Persona 4: The Ultimate in Mayonaka Arena

What’s the difference in terms of frames between instant block and regular block?

95% sure it’s 2 frames.

Well heard this game won a couple “Fighter game of year” awards so nice

Not directly P4A related, but I started watching a couple of episodes of the Persona 4 anime. I’m not normally a super anime guy, but it’s not half bad.

To further the tangent, the anime does NO justice to the game imo. It’s a funny watch though, and the “true end” of the anime took a respectful risk (won’t spoil it).
If you have a PS3 with PS2 compatibility, and don’t mind RPG/Sim gameplay, play Persona 4, it’s like 20$. By the time I got 7 hours of playtime I was hooked, and it became my favorite game ever before it even was 75% over.

Well, seeing as it (and the brief bits I picked up from Arcade mode of P4A/the initial bit of the Story mode) is like the only parts of the Persona 4 story I know, I haven’t felt that “doesn’t do the game justice” bit. The English release only goes up to 12 episodes at the moment, I believe. Though, deadpan Narukami and the Yosuke/Chie situation thing (the ‘tension’ is oddly hilarious) are both pretty funny.

Pretty much when the anime is doing side stuff like social links and general school hijinks it’s good, but whenever they fight or do the really serious story aspects it frequently delves into the realm of painfully mediocre.

Yeah, I can see that. Like sometimes the fights are a bit odd, but stuff like “running from Kanji” is gold.

Speaking of the anime i felt it** DID** do the rpg justice in terms of how much it actually covered in terms of its** story** (They even had episodes dedicated to the social links and included many of the events like the Kings Game, Hot Springs, Class trip, etc). Sure 26 episodes is cutting it pretty close especially the last episode but watching the 26 episode anime is much quicker then playing the the rpg even if you try to speedrun for a Neutral end. Using Game Ost, original VA, and showing many easter eggs (Tanaka show, Funky Student, etc) as well. Although the animation quality could have been better though :confused: and it kind of makes sense why they don’t have weapons besides their personas since how would they be able to fit there stuff in their shirts?

Also this game is on sale 50% off at Amazon right now

To be fair, anime rules for weapons never seem to have to explain that. I mean, it’s why skinny anime characters will sometimes have swords bigger than the Buster Sword just tucked away somewhere.

P4A won yet another award for “Fighter game of year” from Game trailers this time (They won with Destructoid, Gamesradar, and Spike Video Game Awards)

Finally got p4a after all my talk about buying it. Sooooo…where do i start?

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Dustloop, probably. This part of SRK is kinda dead.

Dustloop and MayonakaMidnight are probably the only good places.
Spend some time doing the challenges really briefly, at least 1-10, on whatever character interests you if not all of them. Even if you already have a decided character, you can at least use this to check out other characters for either pocketing or just knowing what every character has.

Yeah the challenges in this are much, much better than say, the SF series in terms of giving you really practical combos and inspiration for your own. Or maybe it just feels that way for me because I’ve had it up to here with goddamn links.

Come on this game cannot be dying, it just cannot. Got back into it with my purchase of P4Gold and thanks to a better internet connection than before I’m loving it. I feel like this is the only fighter I’ve ever played that I can understand to some latent degree and it makes it so much easier to adapt to and fun to play. I mean, I just came of a six game win streak yesterday and I’ve NEVER had a six game win streak in anything before…

Can anyone tell me the best, specifically the easiest, uses for Evasive Manuever? I want to start incorporating it into my game so I’d like to know the most obvious/safest times to use it first and work from there. I play Yukiko by the way if that means anything.

For Yukiko offensive specifically, you can use dodge if you manage to keep your opponent blocking after your 236. You can use it as a cross-up on release 236]B[ by dodging past them

As for defensive purposes, dodge works like an alternative-situational DP. For Yukiko, this is pretty good considering her DP is mediocre for a reversal in my opinion. If you can understand the differences between character’s high-commitment and low-commitment attacks, you can abuse dodge to get past their high-commitment attacks to escape blockstrings or go for reversal. It’s very opponent dependent, so it’s something you really have to play a lot and learn to understand, “Okay, I can dodge that and it puts me in a good spot. But I shouldn’t dodge that.” etc.
For example, I think Yu’s 214A/B is a high-commitment attack (despite being nearly advantage on block every time and being severely stupid, I really fucking hate Yu). Yu’s like to do it a lot for blockstrings. Rarely if ever will you be able to 2B on reaction if they’re doing it in a blockstring, and let’s say your DP is unreliable. Dodge is really good for situations like this. At best, you will get out and possibly punish. At worst, you go into their blockstring again.

Ooh thanks. Can the crossup work with 236A on the blockstring too? I am currently using A instead of B though I know its subpar because it is so easy to then blow up A, 2D, dash forward 2A.

Which reminds me since you seem to know a bit about Yukiko. Every single time I’ve timed the above setup right they have been unable to block it. I’m playing bad players of course, but is that an unblockable in this game if you hit with a mid/low at same time or does it autoblock? I’m wondering if I need to expand the mixup on the followup/I was thinking one can dodge after the 2D for an ambiguous crossup but this is useless if it is unblockable anyway.

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After watching some high level yu play, he doesnt seem as hard to play. Might be my starter character and try akihiko. But i just cant seem to get these trials down, like for aoa blowback i hit D but i dont get the wallbounce.

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You can’t do 236A because the input for dodge is A+C. You would have to release A first to input dodge, which would mean your 236A will always be 100% normal block.

2D + 2A is hard-to-blockable. I believe there is a mechanic in game where high+low are combined within a certain amount of frames, it is a free auto-guard. I don’t think it’s very easy to achieve it anyways though.
If you are looking to expand your mix-ups as Yukiko, one thing you can do is…
2D 2A 5A jump cancel, air turn, back dash j.A
or other variations.

Yu is an easy character. For all AOA-D blowback combos, you must get 15 hits on the AOA to force fatal counter when you hit D.

I have noticed that Yuki’s j.A is indeed really good for crossups (though not quite Labrys good) so I should indeed work that into some mixups. Eventually adding those mixups to my oki will indeed become very important as that is my key to winning but I think I shall focus more on fundamentals before improving something that has literally never been escaped from besides bursts and errors on my part (I am still playing E and F ranks who have probably never even seen a Yukiko).

Speaking of is it just me or is Yukiko’s 5A actually a pretty strong normal in terms of its range/speed/ability to set up pressure/agi setups? Many of my wins seem to come from winning mashfests since it just outranges things like Yu or Aki jabs.

You cannot go wrong with Yu as a starting character he is that perfect balance of someone who has all the tools for beginners to feel comfortable with yet you can take to the highest point if you want to. Though iirc you are a Hwoarang/Nina player in sfxt, and while I cannot draw any comparisons with the latter I’d say Chie is very similar to Hwaorang with her close range mixup rushdown and pressure game. I might learn Chie myself soon since now I’m less rawr cannot use top tier and more damn, Chie is such a good character in the rpg.