Needs some changes:
*SP Gauge MAX from 0% to 150%
*Awakened State removed, Burn Up! close up will appear if SP gauge is fully MAX
*B+D replaced with DP or HC motions, waste of blue health
*Has most of Chrono Phantasma, such as Overdrive
*Revert back to Blazblue style command moves input (such as Normal Attacks)
*Most characters will have special command moves & mechanics like Blazblue characters
*Persona Summon only input is D
Actually, almost every character in the game has an alternate persona. The voices for all of the alternates are already in the game. Go in sound test and you can hear Yu yelling out “Izanagi no Okami!” and Chie yelling “Now Suzuka Gongen!”. The only 2 that don’t have these are Labrys and Shabrys. These persona’s look almost exactly like the originals so they’d probably work the same and just be like a skin. I think that should have been DLC or something though.
I’ve been wondering if there should be some short recovery time period on using your DP, maybe like 3 to 5 seconds. Also, I don’t like how some characters (nurakami) can combo their DP into their super. It seems overpowered.
DP > super is actually a really bad use of meter on most characters that can do it unless you’re either going to kill or need the damage really badly. Only exception I can think of is fatal counter > DP > Cross Slash combos, but those don’t really start off DP.
DPs are already risky as fuck thanks to fatal counters (unless you’re Yosuke, I guess), they don’t really need any other balancing factor. The only thing I’d change is make them all throwable so you can’t just mash DP to get out of hit/throw mixups.
Disagree. Very often, characters with the ability to DP into super tend to gain huge advantages in some way or form simply by the nature of most supers themselves. For example, Yu can increase his damage very easily. Mitsuru can punish people trying to standard punish her DP. Shadow Labrys gains Titanomachia mix-ups or even combos into it. Labrys gets a HUGE advantage with String Arts Breaking Wheel. Akihiko can potentially create set-ups with Maziodyne.
That is not to say these characters are too strong because of their ability to cancel their DP, but the advantages they can potentially gain off spending 50 meter super canceling their DP shouldn’t be understated.
I honestly do not think some DPs are risky enough, especially considering the ease and reward that some characters are able to gain out of their DP. I also think it’s rather silly that you should be punished for properly baiting a DP only to be put at a disadvantage due to the ability to super cancel DP on block, whatever character it may be.
I second this. Also, Yu can super cancel while he’s falling from his whiffed DP and then OMC and begin to attack the opponent while his persona is still throwing out Ziodyne, which prevents you from avoiding pressure by jumping.
I meant on hit. He did say “combo” into super, not cancel into super.
On block ,I still don’t think it’s that big of a deal. I’d be less salty if I never had to deal with DP > Brutal Impact again, but I’m not sure it actually needs to be taken out of the game. It’s just something you need to be aware of in matchups. Adds more complexity to the mind-games.
It’s not really any different from ending a blockstring on an unsafe move, then OMC to something safe (which is actually probably a lot stronger than DP > super, but people haven’t gotten too used to doing that yet).
You should be baiting those. And why would you ever want to jump there? Just run behind Narukami when you block his DP, I’m not sure why you’d ever get hit by follow-up Ziodyne
He is talking about the Ziodyne mix-up in which you basically have to chicken-block (jumping and airblocking) or get hit by a very obscured high-low.
Super canceling DP is **MUCH **different from using 1MC. You are adding a degree of safety to an attack meant for a reversal to the opponent’s offensive momentum. That is, this attack is meant to be used to react to high-commitment attacks or unsafe strings from the opponent, and then turn it into either a neutral or advantageous position for you.
This differs BY FAR from the intent of 1MC, which serves the dual purpose of making unsafe normals and specials safer and adding the ability to extend or even combo off attacks that by most situations are not combo-able. In summary, 1MC serves more as an OFFENSIVE mechanic, not the defensive mechanic that DP is or should be.
I might even like to add the fact that simply because of the way that supers work, super canceling DP versus 1MC from the argument of general canceling, super canceling DP is MUCH better because of the super flash. While you can seamlessly tie together strings by use of 1MC, you don’t have the benefit of reacting to the punish attempts of the opponent and forcing them to be committed to that punish because of the super flash and the subsequent super.
And I heavily disagree that super cancel DP adds complexity to the game. If anything, it adds a burden of doubt to playing that doesn’t need to exist. If you successfully baited a DP, you should be rewarded with the punish that you wanted to inflict. Because super cancel DP exists in this game, you have to question whether they will super cancel their DP or not, then if they do, figure out ways in which to punish THAT super. It’s not a flow of play that should exist in a game like P4U.
I know what the mixup is. It only works if you block falling Ziodyne. You should never be blocking falling Ziodyne because you should always be behind Narukami after he DPs.
The comparison was between OMC and super cancel, not OMC and DP. It doesn’t matter what you’re cancelling from. I was pointing out the fact that they can both be used to spend 50 meter to make safe something that normally isn’t safe. I don’t see how that’s not a straightforward comparison.
And if the opponent was the one baiting your punish by making themselves look unsafe when they’re actually not, then you’re the one that should lose. Like I said, mind-games.
It’s not straightforward because DP cannot be canceled by 1MC in a context we’re talking about DP. The underlying problem is that you are able to super cancel DP. In other words, cancel a defensive mechanic into an offensive one and you gain from it. It does matter what you’re canceling from because being able to cancel a defensive mechanic into an offensive one is huge, it gives you advantage should it work and provides a level of pressure of its own.
The problem with that argument is that it becomes a win-win-lose situation for the opponent. If the DP hits, they got a reversal. If it didn’t hit, the super will. If the super doesn’t hit, oh well, you would have been punished at DP anyways. They have too much to gain for doing a “mistake,” whereas the punishing opponent will have more to lose for getting hit.
are you guys serious? most b+d’s are ridiculously easy to punish
others take a little exploring to figure out
although im not a big fan of b+d > super cancel, you can pretty much punish all b+d > super’s, no prob
the only one that’s ACTUALLY a problem imo is narukami 1 hit b+d > ziodyne, as that is considered a tight string… but he’d be dumping a ton of resources to omc it so it’s w/e
id like to see tweaks to the menus, including network mode. stuff like being able to choose what latency can choose your room (you can do this in BB), filter rank matches by opponent rank or a specific PSR number, being able to upload player match replays to the replay board (you can do this in SF… right?)
also i wouldnt mind a “tournament mode” to help streamline tournaments - especially if after every match it saved replay automatically
Oh, to the people who suggested Minato and Adachi be added. If you’ve played P3, you know as well as I do that it’s an impossibility unless Elizabeth brings him back from the Seal, also Adachi is in jail.
To the people who suggested choosing Personas, if you’ve ever played a Persona game, you’d know that each character has a specific Persona that they use. The only thing that can happen is when their Persona evolves or transforms, etc (as seen in Yu’s/Aigis’ 1HKO when Izanagi goes Okami and Athena turns into Palladion).
I wish I could hear the main menu tracks on the netplay menus. There’s so much good music that only plays there and you never really have any reason to spend any time in that menu. You’re in the network menus all the time though, but the only thing that plays there is velvet room theme. Minor detail, but seems backwards to me.
I guess I never mentioned gameplay changes I’d like to see. Let’s see…
I wish they would make guard cancels safe on block, generally active faster and invul the whole way through, rather than guard point. You’re throwing out a ton of meter just to stop pressure for a little while, it should be more reliable. I wouldn’t mind if in return they took out the ability to OMB out of it (the fact that you can even do that has always been kinda silly anyway).
I think they should also do some kind of extra buffering on the input too. It’s really annoying to try to guard cancel out of something and get ex droit instead because the opponent happened to have an accidentally staggered blockstring for like 1~2f as you were hitting the button. This is especially annoying in netplay.
A button dash would be nice. Most people never use the extra button macros anyway, having one for dash would help a lot, even if it took both extra buttons to use.
I like these ideas. There should be an option to replay after a match without going back to character select. It creates unnecessary loading time. Automatically showing button assignments after character select would be nice.
This Series has alot of potential for an expanded roster (From Adachi/Marie to the rest of the P3 characters who got older)
More Stages with the new character themes that would go with it
Expanded Story Mode (Story Mode was at a cliff hanger for Yu Narukami Investigation Team and Mitsuru Shadow Operatives due to some Boss manipulationg the events around Labrys. Hell even anything more on Elizabeth with the P3 MC
Balance tweaks, Buff the lower tier characters effectively while not touching/slight nerfs to the higher tiers
2nd Instant Kill for each character
More Character Navigators that uses various Side characters from P3-P4 from Shinji to Funky Student
Make it so you can rematch without heading to character select
expand gallery some more is natural for a sequel
Online is fine as is, but add some more cosmetic refinements
Have each character wield at least 1-2 alternate outfits (Such as P3 Akihiko to Maid Naoto)