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.
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
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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*
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)
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)
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
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)
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)
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*
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)
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)
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