View Full Version : P4U Updates to ver 1.01 on 3/14/12
PerSoBa
03-14-2012, 02:57 AM
Already a patch, mostly to fix bugs and such (untranslated notes follow):
・跳ね起き上がりの着地後3フレーム間にガードを行なっても投げに対する無敵がなくならないようにしました 。
・跳ね起き上がりの着地orジャンプの着地時に後ろジャンプ入力をした場合、ガードではなくジャンプを行う ようにしました。
・陽介のスクカジャ後に別の攻撃による着地硬直が発生しないようにしました。
・千枝のチャージ(A版)でチャージゲージがMAXまで溜まらないようにしました。
・雪子の扇子が特定のステージで見えにくくなる問題を修正しました。
・雪子の立ちC後の立ちD、しゃがみC後のしゃがみDにて、それぞれ攻撃の出始めを足払いorボコスカでキ ャンセルできないようにしました。
・クマの空中トマホーク(D版)を低空で使用した場合でも、爆発の追加入力を行えるようにしま した。
・直斗にて、連続技で運命カウンターを減らしながらムドオンを行った場合、一部不自然なタイミングで即死攻 撃が発生してしまう問題を修正しました。
・称号に関して、一部のワードを修正しました。
Meaning that Blue Burst into Instant Kill is legit and not OP/unbalanced...
ludwig van
03-14-2012, 03:15 AM
^Blue burst in IK has already been proven to not actually work, and was instead just due to Kaqn not teching. It's been covered here. (http://mayonakamidnight.com/showthread.php?118-Detective-Prince-Naoto-Shirogane-Gameplay-Discussion-Thread&p=12394&viewfull=1#post12394)
Anyways, glad that ASW/Atlus are working quick to fix bugs.
Grayfox
03-14-2012, 03:37 AM
Google Translation
For the throw-invincible was to prevent the loss even after the guard got up during the three frames after landing of splashes.
• If you input a jump back to the landing when landing jumps or bounce got up, I had to do make the jump rather than a guard.
-Rigid landing by another attack was not to occur after Sukukaja of Yosuke.
Charge gauge was not to accumulate up to MAX in (version A) charge of Chie.
· Fixed an issue in the sense of Yukiko might obscure a particular stage.
After squatting at D-C, we can not cancel or to pay Bokosuka begun to attack each foot after C D Standing Standing Yukiko, crouching.
• Even if used in a low altitude (version D) Tomahawk air bear, was striped to allow for additional input of the explosion.
• If at Naoto, while reducing the counter was Mudoon fate in the combo has been fixed instant death attack would result in some unnatural timing.
• For title, has been fixed for some word.
ludwig van
03-14-2012, 04:58 AM
A translation by Ronove from DL: (http://www.dustloop.com/forums/showthread.php?12340-Persona-4-Arena-coming-to-usa-console-summer-2012!-New-character-Labrys-robot-girl!&p=1289160&viewfull=1#post1289160)
- During a player's ground wake up at the end of the animation (when the character is touching the ground after getting up) even if he doesn't guard in the first three frames he is still invincible to throws.
- Again, during ground's wake up "landing" phase or during a jump landind phase if the player holds jump-back the character will jump again rather than guarding (in case the opponent is attacking).
- Depending on the move performed right after his Sukakaja super, Yosuke won't remain stiff/unable to move as he lands on ground at the end of Sukukaja's animation.
- Version A of Chie's Charge Super doesn't stack up to the MAX anymore.
- Fixed a problem where Yukiko's fan couldn't be easily seen in a specific stage.
- Again regarding Yukiko, both when doing 5C>5D or 2C>2D the opponent will be immediately knocked down at the beginning of the attack (note: I don't know if it's referring to 5C/2C's first active frames or 5D/2D's, stunedge feel free to shed light on this as you get to play the updated version), and the player won't be able to cancel it into an All-Out Rush either.
- An additional input is still needed to provoke an explosion when Teddie performs the D air version of his Tomahawk close to the ground.
- Regarding Naoto, they corrected a problem where the timing of her Mudoon IK used at the end of a combo was somehow unnatural
- Fixed a typo in the title
DevilTrigger
03-14-2012, 09:13 AM
Great to see them paying close attention to the game already
Wokker
03-14-2012, 09:28 AM
I hope they patch Naotos IK(Not Mudo, the crosshair stuff one.)since from what ive seen and read it seems shes invicible during most of the IK, and it looks like its unblockable. (Are the crosshairs really unblockable?) Her IK as it looks right now is ultra retared, just throw it out and hope it hits, if it misses then you run away and begin zoning again.
I think it should be ground blockable(maybe air unblockable?), and if you block it, it ends immedielty and Naoto is in recovery so you can her punish if youre close enough, or if you hit her with a move during the "crosshairs" part it also ends and you get a counter hit.
IK's are there for when you want to be cool and showoff, or try and end the match when your an a major life disadvantage.
Serph
03-14-2012, 03:41 PM
Im confused on why they nerfed Yukikos gatlings. She needs all that she can get
The way you want it means that Naoto would need an entirely new IK. It's unblockable, but incredibly easy to avoid if you're not jumping around like a madman because you see the crosshairs before they can lock on to you. Making it punishable would make it pretty useless as you can't use it to punish the other player like Yukiko's or Mitsuru's IK - it's fine the way it is.
Wokker
03-14-2012, 03:52 PM
About Naotos IK, do the crosshairs appear at the same places, or are they random? Cuz if they do appear in the same places then its easy-mode as you say.
Taitu
03-14-2012, 04:01 PM
About Naotos IK, do the crosshairs appear at the same places, or are they random? Cuz if they do appear in the same places then its easy-mode as you say.
They appear in the same place every time. 2 in the visible bottom corners of the screen. 2 right outside the screen in the air. 2 high in the air that are so high getting hit by them meant you wanted to be hit by them and one generated in the center of the screen that moves a little bit over time. stay inbetween the center one and the ones made in the corners and you'll be relatively safe as long as you keep your eye on the Persona generated one.
Wokker
03-14-2012, 04:11 PM
I see. Thanks for the info.
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