'd compare them to just frame blockings in a way, though it seems it's not nearly as tight timing wise.
Health bars don't disappear too fast, and most people have pretty good balances between what they can do and how much hp they have. I personally think mitsuru needs a little less because of the how crazy her field control can get, but i don't know how she is as a player. Could be something i'm missing, cause it is the first time for me trying this game out. We don't have retarded shit yet like kanji's grabs taking out nearly half your health on ch, though maybe that'll increase his threat level more? I dunno.
No one was doing 3/4 life damage combos w/o awakenings. The only one who got close was a teddie player and a fellow naoto mainer, both requiring loads of set up before the deed was done. Might change later, who knows. Arcsys games are known for bullshit damage in their later life. :3
all-out attacks are like dust attacks from gg. Kinda slow, but you can mash a or b for more damage. C sends them flying up, while d kicks them closer to the corner. Depends on what your character benefits from. If they're akihiko, then a corner rush would benefit you more as his air tools aren't the best. Someone like chie or yukiko can take the c launcher because of their air moves and hitboxes (yukiko in particular can get a nice reset opportunity by combining maragi lvl.2 as a finisher.) i don't think there's a quick dust attack like the later ggs, but it seems kinda easy to get into the aoa. Scales damage kinda though, so you'd have to do the attack somewhat early in the combo (until combo video masters show us otherwise.)
burst is a blowback mechanic like usual. Its nice to see the meter fill portion from gg back. Haven't got to toy around with it though, so i don't know if the usage can be similar. I'd assume so.
Overall, i think gg fans can get into this game better than bb. It's faster pace imo, though not up to the standards of its originator because of the persona usage. While it slows down the pace of the fight somewhat, it's not to the point where it's unbearable. Honestly, i kinda like the pace. You can still pull off split second mix ups with certain characters, but you'll need to always manage your persona's health in order to get the maximum effect. Their deceiving hitboxes/hurtboxes and range of effect is stellar and adds new depth to this game. Get hyped, this one's a keeper!
first up is naoto, who i played the most next to aigis. What can i say? I like my fortune and aeon very much?
I don't have as much to add on as the last time i came here, other than having a better understanding of what in the world she's supposed to be doing. Mudoon and hamaon isn't difficult to land at all in a combo. It kinda reminds me of insta-kill combos, where it's entirely possible to hit them...but the conditions are the biggest bane to it all. Her fate counter ticks slowly away depending on what you do and a good deal of the attacks involving the gun removes fate ticks on the final hit. You'd think this wouldn't be that big of a deal, but i've had enemies recover before the final hit from her revolver executes. It's not like noel's distortion where all the bullets will properly connect, or aigis for that matter. When it comes to longer combos, i hope this changes. Especially because they're making it out to be that's her biggest game plan next to keeping silence active on the foe.
Had no problems with the aim stance other wise. Zoning wise, the bullet stream will stay together. I think the combo scaling won't affect it too much, except that awkward last bullet whiffing on enemies. You do need to exit to reload and what not, but it's not that big of a deal since you can use sukuna hikona's standing d and a couple others to get a free wallbounce or to knock them away with a combo into aoa. I think naoto benefits more from the launcher, as you can combo into one her air attacks that chips off another fate tick. I think it's her j.c don't quote me though.
Her throw is actually pretty good. Stuns the foe, but they can shake out of the effects. The secondary attack is purdy useful for getting a combo started. Leads into her super easy enough. Scales the damage though pretty harsh.
If you use her blowback mechanic, always go for that sukuna follow up. You can get a free combo off it, plus it removes a fate counter tick. You really want to focus on pushing that gauge as low as possible, given the fact it does recover somewhat every round that passes. Naoto players were mainly getting combos that remove as much as four ticks per go on average. I'm sure more will come, but you don't realize how difficult it is to get those tick marks removed without utilizing resets. Bullets scale damage and hitstun somewhat, soo i'm gonna guess she'll have two general sets of combos. One for fate reduction, and one for damage. Subject to change.
That is, until go into special set case rifle rank 2. It's a bit slower than the silence super, but the fact that i think it removes 5 ticks is great. If your mid combo takes out 4, then you get 5 more from r2, that means you can probably land the last 4 as a play tool for the rest of the match. What i liked to do was go into this near a corner: 5bc-> 2cd (-1)-> double fang -> megido trap hit (-3) -> shoot stance a x5 (-1) -> r2 super. That's 10 ticks off the fate gauge, and not bad damage. Timing off the shoot stance is silly though.
You'd be surprised how many people get skittish once they're under 5 ticks in fate. Naoto's pressure game becomes better too, because a simple combo from naoto can take away four in a heartbeat, and once they're at zero...anything from her can lead to a mudoon/hamaon set up. Even a grab, as we've seen from the videos thus far. Hamaon for knockback, fullscreen set ups, and mudoon for close and mid-range. I wanna say hamaon is like spell of vishanti, but its not...so yeah.
Sukuna is a great persona to have. Small hurtbox, great range, and low cooldown. Seems to have the purpose of aiding naoto's neutral game a lot, so that's why he has less cooldown than say...kanji or yu, who focus on combos and punishment accordingly. I liked casting 5d and i forget the notation, but there's one where you send sh out to a particular point and he does a rapid slash sort of deal. Great for lockdown and gives you some breathing room for megido traps.
Sooo naoto mainers, you have your work cut out for you. She has combos, but you need to not always go for the fate gauge kills every round. Keep in mind that part of your work carries over to the next round, and that 5 is generally the lucky number. Her normals aren't the fastest at close range (you'll lose to chie and mitsuru), nor is she a long range specialist like aigis or teddie, but that's not the point. It's the fact she can weave in and out with her attacks and slowly push the opponent into a checkmate position. Don't worry so much on high damage combos, because we have the insta-kill set ups. Plan ahead, and focus on using those fate kills to seal the match. Naoto thrives on restricting what your opponent can do with fate intimidation and keeping the fight one on one with her silence attacks. If you can't get it into your opponent's head that you're a threat when their fate hits 0, then you don't have an intimidating shirogane yet.
...what in the world is an mvc3 character doing here in this game? Seriously, the image i'm getting here is almost magneto-like + a proper team of assists to back him up. Aigis is a character that can literally fill the screen with so much crap, you'll feel like it's mvc instead of p4u. Her bullet count seems high, but can burn out pretty fast. I didn't get to dive as deep as i did for naoto, but some keypoints i found:
- she has a divekick...wolverine style pre-patch.
- she has a flight mode, with flight cancels (albeit, not as fast)
- she has projectile attacks that cover the screen and allow her to approach for sneaky cross-ups.
- orgia mode doubles the speed.
Wait wha? You heard me right. Aigis prior to orgia is decent in mobility and can keep foes out all day, while snagging some high damage combos if she gets a good hit. Orgia mode maintains that, but adds in the fact her mobility speed doubles and so does her damage (not double, but increases.) like the given combo video, that's just the start. Imagine setting rockets, flying over immediately, go for the divekick (safe from the cover fire), and still having time to flight cancel and use her normal air dash to either go for a cross up or more chip. I fought a good aigis player and counted at least 4 attempts at an overhead cross up, from various sides. Shit is ridiculous, and this is without considering she can still set up projectiles while attempting to cross you up.
Orgia mode is limited of course and you don't want her to overheat. She'll lose that mobility and take major damage during cooldown. I didn't use her blowback, but somebody says it reverts her mode to whatever the opposite is prior to using it (hence, change). Don't quote me as always.
Athena is a combo extender for the most part, with very straightforward usages. Aigis is one of the few characters that doesn't suffer from damage scaling as much for using multi-hit attacks. I think what may make athena unique is that some of her attacks may have a guard frame attached to it, like perhaps her 5d? One of the attacks looks to be triggered by an opponent trying to punish it, so that might have some usages. Needs further investigation. Both her hypers are good finishers for damage, but that's if you go that route. Orgia or not, aigis is filled with resets.
Outside of rushdown orgia, aigis is a zoner thick and through. She has normals to go to combos, especially that divekick, but most of the other stuff is just pure shooting with bullets. Rocket punch (5b) is decent, a slower but more damaging yukiko 5b. Her machine and gatling gun attacks all do the same thing, keeps the foe pinned. I think the objective is to whittle them down and find that opportunity to go berserk. You get a free orgia bar every round, and you can kill a person with that bar. I'd like to investigate how much more she can do without relying on orgia kills each round, such as perhaps using a transition combo set up? It's easy enough to tag a hit with type 7 gatling gun or radical cannon, it's just converting off it that worries me.
Oh yeah, get close range faggots off you asap. You really do not want them doing blockstring pressure on you, considering that your fastest normal on the ground might just be your 2a. Her typical overhead and any normal outside of orgia mode is kinda...bleh, so stay away and pick your potshots wisely. Aigis is very mobile and has to learn how to block more than almost half the cast (exceptions maybe to kanji and yukiko, who need a better defense than her), but has lacking options when they get in. Mid-range fighters also trouble her due to speed and the fact they don't have to be as close to get a combo going. Your zoning game changes up from orgia and standard, so be sure to understand your tools.
Oh, and bullets. Not that big of a deal unless you are strictly zoning. Aigis doesn't eat up that much yet, though i've not found super awesome setups and tend to rushdown. If you favor playing a projectile war, managing that count will be necessary. Whether or not it reloads mid-match, i can't say. Never saw that part while there..hehe?
Alright, now that I'm decently rested up (and I owe the Fate RP a post anyways, for whoever's still active), let's continue from where I left off no?
I didn't play get to play Yukiko, mainly because I was actually focusing on Naoto and Aigis (surprising for a guy who loves to play everybody), and mainly because we had a newcomer into the group. Was a pretty female-type named Mayu Yukio (called her MaYucchi, for you select few who get the reference.) and apparently had experience in the ArcSys games. Wasn't about to deny her game time, and went pretty even in the Naoto v.s. Yukiko fight. Things went more in my favor when Aigis took the stage, which I'll elaborate a bit more later.
So you guys are reading that she's familiar to Lambda or Nu from BB and it's pretty accurate. Yukiko doesn't have full screen control bullshit like BBCT Nu-13, but a lot of her KS (Konohana Sakuya) normals act a lot like the android's 3C, 5C, and 6C respectively. What adds to the fact is that her persona isn't that slow, at least to the levels of Izanagi when he comes out. It makes sense too, because there's not a whole lot of attacks that Yukiko has with a generous amount of hitstun.
Her A attacks aren't that impressive, especially for what she's meant to do. The animations are the same, with the fan jab and lowkick. Unlike other zoners, her light attacks aren't very impressive in that her standing jab has such a retardedly small hitbox, that I've seen many a times where they almost have to be in molestation range in order for it to hit. Her 2A is better, but still a deceivingly small hitbox. I'd judge maybe about midway down her lower leg? It's mashable, so that's nice? Her series combo from it is pretty simple too, but if you're letting your opponent that close without a plan, then you're doing something wrong.
MaYu was saying that unlike the androids of BB, she doesn't have a command normal which serves as an overhead. Her command normal (the one with the spiral fan spin) isn't one, so that's a bit disappointing. She does have fan throwing normals, which I think is what her B normals are dedicated to. 2B throws it upward at a 45 degree angle, and j6B is the same except downwards. Her air to air with just herself is also lackluster, with no real good hitboxes without Konohana Sakuya. Makes me wonder what exactly does she have for mix-ups, and it's noticeable too. As Naoto, I didn't really feel that threatened by a potential mixup as I did from a heavy punishment from one of KS's normals. It maybe the reason why KS has a much larger range than imo, what Nu or Lambda ever had for their C attacks.
Oh, and lol to the fact she can gatling throw her fans. They don't do a lot of damage or hitstun, but it's enough to pester you and maybe tag'em with KS on CH. It's a lot easier than it sounds. You can HJC them too, or at least 2B. I think I saw the aerial and 5B also JC'd, but it's a bit fuzzy there.
As I stated before, Fire Boost is super important. You wanna keep that active on Yukiko so that people can respect your punishment capabilities. Lvl. charges on Fire Boost also alter the properties of her Agi attacks, either by giving them bigger hitboxes, knockback, better vaccuum capabilities (Maragi), or more. I think it also boosts speed, but I didn't notice anything else. Definite on damage, and hitboxes. It's not like it's gonna kill you to get it out there too. Pretty fast start up, low cooldown until lvl.3 boost. I found it easier to punish it, whether it was because of habit or heavy cooldown/startup. We'll see when it comes to the release date.
So about that KS, she has the 5C-> 6C chain which pretty much acts like a non-low hitting Lambda 3C -> 6C chain. Gigantic hitbox and keeps them out. KS is vulnerable from the bustline up, where her feathers don't cover, which is like a godsend for Aigis, Yosuke, and other overhead masters. For that matter, a lot of KS's moves on the ground are exposed at that point. Yukiko players deadzone in zoning seems to be right above the 45 degree line, where KS doesn't cover unless she's in the air. MaYu didn't have a problem with it though, so long as she kept moving. 5D also remedies this a bit, as does 6D, since KS jumps upward to hit the opponent in different fashions. One with a spin upward, and another as a jump forward. Both can chain into Agi. I think her spiral one works better as a close range GTFO me, but can't say for sure.
Her throw range is the pits. Further showing that she's a long range fighter. Kinda makes me wish she had a teleport or something for potential mix-ups. She can get a combo off that throw too.
IMO, Yukiko is also a meter hungry child. Both Maragi EX and Fire Boost EX is stupid good, for their own purposes. One for field control and forcing either chip (a sizable amount, but nowhere near Chris level) or option limitation; and another to get her boost game going to further strengthen her potential. Awakening mode Maragidyne is a very flexible hyper and something that Yukiko players will enjoy. Imagine having a Magnetic Shockwave super that can go repel or attract, and doesn't scale too much in terms of damage like other Awakening supers. Stocking meter for that will definitely make sure that any opponent who gets tagged by KS while Yukiko is awakened is sure to eat up a potential 50 percent combo, with an easy corner carry. Agi is also much better now, since it's start up got reduced. I still would like it to knockback more, but a las, no deal.
Fire Break is also pretty nifty, if you can ever get it off. Not too difficult, though it is slower than the other buff spells. I think of it as Yukiko's main mixup tool for an okizeme attempt, which MaYu did a couple times. Score a knockdown, scare'em with a meaty 5C-6C ->5D into an unblockable fire break Agi lvl.2. You can get a combo off that I think, or I just fucked up my tech timing. Hehe?
Dia is fast and blows them far away, but DON'T hold it down. The healing portion is a gimmick and not really worth it unless you managed to stun them. Even then, I'd prefer to take the damage opportunity than to regain health. She doesn't have attacks that cost health per say, so it's kinda stupid to be healing up so often. She's not TvC Roll.
You cannot use buffs to cancel your chains and go into more after that for retarded blockstrings all day. Sorry fellas and gals, seems ArcSys doesn't want that sort of stuff in this game (else Chie and Akihiko would be even more ridiculous than they kinda are already.)
Overall, MaYu said Yukiko is pretty easy to pick up and may gain popularity by beginners to the series; much like how the online craze of Nu was when she first came out. A lack of command mobility, gates of babylon-esque supers, and total reliance on KS will make them realize how to play P4U's game of managing your Persona's safety very fast. Unlike Kanji or Yu though, KS doesn't have long cooldown times until she retreats, so that's nice. The only real concern is how to safely build up meter to get access to Maragi EX, or open up the foe with a Fire Break spell.
^ Forgot to post up, but long range zoning tactics also eat up Yukiko pretty bad in addition to close range blockstrings. Which is probably why Aigis was having an easier time dealing with Yukiko, as was Naoto if I could get that silence hit in. Yukiko's zoning and punishment game is reliant completely on KS, so whatever you do...DON'T LOSE HER!
Dunno if you guys played this game or not, but if you did it'd sum up Akihiko in a pretty good nutshell. Burai from Big Bang Beat is the closest thing you'll get to Akihiko. Our P3 sempai does have a lot of similarities to Dudley, Steve (SFxT style), and more, but I'd like to emphasize the fact that Akihiko's air game is pretty trashy. MaYu didn't play him nearly as much as Yukiko, so this'll be shorter than the rest. I'll also gather some info from the other Akihiko players, who were coming out of their closet or something. He was the next most used character after the big three and Teddie (trololol?)
Lemme start by saying that this guy hits hard. VERY hard. His gatling A jabs can easily lead to mix-up hell, if his AOA wasn't so damn slow. Then again, Makoto players shouldn't be that surprised, seeing as it's just about the same speed. The fact they gave him that is pretty standard nowadays for boxing-esque characters. Unlike his fellow brethren though, Akihiko doesn't get the same damage potential from landing an overhead. Since his is the AOA that everybody else has, he can only chain into air assault or push them closer to the corner. Damage is still damage, but it's not very threatening since he can't bring the enemy back to the ground with an aerial in hopes to continue his combo. It's pretty disheartening. That's what I thought Assault Dive would be, but he goes into a pose afterwards and kinda kills any potential there.
Outside of that part, his normals are great in range and hitboxes. His full arm pretty much is the hitbox, and the fact he's taller than Chie helps. It allows him to match her kicks range (which still holds the title of best melee range without a weapon imo) and lead to potential mixups. What I'm sort of hoping to see is if there's some ground reset opportunities he can do which can take advantage of the fantastic hitboxes he's got. Throw range is impressive and has follow ups with his Ducking or Boomerang attacks. I've seen people get into jab pressure, then grab and proceed to knock off 45 percent with a lvl. 3 Uppercut stocked.
Instead of weaving evades like Vanessa of KOF, they gave him Makoto-esque parries. 3S fans will enjoy this and can treat him like Dudley in that regards. Helps with him getting in, but only stops one hit. Kinda makes me wonder if it's that broken to have him rapid fire parries, which my brain might say is a yes. He has no shortage of mobility options and can get into his comfort zone faster than a majority of the cast. His plethora of AA moves is also nice, mainly from the normals. He almost feels...SF-esque in this game whenever I saw him in action. 2B (JC'able), 5B are staple AA attacks.
He likes Kill Rush, A LOT. It's essentially a Machine-gun Blow (Dudley's approaching rapid fire fist) with follow up potential. Many of his attacks lead to it and the sheer fact he can get a combo off it is enough compensation. I saw a player do a jump loop after landing, utilizing his j.ab into a Caesar set up.
Speaking of him, Caesar is his set-up tool. Main suction is in the first hit, then it's kinda bleh after that. Nowhere near the level of Seth's spin-off from SSFIV. The Persona has a huge hurtbox, so do not throw him out unless you can keep that pressure on all day. Outside of that, I see Caesar mainly for tagging stupid approaches or punishing supers. He's slow, cumbersome, but gets a bounce off every hit for Akihiko to rush in and combo. Pretty cool if you ask me and adds to the fact that he's beginner friendly. Like Chie, you just have to focus on using Akihiko for the most part. Caesar is, I guess, for zoner characters? Might throw off their game, if he doesn't get blasted away first (Aigis, haha).
I don't have much else to say. If he gets in, you're in trouble. People's blockstrings had a lot of holes in them, and the lack of a proper overhead to combo from really means you can either jump away (Aigis, haha) or hold d/b all day and he'll have some problems. Hopefully this gets fixed.
I'm addicted to the songs Harukaze by Scandal, Oath Sign by LiSa, and How to Go by School Food Punishment. So sue me, you guys can wait for your next dosage of Chie and Yu info.
Everybody's favorite kung fu kicker of Persona 4 has not slowed down since the last loketest, and she still feels super strong for the upcoming release. I'm not sure if the developers are just biased or what, but there's not whole lot missing from this female for her archetype. I heard some people compare her to Litchi Faye Ling of BB, which wouldn't be totally wrong I suppose. Chie is far less complex imo and the only thing you really have to worry about is using Tomoe during a combo, but that's not unique to her.
Her gatlings and mashables are pretty standard fare. Both her A's deal considerable amounts of pressure and are safe for the most part. 2A I was able to punish a bit more, so there might be a little less mashing on that part. Her B's are weaker than Akihiko's, but not by much. It's mainly because it's slower than his by a margin, but sacrifices that for the range and ability to chain into Skull Cracker (or what leads up to that.) What separates her from Akihiko is the fact she doesn't have command mobility options like the P3 boxer, but her run speed and smaller frame makes up for that. I had glorious reminders of playing Jam in terms of mobility and hitboxes (and that's basically where the comparisons with her end.)
God Hand is your typical combo finisher. Works very similar to Nu-13's Sword of destruction (?) DD, where she summons a big sword from the sky and smashes it into the ground. I think I saw someone rapid it to get a new combo extension, but wasn't really paying attention. It makes up for the lack of damage the rest of Chie's attacks does though!
Chie hits fast and often, but alone her attacks don't do a significant amount. It's still sizable due to what she does and don't mistaken the fact that she can't do 20 percent damage per hit for being weak on overall. I heard from other players that she got nerfed in the sense that her combos scale harder and she's been made more reset oriented. Skull Cracker (the overhead axe kick chained from her flying rush kicks? Sorry bout not knowing the names) is also unsafe on block now, something like -5 as opposed to being -1 before. The nerf I feel was justified, cause having that kinda chip damage with a -1 means silly blockstrings all day, and now kinda makes the finisher into more of a frame trap ending. You can interrupt Chie before the axe kick comes out though, so I dunno how useful this'll be in the long run.
She takes damage like a girl. Nuff said. Though, still better than Yukiko.
Power charge added a nice boost to damage, but I don't feel it's enough unless you have another stacked to compare to Akihiko's base damage. Can't cancel to get a combo extension Dante style with Devil Trigger, or I'm just doing something wrong. Does make God Hand ender combos hurt like hell though. And couldn't find proper set ups for Agneyastra, but it's not worthless for sure. Does a decent amount of damage, covers a large area, kills time, decently fast, but it just feels so out of place for her. Too much recovery to go on the rush unless I rapid it...which isn't a very practical usage of meter.
AOA has her rush forward to attack, which is nice. It's not an overhead I think, so mainly used for those attacks that send the foe into a spinning state. She can combo off her grabs too, so it's pretty standard fare.
Overall, Chie is still the same spunky girl we know. There's more to her than that, but I think it'll be along the lines of frame traps and split second mix-ups. She has jump cancelable normals, so it makes me wonder if she can toss one of those out, cancel it with a HJC and go for an overhead cross up GG style. Kinda wish Tomoe was more useful outside of combos, but that's not the case. Most of what she provides is just unnecessary back up or dealing with punishing bad Persona calls. We'll see how long she fairs.
I'll keep this short, since there's really not a whole lot to say that hasn't been done so already. Yu's Izanagi attacks feel sluggish at first, but Sakuraba was saying it's nothing much different than he was a few patches back. Personally, I dunno how to take that, cause I was punishing the crap out of his Izanagi whenever he went for a raw summoning. Probably just means you shouldn't do that, though I dunno how that's gonna affect his projectile war capability. I won with Aigis, though it's probably because I can play keepaway and was better at blocking than him. Not sure what else Izanagi is supposed to provide other than combo support. His little ground charge isn't safe, 5D isn't either just because of how long he stays out, and more.
Might be something, but Yu is capable of moving around more after Izanagi is summoned as opposed to other characters. Has to be close by in order to capitalize on it, so he'd be walking into Chie, Akihiko, or Mitsuru's range if he does.
His SRK blowback is strong, costs health and all that jazz. Nothing new to report there. You can rapid it for a combo.
A lot of his sword normals remind me of Jin in a way, with less range. Mashable A's at close range and can do some sneaky frametraps with it for big CH damage. Yu scores well with that. His J.B has a reverse hitbox too (around his ass, go figure P4 ladies) and more fun times to be had. Ziodyne is your typical shinkuu hadouken, though has some invincibility on start up. Pretty handy for a punishment tool, but not like Teddie's Nuke attack (which is...like Makoto's God's Hand punch essentially without the wall bounce.)
So yeahhh, wasn't seeing a whole lot of new stuff that was tricky. Yu players were solid, had their range down, and combos you'd expect from a MC of a doujin fighter. He has a neutral game overhead that's decently fast, so mixups are there. Expect to see him a lot in tournies, he's plenty good.
- Mitsuru can approach and lunge very fast, but is finnicky in hitboxes. She needs a specific range to go to work, so don't think mashing will get you optimal results. Artemesia helps cover the neutral game and brings in the opponent to a range where you want all the options, and the opponent has little to none. Freeze is useful, but shakable like Jins. A lot of Mitsuru's attacks become stronger in EX, so be sure to work on meter building.
In particular, there's an EX attack of Artemesia where she strikes the screen two or three times with the whip and brings you in closer whether you're blocking or not. Mitsuru is free to move during this period of time and can mix up as necessary. She's got a Hazama-like grab, so I dunno if you can get a free Bufudyne off it. Would be pretty nifty.
- Teddie is obnoxious and irritating. Feels like I'm fighting Faust without the range. He has the widest hitbox next to Kanji, so there's certain combos that only work on him and vice versa. Can utilize the status effect system the best, but you need to adjust to what he throws out and be ready to work with it. Many of his projectiles are useful, firecracker especially for the random arcs it goes in. I had trouble maintaining the bear as Naoto, but mainly because the player knew what he was doing and kept me pressured with that and the screwball attack. That super where he rolls on in with fireworks falling from the sky is a little silly, since the chip damage is great. Seems combo-able, but he's invincible pretty much the whole way through. His missile non-awakening hyper has a freeze frame + invincibility, so punishment galore here he comes!
Teddie looks to be a very solid fighter and perhaps up in the A tier. Can't say for sure.
- Didn't fight many Yosukes. Sorry. He is fast and has loads of pressure tools like Chipp, though does less damage than him.
- I enjoy sniping Kanji's who whiff their Take Mikazuchi grabs. He hates fighting caharacters like Aigis too, since his jabs aren't the best. He, along with Yukiko, ALSO dislikes being silenced. The guy is great at punishment, perhaps the best in the game. Lacks a fast jab, but I don't know if it'll be a problem. Just...DON'T miss. You'll hate your life and how much it'll suck after you biggest threat to the opponent is gone. Take Mikazuchi's grab range is pretty big though, so it's a neat concept to be able to grab that far away with a disjointed hitbox. He eats up poor jump ins so much, it's retarded. Can also combo after an AA grab.
- The guy who was promoting the game there hinted at there being at least one or two more reveals. Probably the boss character, though I'd like to see a Velvet Room fighter (Elizabeth maybe? XD)
That's it for this loketest.
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