Concurrent Persona 4 Arena Tier List Discussion

And who the hell are you? Don’t post about this game again.

That’s… absolutely not helpful at all.

Who cares what the numbers say, getting touched once in this matchup is death.

Gonna need something more concrete than that.

I mean, I already do, I just want to hear your advice.

You got to use the laser setups and the 5C punch ones that I mentioned…and maybe some other ones if they work but they aren’t coming to mind at the moment.

Kanji can’t really punish anything she does with air tackle…if he’s jumping, you can 2B him on reaction since his jump is pretty floaty and his airdash is slow…and it will also punish an airtackle with fatal counter. The problem is that Kanji has a jumping persona attack (not sure what the move is) that makes him hover in the air a bit - this will make him avoid your 2B and hit you out of it.

Maybe it’s because I play “the best Kanji in the southeast”, but it seems like his Jump B(I think?) just kind of stops her from getting started.

Someone on MM gave good advice.

2B beats his jump B(I’m guessing that’s the chair shot with the big hitbox). I used to get blown up by that until I used 2B. But yeah the problem is the existence of Kanji’s other jump attack if they catch on to you anti-airing his jB with 2B.

The problem is if you misread a throw and she does 4{B}, then you are kinda fucked. The point of a reaction throw is that you throw as soon as you ARE being throw, not when you MIGHT be throw, however highly likely it may be. If you are breaking throws on reaction then you should be able to avoid both being thrown and being FC 4{B}'d.

You dont see people in Tekken pressing 1 or 2 when they think they might be thrown and say its on reaction; it’s an actual reaction to the opponent throwing you. When people stop getting hit by FC 4{B} then i’ll believe it can be broken on reaction.

The tech window in this game is large enough that you can truly react to a throw if you are looking for it at {throw startup} +12F, though it is on the edge of human reaction time in a multiple option scenario so you have to be looking really hard for it. Throw startup is generally 5F, though there are exceptions (most notably Kanji at 11F), but if I’m remembering correctly the fastest throw startup is 4F, and 16F is definitely within human reaction time even allotting a couple of frames for the player to figure out what’s going on so he/she can react.

In short, it’s difficult to tech on pure reaction, but it is possible.

As I said, reads are supposed to help your reactions but depending on what we’re talking about, you don’t have to act on your read unless you reacted. The throw tech window is large enough that you can tech on reaction, especially when there not many situations to be looking out for (such as Mitsuru). Not saying it’s very easy to do, but definitely possible and people should be trying to improve in that aspect.

On a slightly related note, I’m annoyed that there is no random counterhit option in training mode, to help with confirming off random counterhits.

I haven’t played against any mitsuru’s of worth. could anyone be a bad ass and find a video of this throw/frame trap set up? thanks in advance!

I don’t understand what you’re arguing about. I don’t think you understood what I said. You’re supposed to be teching the throws on reaction, not on prediction. Which is what I said. If you already know exactly when you need to react, you can react faster, if conditions that require a reaction show up.

It’s not incredibly hard to do if you know what to look for, I’ve played against a couple people that could do it consistently. Makes it extremely hard to open them up with Mitsuru.

Depends on spacing and if Mitsuru decided to just throw 5A during Kuma’s 5B start up animation instead of block, back dash, or roll. Otherwise no, that move is way too slow to beat 5A. Kuma literally has nothing that can beat that move other than trying to out prioritize Mitsuru with specials.

I believe I’ve already explained all this in a previous post. At max 5A range, she can get punished on block. Even if she blocks after a 5A, she’s still getting pushed out to Teddie’s ideal 5B range. Off course, that’s assuming she’s at that range. Any closer (which is outside her ideal 5A range) then she risks getting hit with a 5A or 2A on block (Mitsuru’s 5A isn’t that safe unless she’s AAAing into Droit). What makes her strong is that she can get 5A in at its idea range against most of the cast, Teddie has more than a couple of ways to keep her out of that range and/or punish it. Not to mention that she has to be careful because if she gets so much as touched by the very tip of Teddie’s claw (5A), then she’s eating a combo, regardless of range. Look at all the characters that Mitsuru has bad matchups against (yes, they do exist), most have ways to out-range her while still being nasty up close.

Teddie’s 5A is slow, I don’t really see this as a reliable thing to use against her 5A.

It’s exactly the same speed as Mitsuru’s 5A

So, I played a Mitsuru at locals, I teched 3/4ths of the time, simply because I know the setup.

I would say half of my techs were reaction and the other half was me just knowing.

I’m not saying it’s bad or that I’m godlike, just that Ratio 4 Cerebella wanted to make it sound like the end all be all (or that was my impression from it).

Dunno where Jiyuna gets these lists but:

S Tier

  • Yosuke, Teddie, Aigis, Chie

A Tier

  • Yu, Mitsuru, Naoto, Labrys

B Tier

  • Everybody else.

Again, I have no idea.

That list makes no sense to me

Why You and Chie over Yu and Mitsuru?

Keep in mind that jiyuna sometimes posts troll tier lists.

It is impossible for Teddie to punish Mitsuru for 5A with 5B. Mitsuru 5A is -9. I’m not 100% positive, but I’m pretty sure Teddie 5B is at least 13f start up. Theoretically, Teddie can use Bearscrew A, but if 5A is not point blank, it will not reach her in time.

EDIT: It is possible that you were talking about Mitsuru trying to 5AA at max 5A range, in which case 5AA would whiff and you’d be able to 5B CH her. However, if you’re in 5AA range, that is gapless unless she staggers it. And sadly, even on IB, 236A won’t reach her in time.

Also, Mitsuru does not have bad match ups. I think the only JP match up chart (though anyone can post on the P4U JBBS) I’ve ever seen that put her at a disadvantage against anyone was a 4.5 against Chie. Most said she had no bad match ups. Though, to be fair, her only really obviously lopsided match ups are against Elizabeth, Kanji, and I think Yukiko.

I think I may be the only person in the world to think Elizabeth is entirely OP. I play Kanji though, so I suppose it’d be biased as well.