[P4U] Persona 4: Arena - Homeport 26/07/2012(Japan) / 07/08/2012(USA) / EU: 10/05/2013 [NEWS & FACTS ONLY!!!]

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    • [P4U] Persona 4: Arena - Homeport 26/07/2012(Japan) / 07/08/2012(USA) / EU: 10/05/2013 [NEWS & FACTS ONLY!!!]

      Ein Persona 4 2D-Fighting Game von Arc System Works kommt im Frühling 2012 in japanische Arcades und danach im Sommer auf die PS3/Xbox 360.
      Die Story spielt 2 Monate nach dem Ende von Persona 4.

      Bis jetzt confirmed Chars sind Yosuke (fuck yes!), Chie, der Protagonist aus Persona 4 und Aigis aus Persona 3.
      Die Musik übernimmt der Shin Megami Tensei Composer Shoji Meguro (bin gespannt) und nicht Ishiwatari.

      Bin Persona fag, bin hyped.

      [url]http://www.siliconera.com/2011/08/30/blazblue-team-developing-persona-4-fighting-game/[/url]

      Hat jetzt seine eigene Seite : [url]http://p-atlus.jp/p4u/[/url]

      [spoiler][media]http://www.youtube.com/watch?v=yWHKTnDNOpg[/media][/spoiler]

      Neue Informationen zur Umsetzung:
      [url]http://www.andriasang.com/e/blog/2011/08/31/persona_fighting_game_update/[/url]

      "Speaking with Famitsu, the game's producer, Arc's Toshimichi Mori, said that he was shocked when Atlus came to them with the offer to work on the title. The BlazBlue team includes many fans of the Persona series, so their motivation for the project was very high, he said."

      es wird spielbar sein auf der TGS.
      [url='http://www.siliconera.com/2011/08/31/persona-4-the-ultimate-in-mayonaka-arena-playable-at-tokyo-game-show/']http://www.siliconera.com/2011/08/31/per…okyo-game-show/[/url]

      Wieder neue Screens:
      [url='http://www.andriasang.com/e/galleries/2011/09/08/persona_4_ultimate_screens/']http://www.andriasang.com/e/galleries/20…timate_screens/[/url]

      [quote]Erste 10 min TGS Ingame Footage:
      [url]http://www.nicovideo.jp/watch/1316056150?via=thumb_watch[/url]

      Kanji ist badass, wie erwartet.
      Habs mal noch auf Youtube geuppt:
      [spoiler][media]http://www.youtube.com/watch?v=XenbIDhiVOA[/media][/spoiler]


      Game system guide & move list:
      [url]http://p-atlus.jp/kouhou/TGS_p4u.jpg[/url]
      [url]http://p-atlus.jp/kouhou/TGS_p4u_2.jpg[/url]

      Von einem Kumpel grob übersetzt:

      [spoiler]Four buttons, layed out in a square:
      AC
      BD

      A - Weak attack
      B - Strong attack
      C - Persona attack
      D - Persona Rush

      Lifebar, you get the idea.
      SP gauge, used for EX attacks and supers.
      The gauge below your lifebar is the Persona gauge. If you drain it, you enter PERSONA BREAK and you can't use your Persona or burst.

      S ATTACK: Mash the A button for easy combos! Something about being able to cancel it for 50 meter into a big flashy finisher.
      BURST: ACD. Gold bursts are available. Something called "One More Burst," "the moment you hit, you can really beat the fuck out of your foe"
      R Action: B+D. An invincible move. Drains from the HP gauge briefly; will recover over a short time.
      Beatdown Rush: pound AB after hit, then C or D. Pound AB for an overhead attack, then hit C or D for a followup. C is a launcher, D knocks opponent to the side (wallrush?)
      Awakening: Activates at low life. Increases defense, Awakening moves become available (SDMs?) SP gauge max goes up to 150SP, and you gain 50SP for free.

      Persona Break: When your Persona's out, damage to it or you decreases the Persona gauge. (Jojo's?)

      Other misc functions:
      P Combo: Gatling strings (A->B->C).
      Sweep: Down + A + B
      Quick Escape: A + C. "Moves to dodge attack."
      Mini-jump: Down + A + C (hop?)
      Air Turn: A + C in midair. You turn. IN THE AIR.
      Throw: C + D. Unblockable (duh) and can be done in the air. Break with C+D.
      Ukemi: Push a button while falling/hitting the ground.
      Guard Cancel Attack: Forward + A + B while guarding. Costs 50SP. Has some invincible frames.
      One More! Cancel: A+B+C. 50SP. Roman cancel.
      Super Cancel: "Buffer certain supers during a special move: cancel into super, costs HP"[/quote]http://gigazine.net/news/20110915_p4u_tgs_2011/[/spoiler]

      [quote]Wieder bissl Footage:
      Yukiko vs Yu:
      [spoiler][media]http://www.youtube.com/watch?v=SmWowl13t54[/media]

      [media]http://www.youtube.com/watch?v=zkrefoqXOcI[/media][/spoiler]

      Chie vs Yu:
      [spoiler][media]http://www.youtube.com/watch?v=SLHADYTPi5E[/media][/spoiler]


      Im 4Gamer Interview mit Mori, hat er erwähnt, dass noch "Big reveals" kommen, die sogar ihn selbst überrascht haben. Vielleicht kriegen wir sogar original Chars. 10 Euro, dass der neue P4 Character aus der Vita Fassung (Marie) es in irgendeiner Form ins Spiel schafft.

      Ah ja, und:
      [img]http://i52.tinypic.com/2m4d7r8.jpg[/img][/quote] [quote]- Beatdown Attack
      [spoiler]Has super armor
      Hard to punish on block, {IB -> 5A} works best

      - Awakening
      Doesnt activate while being combo'ed, you can die before it kicks in. The bonus defense also wont apply.

      - Counter Hit
      Increases damage [b]and[/b] untechable time.

      - Fatal Counter
      Like Blazblue, increases untechable time +2F

      - Instant Block
      Like BB/GG

      - Air Turn
      Odd usage, like Chie's Reverse TK Dragon Kick to run away

      - Negative Status
      Some moves causes these:
      Poison: like Bang's, lose HP over time
      Shock/Paralyze: cant move
      Confuse: Reversed back/forward walking[/spoiler]


      Chie vs Yukiko:
      [spoiler][media]http://www.youtube.com/watch?v=U2okwAA5unA[/media][/spoiler][/quote]


      [quote][spoiler][media]http://www.youtube.com/watch?v=uBqWMVrPf4E[/media][/spoiler]

      Die weiteren Parts poste ich, sobald upgeloaded.

      Infos über die Movelists (zum Teil):
      [spoiler][b]
      Yu Narukami[/b] (an all-rounder who can fight at any distance)
      After pressing D while using a standing D attack, or doing a jumping D, he'll be able to fight independently of his Persona.
      電光石火 (aka Swift Strike) can be used to counter attacks.
      EX Zio puts the enemy into shocked status, and prevents him from moving.

      [b]Chie[/b] (shines at close-range rushdown)
      暴れまくり (aka Rampage) cancels into 脳天落とし (aka Skull Cracker), which breaks guard. (I might be misinterpreting this)
      Power Charge is a super, and buffs her damage (can stack up to 3 times)
      Agneyastra is her ultimate attack, and if guarded brings you very close to the enemy. (Yeah I'm definitely misinterpreting this lol)

      [b]Yousuke[/b] (speediest in the game!)
      In the air he can cancel any of his specials into another special. He can cast Tentarafoo, which is unblockable and causes panic status. While in panic status the enemy's left/right controls are reversed. After casting Sukukaja (his ultimate) his dashes are considered attacks (might be misinterpreting that last part).

      [b]Yukiko[/b] (her fans allow her to pressure the enemy from long range)
      Dia restores her health as you hold down the button.
      Fire Boost increases the damage of fire attacks and is stackable.
      Fire Break makes your next fire attack unblockable.

      [b]Kanji[/b] (gets in close and uses grappling moves)
      His normal grab and 串刺しだぁ! (aka Skewer) command grab have extra range. 耐えてみやがれ! can grab enemies unless they're crouching. As the enemy takes damage from his D attacks, they get closer to getting put in shocked status which prevents them from moving. [/spoiler]

      [spoiler][media]http://www.youtube.com/watch?v=zT7e7BOeRAs&feature=mfu_in_order&list=UL[/media][/spoiler][/quote]


      [quote]So, endlich upgeloadet. Wohl letzte Footage von der TGS, 40Min:

      [spoiler][media]http://www.youtube.com/watch?v=PR-yryRgJ7E[/media]

      [media]http://www.youtube.com/watch?v=ry0TksFOcYo[/media]

      [media]http://www.youtube.com/watch?v=nQ9Gw0yCVPk[/media]

      [media]http://www.youtube.com/watch?v=wG-AZpbCzY8[/media][/spoiler][/quote]

      [quote]Nochmal Eindrücke einiger kurzer hands-on-matches vs CPU:
      [url]http://www.siliconera.com/2011/09/19/one-more-hands-on-time-with-persona-4-the-ultimate-in-mayonaka-arena/[/url][/quote] [quote]Neue Screenshots:
      [url]http://jpgames.de/2011/09/persona-4-the-ultimate-in-mayonaka-arena-screenshots/[/url][/quote]

      [quote]Spoiler für diejenigen, die Persona 4 noch spielen wollen (Char reveals):
      [spoiler]http://andriasang.com/comyq6/[/spoiler]

      Edit: die dazugehörigen neuen Screenshots:
      [spoiler]http://andriasang.com/comysk/[/spoiler][/quote]
      Und noch 2 Chars announced, diesmal aus Persona 3:
      Akihiko und Mitsuru

      [spoiler][img]http://shoryuken.com/wp-content/uploads/2011/11/385205_237365742994175_134293366634747_662485_1148642197_n.jpg[/img][/spoiler]
      [quote]Persona 4: The Ultimate in Mayonaka Arena Location Test nächste Woche

      24.11.11 - Atlus gibt bekannt, dass für das Prügelspiel Persona 4: The Ultimate in Mayonaka Arena (PS3, Xbox 360, Arc) Location Tests mit der Arcade-Version in der nächsten Woche in Japan durchgeführt werden. Das Spiel kann ab dem 02.12.11 in ausgewählten Spielhallen Akihabaras und Osaka getestet werden.


      chun_li1[/quote]

      [b][u]Location Test Infos:[/u][/b]
      [color=#000099]thx to Tari & SoWL[/color]
      Quelle: [url]http://www.dustloop.com/forums/forumdisplay.php?171-P4-Arena-General[/url]
      [b]Teddie:[/b]
      [spoiler][quote]Teddie has to pick up the item he tosses out, resulting in frantic dashes all over the stage. He has a baseball bat move that blows the enemy away OR wallbounds him if the wall is close enough.
      The items so far are:

      * Bomb - slowly falls down on a parachute and explodes after a short delay.
      * Fireworks - fly around the screen quickly.
      * Thunder drum - the lightning strikes the drum after a short delay, paralyzing the target.
      * Tin can - rolls along the ground, similar to Tao's bowling ball. Hits 8 times, can be hit-confirmed into Awakening Super.
      * Smoke bomb - covers a part of the screen in smoke.
      * Pinwheel - three blades of air are thrown out and return to Teddie in U-shape.
      * Chie and Yukiko's MYSTERY FOOD X - poisons when eaten. Teddie can eat it, too.
      * Muscle Drink - recovers health and may induce Rage state (can't block). Teddie can drink it, too.
      * Ice cream - recovers a little bit of health. Teddie can eat it too. May have more properties?
      * Toy Bluffman (sp?) - a toy that comes out, transforms, and flies diagonally upward.
      * Tub Meteor? - a meteor shower of bath tubs fall down from the sky. May confuse on hit.


      Teddie's Specials:
      * Kuma Screw - a Beast Cannon-like dash forward.
      * Kuma TV - sets up a TV on the stage to use with Kuma Warp. The distance depends on the button pressed.
      * Kuma Warp - Kuma teleports to the TV and performs an attack.
      * Pera Kuma - avoids the incoming attack? Not sure about this move, honestly.
      * Fake Kuma - R-action. Kuma strikes a cute (slash annoying) pose and blows the enemy away. Enrages the enemy (can't block).
      * Tomahawk - the super move with Kintoki-Douji throwing his missile. Hard to combo, since the missile flies too slowly.
      * Kumada Grand Circus - Awakening Super, very fast and unblockable. Teleports Teddie to a target location. Can be easily avoided by jumping, so item setups is the key for using this move.[/quote][/spoiler]

      [b]Naoto:[/b]
      [spoiler][quote]From the Naoto image:

      only translated the names and notes, didn't bother with listing persona requirements or ex or air ok or anything.

      notes:
      -----
      * During "Shooting Stance", A/B/C fire shots.
      * When out of bullets, 214B reloads.
      * "Megido Detonator" lays a trap. It appears when the opponent approaches it.
      * When the Fate counter reaches zero, Hamaon and Mudoon can instantly kill the opponent.
      * "Set S Special-case-use Rifle ・ Rank 2" reduces the Fate counter all at once! (note: loketest info says this is just a large reduction, not a reduction all the way to zero)

      R ACTION:
      -----

      * Shield of Justice (正義の盾) - with an opponent's attack (counter)
      * Counter Shot (カウンターショット) - after Shield of Justice prevents an attack
      * Counter Shot ・ Revision (カウンターショット ・ 改) - after Shield of Justice prevents an attack

      SPECIALS:
      -----

      * Throw: additional attack (投げ追加攻撃) - After successful ground throw, C
      * Double Fangs (二連牙) - 236A/B
      * Shooting Stance (狙撃構え) - 214 A/B
      * Shoot | front-facing, bounce shot, anti-air (狙撃 | 正面、跳弾、対空)* - During Shooting Stance, A/B/C
      * Stance Release (構え解除) - During Shooting Stance, D or 214A
      * Megido Detonator (感圧起爆型メギド) - 214C/D

      SUPER SPECIALS:
      -----
      * Set S Special-case-use Rifle ・ Rank 1 (対S事案用特殊小銃 ・ 甲型) - 236236A
      * Set S Special-case-use Rifle ・ Rank 2 (対S事案用特殊小銃 ・ 乙型) - 236236B
      * Hamaon/Mudoon (ハマオン/ムドオン) -236236C/D

      AWAKENED SUPER SPECIALS:
      -----
      * HOLD UP! (HANDS UP!) (ホールドアップ!)* - 214214A/B, then while walking, A/B
      * CRITICAL SHOOT (クリティカルシュート) - 214214A/B, then while walking, C/D

      *"Shoot" has a max of 5 bullets, "HOLD UP!" has a max of only 3 bullets

      Naoto's general gameplay
      She combines quick movements with traps and fast bullet projectiles. That makes her very difficult to approach, since her bullets are very fast, and the traps lead to instant death.

      The gauge that she uses is the Fate Gauge. It is located below the enemy's health gauge, and its initial value is 14. This counter ticks down if Naoto attacks with particular attacks.
      When the counter reaches zero, the whole screen becomes dark, indicating the Danger state. If Naoto performs her Hamaon/Mudoon super in such state, she will kill the enemy immediately.
      The gauge recovers between rounds by half the number it was decreased by (though the exact system is confusing right now). It recovers completely if Naoto uses her instant kill. Perhaps it is better to leave the instant kill for the final round, cutting the counter to 7 instead of just killing the enemy?

      Her ground throw can be followed up by pressing C: Sukuna-Hikona will strike the enemy, ticking down the Fate counter.

      Naoto's skills
      Double Fangs - kicks the enemy and takes out the gun. Can be followed up by bullet shots.
      Shooting Stance - Naoto takes out the gun. B version makes her dash backward a little. It's possible to reset the number of bullets shot by performing the B version between the shots.
      Shoot - Naoto, guess what, shoots the bullets. A version shoots forward, B version shoots towards the ground and bounces off, C version shoots diagonally upward. Every fifth bullet ticks down the Fate counter by 1. You can recharge the bullets by performing the B Shooting Stance.
      Megido Detonator - C version sets up the trap right before Naoto, while D version places it on the ground (right below her, I guess). The air versions place it on the ground, too. You can have up to to on the screen at once. The trap explodes if the enemy is hit in its vicinity. Though you can't see the trap, it lights up if the enemy attacks it. The Fate counter is ticked down by 3 (or was it 2?) when the trap connects.
      Shield of Justice - Blows the enemy away by generating AT-field (lol). Sukuna-Hikona may perform a counter-attack, ticking down the Fate counter.

      Set S Special-case-use Rifle ・ Rank 1 - The ground version is performed after a back flip; similar to Noel's Bullet Rain, a good combo ender. Silences the target on hit (can't use Persona).
      Set S Special-case-use Rifle ・ Rank 2 - this one is more similar to Noel's Thor, shooting a laser. Counts down the Fate counter. A lot.
      Hamaon - the enemy is tracked down and immobilized, and a multi-hit combo is performed. Because it has no invulnerable frames, you can't use it as a reversal. Instantly kills the enemy if Fate counter is on 0.
      Mudoon - Sukuna-Hikona shoots a long beam of darkness before him. There's a possibility that you can't block it, only avoiding it by jumping. Instantly kills the enemy if Fate counter is on 0.

      Hands Up!/Critical Shoot - the gun is taken out as Naoto walks forward. Apply pressure to the opponent while trying to get the critical shot through. The critical shot has a lot of invulnerable frames, so you can easily use it as a counter-attack. [/quote][/spoiler]

      [b]Mitsuru:[/b]
      [spoiler][quote]Mitsuru's general gameplay
      She can fight at any distance, combining excellent long-range attacks of Artemisia and great normals of Mitsuru herself. She actually still has Marin Karin (!), which is one of her normal attacks (2C). It reduces the enemy SP gauge, leaving them out of options. Also, her boobs bounce.

      Nantoka doesn't remember too much about her, sorry guys.

      Bufula - a wall of ice advances slowly on the ground. the D version makes it follow Mitsuru a little as she walks forward (tr?).
      Moonlight - her R-action; she jumps in the air and makes a crescent-shaped cut. Obviously an anti-air move.

      Setsuna Samidare Geki - Mitsuru performs a rapier combo, and blows the enemy away. A perfect combo ender.
      Bufudyne - a huge block of ice is summoned before Mitsuru, freezing the enemy.

      Mabufudyne - Great articles are summoned behind Artemisia before she shoots them forward. C version shoots 2 huge chunks of ice, while D version can be mashed for lots of small ones. [/quote][/spoiler]

      [b]Yukiko:[/b]
      [spoiler][quote]notes: (someone should double check these; pretty messy translations)

      - When "Dia" is held down, HP can be recovered.
      - When "Flame Booster" is used, the strength of flame attacks goes up.
      - During "Flame Guard Kill", a single flame attack will become unblockable.

      ========

      All of Yukiko's specials require her Persona. I'm not listing that by the moves, since it's universally required for her.

      R Action:
      ----
      Dia (Dia) - B +D (charge possible)

      Specials:
      ----
      Agi (air possible) - 236A/B
      Maharagi - 236C/D
      Flame Booster - 214C
      Flame Guard Kill - 214D
      Flame High Booster* (EX usage) - 214C+D

      Super Specials:
      ----
      Agidyne - 236236C/D (charge possible)

      Awakened Super Specials:
      ----
      Maharagidyne - 214214C/D

      *EX special (consumes 25 SP from the SP gauge)[/quote][/spoiler]

      [b]Akihiko:[/b]
      [spoiler][quote]
      Character Info

      Age: 17-20
      DOB: September 22nd, 1991
      Persona: Caesar
      Weapon: Knuckles & Gloves
      Arcana: Emperor
      Voice Actor(s): Hikaru Midorikawa, Liam O'Brien

      Bio: A cool and well-respected upperclassman, Akihiko is serious and determined. He never gives up and always tries to get stronger in order to protect what is dear to him and feels guilty for not being able to save his sister, Miki, from the fire. He acts like a older brother for the younger S.E.E.S. members and especially in Persona 3 Portable if the player chooses to play as the female protagonist.

      After graduating from Gekkoukan High, Akihiko went to college. He decided, however, to perfect his punch and travelled the world in his pursuit of becoming stronger. Mitsuru sends him an invitation to the P-1 Grandprix, and Akihiko willingly returns to Japan.

      Akihiko's general gameplay
      Cesar's moves allow Akihiko to channel electricity through his gloves, paralyzing the enemies and limiting their mobility greatly. Obviously a rushdown character whose short reach is compensated by the sheer amounts of his pressure.

      5D makes Cesar raise his globe and pull in the enemy. Another way to limit the enemy's mobility.
      Kill Rush - Akihiko jumps back and forth wildly, constantly changing his position. It's possible that his attacks change depending on the exact phase of the move.
      Cyclone Upper - a badass uppercut blows the enemy away. Good as a combo ender.
      Thunder Fist - the electric property is added to all attacks for a while.
      Maziodyne - the whole screen becomes covered in electricity. The move is active for quite a while, limiting the enemy's actions even more.

      Not much info here, either. Sigh.
      [/quote][/spoiler]

      [b]Aigis:[/b]
      [spoiler][quote]

      Stats:
      Ease: ★★★☆☆
      Persona: ★★☆☆☆
      Offense: ★★☆☆☆
      Defense: ★★★★☆
      Speed: ★★★★☆

      Specials:
      R ACTION:

      Escape Change (Air Ok): B+D

      NORMAL MODE MOVES:
      Mode Change (EX available): 22A or B
      Type-7 Blast Gatling (EX available): 236A or B- Aegis takes out a machine gun and rapidly shoots forward. A basic keep-away tool.
      Type-7 Radical Cannon (EX available): 214A or B
      Type-7 Vulcan Gun (EX available)(Air only): 236 A or B

      ORGIA MODE MOVES:

      Boost Hovering (Air only): Hold J
      Megido Fire: Kai (Persona Needed)(EX available)(Air Ok): 236 C or D
      5-barrel Medusa-Kai (EX available)(Air Ok): 214 C or D

      Supers:

      Normal Super:
      [Megami no Daitate] Great Shield of the Goddess (Persona Needed)(Air Ok): 236236 C or D- Summons Athena to perform a great dash forward. A good combo ender.

      Awakening Super:
      [Tengun no Shinyari] Holy Spear of the Heavenly Host (Persona Needed): 214214 C or D

      Aigis's general gameplay
      She's supposed to shoot at the enemy to her heart's content, distracting him as much as possible. Orgia Mode allows her to perform easy overheads and kite the enemy, running all over the screen and showering him with bullets.

      D button summons Athena's shield. If the enemy hits it, a counterattack is performed.

      Type Seven Gatling Gun - Aigis takes out a machinegun and rapidly shoots forward. A basic keep-away tool.
      Shield of the Great Goddess - summons Athena to perform a great dash forward. A good combo ender.

      And that's it. Isn't it sad, Aigis? [/quote][/spoiler]

      [b]Mitsuru:[/b]
      [spoiler][quote] Mitsuru info:

      NOTES:
      ------

      D attack and "Bufura" freeze the opponent on hit.
      Crouching C puts the opponent into charm state. During charm state, the opponent's SP is absorbed.
      The awakened super special 'Mabufudyne'; C version summons two articles, while the D version has Tsurara* mow everything down at once!

      *apparently an ice summon spell from a GBA persona game...? huh? I'm so confused.

      R ACTION
      ------
      * Moonlight (月影) - B+D

      SPECIALS
      ------
      *???Kuu Doroa (クー・ドロア)* - Charge back, forward A/B
      * Bufura - Charge down, up C/D

      *is this something in P3? No idea what 'Kuu' is. internet wants me to name it 'kuu drawer,' but I don't really think that's it. :v

      SUPER SPECIALS:
      ------
      * Setsuna Samidare Geki* (刹那五月雨撃) - 236236A/B
      * Bufudyne - 236236 C/D

      *yeah, not translating that.

      AWAKENED SUPER SPECIALS:
      ------
      * Mahabufudyne - 214214C/D (additional input C/D)*

      *based on loketest info, I assume this means you summon with 214214C/D, then fire the projectiles with additional C/D inputs
      [/quote][/spoiler]

      [b]Satonaka Chie:[/b]
      [spoiler][quote]Age: 17
      Date of Birth: July 30th, 1994
      Height: 158 cm
      Weight: Unknown
      Weapons: Greaves
      Persona: Tomoe Gozen
      Arcana: Chariot

      STATUS

      Difficulty: ★★★★☆
      Offense: ★★★★★
      Defense: ★★★☆☆
      Speed: ★★★★☆
      Persona: ★★☆☆☆

      A huge fan of martial arts, as well as usually being upbeat, cheerful and energetic, Chie is one of the first characters to join Persona 4's party. She is a tomboy with an occasionally short temper, especially with Hanamura Yosuke, and close friends with Amagi Yukiko. Her Persona is Tomoe Gozen of the Chariot Arcana.

      COMMAND NORMALS

      * 6D->D
      * 2D-> D
      * j.B->B
      * j.8D or 4D or 2D (adjusts path)


      R ACTION

      * Hyper Counter - B+D (midair also)

      SPECIAL MOVES

      * Rampage (midair also, EX) - 236 + A or B
      => Skull Cracker (EX) - During Rampage 236 + A or B
      * Dragon Kick (midair also, P, EX) - 236 + C or D
      * Black Spot - 214 + C or D (P, EX)
      *


      SUPER MOVES

      * God's Hand - 236236 + C or D
      A giant golden fist comes crashing down upon the opponent. Similar to Earth Arcana super in Arcana Heart 3 and Lamda 11's Calamity Sword.

      * Charge - 236236 + A or B
      Charge buffs Chie's damage and stacks up to 3 times.


      AWAKENED SUPER MOVE
      * Agneyastra - 214214 + C or D

      Calls down a rain of 10 flaming meteorites upon the opponent. [/quote][/spoiler]

      [b]Yu Narukami[/b]
      [spoiler][quote]Name: Yu Narukami (Protagonist)
      Age: 17-18
      DOB: Unknown, 1994
      Height: 180cm
      Weapon: Katana
      Persona: Izanagi
      Arcana: Fool
      Voice Actor(s): Daisuke Namikawa, Johnny Yong Bosch
      Yu Narukami moved to Inaba (Setting of P4) to live with his uncle, Ryotaro Dojima since his parents were overseas due to work. Not long after school starts, bizarre murders happen in town, setting him and his friends into action to find out the one behind them. At the end of P4, he moves back to the city with his parents

      Play Style/Stats

      Narukami excels in covering all grounds of play due to being a balanced character. Nothing about his abilities stand out, however he has a few tricks up his sleeve.

      Ease of Use: 5
      Attack: 4
      Defense: 4
      Speed: 3
      Persona: 3

      R Action (B+D): ??? (Air OK)
      Swift Strike: 214A or B (EX OK, Air OK)
      Blitz: 214 C or D (Requires Persona, EX OK)
      Zio: 236C or D (Requires Persona, EX OK)

      SUPERS:
      Ziodyne: 236236C or D (Requires Persona, Air OK)
      Cross Slash: 214214C or D (Requires Persona)
      [/quote][/spoiler]

      Quelle:
      [url]http://www.dustloop.com/forums/showthread.php?12340-Persona-4-The-Ultimate-In-Mayonaka-Arena/page93[/url]
      [spoiler][quote][b]Good to hear. I was mostly worried since it seemed like Kanji and Yukiko didn't really have combos with their persona, but I'm glad I was wrong.[/b]

      Yeah. Yukiko players seemed to be comboing really well with her Persona. Her Persona has a few good moves, such a wing slash that comes out really quickly, or a slam from above. Kanji players didn't seem to be mixing his Persona into combos much, but a number of them didn't seem to need it as they have a stupidly broken fallback plan.

      [b]Yu being straightforward makes sense since he's the player avatar for P4 so it makes sense for him to be a simple/typical fighting game character. That aside, Kanji sounds dangerous since I ended up seeing Kanji's Persona Grab super. Easily tore down poor Yu's healthbar by 60%. Forget American or Soviet Damage, Kanji has "Please stop killing me" damage.
      [/b]
      The worst part is that after this stupid broken nonsense plays out, your character bounces off the ground before getting up, and he can grab you again during this bounce. I hesitate to call it an infinite (especially since I didn't master using bursts), but I couldn't break out of it.
      [b]
      Then I might have a problem since I want to call Naoto, Chie, Mitsuru and Elisabeth my "queens".[/b]

      This is also acceptable. Mitsuru aside, I am rather partial to that list of lovely ladies.
      [b]
      So how do the Mudo/Hama skills in this game work? I imagine Naoto would be pretty broken if she were capable of delivering instant death attacks on her opponents.[/b]

      Naoto's opponent has a fate gauge beneath their health. It appears as a gray skull with a number next to it. When that number reaches zero (it appears that specific attacks lower this number, and it regenerates a couple of points between rounds), the skull turns red and starts laughing. When this occurs, if Naoto can land Hamaon/Mudoon, the opponent dies instantly.

      [b]In one of the screenshots, he has a little Tornado icon above his super meter. Any comment as to what that means?[/b]
      [b]
      Also, given that Mitsuru and Akihiko have their Invokers, do they actually do the "shoot yourself" motion during any of their persona attacks?[/b]

      I couldn't tell. The Akihiko players I observed didn't seem to be able to increase that counter much at all. As for those animations, the game moves very fast, so it's hard to tell. In addition to this, Personas can be summoned mid-combo, making it so that a Persona can come out while its user is occupied with other attacks. This leads me to believe that the animations are not in the game.

      [b]Did you play a lot or see a lot of play? If so who were those you noticed played a lot or not played?[/b]

      I got to play four matches before the deafening arcade sounds and cigarette smoke had me feeling sick and unable to hear. While waiting between matches, I watched plenty of other people play. Most people stuck with Yu, Chie, and Yukiko. There were also a good number of Kanji, Mitsuru, and Akihiko players. The least popular characters seemed to be Teddie, Naoto, and Yosuke.

      [b]What can you tell me about Yukiko? which char plays like her?[/b]

      For whatever reason, I didn't actually pay attention to Yukiko matches. In my first match, I defeated a Yukiko. She seems pretty all-round. She has projectiles in the form of fans that she throws. Sorry I don't have much to say about her. I do like her alternate colors though. She looks like Alice.

      [b]How is Ishikawa this time of year?

      How is Mitsuru's swordplay?

      If you're feeling nice you can brief me on Chie as well, thanks![/b]

      I haven't been to Ishikawa. If it's anything like Osaka, the weather has been a little chilly and the vibrant colors of the autumn leaves are most beautiful. I went to Kiyomizudera in Kyoto, where they are having an event where they illuminate the leaves at night and it felt somewhat ethereal. I love this season so much.

      Mitsuru's swordplay is pretty cool. She's very fast and her sword glows and leaves either a red or golden trail, which is neat. One of her supers(?) is basically her critical attack animation, where she slashes a bunch of times and then ends with a kick.

      Chie is awesome. I played as her at TGS. She combos like a dream and is very fast. God Hand, as amazing as it is, only hits where Tomoe currently is, making it hard to position at times. Agneyastra is good, but easy to block. Otherwise, she's great. I also like her alternate colors. [/quote]

      [quote][b]Any Aigis impressions you can pass on, or anyone else I suppose (but mostly Aigis).
      [/b]
      I lost to an Aigis. She had this pretty rough combo where she smacked me down, jumped up and shot a barrage of bullets as I bounced, which caused me to bounce high into the air, where she hit me with a super that involved Athena rushing me with her shield. She did it a couple of times and it bugged me. Otherwise, she's able to put on a lot of pressure with her ranged game. When I managed to get in close, she was a lot easier to deal with.
      [b]
      And why have you guys not shared any vids ;--;[/b]

      I didn't think to bring my camera. I did see a couple of people with cameras recording matches, so the videos could well be out there.
      [b]
      What alt colors does Naoto have?[/b]

      I loved her alternate colors and chose them every time. Her hat and jacket were a beige color, while her pants were red plaid. Her hair was brown and her eyes remained blue. Looked somehow quite fitting for a detective.
      [b]
      Tell me, how is it having three Electricity castors (Yu, Kanji, and Akihiko)? Do they manage to keep all their Elec-based attacks different and varied or is there some overlap in spells?[/b]

      They're varied. One of Yu's supers has him shoot a giant beam of electricity that extends across the screen. Izanagi can also shoot off a small, short-distance ball of electricity, or it could be an electric punch. Kanji has less of a focus on electricity, but his Persona seems to add electricity to its physical attacks, like that most infuriating grab combo of his. Akihiko has an electric move that covers the screen in electricity. It comes out really fast. Really, none of them seem to share even one electric move.
      [b]
      Huh. I didn't expect it to actually be an instant death skill. To be honest I'm still pretty confused. It sounds like it could be incredibly broken or incredibly useless, depending on how easy/hard it is to land.[/b]

      The spells themselves didn't look hard to land. Mudoon is a darkness beam that shoots across the screen. Hamaon is a light beam that shoots up from the ground. It seemed to originate from under the opponent's feet, when I saw it hit. I also saw one player cast Mudoon, but it was executed in the air, so the opponent just stayed on the ground. When I saw it connect, it took Mitsuru from over 50% down to nothing. The hard part is in getting the fate gauge down to zero. The lowest I got it down to was two one time. [/quote][/spoiler]

      [url='http://www.youtube.com/watch?feature=player_embedded&v=4yqL8I39sg4']Persona 4: The Ultimate in Mayonaka Arena Loketest Gameplay 1[/url]

      Quelle: [url]http://www.dustloop.com/forums/showthread.php?12805-Location-Test-Info-%28Not-Discussion!%29-Dec-2-4&p=1209825&viewfull=1#post1209825[/url]

      [spoiler][quote]Quote Originally Posted by Sefie View Post
      **Warning! Sefie Summons a Cyclone of Text**

      Alright, I finally got around to posting up what my friends thought of the game and certain characters they played while there. They said they tried everyone, but only told me about a few. Probably means these are the ones they played the most and remained most prominent in their memory. Works for me, so enjoy Naoto, Aigis, Narukami, and Yukiko fans.

      Gameplay Impressions
      - Plays like JoJo's Circus meets BB. There's definitely some spice of GG in here, but not quite as frantic as the fans remember it. Still an early beta, so it could change.
      - Air Dashes are much more viable now, though ground mobility is the way to go. TGS made air dashing feel super clunky, though that could just be because of the crappy animation back then.
      - Burst so far is just a GTFO mechanic. Tried doing bursts to see what would happen, though I just got a blowback. Here's hoping for a change to that mechanic.
      - Scrubs beware! You like to spam buttons? Prepare to lose your Persona very quickly and get pulverized. Very few characters can last on their own for the entire round, though I'm sure some guys will try to be that badass. So far, Kanji and Narukami are the best at solo survival.
      - Game has an awkward pace. Not quite turtle-like, but also not aggro up the woo-hoo. Need more time to play to feel comfortable.
      - Characters with power ups and status effects are no joke. This has to be the game's main trait that separates itself from others. Stun is a major bitch with no mobility for a while, and silence cripples some characters entirely. Let's not forget the minor players poison and dazed, which can fuck with a person temporarily.
      - Persona's have the ability to continue attacking like they are also playable. Remember their spot until they disappear (even afterwards too, as some characters require that.)

      Character Impressions

      Narukami, Yu
      - Standard like you all imagined, though not as easy to pick up as you may think. Kinda like Ryu. Easy to start off with, but takes a dedicated master to learn all the tricks.
      - His B attacks are great. 5B and j.B have excellent hitboxes to toy around with the opponent, with Yu's hurtbox being much farther away than the active frames. Think Ragna/Sol Badguy 5B and you got an idea of what to expect for ArcSys's latest protagonist fighter.
      - j.b cross-ups for free super easy. You have up to Yu's ass to work with, and it's even easier on Teddy.
      - All or Nothing has invincibility on start up, though I don't think you can combo off it. We didn't get any results for our efforts. Also, don't whiff or get it blocked. Without a roman cancel system here, we don't know how well this move will be other than a typical reversal.
      - His Belial Edge attack A-version might be safe on block, -3 at worst. EX is not, but leaves in pretty good hitstun on impact. Might need to test this out more.
      - Projectiles suck balls as zoning tactic. Leaving Izanagi exposed that long is NOT worth a Zio spell. Dont' do it. Instead, Yu is free to move during the ordeal, so apply some unique JoJo pressure to keep the beat going. Might be able to cancel lag off projectile with a slash move, though I'm not sure how to do it.
      - Ziodyne hurts like a mo-fo. Doesn't do much chip damage, though that might just be an engine trait.
      - Normals all have impressive range and are safe from a distance. Kinda slow at close range, as Akihiko and Chie stuff him pretty easily.
      - Has enough tools to do a decent poke game without Izanagi. Some of his attacks also end in knockdown afterwards, which is something you want if your Persona is gone.
      - Kinda lacks good gatlings.

      Hanamura, Yosuke
      - Probably the best character for a beginner to try out if they want to learn the game and do not want to play Narukami. Fast, does decent damage and combos easy with his gatlings. Narukami does okay, but Yosuke pretty much has every base covered at the expense of not having as much HP.
      - Speed speed speed. This guy has a great dash on the ground or air. Very mobile, matching Aigis real well.
      - 5C is hella good for combos. Keeps the enemy floating for a decent amount of time and chains into his moonsault attacks easy enough.
      - His kunai toss might be enough to do short-hop into BnB. Haven't tried yet, but sounds plausible with Sukukaja buff.
      - Speed buff is no joke. I felt like playing an XF2 Yosuke.
      - Garudyne is one of the best hypers in the game. Utility for lockdown or for combo ending, since it stays on the field for a decent amount of time. Nice panic hyper too. Hoping for a roman cancel of some sort so that we can do some sort of lockdown cross up tactic later.
      - Tentarafoo traps is probably a nice tactic to use, but we didn't bother to play enough. Definitely has some potential, as somebody was tearing it up with corner resets using that spell.

      Satonaka, Chie
      - Another good beginner character, as the main focus would be just on learning her combos. Players don't have to focus on using Tomoe as much as say Hanamura or Narukami.
      - Power Charge is needed to make her combos hurt. Easily can land a 50% BnB solo with it on.
      - Tomoe seems suited for combo finishers or to punish poorly summoned Personas. Mitsuru and Kanji were getting punished pretty often with it. Terrible thing though, Tomoe doesn't have as much range as you may think. She doesn't lunge at all.
      - God's Hand is like v-13 or Lambda-11's Kusanagi sword special, though it could have more range if Tomoe is a little farther away than normal.
      - Agneyastra is trash. Does mediocre chip and doesnt' seem useful unless we get a good cancel system going. Slow to start up too and doesn't remain active long enough.
      - Her counters are probably the easiest to use, though I dunno what you could get off them.

      Amagi, Yukiko
      - The hardest to use out of the main four, but teaches you how to control your Persona real fast. She deals a lot of damage with Konohana Sakuya and Fire Boost, though she's pretty much a free win without them.
      - Lack of a worthwhile reversal makes it kind of a double edge sword for rushing in.
      - Real easy to use her attacks and spam. Also REAL easy to kill Konohana Sakuya for poor usage. She may have projectile negation properties in some of the melee attacks, though I think it's just the lack of caffeine playing tricks on my eyes.
      - Don't play melee. Just don't. Her normals don't have good knockback and just leads to you eating damage. Stay away from Shirogane players too. Silence is not fun at all, because she can die in one combo from Naoto during that time.
      - Real easy to stock Fire Boost and a Fire Break. Try to aim for it too, because her potential for opening up an opponent without it is severely lacking. It's easy enough to stock too, as the casting is decently fast.
      - Save meter for her hypers, but do not do them without at least Fire Boost lvl. 3. That's when you scare your opponent into thinking twice before trying to mess with you. Lvl. 3 Agidyne hurts A LOT, and Lvl. 3 Maragidyne gets you a free combo no matter how you look at it. Combine Maragidyne D with Agidyne charged for easy 40-60% damage combos after Konohana chains into it.
      - Dia is silly, but forces campers to come in. Slow cooldown though.
      - Use her normals to space out Konohana Sakuya's attacks. They're free fireballs after all.
      - Learn to control the field. Maragi limits ground approaches and allows you to use 2B + Konohana's upward swing to keep them at bay. I'm not sure if chip damage is involved, but you definitely control the time.
      - Agi might be useful, but needs more work. I treat it like Noel's qcf gunshot.

      Tatsumi, Kanji
      - For a grappler, he's got a lot of tools many lack. His wide arc attacks make it difficult to get in on him if you don't have a decent projectile. Yukiko gives him a headache big time.
      - His Zio spell or whatever is cancelable into a BnB? Not sure what happened, but some guy did it to me and I lost like 35% of my health in a simple ABC combo. Not cool at all.
      - Take-Mikazuchi's lack of speed is made up for the impressive range. He can give Konohana Sakuya and Artemesia a good run for their money in terms of range in proportion to damage and speed. 2C is proof of this, which draws them in for some good ol' jab pressure from our punk.
      - Imagine a faster, less frame advantage Ragna 5B for Kanji's jab and you got a good idea of what you're getting yourself into.
      - Many types of grabs for different situation. He's definitely no Zangief, but has the ability to play footsies like him.
      - Try to combo or set up the Peacemaking hyper. Like previous reports say, he can start a combo or finish one off with it, giving it one of the best utility hypers in the game. Good range too and not so bad on the cooldown if he whiffs.
      - Troll with Additional Buster. It's worth it.
      - Learn the spacing of his chair normals. It'll help you deal with those annoying swordsman/woman and keep Akihiko/Chie out of your hair. As for Yukiko or Naoto, no clue. Godspeed to you, because I was getting raped by them both.[/quote]

      [quote]Quote Originally Posted by Sefie View Post
      Shirogane, Naoto
      - If you've been a Testament player from GG or a Mu-13 of BB, you're going to feel right at home with Naoto. Long range normals and a solid zoning game would make you think she's just that. The traps are her big ticket, advanced play shit. Learning to control Sukuna Hikona is going to be the difference in landing high damaging combos and netting you the Hamoan/Mudoon kill. Players were capable of using the 5D Sukuna attacks to pin foes down while Naoto was able to space for combos. If you're not sure how either of those characters worked, go look them up on YouTube to get an idea.

      Do note, Naoto doesn't have that large of an arsenal of disjointed hitboxes. It's mainly the gun zoning and Sukuna that gives her such range, as well as her standing B. Against characters with large melee range, great mobility, or impressive Persona attacks, you're going to find yourself in a major predicament. Examples include: Narukami and Chie were giving the Naoto players a hard time.

      - Fate Unlimited Codes Archer players rejoice, your management of meter bars is gonna be huge here too. If you're that beast, it's possible to use Hamaoan/Mudoon kills every round. Absolutely not practical, but picking up on how the reduction and recover system works between rounds can easily net you a comeback or a match sealer. In F:UC, Archer players could spend meter to set up his Unlimited Blade Works (correct me if I'm wrong, it's been a while) Noble Phantasm and literally seal the deal for a round. Naoto has it the same way, though you can't just get all three charges in one combo. Managing your meter between Medigo traps and the Fate reduction is gonna be the main focus of the Shirogane players.

      - Unlike other Personas in the game thus far, Sukuna's small size makes it harder for the foe to hit him. What sucks though, is that the hurtbox on him is larger than his sprite depicts itself. He's also vulnerable during the warp and some even say his blade is a hurtbox (I don't buy it.) Naoto isn't as dependent on her Persona as say, Yukiko or Mitsuru. His main job is to get in and ping the opponent a few times to set up for a bigger combo.

      - Reloading the bullets is pretty crucial. Don't forget to do that. Arcana Heart 3 players should know what this means.

      - Name of the game is control. She can bulldog and zone, but her forte lies in staying mobile and keeping the opponent pestered with shots and Sukuna, with your secondary objective in setting up for a final round Hamaon or Mudoon kill. Both hypers are a pain to combo into, and don't pull a MvC Mudoon hail mary tactic. It's not fast enough to do that, with most of Naoto's hypers kinda mediocre as a reversal. Her meter building is decent, but her hypers are all great. Silence wrecks Mitsuru and especially Yukiko, while knocking down the fate counter of tanks like Kanji and Akihiko gives her another option of approach. Doesn't do a whole lot of damage alone, so you'll need to coordinate your attacks appropriately. Medigo traps are a must.

      - Trust me when we say, it's not that hard to combo into Mudoon. The only question the Naoto player has to do is decide when it's best to do it. I think I saw somebody do something as simple as downward gunshot to Sukuna forward arc (1-hit) to Mudoon. It's super scary when it's time for you to die.

      Aigis
      - Kites like a boss and gives NO fucks to your Persona. Seriously, her main objective might be to just kill off your Persona while pestering you into making mistakes.
      - Has a normal that acts like Nu's 3C. It's pretty sick and keeps the foe away. If only there was one like the 6C now...
      - Orgia mode allows for some insane air control and aerial mix-ups, though Aigis's focuses on the high-low 50/50.
      Didn't get to play Mitsuru, Teddie, or Akihiko. Most of the others who we fought stuck to the big three.
      - Gatling Gun makes sure to keep foes pressured if it hits. Very possible to chip the opponent to death, but she probably has more to her gameplan than that.
      - Remember that FES FMV where you see Aigis jumping around and shooting things? Or her battle against Ryoji? Yeah, that's kinda what you'll be doing here. Aigis is very mobile in the air and keeps people off her with excellent mid-range normals. She can fight full-screen, but doesn't get much of anything off it. Stick to just outside of a sword's range or persona attack range to get the best results.
      - Very spacing dependent.
      - Ground game is a bit lacking, as the lag off her guns get reduced when done in the air.
      - Able to quickly switch between Orgia and normal. Might change later.
      - She suffers from lack of power when dealing with a full character opponent, but if it's just her v.s. a human...then this fight just went to Aigis.
      - Probably the best standalone character in the build thus far. Even when I lost Athena/Palladion, I didn't even change my gameplan.

      That's about it for now. Sorry if your character wasn't covered.[/quote][/spoiler]

      Screenshots, u.a. ein paar Awakening Supers:
      [spoiler][img]http://guardcancel.com/wp-content/gallery/12-8-11-p4u/0759.jpg[/img]
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      Backgrounds:
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      [b]Weitere Loketest-Eindrücke:[/b]
      Quelle: [url]http://www.dustloop.com/forums/showthread.php?12805-Location-Test-Info-%28Not-Discussion!%29-Next-Test-Jan-13-15&p=1268096&viewfull=1#post1268096[/url]
      [spoiler][quote]I didn't get you guys and gals something for valentines day. So, in response to a false alarm family emergency that took me out of the military academy for three days, I got to spend one of those at...YOU GUESSED IT, the loketest! Now that I actually got to go there, there's a very clear image in my head why there's a lack of videos for this game out right now. Guards and patrols were actually present at the test, at the arcade owner's discretion. Apparently has something to do with both ArcSys and Atlus's agreement, so that's why the data flow has been pretty much kept on the low profile. My personal take on it is that they're trying to do what Capcom keeps fucking up on...letting information stay locked up. Too bad they're not doing so hot in the hype train portion by letting out info so slowly.

      tl;dr: No videos from us. We did have the gear and tried! (cellphone included, but...I like having my shit..so that didn't happen.)

      Anyways, back to what you guys really wanna hear. Here's the general breakdown of who went, and who played what.
      Me- (Tag: Aegis-no-Sekai/Sefie): Naoto & Aigis, subbed a bit of Chie.
      Yukio- (Tag: 8WY<3): Yukiko, subbed Akihiko
      Sakuraba- (Tag: Saikyo!Denpa *was in japanese, but my comp is weird): Yu

      General Impressions: Now I'm not that big of a doujin fighter person as I probably should be, but I'd definitely take this game seriously. The flow of battle is actually very smooth and my biggest worry was that he game will turn into different versions of Hakumen duking it out in animated stages. While some characters still act that way, it honestly does feel like a faster paced JoJo's with a hint of BB mixed in. Not quite GG crazy, but I don't think that's where they're going with this.

      Every character feels pretty complete and able to compete. The popular ones are still Yu and Chie, but did see a lot of Mitsuru's rising up. It's probably why we're seeing more data on her (and that 2ch blog.) Can't blame them, and when I get into my impressions about characters, you'll see why I don't think I'll like dealing with her when release day comes.

      Maintaining your Persona is a lot easier to track with the new interface. I didn't have that much of an issue because of who I used because how prominent the cards stand out. Exactly what it looks like, four hits and you're in recovery mode. You really shouldn't be tossing those Persona attacks out haphazardly anyways unless you're dependent on them (like Yukiko, Teddie, and a few others.) Recovery isn't that bad tbh. It really might be because nobody has the game down pact yet, but the gauge recovers fast enough. It's not ball-crushing 30 real time seconds long, but is considerable. I'd guess around 10-15. Memory is kinda hazy about that.

      A lot of the cast got safer gatlings, and those who didn't really didn't need them anyways. Kanji was one of them who probably got some, but his gameplan really didn't require it. He DOES have Take-Mikazuchi to cover half the damn screen with after all (it's all intimidation btw.) I guess it's to add more of a pressure mechanic to the game? I don't really get why, as this game is already stupid in terms of offense power. It's probably why the primer just released showed a lot of defensive options to compensate, which do make a big difference in this game.

      Offense:Defense balance; I'm personally a fan. The blowback attacks people get isn't all real easy to use, like Naoto and Chie's one require a bit of timing for the better payoff (like a wall bounce or potential status down). Ones like Yukiko and Yu's is more liberal to use because they can be tossed out whenever, but they have their costs too with heavy cooldown or health down. Either way, players should make use of this alpha counter because things get pretty hectic when you have Orgia mode Aigis pinning you down or Mitsuru with Artemesia controlling all the actions. I'd compare them to just frame blockings in a way, though it seems it's not nearly as tight timing wise.

      Health bars don't disappear too fast, and most people have pretty good balances between what they can do and how much HP they have. I personally think Mitsuru needs a little less because of the how crazy her field control can get, but I don't know how she is as a player. Could be something I'm missing, cause it is the first time for me trying this game out. We don't have retarded shit yet like Kanji's grabs taking out nearly half your health on CH, though maybe that'll increase his threat level more? I dunno.

      No one was doing 3/4 life damage combos w/o awakenings. The only one who got close was a Teddie player and a fellow Naoto mainer, both requiring loads of set up before the deed was done. Might change later, who knows. ArcSys games are known for bullshit damage in their later life. :3

      All-Out Attacks are like dust attacks from GG. Kinda slow, but you can mash A or B for more damage. C sends them flying up, while D kicks them closer to the corner. Depends on what your character benefits from. If they're Akihiko, then a corner rush would benefit you more as his air tools aren't the best. Someone like Chie or Yukiko can take the C launcher because of their air moves and hitboxes (Yukiko in particular can get a nice reset opportunity by combining Maragi lvl.2 as a finisher.) I don't think there's a quick dust attack like the later GGs, but it seems kinda easy to get into the AOA. Scales damage kinda though, so you'd have to do the attack somewhat early in the combo (until combo video masters show us otherwise.)

      Burst is a blowback mechanic like usual. Its nice to see the meter fill portion from GG back. Haven't got to toy around with it though, so I don't know if the usage can be similar. I'd assume so.

      Overall, I think GG fans can get into this game better than BB. It's faster pace imo, though not up to the standards of its originator because of the Persona usage. While it slows down the pace of the fight somewhat, it's not to the point where it's unbearable. Honestly, I kinda like the pace. You can still pull off split second mix ups with certain characters, but you'll need to always manage your Persona's health in order to get the maximum effect. Their deceiving hitboxes/hurtboxes and range of effect is stellar and adds new depth to this game. Get hyped, this one's a keeper![/quote][/spoiler]

      [b]P4U-Chars in GG/BB-Colors[/b]
      Quelle: [url]http://www.dustloop.com/forums/showthread.php?13556-P4U-Characters-feat-GG-amp-BB-colors&p=1269217&viewfull=1#post1269217[/url]

      [spoiler]
      Yu: P3 Hero
      [img]http://img18.imageshack.us/img18/3066/73352328.jpg[/img]
      Yu: Ragna
      [img]http://img341.imageshack.us/img341/6398/68595759.jpg[/img]
      Yu: Ky
      [img]http://img214.imageshack.us/img214/4845/33491951.jpg[/img]
      Yousuke: Jin
      [img]http://img845.imageshack.us/img845/600/jinp.jpg[/img]
      Yousuke: Chipp
      [img]http://img221.imageshack.us/img221/4761/98160049.jpg[/img]
      Chie: Makoto
      [img]http://img14.imageshack.us/img14/8930/chiewb.jpg[/img]
      Chie: Jam
      [img]http://img220.imageshack.us/img220/439/37291758.jpg[/img]
      Yukiko: Carl
      [img]http://img809.imageshack.us/img809/3734/26827833.jpg[/img]
      Yukiko: Anji
      [img]http://img37.imageshack.us/img37/7195/27785542.jpg[/img]
      Kanji: Tager
      [img]http://img811.imageshack.us/img811/1781/58296154.jpg[/img]
      Kanji: Potemkin
      [img]http://img23.imageshack.us/img23/9933/37042521.jpg[/img]
      Kuma: Taokaka
      [img]http://img27.imageshack.us/img27/2752/18839596.jpg[/img]
      Kuma: Faust
      [img]http://img535.imageshack.us/img535/5037/21634524.jpg[/img]
      Naoto: Hazama
      [img]http://img4.imageshack.us/img4/8276/62022699.jpg[/img]
      Naoto: May
      [img]http://img853.imageshack.us/img853/5109/53280992.jpg[/img]
      Mitsuru: Litchi
      [img]http://img823.imageshack.us/img823/9117/in2f.jpg[/img]
      Mitsuru: Axl
      [img]http://img39.imageshack.us/img39/7312/mitsuru.jpg[/img]
      Akihiko: Bang
      [img]http://img846.imageshack.us/img846/1274/27310782.jpg[/img]
      Akihiko: Slayer
      [img]http://img818.imageshack.us/img818/2269/70113083.jpg[/img]
      Aegis: V13
      [img]http://img52.imageshack.us/img52/8947/24999445.jpg[/img]
      Aegis: Justice
      [img]http://img692.imageshack.us/img692/9827/24795641.jpg[/img]

      Also, for each character you can pick w/o glass and w/ glass version. (like my avatar)
      P3 casts and Kuma also get their own glasses

      [img]http://img713.imageshack.us/img713/2159/74729176.jpg[/img]
      [img]http://img41.imageshack.us/img41/4867/mitrh.jpg[/img]
      [img]http://img594.imageshack.us/img594/8426/akie.jpg[/img]
      [img]http://img16.imageshack.us/img16/2104/24724715.jpg[/img]
      [/spoiler]

      [b]Weitere Farb-Sets:[/b]
      [url]http://www.dustloop.com/forums/showthread.php?13556-P4U-Characters-feat-GG-amp-BB-colors&p=1271009&viewfull=1#post1271009[/url]

      [b]Neuer Char Labrys vorgestellt:[/b]
      [url='http://i.imgur.com/R3DJI.jpg']Labrys scan 1[/url]
      [url='http://i.imgur.com/EC4Pn.jpg']Labrys scan 2[/url]

      [b]Weiterer neuer Char Elizabeth vorgestellt:[/b]
      thx emjay^^
      [spoiler][url]http://www.siliconera.com/2012/03/20/persona-4-arena-adds-elizabeth-and-playable-shadow-labrys-to-the-roster/[/url]
      [quote]A new challenger is coming to Persona 4: Arena. Elizabeth, the Velvet Room guide and possible girlfriend from Persona 3 FES, is joining the fight with Thanatos as her persona. One of her risky attacks is switching the other player’s HP and SP. Elizabeth will be available in arcades on April 5.

      Famitsu also confirms Labrys will become a playable character in Persona 4: Arena on March 22. Shadow Labrys will join her on April 19.

      Since Persona 4: Arena won’t come to consoles until summer, we’ll probably see Elizabeth and Shadow Labrys in the roster too.[/quote]
      [img]http://farm7.staticflickr.com/6120/6856096402_5a4f482b7c_z.jpg[/img][/spoiler]

      [b]Elizabeth Screens:[/b]
      [spoiler][img]http://storage.siliconera.com/wordpress/wp-content/uploads/2012/03/P4A_elizabeth_01_thumb.jpg[/img]
      [img]http://storage.siliconera.com/wordpress/wp-content/uploads/2012/03/P4A_elizabeth_02_thumb.jpg[/img]
      [img]http://storage.siliconera.com/wordpress/wp-content/uploads/2012/03/P4A_elizabeth_03_thumb.jpg[/img]
      [img]http://storage.siliconera.com/wordpress/wp-content/uploads/2012/03/P4A_elizabeth_04_thumb.jpg[/img][/spoiler]

      [b]Homeport Screens:[/b]
      [url='http://andriasang.com/con0py/p4_arena_story/']First Look: Persona 4 Arena's New Story Mode[/url]
      [url='http://andriasang.com/con0qo/p4_arena_modes_story/']Persona 4 Arena Modes and Story Screens[/url]

      [size=12][b][u]Videos[/u][/b][/size]
      [url='http://youtu.be/pZxZSR2aoXU'][P4U]Persona 4 The Ultimate in Mayonaka Arena Combos[/url]
      [url='http://youtu.be/2-BtfRVuGsA'][P4U]Persona 4 The Ultimate in May

      Dieser Beitrag wurde bereits 53 mal editiert, zuletzt von old_man_entnervt ()

    • omg, I just came und ich müsste jetzt zur Arbeit -_-

      Seriously, Persona + ASW = WIn!


      chun_li1
      Bemu Semi-Retired, Keeper of the Secret Arts

      <Jesus> aber abwarten
      <Jesus> falls dizyz kommt tun mir die leute leid
      <Jesus> falls du dann wieder einsteigst

      Atm am spielen :
      Ich bin Setsuna :angry:

      Nuka Welt - weil ich durstig bin
    • Neue Informationen zur Umsetzung:
      andriasang.com/e/blog/2011/08/…ona_fighting_game_update/

      "Speaking with Famitsu, the game's producer, Arc's Toshimichi Mori, said that he was shocked when Atlus came to them with the offer to work on the title. The BlazBlue team includes many fans of the Persona series, so their motivation for the project was very high, he said."

      Und ich erst, Mori, und ich erst....

      Atlus + Arcsys = besser geht es wirklich nicht. Atlus wissen schon, wen sie ansprechen sollen^^

      Screens:
      Insert Game - Retro & Arcade Gaming Community
      Play Blazblue/Persona/Under Night, join #blazblue (<- mich kann man anklicken.)

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von old_man_entnervt ()

    • Aria Esther schrieb:

      Instant Buy!
      Die scheinen ja echt weit zu sein mit dem Game, hoffe mal da werden auch charaktere aus Nocturn,DDS usw drinne sein :p
      Cheers!
      -Aria-



      Unwahrscheinlich, da das andere Spin offs sind von SMT. ASW ist auch nicht dafür bekannt Bemus zu machen mit 20+ charas am Start. P3 & 4 charas sollten es atm nur sein.



      Hat jetzt seine eigene Seite : p-atlus.jp/p4u/


      chun_li1
      Bemu Semi-Retired, Keeper of the Secret Arts

      <Jesus> aber abwarten
      <Jesus> falls dizyz kommt tun mir die leute leid
      <Jesus> falls du dann wieder einsteigst

      Atm am spielen :
      Ich bin Setsuna :angry:

      Nuka Welt - weil ich durstig bin