Persona 4: The Ultimate in Mayonaka Arena

it’s very visible.
just take her into training room and do all of her commands :wink:

Yosuke’s Tentrafoo (the move which inflicts confusion) is an unblockable too.
The game has a pretty helpful system for telling you what you blocked wrong - exclamation marks show up to explain what hit you:

Yellow: Air Unblockable
Blue: Overhead
Green: Low
Red Double: Unblockable

Yukiko is kind of a special case, because she has legitimate unblockable setups she can do by making the Persona do an overhead as she does a low outside of Flame Break (which gives her a firey aura, makes a red shield show up over her tension bar SP gauge, and makes the next fire she throws unblockable). One example of one of those setups is 1D (delay) 2A.

[SIZE=3]Dai-chan (sometimes “DIE-CHAN”), KDB, and Hama come to mind. Especially Dai-chan.[/SIZE]

Thanks for all the tips guys. I had an idea that the exclamation marks all indicated different things, however it can be hard to tell mid combat. I’ll try and familiarize myself with these. I think that would help a lot.

She has to charge up Fire Break which makes her next fire attack unblockable. You can tell when she charges fire break because she starts to glow with some aura around her and gets an extra meter thing above her SP bar.

Keep in mind that all 2B’s are air unblockable. (Except the bullets from Aigis’ 2B.)

Yukiko’s 2B isn’t air unblockable.

iirc hop is not only useful for throw baits and dealing with paralysis. I was testing stuff earlier with Yukiko and found out that when she chains 5c into 2c on block, while you cannot jump between them you can short hop over the 2c. I may be misremembering this. If not, then short hops are pretty nice for avoiding frame trap lows in strings.

Oh, you’re right, she throws the fans. That would be kind of broken, lol.

But kind of funny at the same time.

This struck me as an odd mechanic. I’m unsure of why they decided to make that choice. I’m guessing to make approaching from the air more difficult.

you could air dash right into the opponent while blocking, land right into his face and he couldn’t do anything against it.

I’m having a hard time blocking high/low mix ups in this game. Not high/low unblockables, just simple stuff like people mixing up Yu’s 214a(b) and 214c(d). They seem slow as hell but I still get caught more than I’d like.

Just gotta get the muscle memory. I’d go against Yu in training and record one string that ends in high, one that ends in mid, and have them play randomly till you block them safely. Maybe add a third that starts from a low or ends in an all out attack.

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Ok I need to know…what causes a persona to lose a persona card as opposed to just be hit and disappear? I’ve been trying to narrow down the exact reasons and I’m not getting anywhere. My shadow labrys persona has been hit by all sorts of attacks, some of them made me lose persona cards, some just made him disappear and reappear again. Sometimes I’ve even had 5A’s cause the persona to lose a card.

I’ve also been hit (while my persona was not), making my persona sometimes lose a card and sometimes not.

Shadow Labrys is a bit special in that regard. Her Persona has super armor against any hit that does 400 or less damage (410 works, 400 doesn’t, and there are no attacks in-between), so those won’t cause it to break.

Well…I noticed 5 cases:

  1. You use the D button to block an attack with the persona, he stays in his block stance
  2. Superarmor of an attack absorbs the hit and he keeps going with it
  3. Persona gets hit and doesn’t disappear, probably the super armor you’re describing
  4. Persona gets hit, disappears and does not lose a persona card
  5. Persona gets hit, disappears and loses a persona card

So my question now is how do situations 4 and 5 work.

Should have clarified the 2B thing. If 2B is the first move to hit an airborne opponent then it it’s unblockable. If they are in blockstun then it’s not otherwise it would be much easier to set up air unblockables.

Not exactly. More like an option to stop up back. Also an option to stop those empty jump people. Can’t let the air game be to good and only people free get in.

Airdashing is always unsafe in anime games if a person is doing it repeatedly or not well thought out. It’s the equivalent of jumping in a street fighter game. You can’t block during airdash.

you still have the momentum and be able to block within 2B range. of course you don’t dash into the opponent.

As Narcowski said S.Lab is a special case and her persona won’t lose a card on any hit below roughly 410 damage. However, you’ll also lose a card if he is performing an action and S.Lab herself gets hit. This works just like the rest of the cast, any time a persona action is performed you lose a card if counter hit while doing so.

Again, he said super armor activates for hits under 410 damage, that’s not what I’m talking about. There are hits that connect against him that cause him to disappear(as opposed to take the hits with super armor) and he doesn’t lose a card.