Massive Changes Applied to Persona 4 Arena Ultimax in Latest Arcade Update

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Persona fans, rejoice! Our very own James Xie recently finished translating the extensive changelog Arc System Works released for the latest arcade update to Persona 4 Arena Ultimax (known as Persona 4 The Ultimax Ultra Suplex Hold in Japan). Far from a minor patch, however, this revision brought the game to ver.2.0, providing numerous changes for both the base gameplay mechanics and individual cast members.

Some of the most extensive adjustments came to the way Shadow characters play. These dark versions of the main lineup now have access to reversal bursts in addition to their unique Shadow Frenzy (also known as Shadow Berserk) mode. Additionally, those stuck in a Shadow Frenzy combo can no longer burst out. As a large number of Shadow characters never saw much representation in competitive play, this will hopefully provide a bit more variety in tournaments moving forward.

But enough talk! We’ve included in the entire list of changes below, so feel free to check it out and let us know what you think.

System Mechanic Changes

Shadow

  • Reversal Burst added
  • HP changed for some characters
  • Attack Power increased
  • SP gain rate adjusted
  • Can no longer carry SP between rounds

Shadow Berserk

  • Shadow Berserk uses Burst Gauge instead of SP Gauge to activate
  • SP Gauge usage during Shadow Berserk adjusted
  • Opponents cannot burst during Shadow Berserk
  • When Shadow Berserk is activated with 100 SP, it recovers Persona Gauge

S Hold System

  • Only usable in single player
  • Changed the S-Hold gauge location
  • Charging does not get interrupted when you take damage
  • Removed the Auto Combo attribute from the S-Hold Skills
  • Increased S-Hold gauge charge speed
  • Decreased lag time between letting button go and skill coming out
  • Decreased time for holding button between gauge disappearing

Auto Combo

  • 3rd part  no longer provides Auto Combo Bonus
  • 4th hit Skill Attack provides Auto Combo Bonus on hit

All-Out Attack

  • On air-hit it is now airtechable
  • Increased pushback when blocked, but not in the corner
  • The follow-up can be performed by holding a button

Ground Throw

  • On hit, can be canceled into SP Skills

Freeze

  • Can also be dispelled via button inputs

Bad Statuses

  • Now shows a message for each

Confuse

  • Can block by holding directional inputs in either directions

Spin Damage State

  • Guard only time frame removed from Spin State

Persona Break

  • Changed location of the indicator to better indicator who was Persona broken.

Damage

  • Damage adjusted, a number of SP Skills have their damage lowered
  • Ground throws adjusted to deal around the same damage
  • SP Skill guaranteed damage adjusted, a number of them reduced

Damage Proration

  • Changed the amount of damage reduced as proration increases*
  • Adjusted the proration amount for several moves
  • A number of multi-hitting attacks now only apply proration once
  • Adjusted the character combo rate for a number of characters

Various Persona Attacks

  • Persona is invulnerable from appearance until just before the attack frame window
  • When clashing, now acts like normal clash

Reversal Burst

  • Unburstable attribute added

One More Burst

  • When used in the corner, no longer pushes you away from the corner

SB Skills

  • Changed so that it uses SP the moment it comes out

Items and Various Objects

  • Now have a fixed 1P and 2P color

Character Select

  • Remembers which type of character you used last

Stage Select

  • Can only select stages during Event Mode

Score Attack Mode

  • Changed the courses

Golden Arena Mode

  • New courses and new skills added

Dan Ranking

  • Dan Ranking is individual to each character now
Yu Narukami

Standing A (Both Forms)

  • Reduced attack active frames

Standing AAA (Shadow)

  • Can be canceled into sweep

Standing B

  • Increased recovery time

Standing C

  • Worsened frame difference on block

Crouching C

  • On air hit, floats lower

Crouching D

  • Time until persona disappears is now shorter

Jumping 2B

  • Can now be inputted via diagonal inputs
  • Reduced lower area hitbox size

Jumping C

  • No longer floats on ground counter hit

Jumping D

  • Time until disappears is now shorter
  • Removed landing recovery
  • If Persona is in front, will perform the attack from that position

All Out Attack

  • Reduced recovery time

Ground Throw

  • Lowered float height on hit, can no longer be combo from

Air Throw

  • Reduced untechable time

B Heroic Bravery

  • Made the earlier animation frames easier to differentiate. No change to performance

SB Heroic Bravery

  • Changed attack properties, is now a strike attack

Zio (All Versions)

  • All air versions are now counter hit state
  • All air versions cannot land before attack startup is finished

C Zio

  • Increased projectile speed
  • Increased time gap before Narukami can move again

D Zio

  • Changed attack properties, is now a projectile that flies faster than C version
  • Made the Persona appear closer by

SB Zio

  • Changed attack properties, is now a large projectile that move slowly

Raging Lion (All Versions)

  • Ground versions are now all Fatal Recovery state

B Raging Lion

  • Reduced recovery time
  • Reduced untechable time
  • Increased landing recovery when the button is held down
  • Decreased movement speed when the button is held down

Swift Strike (All Verisons)

  • Increased attack hitbox size of interior and upper area
  • Removed Fatal Recovery state from D and SB versions
  • Decreased untechable time for B+D follow up to SB version

Lightning Flash (All Versions)

  • Removed Fatal Recovery state
  • Charging attack portion for the A and B versions now causes stagger on hit
  • Charging attack portion for the A and B versions can now be One More Canceled

D Ziodyne

  • Decreased startup time for the ground version, increased startup time for the air version
  • Reduced recovery time
  • Decreased untechable time
  • Persona will turn to attack opponents from its current location

SB Ziodyne

  • Decreased startup time
  • Decreased recovery time for the ground version

Cross Slash (All Versions)

  • Added Fatal Recovery state
  • Increased startup time

Myriad Truths

  • Changed to projectile attribute

Certain Persona Attacks

  • Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Zio)
Yosuke Hanamura

Standing AAA (Both Forms)

Reduced recovery, can now move while midair

During auto combo, now performs Garudyne after the kunai are thrown

 

Sukukaja Auto Combo

Added Fatal Recovery state

 

Sukukaja Standing A (5th Hit)

Now floats higher on hit, reduced untechable time and is now ground techable

 

Crouching A

Decreased attack active frames

 

Standing B

Increased recovery time

 

Standing C or Crouching C

Now counts as a separate move between normal and Sukukaja versions

 

Jumping A (And Jumping BB)

Increased startup time

Decreased hitbox area of bottom portion

 

Jumping A+B

Can no longer be canceled during the initial frames to cause a trajectory change

 

Jumping C

Decreased startup time, increased number of hits

Improved frame difference when blocked

Decreased untechable time

Persona now appears lower

 

Sweep

Decreased recovery time

 

All Out Attack

Increased total hitbox area of interior area, making it harder to whiff up close

Reduced recovery time

 

All Out Attack Finish D

Now blows the opponent farther away

 

Ground or Air Throw

Decreased total poison time

Increased hitstun on ground throw

 

Dodge

Decreased active frames

Can now ground teched on air hit

 

Dash Spring (All Versions)

Decreased recovery on hit for A and B versions

Increased blowback on air hit for A and SB versions, decreased blowback for B version

 

B Dash Spring

Decreased pushback and ground hit

 

SB Dash Spring

Decreased startup time

Increased untechable time

Increased blockstun when blocked

 

Tentarafoo (All Versions)

Decreased startup time

Removed Fatal Recovery state, now causes Fatal Counter on hit

Increased float on hit, floats even higher on counter hit

Can be dash canceled during Sukukaja

No longer pushes the opponent, won’t miss the opponents this way

 

Flying Kunai (All Versions)

Thrown kunai now spread out while flying

Reduced landing recovery, can be One More Canceled

Changed blowback on hit, can now be followed up in the corner

During Sukukaja, can be air dash canceled

 

A Flying Kunai

Now flies at a slower speed

 

Mirage Slash (All Versions)

Now becomes invincible sooner

Persona is invincible during the move

Persona now disappears slower

Changed properties of D and SB version, D version does not attack while SB version does

 

Moonsault

Invincibility window on the A and B versions is now later

 

A Moonsault

Changed trajectory, now moves more horizontally

 

SB Moonsault

Decreased startup time

Decreased landing recovery

Decreased horizontal movement speed, easier to hit the opponent with

Adjusted blowback, making it easier to combo into Crescent Slash

 

Crescent Slash (All Versions)

Adjusted blowback, making it easier to combo into Crescent Slash

Changed attack property, making it harder to accidentally perform Flying Kunai

 

A Crescent Slash

Decreased falling speed after attack

 

B Crescent Slash

Increased startup time

 

Flying Flash Cut (All Versions)

Adjusted blowback on hit, now easier to hit with the second hit

Reduced untechable time on C and D versions, increased untechable time on SB version

Decreased recovery on D and SB versions, can be canceled into other skills earlier

Can perform Moonsault in either direction after One More Cancel

Persona now disappears slower

 

SB Flying Flash Cut

Decreased startup time

Projectile invincibility now starts earlier, runs out in the later portion of the attack

Worsened frame difference when blocked

 

Air Attack/Movement Limitations

All aerial attack limitations are now counted separately

(Moonsault X 3 > Mirage Slash or Flying Kunai etc can be done)

Flying Kunai can be performed up to 3 times per jump

Flying Kunai can now be performed even while kunai are still on the screen

Mirage Slash can only be performed once while airborne

 

Sukukaja (All Versions)

Invincibility during the superflash now continues

 

D Sukukaja

Decreased effect time

 

Shippu Nagareboshi (All Versions)

Added Fatal Recovery state

Changed trajectory (C version is diagonal, D version is straight up, and SB version is horizontal)

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Chie Satonaka

Standing A (Both Versions)

Can be normal canceled into Standing A in the later portion of the move

Increased recovery time

Decreased hitstun time

 

Standing AA (Normal Version)

Decreased startup time

 

Standing AA (Shadow Version)

Adjusted blowback, easier to hit on air hit

 

Standing AAA (Normal Version)

Can be canceled into All Out Attack or Sweep

Adjusted blowback, easier hit on air hit

3rd hit can be canceled into Skills

Decreased startup time of 3rd hit

 

Standing AAA (Shadow Version)

Can be canceled into All Out Attack or Sweep

Adjusted blowback, easier hit on air hit

Will not accidentally perform skills on Auto Combo

 

Standing B

Increased hurtbox area on front portion

 

Crouching C

Changed hit property, now freezes on the first hit

Decreased startup time

Decreased recovery time

Increased untechable time and freeze time

Increased attack hitbox of outer and inner area

Can be canceled into mini jump

 

Standing D and Crouching D

Increased pushback on hit

 

Standing DD and Crouching DD

Decreased pushback on hit

 

Standing D

Decreased startup time

Removed Fatal Counter from last hit

 

Crouching DD

Decreased blockstun when blocked

 

Jumping 2B

Increased diagonal hitbox area

 

Jumping D

Persona now appears diagonally upward

 

Jumping 4D

Persona now appears diagonally downward

 

All Out Attack

Reduced recovery time

 

High Counter

Can no longer be super canceled after landing

Ground version floats lower on hit

Removed Fatal Counter from air version

 

Rampage (All Versions)

During Shadow Berserk, cannot be performed

 

B Rampage

On ground hit, does not push back as far

 

B Skullcracker

Increased float on hit, decreased untechable time

 

SB Skullcracker

Increased untechable time

Decreased recovery

 

Dragon Kick (All Versions)

Increased landing recovery of C and D version, added Fatal Recovery

Increased horizontal movement speed, increased fall speed of C and D versions

 

C Dragon Kick

Adjusted blowback, now causes a wall bounce midscreen

 

D Dragon Kick

Adjusted blowback, now cause a wall bounce in the corner

 

SB Dragon Kick

Counter hit now has the same blowback as a normal hit

Adjusted blowback, no longer causes a side switch when hitting in the corner

 

Herculean Strike (All Versions)

Decreased startup time of A and B versions

Improved frame difference of A and B versions when blocked

Increased lower area hurtbox

No longer affected by dash inertia

Adjusted input window for follow-up attacks, making them easier to form

 

B Herculean Strike

Decreased blowback on hit, floats higher than previously

Only causes a wallbounce on counter hit

 

SB Herculean Strike

Removed Fatal Recovery state

Becomes projectile invincible during the motion

Increased untechable time

During the initial phase, increased the backward step length and increased the forward movement portion

Reduced blowback on hit, increased float height

 

C Black Spot

Increased untechable time

 

D Black Spot

Improved frame difference when blocked

 

SB Black Spot

Decreased recovery time

 

Power Charge (All Versions)

Changed Time Gauge to Stock Gauge

Various normal attacks also consume charges now

Added chip damage effect to blocked attacks

Increased SP gain rate while active, changed damage rate increase

Reduced invincibility time of B and SB versions

 

B Power Charge

Increased total recovery

 

God Hand (All Versions)

Added a time stop effect during the super flash

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Yukiko Amagi

Standing A (Both Versions)

Reduced recovery time

 

Standing AA (Both Versions)

Decreased startup time

Decreased recovery for normal type

 

Standing AAA (Both Versions)

Can be normal canceled into sweep

 

Crouching A

Increased hitbox size for upper area

 

B Attacks

When touching a Persona attack, can be normal canceled

 

Crouching B (All Versions)

When inputted with a down back input, fan speed is slowed down

Increased recovery time for all versions aside from down forward input

 

Standing D (All Versions)

Increased untechable time

 

Crouching D (All Versions)

Only the first hit is an overhead attack

Removed Fatal Recovery state from Crouching D and down forward version

 

Jumping B (All Versions)

When low to the ground, does not hit as a low attack

Reduced landing recovery time

Increased movement speed of Yukiko

 

Jumping 4B

Increased projectile speed

 

Jumping C

Persona now appears slightly farther forward and slightly higher

 

Jumping D Attacks

Only the first hit is an overhead attack

 

Sweep

Reduced attack active frames

 

All Out Attack

Decreased startup time

Increased recovery time

Now becomes invincible sooner

 

Agi (All Versions)

Decreased recovery time

Ground A and SB versions do not float on hit

 

A Agi

Ground versions on air hit do not float as high

Ground version floats on counter hit, floats higher

 

SB Agi

Decreased startup time

Does not push back as far on ground hit

 

Agi (Flame Portion)

Increased untechable time

Decreased startup time

 

Maragi (All Versions)

Removed Fatal Recovery state

 

Flame Dance (All Versions)

Increased untechable time of the second hit of the A version

Adjusted collision box, can now be hit easier by opponents

 

B Flame Dance

Decreased startup time

 

Fire Boost / Fire Amp

Decreased total recovery

The timing of the gauge level increasing is now earlier

Persona now disappears sooner for Fire Amp

Changed the damage increase rate for each level

Can perform Phoenix Flame Swirl at level 3 and up

 

Fire Break

Removed Fatal Recovery state

Cooldown between uses is now longer

 

Phoenix Flame Swirl

Can now be one More Canceled

Decreased startup time

Can be canceled into various skills

Air versions can no longer land before the attack comes out

Adjusted recovery time, Grounded A and B versions are shorter, but all other versions are longer

 

Agidyne (All Versions)

Added Fatal Recovery state

 

SB Maragidyne

Changed the flame appearance patterns

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (All C Attacks, All versions of Agi, All versions of Maragi, All versions of Flame Dance)

Kanji Tatsumi

Standing AA (All Versions)

Can be performed when holding back

 

Standing AAA (Normal)

Untechable time is now affected by combo proration

Decreased untechable time

 

Standing AAA (Shadow)

Can now be normal canceled into sweep

 

Standing B

Can be normal canceled into Standing C and Crouching C

 

Standing C

Increased Persona attack hitbox size in the frontal area

When charged to maximum (just frame), cause a forced Fatal Counter

 

Jumping A

Decreased startup time

Increased untechable time

 

Jumping C

Decreased startup time

Decreased landing recovery time

Removed Fatal Counter

Removed Fatal Recovery state

 

Sweep

Added invincibility to Chest attribute attacks

 

All Out Attack

Invincibility frame now occurs sooner

When performing the version by holding forward, recovery increased

 

Ground Throw

Increased startup time

Increased movement distance

Can be canceled into from B and C attacks

 

What a Pain!

Changed attack attribute to projectile

Can no longer clash

Reduced untechable time on counter hit

 

Cruel Attack

Second hit of the aerial version is now a head attribute attack

Worsened the frame difference of the A and B aerial versions

Increased untechable time of B and SB aerial versions

When performing an Auto Combo, prevent an SP skill from coming out by holding back

 

A Cruel Attack

Increased hitstun time

Increased recovery time, no change on block

 

SB Cruel Attack

Decreased startup time

Will no longer jump over crouching opponents

 

B Follow-Up Cruel Attack

Can canceled into Bet Ya Can’t Take This! before the active frames

 

SB Cruel Attack

Can be One More Canceled, One More Burst canceled

Can be Super Canceled

 

Gotcha! (All Versions)

D and SB versions can no longer be One More Canceled

 

This’ll Hurt! (All Versions)

Reduces dash inertia before active frames

D and SB Version’s strike invincibility now starts later

 

D This’ll Hurt!

Removed Fatal Recovery state

 

Primal Rage (All Versions)

Can not be performed with upward diagonals

When Persona is recovering, decreased hurtbox size of the back area

Decreased startup time of C and SB versions, increased startup time for D version

Persona now passes through the opponent on hit for C and SB versions

Reduced recovery for Kanji for D and SB versions

After the D and SB versions become invincible, the Persona can no longer be stopped

 

C Primal Rage

Increased recovery time for Kanji

Reduced recovery time for the Persona

Increased Persona’s movement range and attack active frames

Increased hitstop and untechable time

On hit, the time frame where the Persona cannot appear can be canceled

Can be One More Canceled

On counter hit, no longer causes a wall bounce

 

D Primal Rage

On counter hit, only causes a wall bounce in the corner

 

SB Primal Rage

On hit, can cancel into Persona attacks

 

B Ass Whoopin’, Tatsumi-Style

When hitting up close, time until the chair falls has been increased

When hitting from far away, increased the bounce height of the chair

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Teddie

 

Standing AA (Normal)

The longer the button is held, the longer the recovery is

After the 8th hit, can no longer be jump canceled

Increased counter hit window during the move

By holding forward and the A button, the performance of the move also changes

 

Standing AAA (Normal)

Reduced the active frames of the last hit

 

Standing AAA (Shadow)

Can be normal canceled into Jumping 2C or Sweep

Can be jump canceled

 

Standing B

Can be normal canceled into itself for a maximum of 3 times

Increased untechable time on counter hit

Does not increased untechable time after a wall bound has occured

 

Standing B (2nd Hit Onward)

Increased recovery

On the 3rd swing, cannot be canceled on block

On the 3rd swing, can be canceled into jump or skills on hit

 

Crouching B

Increased downward portion of hitbox

 

Crouching C

Can be special canceled

 

Jumping A

Frame difference when airblocked worsened

 

Jumping B

On counter hit, after the ground bounce, can be ground techable

Recovery is worse when blocked

 

Jumping C

Increased recovery for the Persona

 

Jumping 2C

Persona now appears from the ground

Does not hit opponents on the ground

Can be normal canceled into Jumping C, Jumping A+B, and special canceled

No longer causes Fatal Counters

 

All D Attacks

Changed the attack portion’s blowback, reduced untechable time

Persona can no longer appear offscreen

Persona is no longer projectile invincible, only projectile invincible during the held version

 

Crouching D and Jumping 2D

Persona appears slightly farther forward

Persona slightly bounces now

 

Jumping D and Jumping 2D

Increased landing recovery

Now counter hit state during the motion

 

Sweep

Creates a different number of fish depending on the number of times the move is used

On the 3rd time the attack is used, it creates 3 fish

The hit property of the 3 fish version is different from normal

 

All Out Attack

Becomes invincible at an earlier time

Decreased recovery time

 

Jumping A+B

On hit, causes a ground bounce

No longer has an All Out Rush follow-up

Adjusted total performance, now works as a single hit overhead attack

 

Items

Various items now have a set 1P or 2P color

 

MF-06 Brahman / Heavy Armor Agni / Turbo Recon Dyaus

Can be destroyed by an opponent’s attack

 

Dr. Salt Neo / Mystery Food X / Muscle Drink

Can be knocked away by both player’s attacks

Can no longer be picked up as they are disappearing

Items cannot be picked up when a player is projectile invincible

Item pickup range increased

 

Mystery Food X

Now reduces HP when acquired

 

Muscle Drink

Rage time has been reduced

 

Bike Key

When both player and opponent acquire the key at the same time, priority is given to the player

If the opponent picks up the Bike Key, they gain 10 SP and the bike doesn’t come

Can no longer be picked up as it is disappearing

Can only be picked up while on the ground

Item pickup range increased

 

Dry Ice

Disappears soon after landing on the ground

 

Mobile Model Varna

On counter hit, causes stagger

Now foot attribute

 

D-Type Prithvi

After set on the ground, becomes Armor Invincible

When not invincible, can be broken by opponent’s attacks

When invincible, blocks opponent’s attacks and attacks

When an opponent is overhead this item, it attacks

Is not Armor Invincible during attacks

 

Amagiya Buckets

After the second row, horizontal placement is no longer affected by screen placement

 

Teddie Decoy

Increased the opponent’s hitstun time

On successful counter, attack active frames reduced

 

Bearscrew (All Versions)

B and SB Versions are no longer Fatal Recovery State

 

B Bearscrew

Increased untechable time

On hit, floats the opponent and allows for follow-ups

Worsened frame difference when blocked

 

D Teddievision

Reduced total recovery

 

D Teddie Warp

Added a physical attack during the rush portion

 

Puppet Teddie (All Versions)

Can change the trajectory of the B and SB versions by inputting Up, Right, or Left

After the attack, the B and SB version now fall faster

The B and SB versions now cause a wall bounce on air hit

The A version now only causes a wall bounce when near the corner

For the airborne versions, can act after during the drop

Reduced the landing recovery of the airborne versions

 

A Puppet Teddie

Reduced the recovery time

 

B Puppet Teddie (Air)

Increased the recovery time

 

2D Teddie (All Versions)

Made the hurtbox during the animation lower

 

Mystery Teddie SP

Can now do D attacks during the cooldown gauge of Mystery Teddie SP

 

SB Tomahawk

Decreased startup time

 

B Nihil Hand

Increased startup time

 

Guard Cancel Attack

Increased recovery time

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Teddievision)

Naoto Shirogane

Standing A>A>A

Can be chained into All Out Attack or Sweep

In normal Naoto’s case, it forces crouching on hit

 

Crouching C

Increased untechable time

Can be canceled when blocked

On hit, floats lower

 

Charged Crouching C

Increased untechable time

 

Standing D>D

When the attack starts up, will turn to face opponent

 

Jump A

Can only be chained a maximum of 3 times

 

Jump D

Improved frame advantage on hit and block

Reduced untechable time

 

All Out Attack

Becomes invincible faster

Reduced recovery

 

Shield of Justice

Reduced hitstop when becoming invincible

 

Countershot / Countershot II

Comes out slower, but startup from fastest possible input unchanged*

From the second hit, reduces Fate counter by 1*

Countershot II does not wallbounce anymore

 

Safety

Total recovery increased, total frame difference from fastest startup unchanged

 

B Double Fangs

When using Shadow type or reloading, B Double Fangs gives Auto Combo Bonus

 

All Midair Double Fangs

Increased untechable time

No longer increases untechable time after ground bounce

Reduced blowback from A/B versions

 

B Double Fangs (Midair)

Increased landing recovery

 

SB Double Fangs (Midair)

Falling speed increased, second hit’s hitbox now hits lower

 

Blight (All Versions)

Reduced poison active time

Decreased D and SB versions startup time

Increased D and SB versions Persona movement speed

Increased D and SB versions untechable time

During the flying portion of the attack, does not float

 

C Blight

Reduced blowback, increased float height

 

D Blight

Reduced recovery

 

SB Blight

Hitstop no longer affects main body

 

Remaining Ammo

Begins recovery as soon as you exit the shooting stance

 

Aim (All Versions)

Can use the B and SB versions even when ammo is recovering

 

A Aim

Switching between shooting stances is now much faster

Removed the input buffer from A Aim

 

B Aim

Added projectile invincibility to the second half of the stance

 

SB Aim

Removed Fatal Counter state

 

Snipe (All Versions)

Shots at different angles are now faster to perform

Can be canceled into B and SB Aim

Removed the Fate Counter removal property from the last shot

Lessened recovery of the final shot of A, B, and C version and all SB versions

 

Snipe(Front)

When performing an Auto Combo, by holding back, you can prevent a SP Skill from coming about

 

SB Snipe(Front)

Reduced startup

 

Snipe (Anti-Air) and SB Snipe (Anti-Air)

The last shot can bounce off the ceiling and walls

 

Snipe (Special) and SB Snipe (Special)

Reduced recovery

Increased blowback

When the normal version is blocked, causes pushback

Reduced untechable time for SB Version

 

All Hair Trigger Megido

Adjust to always remove Fate Counters when it hits

 

C Hair Trigger Megido

Removes three Fate Counters on hit

 

SB Hair Trigger Megido

Reduced the recovery of the ground version

 

Anti-S SP Pistol Alpha Uzi

Untechable time is now affected by proration

Increased untechable time

Reduced Mute time

 

Anti-S SP Pistol Beta Shotgun

When it hits a second time, only removes 1 Fate Counter

Reduced Fear time

 

SB Anti-S SP Pistol Alpha Uzi

Second part now starts up slower

Increased recovery

 

Hamaon and Mudoon

Removed Fatal Counter state

Untechable time is no longer affected by proration

Decreased Mudoon startup time

Increased Mudoon active frames

 

Raid

B follow-up now removes 2 Fate Counters on hit

 

All Critical Shots

Added Fatal Counter state

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Blight)

Akihiko Sanada

 

Auto Combo (Normal Form)

Changed skill to A Assault Dive

3rd hit can be canceled to All Out Attack and Sweep

4th~6th hit can be canceled into Skills

6th hit blowback has been adjusted to be easier to combo off of

 

Standing B

Removed Fatal Counter

Decreased hitstun of first hit

 

Crouching B

Decreased attack active frames

 

Standing D Attacks

Maintains cyclone level, can be canceled into various attacks

 

Sweep

Moves forward in accordance with cyclone level

 

All Out Attack

Invincibility window is now sooner

 

Double uppercut

Increased startup time

Decreased blowback at Lv0, floats lower

Reduced untechable time

Can be blocked in midair

 

Kill Rush (All Versions)

Opponent stays crouching on hit

 

A Kill Rush

Resets the cyclone level during Shadow Berserk

 

B Kill Rush

Causes Fatal Counter

Decreased startup time

Causes pushback on hit

 

Assault Dive (All Versions)

When done as an Auto Combo, the second hit has different blowback

2nd hit now increases cyclone level

Can now be canceled into Mini Jump

 

Closeout Blow (All Versions)

Cannot be canceled into as a follow-up attack

 

A Boomerang Hook

When done as an Auto Combo, Cyclone Uppercut does not come out

 

SB Sonic Punch

Removed projectile attribute invincibility

 

Corkscrew (All Versions)

Removed Fatal Recovery state

 

A Corkscrew

Increased untechable time

 

B Corkscrew

Decreased untechable time

Untechable time does not increase after a wall bounce

 

SB Corkscrew

Decreased startup time

Decreased recovery time

 

Weaving (All Versions)

D and SB Versions move backward faster

 

SB Weaving

Decreased recovery time

 

Cyclone Uppercut (All Versions)

Decreased untechable time for A and B Level 5 Versions

Landing recovery is now crouching state

 

A Cyclone Uppercut

Decreased startup time

Lv1~Lv4 recovery time decreased

 

B Cyclone Uppercut

Increased recovery time

 

SB Thunder Fist

Decreased recovery time

When blocked, causes pushback

 

Maziodyne (All Versions)

If Akihiko gets hit, Persona also disappears

Above Level 3, decrease number of hits, adjust interval between hits, slightly worsened frame difference on block

 

SB Mazaiodyne (All Versions)

Only causes paralysis on hit

Increased paralysis time

 

Mini Jump

Mini jump preserves Cyclone level

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Mitsuru Kirijo

 

Standing AAA

Can no longer be canceled into Standing B and Crouching B

Can only be canceled into Skill on the last hit

Adjusted cancel timing, comes out as fast as possible

 

Auto Combo (Shadow)

2~4th hit have less recovery

2nd and 4th hit of the auto combo come out at a faster timing

5th hit can be canceled into sweep

 

Standing B

Reduced recovery time

Does not push back on hit

 

Crouching B

Invincibility timing is now sooner

When charged, now floats the opponent

 

Jumping B

When charged, forces crouching on hit

 

All Out Attack

Increased recovery time
Invincibility timing is now sooner

Counter hit state is now shortened

 

Ground Throw

Increased hitstun of all hits except the last

Increased blowback on hit

No longer causes pushback in the corner

 

B Coup Driot

Decreased startup time

Decreased recovery when charged

Decreased untechable time

 

SB Coup Driot

Decreased startup time

 

Coup Driot (Powered Up) (All Versions)

Reduced recovery

Can no longer be re-frozen except by certain moves

 

Tentarafoo (All Versions)

Decreased startup time

Decreased untechable time, blowback is now straight up

Can now be used in a combo

Can now counter hit the opponent

Decreased hitbox size of the inner and upper areas

On hit, loses invincibility in the later half of the move

 

Bufula (All Versions)

Removed Fatal Recovery state

C and D versions have more projectile durability

D and SB versions have a bigger range for powering up Coup Driot

 

C Bufula

Decreased startup time

Decreased recovery time

 

D Bufula

Decreased attack active frames

Reduced the number of freeze times

 

SB Bufula

Now appears in front of Mitsuru

Increased movement range

On block, causes pushback

 

SB Myriad Arrows

Increased startup time, decreased number of hits

Increased blowback, increased float

 

SB Mabufudyne

Decreased recovery time

Persona is no longer invincible

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Aigis

Standing A (Shadow)

No knockback on hit

 

Standing AA (Normal)

Reduced buffer time for input

Can be canceled into air backdash

 

Standing AAA (Shadow)

Now causes ground bounce

Auto Combo skill changed to B 7th Gen Radical Cannon

 

Standing B

Decreased recovery time

Can be normal canceled into itself up to 3 times

 

Crouching C

Increased hitbox of interior and lower area

Increased untechable time

Cannot be blocked in the air

Persona appears further forward

 

222C

Decreased startup time

 

Jumping C

Now more difficult to accidentally perform Jumping 2C

 

Jumping 2C

Decreased startup time

Reduced recovery time

 

Standing D and Jumping D

Persona appears further behind

 

Jumping D

Increased untechable time

 

Crouching D and Jumping 2D

During EXO, only the first hit is overhead

During EXO, decreased startup time

 

Crouching D

Decreased recovery time

 

Jumping D and Jumping 2D

Cannot move as quickly after setting the persona, increased parry window

 

All Out Attack

Invincibility time frame is now later

Decreased recovery time

 

Ground Throw

Explosion can now be Reversal Bursted

 

Escape Change

Adjusted counter hit blowback, no longer wall bounces

On hit, reduced recovery time

 

7th Gen Gatling Blast (All Versions)

Reduced recovery time

Changed air hit properties when Ammo is 0

 

A 7th Gen Gatling Blast (0 Ammo)

No longer floats on ground hit

 

SB 7th Gen Gatling Blast (0 Ammo)

Untechable time increased

Causes a wall bounce near the corner

 

Radical Canon (All Versions)

Decreased startup speed of A and SB ground versions

Reduced recovery of ground B version and all air versions

 

A Radical Cannon

Increased projectile speed

 

B Radical Cannon

Projectile trajectory is now higher

 

SB Radical Cannon

Second projectile comes out at a different timing

 

7th Gen Vulcan Cannon (All versions)

Can be held to change trajectory

If trajectory is changed, landing recovery is also icnreased

At 0 Ammo, can only be performed once in the air

 

SB Mode Change

Reduced total recovery time

When changing from normal mode, floats higher

When changing from normal mode, has invincibility during the rising portion

 

B Mode Change

When changing from Orgia Mode, increases Orgia Gauge recovery rate

 

Orgia Boost

Moves faster upwards and downwards

Time frame between Hovering/Air Boost and performing another action is now faster

After using Hovering, less Orgia Gauge is used

Changed conditions for performing attacks, making it harder to accidentally perform attacks

 

Air Boost

Invincibility time frame is now sooner

Adjusted movement speed, time until movement is now longer

Can perform normal attacks and Skills during the later portion of the move

 

Megido Fire (All Versions)

Removed Fatal Counter state from C version

Reduced recovery from C and D versions

 

D Pandora Missile Launcher

Increased invincibility time of the aerial version

 

SB Goddess Shield

Decreased startup time

Invincibility runs out for a period of time during the move

 

Multi Mounted Machine Gun Orion (All Versions)

After the throw connects, follow-up attacks connects easier

Can change the trajectory with directional inputs

 

C God’s Spear

Removed Fatal Counter property

 

EXO (Extreme Orgia Mode)

No longer requires Persona Break as an activation requirement

No longer produces after-images while being hit

 

Orgia Gauge

Orgia Gauge consumption lowered while being hit

When attacking, Orgia Gauge consumption is increased

 

During Orgia Mode

Various moves are now jump cancelable (Standing AAA, Crouching A, Standing B, sweep)

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, 222C, Jumping C,Jumping 2C)

Labrys

Standing A

Adjusted float to make Auto Combo easier to connect to

 

Standing AAA (Normal)

Can be canceled into Sweep and Mini Jump

2nd hit can be canceled into Skills

3rd hit can no longer accidentally be canceled into All out Attack before it hits

 

Standing AAA (Shadow)

Can be canceled into Sweep

 

Crouching B

Can be dash canceled

 

Crouching B (Charged)

Increased untechable time

Now preserves the head attribute invincibility

Adjusted blowback, is now a vertical tailspin hit state

 

Standing C

Can no longer be canceled into Mini Jump

 

Jumping A

Decreased startup time

 

Jumping BB and Jumping 2B

Increased untechable time

No longer increases untechable time after a wall bounce

Jumping 2B can now be performed with diagonal inputs

 

All Out Attack

Invincibility window is now sooner

Increased recovery time

No longer counter hit state in the second part of the move

 

5th Gen Axe Slash

Increased blockstun

Increased pushback when blocked

When invincible, hitstop on Labrys is a set value

After the attack, invincibility wears off

Untechable time increased

On counter hit, the wall bounce does not bounce as far

 

Extra Attacks (All Versions)

Removed Fatal Counter state

 

A Guillotine Axe

Improved frame difference when blocked

 

SB Guillotine Axe

Decreased startup time

Adjusted blowback, increased untechable time

 

SB Guillotine Aerial

Remains invincible until the second hit comes out

 

Weaver’s Art: Sword (All Versions)

Persona is now invincible

 

SB Weaver’s Art: Sword

Decreased startup speed, now tracks the opponent

Removed C+D version

 

Weaver’s Art: Orb (All Versions)

Persona is now invincible

Reduced total recovery time

D and SB Versions are now considered different attacks

Other than on hit, the projectile disappears faster

 

C Weaver’s Art: Orb

Changed trajectory, now travels in an arc and returns

Increased projectile active time

 

Weaver’s Art: Beast (All Versions)

C and SB versions increased Axe Gauge on hit

For the rising portion, untechable time is no longer affected by combo proration

 

SB Weaver’s Art: Beast

Decreased startup time, decreased super flash time and hitstop

Adjusted blowback of the final hit, can get a knockdown

 

Brutal Impact (All Versions)

If attacked during the initial time, the attack will activate

 

Axe Gauge

Base Axe Level is now Green

Axe Gauge adjusted, does not get reduced due to time as easily

Axe Gauge amount decreased by taking hits decreased

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Elizabeth

Standing AAA

Can only be canceled into sweep on block

Untechable greatly increased

By holding back, SB Mahabufudyne does not come out automatically

 

Standing BB

Normal cancel window made earlier

 

Standing BBB

Decreased startup time

Does not float on ground hit

Can be normal canceled into Standing D, Crouching D, and sweep

Can be jump canceled

 

Standing C

When powered-up, the Persona will produce afterimages

 

Crouching C

Increased hitstop

 

Standing D and Jumping D

Increased untechable time

Persona appears farther forward for Standing D

Persona moves faster for Jumping D

 

Crouching D

Lowered hurtbox size

Poison effect time shortened

 

Jumping 2B

Total recovery reduced

 

All Out Attack

Decreased startup time

Decreased recovery

 

Shuffle Time

Decreased startup time

Increased recovery

 

Maziodyne (All versions)

Persona will turn to face the opponent

A version blowback adjusted and can be techable on normal hit

Increased untechable time of B version

Reduced Shocked time of SB version

Persona can attack after performing an Awakened B or SB Version

 

B Maziodyne (Normal)

Decreased startup time

 

A Maziodyne (Awakened)

No longer wallbounces

Slightly increased startup time

 

SB Maziodyne (Awakened)

Can be One More Canceled

First shot causes wall bounce, second shot wallstick time reduced

 

Mabufudyne (All Versions)

Reduced recovery

Persona will turn to face the opponent

A version is super cancelable and One More cancelable

Held SB version frame difference improved

SB version now causes Fatal Counter

Follow-up hit of SB and B versions connects easier when opponent is high up

Increased untechable time of first hit of SB and B version

Increased movement range of the SB and B version

Decreased startup time for Awakened A and B version

Increased the time it takes for the Persona to disappear (After hit for B and SB versions)

 

A Mabufudyne (Normal)

Increased freeze time

Decreased amount of time where Persona moves are sealed

 

SB Mabufudyne (Awakened)

Increased recovery for Auto Combo version, Auto Combo version hits opponent easier

 

Maragidyne (All Versions)

Decreased startup time Awakened versions

Decreased recovery time Awakened version

 

Randomizer (All Versions)

Command is now Down (charge) Up A or B

Parry recovery is not Fatal Counter recovery

After parry succeeds, if the attack is blocked, it loses the invincibility

If the parry hits successfully, the opponent can now ground tech

The parry startup timing for the A and SB versions is slightly slower

 

A Randomizer

Increased total recovery

 

Mind Charge (All Versions)

Reduced the amount of SP gained for B and SB versions

 

SB Mind Charge

Decreased total recovery

 

Mahamaon / Mamudoon (All Versions)

Decreased total recovery

Does not disappear when Elizabeth blocks

Persona will always appear on the ground

Untechable time is no longer affected by proration

Only causes a KO under certain conditions

 

Mahamaon

Greatly decreased startup time

Increased untechable time

After hitting the opponent, if pushed, the opponent will not stay in midair

Only invincible during the superflash

 

Mahamudoon / SB Mamudoon

Reduced the window where Persona attacks cannot be used

Is now unblockable

Reduced the active frames

When it doesn’t cause a KO, deals fixed damage

When it doesn’t cause a KO, causes a wall bounce

 

Diarahan (All Versions)

Added an attack portion after the invincibility wears off

Reduced the HP recovered

 

SB Diarahan

Cannot be stopped before it becomes invincible

 

Ghastly Wail

Added Fatal Recovery state

 

Megidoloan

Removed Fatal Recovery state

 

Guard Cancel Attack

Decreased startup time

Increased recovery time

 

One Handed Sword Master

Can now be stocked

 

HP

Increased

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (all C attacks, A and B Maziodyne, All versions of Mabufudyne)

Shadow Labrys

5AAA

Normal cancels into sweep

 

5B

No longer causes Fatal Counter

 

2B

No longer causes Fatal Counter

 

j.BB

Increased untechable time

No longer causes increased untechable time after wall bounce

j.2B

Can now be executed with diagonal inputs (j.1/3B).

Increased untechable time

No longer causes increased untechable time after wall bounce

Asterius Attacks

Attacks can only be cancelled on hit or block

Knuckle Train, Hammer Uppercut, Buffalo Hammer now cause Fatal Counter

 

Knuckle Train

Decreased startup time

Increased untechable time

Does not cause a groundslide on ground hit

On hit, increased blowback and causes a wall bounce

 

Hammer Uppercut

Decreased startup time

Increased lower portion of the attack hitbox

If S.Labrys blocks before the Persona goes underground, the attack does not come out

 

All Out Attack

Guard point startup time decreased

Increased recovery time

Reduced counter hit state window

 

Chain Knuckle (all versions)

Decreased startup time
Decreased recovery time
B and SB version untechable time increased.

 

B Chain Knuckle

No longer causes increased untechable time after wall bounce

 

SB Chain Knuckle

Larger rebound from wall bounce

 

Guillotine Axe (all versions)

Increased untechable time

No longer causes increased untechable time after ground bounce

SB Guillotine Axe

Decreased blowback on hit, floats higher off groundbounce.

Can now be ground teched

 

Buffalo Hammer (all versions)

Decreased startup time

Advances further forward

Can withstand a greater amount of damage while active

Can now be ground teched

Adjusted blowback on SB version, making the 2nd attack connect easier

Buffalo Hammer quake

Causes floats on hit.

Increased untechable time

Can no longer hits Personas

Can no longer hits if the opponent is behind Asterius.

Can no longer KO’s opponents.

Public Execution (all versions)

Increased hitbox size for area behind Asterius

Titanomachia (all versions)

SP gain decreased while active

 

Asterius Damage

When Asterius is taking damage, can no longer perform actions*

Yukari Takeba

Standing A

Reduced attack active frames

 

Standing AAA

Can be canceled into All Out Attack and Sweep. Can only be canceled into All Out Attack after the last hit

Decreased recovery on block and whiff

 

Standing B

Decreased startup speed, decreased time needed for full charge

 

All D Attacks

Decreased hitstop when blocked

Attack hitbox now disappears if Persona disappears

 

Standing D

Added 6D, which places the Persona farther away

 

Juming B / Jumping 2B

Decreased startup time

 

Jumping C

Increased untechable time on counter hit

Can no longer increase untechable time due to ground bounce

 

Sweep

Can no longer be canceled into Standing D

Can now be canceled into 6D and Crouching D

 

All Out Attack

Invincibility time now occurs later

Increased recovery time

 

Ground Throw

Increased recovery on hit

 

Feather Slasher

First hit can no longer hit Personas

Can pass through opponents while invincible

 

Feather Arrow (All Versions)

Adjusted blowback on air hit, increased untechable time

Causes spin damage state on ground hit, does not push back as far

Increased arrow speed on ground versions, changed trajectory

Removed air limitation from air A and B versions

 

A Feather Arrow

Increased recovery time

 

B Feather Arrow

Decreased recovery time

 

A Feather Arrow (Air)

Bounces higher after usage, falls slower after usage

 

B Feather Arrow (Air)

Bounces lower after usage, falls faster after usage

 

Feather Bomb (All Versions)

Timing to cancel into other attacks is now faster

 

Feather Flip (All Versions)

Can use each button individually until landing

 

SB Feather Flip

Increased movement speed

 

Feather Shot (All Versions)

Decreased startup time

No usage limit during Shadow Berserk

 

SB Feather Shot

Decreased recovery time

 

Magaru (All Versions)

No longer disappears when hit by Feather Arrow

 

D Magaru

Changed trajectory of ground versions, now farther and lower

Time until disappearance is now longer

Increased Persona recovery time, can no longer perform Persona attacks

 

SB Magaru

Changed trajectory of ground versions, now farther and lower

 

Hyper Feather Shot (All Versions)

Removed Fatal Recovery state

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, All versions of Magarula)

Junpei Iori

Standing A

Decreased startup time

Decreased attack active frames

 

Standing AA

Adjusted blowback on airhit, easier to follow up

Decreased startup time

 

Standing AAA

Can be normal canceled into sweep

Can now be canceled sooner

 

Crouching A

Increased upward area hitbox

 

Standing B / Crouching B

Decreased startup time

 

Standing C

Decreased startup time

 

Crouching C

Persona is now invincible to Chest attribute attacks

 

Standing D / Jumping D

Decreased total recovery time

 

Jumping A

Increased attack level

 

Jumping 2A

Decreased startup time

Increased untechable time on air hit

No lower counts as a low attack when close to the ground

No longer floats on ground hit

 

Jumping C

Increased falling speed after the attack finishes

 

Jumping 2D

Decreased startup time

Increased falling speed after the attack finishes

Can be canceled into from Jumping A, Jumping B

Adjusted appearance and angle, making easier to hit from previous attacks

 

All Out Attack

Invincibility time sets in sooner

Decreased recovery time

 

Batting Projectiles (Front, Upward, Downward)

When a projectile is hit, Junpei will become invincible for a time

Adjusted the location where the returned fireball will appear from

Returned fireballs will disappear if it clashes with a projectile

 

Super Flamenco Swing

Lengthened the invincibility time during the stance

Decreased startup time

Damage is now based on time spent in stance

 

Super Spin Swing (All Versions)

Grounded version last hit automatically turns to face the opponent

Reduced blowback of the aerial version, making it easier to combo off of

SB Version Clean hit now causes the same blowback as the B Version

 

A Super Spin Swing (Air)

Decreased startup time

 

A Super Bunt

Changed so that it is more difficult to accidently perform Super Spin Swing on accident

 

SB Super Bunt

Can now be dash canceled

 

Full Speed Slide (All Versions)

Increased hitbox size

Air version is also Fatal Counter recovery state

Decreased startup time of air versions

Air version property changed, C version is a low attack, and D and SB versions are high attacks

 

C Full Speed Slide

Reduced recovery time

Adjusted blowback

 

Deathbound (All Versions)

Removed Fatal Counter recovery state from ground version

After the last hit, can be ground teched

Decreased total recovery time

 

Inferno Homer (All Versions)

Stance portion can now be dash canceled

When B or D follow-ups are used, no longer causes pushback in the corner

 

SB Inferno Homer

Will cause a Homerun even if the later portion of the attack hits

 

Comeback Grand Slam (All Versions)

When a projectile launched by the A or C follow up hits, it causes a wall bounce

Increased startup time for Junpei’s attack

Will cause a Homerun even if the later portion of the attack hits

Increased startup time for Person’s projectile for D and SB versions

 

C Comeback Grand Slam

Persona now appears at a closer distance

 

SB Comeback Grand Slam

Persona now appears a little bit further behind the opponent

Adjusted projectile speed and projectile blowback, making it easier to hit back

 

Vorpal Bat (All Versions)

Increased blowback when a Homerun is hit

Untechable time no longer scales with proration

Decreased total recovery time

 

Explosive Level-Up Grand Slam

On hit, sets score to 0 and removes Victory Cry

 

Clean Hit

Increased vertical judgement area

Other than SP Skills, can only Clean Hit opponents who are midair (and taking damage midair)

 

Ball Counter

Throw breaks do not count as an Out

Hitting a Persona or another object counts as a Ball

 

Various Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Sho Minazuki

Standing A

Attack level decreased
Upper region hitbox reduced
Reduced active frames
Added Chest attribute

Standing AAA

Cancellable into All Out Attack

Crouching A

Upper region hitbox increased

Standing B and Crouching B

2nd hit is now Short Hop cancellable

Standing B

2nd hit no longer strikes down against airborne opponents

The frame gap between both hits has been reduced

Standing C

Startup decreased

Increased normal cancel window

Cannot cancel back into a normal that was previously canceled from

Crouching C

Fatal Counter recovery removed

Standing D/ Jumping D

Pressing C or D will allow you to perform a follow-up attack

Can be cancelled into from various attacks

Jumping A

Increased normal cancel window

Jumping B

Startup decreased

Downward region hitbox of the first hit has been reduced

The frame gap between both hits has been reduced

Recovery increased

Untechable time on air counter hit has been reduced

Jumping C

Interior hitbox size increased

The frame gap between both hits has been reduced

Increased normal cancel window

Jumping 2C

Increased hurtbox size

All Out Attack

Slightly decreased startup time

Guard point startup time decreased, guard point ends just before attack frames

Recovery decreased

Fatal counter recovery removed

All Out Attack D Follow-Up

Blowback increased

Ground Throw

No longer knocks opponent down

Izayoi

First hit no longer floats, blowback adjusted

Decreased landing recovery

Ura Izayoi

Head attribute removed

Falls slightly faster after the attack

Survival Knife (All Versions)

Knives now disappear when Sho gets hit

Can be cancelled into from Hougetsuzan moves (236AB/214AB series)

Attack does not come out when inputted with diagonal downward inputs

Lower positioned knives are even lower, are low attacks, and have foot attribute

 

SB Hougetsuzan: Flash Fang

Improved frame difference on hit/block

Hougetsuzan: Soaring Fang

Air version added (j.214A/B)

Grounded portion can now be canceled into various attacks on hit

 

SB Hogetsuzan: Soaring Fang

Removed Foot attribute invincibility

Hougetsuzan: Destructive Fang (All Versions)

Attack level reduced

Untechable time increased

 

A Hougetsuzan: Destructive Fang

Startup decreased

B Hougetsuzan: Destructive Fang

Increased horizontal movement speed

High Speed Movement (All Versions)

Made the movement timing of the aerial D and SB Versions earlier

C High Speed Movement (Air)

Horizontal range decreased

Blazing Moon Barrage (All Versions)

CH untech time reduced

No longer pushes the opponent during the lunge

Recovery decreased on block

The animation portion on hit is much faster, total duration of the entire move decreased

SB Blazing Moon Barrage

Decelerates when blocked

Moon Smasher (All Versions)

Untechable time now affected by proration

Last hit now combos into One More Burst

Fatal Counter recovery removed*

Untechcable time on counter hit reduced

Floats greater on counter hit

Counter Hit State

Counter Hit period during recovery has increased on the following moves: Standing A, Standing B, Standing C, Jumping A, Jumping B, Jumping C, Survival Knife (All Versions), Hougekizan: Flash Fang(All Versions), Hougekizan: Soaring Fang (A/B Version), Moonsmasher (All Versions)

Hurtbox

Airborne hurtbox while being hit has been made larger on the lower portion

Sho Minazuki (Persona)

Standing A
Upper region hitbox reduced
Reduced active frames
Added Chest attribute

 

Standing AA

Decreased startup time

Increased recovery time

 

Standing AAA

Can be normal canceled into sweep and All Out Attack

Trajectory changed

Reduced recovery time

Increased untechable time

 

Crouching A

Upper region hitbox increased

 

Standing B and Crouching B

2nd hit is now Short Hop cancellable

Crouching B

Increased recovery time

 

Standing C

On hit, doesn’t push back as far and causes a ground bounce

Decreased startup time

Decreased untechable time

Can no longer be normal canceled into sweep

Lower region hitbox is now bigger

 

Crouching C

Decreased startup time

Decreased untechable time

 

Standing D and Jumping D

Decreased recovery time

Increased untechable time

When charged, does not apply hitstop to Minazuki

When charged, cannot be canceled

 

Crouching D

Decreased recovery time

Increased untechable time

 

Jumping A

Increased normal cancel window

 

Jumping B

Lowered attack level

Reduced active frames from the 1st hit

Increased normal cancel window

Upper and inner region hitbox decreased, increased hitbox region of outer region

 

Jumping C

Decreased startup time

Decreased recovery time

Lower region hitbox size increased

 

Jumping 2D

Decreased recovery time

Increased untechable time

When blocked, pushback is based on the direction the Persona is facing

 

Jumping C / Jumping D / Jumping 2D

Movement timing for Minazuki is now later

 

All Out Attack

Decreased startup time

Decreased recovery time

Guard point startup time decreased, guard point ends just before attack frames

Ground throw

Hit effect changed, recovery time reduced

 

Izayoi

Floats higher on hit

Decreased recovery time

 

Ura Izayoi

Doesn’t blowback as far downward on hit

Trajectory changed, falling speed reduced

Head attribute removed

Untechable time on counter hit reduced

 

Survival Knife (All Versions)

Knife height now appears lower

If Minazuki takes damage, the knife disappear

B version is now a low attack and Foot attribute added

 

B Hougetsuzan: Flash Fang

Reduced recovery time

 

Hougetsuzan: Soaring Fang (All versions)

Reduced input window for this follow-up

Decreased startup time for A and B versions

Increased blowback on hit, SB version floats lower

 

Hougetsuzan: Destructive Fang (All Versions)

Decreased startup time for A and B versions

Trajectory changed, now moves forward faster and drops faster

Weakened the downward push on hit

Can be One More Canceled after landing

 

Tsukuyomi (All Versions)

Can no longer clash

Attack portion now has a bigger downward and outward hurtbox

SB Version invincibility timing is now sooner

 

Drain (All Versions)

Increased start up timing of C and D version

Decreased attack active frames

Invincibility removed

Increased recovery time

Less inertia retained from dash before startup

 

Wings of Purgatory (All Versions)

When clashing with projectiles, has greater projectile endurance

 

Moonsmasher (All Versions)

Added Fatal Recovery status

Invincibility timing is now later

Increased blowback on hit, A version floats lower

Untechable time does not reduce due to proration

Increased untechable time

Increased startup time for A and SB versions

 

A Moonsmasher

Recovery time increased

 

Fantasy Fog (All Versions)

C and SB Version do not cause superflash until hit

C and SB Version startup is faster after parry

 

D Fantasy Fog

Changed to a strike attack, only causes Abyss effect on hit

 

God and Demon Annihilation

Decreased startup time

 

Hurtbox

Airborne hurtbox while being hit has been made larger on the lower portion

 

Certain Minazuki Attacks

Counter Hit period has increased on some moves

Hitstop of certain moves

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C and Jumping C)

Rise Kujikawa

Standing AA

Decreased startup time

 

Standing AAA

Can be normal canceled into All Out Atack or Sweep

Increased attack level

 

Crouching B

Decreased startup time

Is now head attribute invincible until before the attack frames of the 2nd hit

Can no longer accidentally be normal canceled before the second hit is about connect

 

Standing C / Crouching C

Decreased blockstun on blocking opponents

 

Crouching C

Can normal canceled into Standing D and Crouching D on hit

 

All D Attacks

Attack does not disappear if Rise’s Persona is hit

 

Standing D / Crouching D

Reduced total recovery

 

Jumping A

Decreased attack level

 

Jumping B

Decreased total attack hitbox area

 

Jumping 2B

On airhit, hits twice even if low to the ground

 

All Out Attack

Becomes invincible sooner, invincible lasts until just before the attack’s active frames

Reduced recovery time

 

Ground Throw

Decreased hitstun on counter hit

 

Reflect Bit

Removed Fatal Recovery state

 

Rock You! (All Versions)

Changed music note locations for B and SB Versions (Holding the B button down places the notes where they used to be)

 

A Rock You!

Increased recovery time

 

B Rock You!

Decreased blowback on hit, does not launch the opponent as far away

 

Rock You! (Music Note)

When broken, the attack hitbox now moves with it

Broken music notes are now more likely to break other music notes

 

No Touching! (All Versions)

Now pushes back farther away hwen blocked

Increased music note breaking window on A and SB versions, now breaks music notes easier

 

SB No Touching!

Decreased startup time, now moves faster

Decreased recovery time

 

Platinum Disc (All Versions)

Increased reach on C and D versions

 

C Platinum Disc

Decreased total recovery time

 

D Platinum Disc

Increased number of hits

 

Tetrakarn/Makarakarn

Decreased total recovery time

C version is strike invincible, D version is projectile invincible, SB version is invincible to everything except throws

 

SB Arrow Rain

During Analyze, will cause Paralyze

 

Hysterical Slap (All Versions)

Decreased recovery on hit

Will combo into One More Burst after the last hit

Does not freeze the timer on hit

 

A Hysterical Slap

Adjusted blowback, will overlap with musical notes when done as part of the Auto Combo

 

Risette Field (All Versions)

Increased cooldown time between uses

 

Risette: Live on Stage (All Versions)

Increased start up time

Added Fatal Recovery state

On hit, can no longer Time Up during the animation

Increased difficulty on SB version, shortened animation length

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (All C Attacks, All versions of Rock You!, All versions of Platinum Disc)

Ken Amada and Koromaru

5A

Increased counter hit window

Added chest attribute

 

5AAA

Now moves forward

Can be normal canceled into sweep

On air hit, causes a wall bounce

 

Auto Combo

Adjust blowback on air hit, made it easier to connect together

 

Crouching A

Reduced attack level

 

Jumping A

Decreased interval between attacks

Decreased total recovery time

 

All Koromaru Attacks (5C, 2C, While Offscreen C)

Are now performed by releasing the button

 

Koromaru 2C

Sommersault trajectory is larger when blocked

 

Koromaru D

After jumping, will return if D button is held

 

All Out Attack

Decreased startup time

Invincibility will now continue until the attack’s active frames

Decreased recovery time

 

All Out Attack Finish D

Adjusted blowback, now separates to a distance

 

Ground Throw

Increased recovery on hit

 

Vile Assault

Decreased startup time

Decreased recovery on whiff and block

Decreased untechable time on counter hit

When landing, is considered to be crouching state

 

Mediarama

Added an attack hitbox

Decreased HP recovery amount

Decreased Koromaru’s HP recovery amount

C and D versions become projectile invincible partway through, SB version becomes fully invincible

 

SB Zan – Hakurou Battouga

Decreased startup time

Increased movement speed

Koromaru decelerates when making contact

Attack becomes inactive if Ken gets hit or blocks

 

Zetsu – Hakurou Battouga (All Versions)

Decreased number of hits for the C and D versions when blocked

 

SB Zetsu – Hakurou Battouga

Increased the number of hits

During the attack, Koromaru is projectile invincible

Attack becomes inactive if Ken gets hit or blocks

 

Koromaru HP Gauge

Increased Koromaru’s HP

When Koromaru’s HP reaches 0, time until revived has been increased

When Koromaru’s HP reaches 0, he cannot be healed by Mediarama

 

All Koromaru Attacks

Can no longer clash

When using a move that requires SP, it takes priority over other moves

 

Koromaru Hit State

When being hit, Koromaru cannot perform any actions*

Tohru Adachi

5AAA

Can be normal canceled into sweep

 

5B

Small amount of forward movement added

 

All D Attacks

Now Counter Hit state until he the action is finished

 

Standing D / Jumping D

Reduced the amount of SP the opponent gains

 

Jumping C

No longer causes groundslide on counter hit

 

Sweep

Movement portion now slower, no change to startup

 

All Out Attack

Decreased startup time

Movement portion now slower

Decreased recovery time

Guardpoint now lasts until right before the attack frames start

 

Ground Throw

Now gains SP during the animation

 

Get Lost!

HP cost reduced

Reduced untechable time on counter hit

Floats lower, no longer wall bounces outside of a corner

 

Calm Down! (All Versions)

Cannot be canceled into the same normal that was used to cancel into it

 

A Calm Down!

Added projectile invincibility starting partway through the animation

 

SB Calm Down!

Increased movement speed

Decreased total recovery

Startup timing of invincibility made earlier

 

Pain in the Ass! (All Versions)

B and SB versions are now considered different special moves

 

SB Pain in the Ass!

Can now be special canceled after the final hit

 

Scared? (All Versions)

Can now be special canceled

Number of times you can cancel into this move is not limited via button, but 2 times maximum regardless

Made the frame advantage of the A and B versions worse

 

Megidola (All versions)

Increased recovery time on whiff

Decreased retained dash inertia

 

Evil Smile (All versions)

The hitbox the causes fear slightly increased in size

No longer hits projectile invincible opponents

Reduced the amount of recovery time for Adachi

Reduced the amount of recovery time for the Persona

 

SB Evil Smile

Appearance is now lower, now can affect crouching opponents

SB Heat Riser

Knockback changed, can be followed up several ways

Increased recovery time

 

Atom Smasher (All versions)

Reduced recovery time on C version

Increased recovery time on whiff for SB version

Increased startup time on C and SB version

 

SB Magatsu Mandala

Adjusted the blowback, made it easier to follow up

Persona now turns to face the opponent

Recovery increased

 

Magatsu Mandala Status

Changed the Bad Statuses granted by Persona attacks

Reduced total poison time

 

Various Persona Attacks

Persona is now invincible when appearing until active frames (all C attacks, All versions of Evil Smile)

Marie

 

Standing AA

Decreased startup time

Decreased recovery time, frame difference is the same

Standing AAA

Can be normal canceled into sweep

Can be jump and dash canceled

Standing BB

Fall speed is reduced, ground bounce height reduced

Standing C

Adjusted forward movement and attack hitbox, reach increased

Standing D

Reduced total recovery time

Jumping C

Lowered attack level

Reduced front area hitbox

Increased front area hurtbox

All Out Attack

Guardpoint starts sooner and ends right before the attack portion

Decreased recovery time

SB Run Amok

Decreased startup time

SB Run Amok (Air)

Increased untechable time of first hit, making it easier to connect into the second hit

Dance, Fallen Angels (All Versions)

Box falls lower at a faster speed, attack start-up time decreased

Box can now pass through opponents

Adjusted the box’s performance, making it easier to hit opponents

A and SB versions will automatically attack the opponent sooner

SB Dance, Fallen Angels

Reduced recovery time

Even during the attack, the box will turn towards the opponent

Box comes out of the bag higher than normal version

Memories of Grief (All Versions)

Comes out of the box faster

SB Memories of Grief

Reduced recovery time

Her Name is “Hope (Pandora)”

Head attribute invincibility starts sooner

C Stigma of Condemnation

Decreased startup time

Decreased recovery time

D Stigma of Condemnation

Performance is now the same as the C version, but appears farther away

Persona always appears next to Marie regardless of prior position

SB Abysmal Evil Eye

Now pulls the opponent in stronger

Shell of Denial (All Versions)

Grounded version stays in counter hit state after landing

Increased A and SB version startup time

Increased SB version recovery

ShutupIhateyouyoustupidjerk (All Versions)

Untechable time no longer decreases with proration

Minimum damage reduced to 1000

Shining Arrows (All Versions)

Persona appears on screen when doing the follow-up inputs for the C and SB versions

Persona does not appear onscreen from offscreen when performing the follow-up inputs for the D version

Persona is no longer invincible during the SB version

Aerial C & D versions now have recovery until landing

SB Shining Arrows

Recovery time reduced

Weather

SP gain reduced during Snow

Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C and Crouching C)

Margaret

5A

Cannot be canceled back into the move it was canceled from

 

Auto Combo

Increased the hitstun of the 5th hit

Divine Vacuum can no longer come out if holding directional inputs during Auto Combo

 

Standing C

Decreased upper area hitbox size

 

Jumping 2C

Reduced lower area hitbox size

 

Jumping 2D

Slightly decreased startup time

 

Sweep

Can delay the timing of the attack by holding the button down

 

All Out Attack

Decreased recovery time

Invincibility now runs out before the attack’s active frames

 

Air Throw

Decreased untechable time

 

Ultra Suplex

Decreased untechable time on Counter Hit

 

C Divine Vacuum

Spear appears from a slightly closer distance

 

God Hand (All Versions)

Persona is invincible until the active frames of the attack

 

SB God Hand

Reduced recovery time, same frame difference when blocked

Shortened the time period where a Persona move cannot be used afterward

 

Power Slash (All Verisons)

Decreased time length before superflash, no change to total startup time

Increased attack power multiplier when performed quickly in succession

 

Phanta Rhei (All Versions)

For C and SB Versions, Persona will attack from where the Persona is

 

SB Phanta Rhei

Decreased startup time

Removed strike invincibility from the ground version, is now only projectile invincible

 

Hassou Tobi (All Versions)

Decreased time length before superflash, no change to total startup time aside from B version

 

B Hassou Tobi

Decreased startup time

Decreased recovery after hit, now easier to follow up

 

Mediarahan (All Versions)

Is now Armor Invincible to all attacks other than throws starting part-way through the move

During the invincibility frames, recovery damage dealt by an opponent and is fully invincible

Reduced total recovery time

Decreased HP healed to self

Recover both player’s Persona cards

 

Morning Star

Can no longer be pushed by opponents during the animation

 

Hurtbox

Sliding hurtbox has been made larger

 

Persona Gauge

Persona Gauge recovers slower during Persona Break

 

Certain Persona Attacks

Persona is now invincible when appearing until active frames (All C Attacks except Jumping 22C, All versions of Divine Vacuum, All aerial versions of Gale Slash)

Source: James Xie


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