Persona 4: The Ultimate in Mayonaka Arena

Yukiko is solid enough if you** **have a plan when you use her Persona/unblockable fire setups. Granted she most likely requires higher execution compared to few other fighters and is Persona reliant. Her R-Action “Dia” is pretty garbage though. imo Naoto is the worst since i have zero issues bopping most of them online, but then again this is game is young in NA

Mitsuru haters are strong in this game. Been playing for a couple of days now, gotten more hate mail than my 6 months of playing Super SF4. Love people complaining about her, then I pick Yukiko and beat them just as bad. Ah, good times.

Haven’t played Ranked too much, but overall I’m finding stronger players on Lobby. Basically, if you want a challenge, I’d avoid rank for now. However, playing rank makes it a lot easier just to jump in and play.

I’ve played a lot of Ranked and some player matches because my connection at home only allows me to play in 2 player rooms. Ranked is bad and people should only play it if they want the trophies/achievement. Ranked has bad players just mashing autocombo.

So from the play ive seen by the japanese and from my lil gameplay. Is it safe to say that b+d attacks are more effective/useful than just defend and guard cancels?

I was trying to find some tips how to do low air dash
can anybody gimme some explanation on it?
I’ve seen video but couldn’t execute it can anybody give me the notation for it?
is it 9856? If so everytime I press 9 it will go for double jump

So I’m liking this game plenty now but there are still some annoyances I can’t shake off.

Crouching only combos can kiss my ass.

Everyone’s unique ‘DP’ properties will take time to get used to but some of them have just make me grit my teeth more than others.

GIVE ME A GOD DAMN QUICK CONTINUE OPTION

96 or 74 should get you an “instant airdash”.

Depending on the enemy character, you may only be able to reversal after an instant block. For example, Chie’s 5A is +1 on block with the 2 fewer frames of guardstun you take for IBing it, it becomes -1. There are some pressure strings which are even entirely safe on IB (Aigis has some in Orgia mode, anyways), so you can use guard cancels for those. Guard cancelling is also just a generally useful “reset the momentum” tool, so you can use it for that too. The main reason you want to IB ‘everything’ if you can is for meter; you get +2sp for each IB in addition to recovering from blockstun 2 frames faster.

You will get accustomed to them with time.

The only game from them that i remember that had this option was Guilty Gear, and you had to turn it on to get it, otherwise was like Blazblue and Persona 4, where you have to go to the character select menu again, lol.

Yeah I know but them being there can still kiss my ass.

I mean really, people want to shit on SG not having command lists from the get go but this is equally as annoying, if not worse imo.

You know that is not worse, lol, it is only one minor gripe over all the other stuff that it did right, both of them.

Well you can temporarily fix your problem with command lists for SG. A flaw but still workable.

You can’t do that with this game and quick continue option, I mean it’s a standard at this point.

True, but considering all the other stuff that did right, this is something that i find as negligible oversight.
I have been playing fighting games for so long and just recently they started to get the quick replay feature that i don’t really care if they have them or not, as long as other stuff like an in depth training mode, a easy way to button config, a netcode that works, and fun game to play over all, and many other stuff.

Right now you are being silly like the other people who bash SG for something that it is as well negligible, while ignoring all the other good stuff that the games offer :/.
But you already told me, it is a personality trait of yours that you are aware and hate, lol

Thats cool about IB to DP. As for GCs they dont even do damage. Wouldnt a reversal burst work for the better? Plus no sp use. Unlike vs and jjba GCs

Guard Cancels aren’t about damage but more so to stop momentum and blockstrings especially when you feel a mixup is coming. Save that reversal burst for when they actually start a combo, preferably when they’re about to get a big damage one (fatal counter combos).

Your burst carries over between rounds, your SP gauge does not. Therefore, I think it is generally better to use meter to get out of blockstrings than your burst. If you’re going to burst on defense, use it when you get hit or create a situation in which you return to neutral and gold burst. Blue bursting out of blockstrings doesn’t feel very worth it to me.

Also, while GCs are definitely baitable and unsafe on block, so are bursts.

9(5)6 / 7(5)4
Just tap diagonally up and then forwards/backwards depending on which way you’re trying to move.

Oh I’m not really pointing it out as an actual flaw (well it is really) but to me it’s just an annoyance, this game did plenty right and I wouldn’t demean it or speak ill of it to others no matter how bothersome this oversight is.

Until I want a rematch, then I start bitching.

:rofl:

You know what really annoys me, the lack of local replay save, now that is a shit that i would love to have and i’m fucking pissed that no game has it, i remember it on kofxii, not sure if kofxiii has it.
Why in the fuck i’m unable to save local replays???

The only good game I can ever think of having had local replay save is Melty.