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Jehuti posted:Is this even coming out in australia¿ I haven't been able to find out anything. Ozgameshop and dungeon crawl have it listed for week starting 3rd of September.
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# ? Aug 29, 2012 12:33 |
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# ? May 15, 2024 12:29 |
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I have not yet seen a reliable looking source confirming a release date for this game in Europe. I have not even heard of a confirmed publisher for Australia, let alone release date. Anything new?
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# ? Aug 29, 2012 12:49 |
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jtm33 posted:I have not yet seen a reliable looking source confirming a release date for this game in Europe. I have not even heard of a confirmed publisher for Australia, let alone release date. Anything regarding European release date will be posted here: https://www.facebook.com/PersonaEurope
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# ? Aug 29, 2012 12:53 |
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Bebopaloobop posted:Anything regarding European release date will be posted here: Right, thanks.
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# ? Aug 29, 2012 12:55 |
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Bebopaloobop posted:You can't... unless you hit her out of the air. Which will reduce your punish damage by 1000-2000 dmg depending on screen position. It's also distance dependent. Punishing her DP in the air with 5B is a 1f punish from max range when dash startup is accounted for. It's not actually a 1F punish due to the input buffers and all that though. But it's still a good point, easier is better, and allowing her the chance to waste meter is also really good. I'm wondering about the damage output though. Using the EX move at the start kills your SP gain for a while, I wonder how much meter you can build through a FC AA 5B punish by comparison, if it could allow you build enough meter to end with a super instead. Usefulness depending on how much meter you actually had to begin with of course. Might be worth playing with to see. What full combos are you using off 4A+B and 6A+B FCs?
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# ? Aug 29, 2012 20:17 |
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Does OMG itz Andre play P4A? Just barely lost to someone with his name online in a Chie mirror match (360). In other news, my record has now gone to crap.
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# ? Aug 29, 2012 20:17 |
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Is there some kind of trick to doing maximum All-Out Attacks into blowback wallbounces beyond just mashing A and B as hard as you can? I feel like there's gotta be a way, but I don't recall Lessons Mode mentioning it. I love this game, but hate that kind of mechanic.
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# ? Aug 30, 2012 01:45 |
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PunkBoy posted:Does OMG itz Andre play P4A? Just barely lost to someone with his name online in a Chie mirror match (360). In other news, my record has now gone to crap. He just got the game a couple days ago and yeah, he's learning Chie. He was on PJ's stream dickin' around and getting heckled by the crowd.
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# ? Aug 30, 2012 01:48 |
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Batigh posted:Is there some kind of trick to doing maximum All-Out Attacks into blowback wallbounces beyond just mashing A and B as hard as you can? I feel like there's gotta be a way, but I don't recall Lessons Mode mentioning it. I love this game, but hate that kind of mechanic. Mash A and B as A+B aka simultaneously. This should help you get it more consistently. You do have to practice knowing when to stop mashing and press C or D as well.
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# ? Aug 30, 2012 01:54 |
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You have to push A+B six times after the dust cloud starts to get max hits.
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# ? Aug 30, 2012 01:55 |
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Six times is a great concrete number, thanks. My problem was I'd go hog wild on A+B and didn't know what the hell I was shooting for. This should make things easi(er).
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# ? Aug 30, 2012 05:27 |
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Apparently the PS3 version of this has bad netcode? I'd heard that the complaints were about the 360 version but all the local P4A PS3 players meet up in person because it's too laggy to play online. Also fat chance but if you're in the middle east and play this add me on PSN
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# ? Aug 30, 2012 14:41 |
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THE AWESOME GHOST posted:Apparently the PS3 version of this has bad netcode? I'd heard that the complaints were about the 360 version but all the local P4A PS3 players meet up in person because it's too laggy to play online. The netcode on PSN is fine.
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# ? Aug 30, 2012 14:46 |
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THE AWESOME GHOST posted:Apparently the PS3 version of this has bad netcode? I'd heard that the complaints were about the 360 version but all the local P4A PS3 players meet up in person because it's too laggy to play online. That is what anyone who mostly plays fighting games locally will say.
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# ? Aug 30, 2012 14:49 |
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Emalde posted:That is what anyone who mostly plays fighting games locally will say. I used to play BB online with some of those same guys though so I dunno.
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# ? Aug 30, 2012 14:58 |
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THE AWESOME GHOST posted:Apparently the PS3 version of this has bad netcode? I'd heard that the complaints were about the 360 version but all the local P4A PS3 players meet up in person because it's too laggy to play online.
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# ? Aug 30, 2012 15:12 |
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I've been toying with Labrys for a while, and figure I should ask. Does she have any really fancy combos I should go for when she's at green axe and below? Or, is it just whiff, hit, and block string enough to get it up to the yellow, and especially red level? Also, there's no real reason to deviate from her basic launcher B&B (j.B, j.C, 214B), right? I know you can do j.BB, j.D from a super jump specifically, but it seems to net you nothing, unless I'm missing something. Forest Thief Pud fucked around with this message at 16:31 on Aug 30, 2012 |
# ? Aug 30, 2012 16:22 |
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She has some fancier combos even at Green, but they mostly involve burning meter to do, or are situational. Her big focus at Green is to build SP and to go for resets to push her up to Yellow/Red where real damage actually starts. Yes most of the time all you get after a launch is sj.B j.C j.214B. In the corner you can usually do j.BB j.C j.214B depending on height. In a few combos in the corner you can get j.BB, jc.BB j.C j.214B. There are a few combo situations where all you can get is j.A, jc.A j.214A though. Here's a few examples of some interesting stuff she can do even at Green: 5AA 214A+B, 5A 5B, 2B, sjc.B j.C j.214B* - Takes you from low-Green to Red in one go. If you have 75SP to spend, you can go right into the super from here for about 5k total. There are a ton of other variations on this combo as well, but this one is very solid and reliable. For CH AA punishes (such as on block of Mitsuru's DP) just use 5A 214A+B instead. 5AAA 236B-6-A+B, j.A, jc.A j.214A - Not a great use of meter but some times the little extra is all you need. Builds close to ~22SP before the SB so you'll almost always have the bar for it. Throw x OMB, {5B}, 2B, sjc.BB j.C j.214B* - Throw into the corner combo. 2AAA 2B, sjc.B j.C j.214B - Works only vs Crouching. Useful to know despite being so simple. Most of her really fun options don't open up until you hit Yellow, where you gain the critical 5B 236A chain combo. And even then, that's pretty limited against most of the cast except in situational spots.
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# ? Aug 30, 2012 18:22 |
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I'm working my way through lesson mode and the game just will not activate the super cancel. I've been sitting here doing the stupid motions, but nothing activates.
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# ? Aug 30, 2012 23:46 |
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TheLoser posted:I'm working my way through lesson mode and the game just will not activate the super cancel. I've been sitting here doing the stupid motions, but nothing activates.
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# ? Aug 31, 2012 03:02 |
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dj_de posted:Are you actually on the one that wants you do mash A until the supercancel? Or your forgetting that you need to do a special move first before you do the super I keep doing the initial move to cancel while also trying to activate Yu's Zio move. It never amounts to anything.
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# ? Aug 31, 2012 03:38 |
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You have to make sure the special hits before you cancel into the super; it's possible to input the super so fast that you'll go straight from special to super, and it'll even tell you "super cancel" since that's technically what you did, but it only registers a move as complete when it hits the opponent. You've got some time to make the cancel, try slowing down a little bit.
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# ? Aug 31, 2012 03:41 |
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You want to push the button for Ziodyne right as they get popped up from the 3rd hit of swift strike.
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# ? Aug 31, 2012 03:43 |
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It takes immense self control not to throw the controller out the window every time I see a Mitsuru on the other side of the character select screen. I have never hated fighting a character in a fighting game so much.
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# ? Aug 31, 2012 18:56 |
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Chickenfrogman posted:It takes immense self control not to throw the controller out the window every time I see a Mitsuru on the other side of the character select screen. I have never hated fighting a character in a fighting game so much.
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# ? Aug 31, 2012 19:04 |
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Don't like playing charge characters, never been able to get a feel for them.
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# ? Aug 31, 2012 19:10 |
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I'm still a bit confused as to why Mitsuru is the only charge character in the game. It just seems weird to me to have only one.
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# ? Aug 31, 2012 19:17 |
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may contain peanuts posted:Play Mitsuru, then? That means that he's given into the hate and become the monster.
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# ? Aug 31, 2012 19:22 |
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W.T. Fits posted:I'm still a bit confused as to why Mitsuru is the only charge character in the game. It just seems weird to me to have only one. Tokenism.
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# ? Aug 31, 2012 19:49 |
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I don't get why a "charge character" even exists because it's a retarded, counterintuitive idea. The fact that mastering Mitsuru's terrible controls gives you a pretty irritating character for everyone else to fight against it the biggest flaw in this game.
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# ? Aug 31, 2012 19:56 |
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Mitsuru only has two charge moves, she doesn't even have any charge supers or whatever. Is she really a charge character?
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# ? Aug 31, 2012 20:09 |
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Heroic Yoshimitsu posted:Mitsuru only has two charge moves, she doesn't even have any charge supers or whatever. Is she really a charge character? Also, SLabrys also has a charge move.
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# ? Aug 31, 2012 20:11 |
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Dr Pepper posted:That means that he's given into the hate and become the monster.
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# ? Aug 31, 2012 20:36 |
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Dr Pepper posted:I don't get why a "charge character" even exists because it's a retarded, counterintuitive idea. The fact that mastering Mitsuru's terrible controls gives you a pretty irritating character for everyone else to fight against it the biggest flaw in this game. Charge moves exist in general because they are moves with properties that, if they had a quarter-circle or even half-circle motion, would be far too good. Also, just because you don't happen to like charge motions or you just hate Mitsuru or whatever, it doesn't make charge motions terrible.
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# ? Aug 31, 2012 20:43 |
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That moment where you and the opponent are both about to die in one hit and you win with Kanji's chair throw from midscreen is loving priceless.
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# ? Aug 31, 2012 20:46 |
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Dr Pepper posted:I don't get why a "charge character" even exists because it's a retarded, counterintuitive idea. The fact that mastering Mitsuru's terrible controls gives you a pretty irritating character for everyone else to fight against it the biggest flaw in this game. Hahaha, nope, charge characters will always own.
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# ? Aug 31, 2012 20:52 |
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Shadow Ninja 64 posted:Charge moves exist in general because they are moves with properties that, if they had a quarter-circle or even half-circle motion, would be far too good. Also, just because you don't happen to like charge motions or you just hate Mitsuru or whatever, it doesn't make charge motions terrible. Balancing moves by deliberately giving them terrible controls is a dumb idea. If a moves so powerful you decide to "balance" it by making it hard to activate then the move should not exist.
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# ? Aug 31, 2012 20:57 |
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Dr Pepper posted:Balancing moves by deliberately giving them terrible controls is a dumb idea. If a moves so powerful you decide to "balance" it by making it hard to activate then the move should not exist. Let's just make fighting games really boring and homogenous this is a good idea. Do you also think DP motions and 720s should be removed because they're tied to really good moves that are balanced by being "hard to activate"?
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# ? Aug 31, 2012 21:00 |
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Dr Pepper posted:Balancing moves by deliberately giving them terrible controls is a dumb idea. If a moves so powerful you decide to "balance" it by making it hard to activate then the move should not exist. A) They're not hard to do and B) even if they were, the supposed difficulty of performing them is not what I was referring to when it came to their deliberate design from a balance standpoint. Seriously, charge moves and charge characters are not that hard to get used to, and Mitsuru is especially generous because she can completely build a charge during her sweep as long as you go to down-back immediately after pressing her standing B (during that move's active animation).
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# ? Aug 31, 2012 21:03 |
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# ? May 15, 2024 12:29 |
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Dr Pepper posted:Balancing moves by deliberately giving them terrible controls is a dumb idea. If a moves so powerful you decide to "balance" it by making it hard to activate then the move should not exist.
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# ? Aug 31, 2012 21:06 |