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Thread: P4U: Button Setup

  1. #1
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    P4U: Button Setup

    Kudos to Deviltrigger for the information:
    Four buttons, layed out in a square:
    AC
    BD

    A - Weak attack
    B - Strong attack
    C - Persona attack
    D - Persona Rush

    Lifebar, you get the idea.
    SP gauge, used for EX attacks and supers.
    The gauge below your lifebar is the Persona gauge. If you drain it, you enter PERSONA BREAK and you can't use your Persona or burst.

    S ATTACK: Mash the A button for easy combos! Can be super-cancelled
    BURST: ACD. Gold bursts are available. Something called "One More Burst," "the moment you hit, you can really beat the fuck out of your foe"
    R Action: B+D. An invincible move. Drains from the HP gauge briefly; will recover over a short time.
    Beatdown Rush: AB, then mash A or B after hit, then hit C or D. AB attack is an overhead. C is a launcher (hold up to chase), D knocks opponent away.
    Awakening: Activates at low life. Increases defense, Awakening moves become available (SDMs?) SP gauge max goes up to 150SP, and you gain 50SP for free.

    Persona Break: When your Persona's out, damage to it or you decreases the Persona gauge. (Jojo's?)

    Other misc functions:
    P Combo: Gatling strings (A->B->C).
    Sweep: Down + A + B
    Quick Escape: A + C. "Moves to dodge attack."
    Mini-jump: Down + A + C (hop?)
    Air Turn: A + C in midair. You turn. IN THE AIR.
    Throw: C + D. Unblockable (duh) and can be done in the air. Break with C+D.
    Ukemi: Push a button while falling/hitting the ground.
    Guard Cancel Attack: Forward + A + B while guarding. Costs 50SP. Has some invincible frames.
    One More! Cancel: A+B+C. 50SP. Roman cancel.
    Super Cancel: "Buffer certain supers during a special move: cancel into super, costs HP"

    BURST: ACD. Gold bursts are available. Something called "One More Burst," "the moment you hit, you can really beat the fuck out of your foe"
    R Action: B+D. An invincible move. Drains from the HP gauge briefly; will recover over a short time.
    Beatdown Rush: AB, then mash A or B after hit, then hit C or D. AB attack is an overhead. C is a launcher (hold up to chase), D knocks opponent away.
    Awakening: Activates at low life. Increases defense, Awakening moves become available (SDMs?) SP gauge max goes up to 150SP, and you gain 50SP for free.

    Persona Break: When your Persona's out, damage to it or you decreases the Persona gauge. (Jojo's?)

    Other misc functions:
    P Combo: Gatling strings (A->B->C).
    Sweep: Down + A + B
    Quick Escape: A + C. "Moves to dodge attack."

    Mini-jump: Down + A + C (hop?)
    Air Turn: A + C in midair. You turn. IN THE AIR.
    Throw: C + D. Unblockable (duh) and can be done in the air. Break with C+D.
    Ukemi: Push a button while falling/hitting the ground.
    Guard Cancel Attack: Forward + A + B while guarding. Costs 50SP. Has some invincible frames.
    One More! Cancel: A+B+C. 50SP. Roman cancel.
    Super Cancel: "Buffer certain supers during a special move: cancel into super, costs HP"
    http://p-atlus.jp/kouhou/TGS_p4u.jpg
    http://p-atlus.jp/kouhou/TGS_p4u_2.jpg

  2. #2
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    Re: P4U: Button Setup

    Wow... this looks a lot more technical then what I said in the other thread... I might look into this if it ever gets a big enough scene.
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  3. #3
    New Kid in School HokutoNoBen's Avatar
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    To me, that's certainly a good thing. Ideally, the game will have a simple enough interface so that mainstream fans won't get scared away, but there will be something here for more hardcore fighting game fans who expected a bit more from ASW.

  4. #4
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    The interface is simple, so mastering the button scheme shouldn't be too hard since it's in a square

  5. #5
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    The 2nd half of this post is the same. Other than that, great info here. Now I'm just wondering how this will fall under a console controller scheme.

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