Persona 4: The Ultimate in Mayonaka Arena

WHAT?!?!?!?!!?!?!?!?

I just tried this in training mode. Holy shit, thanks for the heads up!!

I am giving in and getting this game during lunch. The reviews are just too positive to ignore this game, even if I never played a Persona game(though Catherine is in the same universe.)

yeah i realize. they’d have to design with it in mind.
i think you’re looking to deep into what i said. all i meant was partitioning makes charge characters flow and feel smoother. and it’d be nice if more games were designed with it in mind.

I’m still having trouble with that Mitsuru charge combo. How can you possibly charge Down Up C that fast?! The timing charging it alone seems long.

And in the demonstration, the guy does not pause at all. Does the move like if it required no charge.

i dont find a problem with how the charge characters flow on the arcsys games, just look at venom and may on ggac, the hitstop alone allows them to keep their charge mid combo without too much problem
also i feel that charge partitioning changes how the charge characters are played overall, i am not saying that is a bad thing, but outside of 3s where it was implemented due the existence of parries, charge partitioning doesn’t seem to offer something that can be accomplished with other stuff

What other fighting game even have charge partitioning? and was it a problem?

Only 3s from what i know.
And no, it wasn’t a problem, since it helped the charge characters to keep their charge while parrying and stuff. But it also changes some aspects of how they work because you an say that in theory removes the limitation of they needing to keep the charge and committing to it.

i’m not saying it isn’t fine.

maybe i should add ‘i prefer’. i just assume people will read it that way. my bad

also no charge partitioning is not about keeping charge and parrying. there’s virtually no instance where you can partial charge, parry, continue charge. the only time it comes into play like that specifically is when you parry and immediately release a charge move after parry. which isn’t a partition.

and you still commit to the charge. as soon as you over charge you lose the charge entirely and have to reset and begin a new charge.

You start to charge down as you hit with the sweep, then do [3]+ABC~B to OMC dash into 2B without letting go the down charge, this gives you enough time to charge the Bufala.

Good choice. :tup: And Vincent was in Persona 3 Portable, so I think it’s in the same universe? (If someone came out and announced it was in the same universe, ignore this.)

So who are you thinking of maining?

Wow, thanks for the info!! Now I understand.

What about trial No. 29? It seems like it’s required to dash in after charge 4 6 B for the 2B, right?
Cause when doing the combo, if I just do 2B, I’ll be way to far for [4]B to hit. It whiffs every time even thought I’m never walking back.

For this one, i did the Coup droit B into 2B with [1]~[3]B, as holding 6 or 3 when doing a Coup droit make it going further, i think that’s what make 4B connect everytime.
So the input i used for the whole combo : AB~mashAB~D > 5A > 5[C] > [4B] > [1]AB > [3]coup droit B > [3]B > [7] Bufala C > [4B] > coup droit B > 236236D

Oh… my… car…
I had no idea holding 3 would throwing forward like that. Your info has been awesome!! Thank you for all the help!! If I see you in real life, I’ll gonna buy you Whataburger! (happy face)

Is this supposed to be Labrys’ theme? Whose ever it is, it’s fucking amazing.

[media=youtube]4KYkrgi9vIc[/media]

Nah, that’s a remix of Mitsuru’s theme (or Mitsuru’s a remix of this, not sure which actually came first). That’s from listening to it though, don’t know where this mix is used in the actual game.

It’s from the arranged soundtrack. This guy has all the tracks.

[media=youtube]heNnroJOG9o[/media]

only thing i hate about anime fighters is how everyone uses numpad notation :wink:

How worthwhile is the story mode in this game? I’m considering getting it, but I doubt I have the time to become really good at it in versus mode.

Its not that hard to learn, plus it has its benefits, with the numpad notation is more easy to write a large combo, and it’s easier to read despite your native language.

And this shows how much do i know about 3s, which is nothing, lol.

This, plus it makes it easier to denote complex things like 1632143 (SNK pretzel motion; :db::f::df::d::db::b::df:) than “english abbreviations” notation. It also does a much better job of avoiding the confusion caused by using things like “DC” for “Dash Cancel” in a game where D and C are attacks and DC might be part of a combo string (j.C vs jc is still a thing, but the period is there for a reason).

Also, it has the advantage of having some extra notation tools when compared to the American Capcom notation, notably [X] for “begin holding X” and ]X[ for “release X”.