Persona 4 Arena Ultimax Ultra Suplex Hold Loketest #3
hi i am a guy (Omex) and there’s a new loketest and i’m gonna translate random shit for it as i see it on twitter. no promises on accuracy/dedication/speed! also OutlawVinegar is now helping with the translations! Thanks to Tectal for searching out and giving me info at convinient times!
apparently sho is not in this loketest. lol
As the game is coming out in ~7 days from writing this, I will be abandoning searching out loketest notes and will be focusing on translating final version notes from people in a week! yea! logic :>
Yukari (Updated with summary info as requested)
Opening has been added. I’m sure it’s fantastic. You totally see Narukami as like, the first thing in it.
You cannot block during hops; hops are in counterhit state
LOTS of moves have Fatal Recovery now, meaning that any move hitting them in recovery will lead to a FC combo. As a result, some characters seem to have lost their Fatal Counter starters.
OMB may have become slower
Backdash cancel into specials was removed last loketest and is still out
Guard Cancel Roll has longer recovery than a normal roll
Shadow mode may have/had a mechanic where you can jump cancel AoAs in shadow rampage mode
Shadow Rampage meter costs (based on Shadow Yukiko)
・Canceling special moves into special moves costs 0 meter
・SB skills use 10 meter
・50 meter moves (supers and awakening) both cost 30
・SB supers cost 50(30以上は減ってたので多分)
・OMC takes 50 meter
can tech after SB spear
2C now blows the opponent further away
2C > B change > D megido
jc(2) superjump ja jb j2b 2b 5b 2c 22B dMegido
C spear may have recieved a damage buff
Sweep > 5A > 5C > jump > SB Megido > etc is still 4.5k
5A> 5AA> JcJA (1)> JB> J2B> 2A> 5B> 2C> B change> SB Megiddo> A radical> JC (2)> D Megiddo Dmg3307
Some variation of spear - FC recovery
sb spear is fc sb spear does 3300, 4160 on CH
orion (air cmd grab super) has no landing recovery; can be used as a way to escape atm
JC2 JA JB J2B 2B 5B 2C 22b SB Megido A Radical JC2 D Megido 3840
AA jc JA JB J2B 2B 5B 2C 22b D Megido (number of hits on j.a seems to depend on the character, was annoying/maybe not stable?)
j.b hover j.b fuzzy may be a thing
Air roll uses an air action and orgia
Can cancel moves into air roll (confirmed with j.b and 5aa on guard)
2C > 2b, 2C > 5B, 2C > sweep, 2C > 5C confirmed
2c is not a crouch confirm
2C is a fatal counter starter, if fatal coutner they cannot tech until they land
5aa (tiger knee) had landing recovery, is now removed
Can’t do double megido without meter
j.C second hit startup increased?
5b startup increased? (logic from hover j.c > 5B became easy to combo)
boost j.b boost j.b comboed on crouch
roll range may have increased?
spear is fatal recovery
can boost out of hop animation
FC combos will likely give change and SB megido
5aa jump cancel on block
SB spear and C spear still +
DP startup is now slower.
MIssiles may have projectile invuln now
Killrush is still Fatal Recovery
SB Mahaziodyne comboed to the very last hit, damage dropped ~300 from the last loketest
SPeed of duck has been reduced
Followup of level 1 grab is ‘the original motion’, bad
B cork blows the opponent behind AKi, but supercanceling it can make aki do the uppercut the right way to catch him
Meter building for shadow akihiko has been reduced by about half
Level 1/2 B sonic punch does not float the opponent
236236B is slightly more like P4A’s, reach may have been increased
Uppercut super power seems to have been reduced (from the ridiculous power of last loketest)
236B > 4B > B Sonic > 4A > A Sonic > 6B > uppercut super
Wallbound on level 5 B hook seems to have changed, lower levels on raw hit let the opponent tech in the air. Wallbounce seemed weird compared to current ver
Weave > fastest A hook is now bad
From SB Thunder Fist, 5AAAAetc dropped at hook (apparently a good thing? i guess i’m misreading!)
Level 1 throw > Automatic followup > A sonic A hook cork combo
Shadow Aki 2B Counterhit > Killrush, duck, cork, level 3 cyclone > SB cyclone did 4k
C thunder fists has become shorter (wat)
Because of the duck nerf, kill rush juggle > D Duck > Cork will not work
SB Cork now crumples instead of launching at level 5
Suction is still much better than 5D, lost invincibility in return
Level 5 weave no longer increases meter gain?
Level 3 and 4 hook on block have massive knockback
whether 5D will get hit or not seems to be similar to teh bull’s armor
due to the nerf on duck and hook’s knockback, it’s likely going for throws at higher levels will be difficult.
Sweep 236236B comboed
Can combo after lv0 DP air hit CH
Raw SB Maziodyne did 3700 (shadow mode, so .8 modifier is applied)
chie 5a still +1
Chie cannot 5C backdash
B Lunge is not fatal anymore:,
Cannot combo after A lunge anymore
Sweep Tomoe oki still doesn’t work
You can dash cancel C black spot, seems to be disadvantageous on dash
Can now charge D black spot:,なおFrame的には(ry 大きいとこはこんな感じ。
What charging D blackspot does is unknown。Probably becomes FC on full charge.
2A Might be Fatal Recovery
Fatal Recovery on God Hand
Meteors still disappear when Persona is hit
2C > B Rampage > B Skullcracker > D Dragon kick comboed
Shadow Chie Power charge 236a>236a>214b comboed
sweep j.2d might be something?
2b might be faster (from a random bbs post ww, probably wrong)
Health increased to 8000
5D reach is shorter
SB Garu loop possible
j.d faster
Normal D Garu has landing recovery again:,Charge 2C still in:,can combo into j.d still,
5AA > 5C does not gatling
From 5D: 5AA 5B 5C 2C works, but B bufu did not combo afterwards
Range on B Bufu nerfed
Unawakened A Zio’s startup has gotten slower
without 2c flag 5c 2c may not combo
Unawakened SB Garu > D Garu works
Awakened SB Garu > 2C combos:,Awakened D garu > 2C combos。3 loops may be the limit for now
Awakened SB Garu > 2C turns Thanatos around
5B> Hop cance.l > JB>5B
Unawakened B bufu is kind of garbagola now, less reach, slow, doesn’t combo after 2c
Dia is now SB only, has projectile armor
FC air throw dash 5B was a little difficult
SB Wail has around 1k minimum damage?
Can get 7.8 off of Boosted fatal 2C
Cannot glide with j.2b (lol)
Can move while charging B Zio in awakening. Can do B Zio oki, but it is relatively weak.
Super difficult, but you can combo after Randomizer with microdash 5B 5C j.C
Liz’s combos feel like they’re roughly inbetween Loketest 1 and loketest 2
・JD振るならJBするわレベルでゴミ
・A Zio > OMC = no combo
・Awakened SB Bufu homes in on the opponent quickly
・B bufu is garbage now
・Combos are worse without 2C flag, especially with b bufu nerf
Due to j.d range nerf, no longer works as an air to air
either j.a became slower or j.b was modified in some way, as j.b j.a j.c did not combo as it normally did
5AA jump on hit/block
5B jump cancel on hit, dash cancel and hop cancel available
5B range increased compared to current revision
both hits of 5C are front/backdash cancelable
Thanatos disappears on dash cancel
5D reach shorter, may be a strike throw instead of a throw now
2B throw invuln removed?
More landing recovery on 2B
2C charge - When charged, recovery is almost instant, no armor during charge, armor as soon as attack starts(?), gives 2C flag
jb. range increased
j.d might also be a strike throw as it combos after sb garu now
sweep hop cancelable
236A startup fast, recovery small, thanatos lags afterwards
Aw.236A Very fast, wallbounces (can’t combo after), thin hitbox, thantos slow recovery
236B Slower, reduced recovery, slight lag before you get thanatos back
Aw.236B Much slower, liz can move before the attack comes out, hitbox is massive vertically
236AB unchanged
Aw.236AB Less recovery, so it can now be used as Okizeme
214A - Doesn’t shoot out an icecube, freeze time reduced
Aw.214A - Reach is much bigger, covers 1/3rd of corner camera screen
214b - Ice now blows the opponent away/upwards(?), comboing after not possible
Aw.214B - Shoots two icecubes, halfscreen at corner camera distance
214AB - unknown (tracks fullscreen?)
Aw.214AB - Tracks fullscreen, air unblock, tracks to the opponent, armored, big recovery
236C - hitbox doesn’t extend, otherwise same as p4u?
Aw.236C - Locks opponent in on hit, locks opponent high in the air, combo after unlikely
236D - Hitbox doesn’t extend, landing recovery is back (use to have zero last loketest), can be punished on block(?)
aw.236D - Locks opponent in on hit, opponent cannot tech until right off the ground, j.a and other combo routes available.
236CD - hitbox doesn’t extend, otherwise same as p4u?
Aw.236CD - Locks opponent in on hit, opponent cannot tech until they reach liz, emaning 5a combo possible, on FC opponent cannot tech until landing
214C speed up flame number down
Aw.214C Speed, flame number up, but more dense, so less carry
214D speed up flame number down
Aw.214D Speed, flame number up, but more dense, so less carry
214CD - unchecked
Aw.214CD - Flames go from in front > to behind, doesn’t combo after b bufu
Debilitate A Catch time short
Debilitate B Catch time long
Debilitate SB Catch time long, can combo after all of them but timing is super strict
Mahamaon - recovery faster or full invuln, player couldn’t tell
Mamudoon - unchanged
SB Mahamudoon - Placed right in front of liz, use unknown
A Diarahan Same as p4a’s
B Diarahan Charge possible
SB Diarahan Charge possible, projectile invuln, recovery slow
A Concentrate - No blue health, no recovery
B Concentrate - Blue health, recovery
SB Concentrate - Blue health, recovery time, health to gauge recovery is better than other versions
C Wail - Same as always? unconfirmed
D Wail - Unconfirmed
SB wail - Long reach, will not grab point blank opponents, did 7800 with 2C and fear raw hit
・5Bor(5AA>Sweep )or(2B>JC)>SB Garu>D Garu>2A>5B>5C>2C>SB Zio
If fear, 2C>B Bufu > stuff
・5Bor(5AA> Sweep )or(2B>JC)> Awakened SB Garu>5A>2B>JC> C Garu
on FC Awakened SB Garu>5AA>5B>5C>2C>B Bufu>SB Zio possible
214D fatal recovery
j.c hitbox nerfed, harder to anti anti air, can’t do instant j.c, fatal recovery, cannot take air actions afterwards, comes out slower
they nerfed the tackle
5C does not fatal counter, full charge does still
5B gatling is unchanged form last loketest
Can cancel last hit of dial A into either air cruel attack or j.214a
due to the j.C hitbox nerf so it does not hit people if you do instant j.c, it has also become weaker as an anti anti air.
Shadow Kanji Combo - Dive > 236236AB > 236236AB > 236CD > j.B > 2B comboed, damage was around 3100. 214CD does 2568
・214D has increased forward momentum, same with 214214CD
・Charge 5B might be + on block
・5C still paralyzes
・5AA still advances him forward
・Dial A is much improved
・Both arms have a hitbox for j.C
・j.C is slower, doesn’t hit standing opponents, Fatal Recovery
・All CMD grabs have Fatal Recovery
・Less gatlings with 5B?
・Mobility still reduced
・D moves no longer have projectile invuln
・Tackle performance reduced
・214C Invuln removed
note - as of day two, kanji’s 214c is no longer FC recovery. lol?
236236AB counterhit does 3720
214214CD does 5500 (supposedly) (first time it’s had a damage buff)
2C dash cancelable
Can combo his current dial A into j.214A for a hard knockdown, though it sounds like the current auto combo leads into j.236A/b
5C > 2D is now a gatling
TK j.236AB has a ‘good trajectory’, meaning it covers a distance/angle Kanji currently does not have
・SBバスタ派生耐えてがBバスタぐらいのショボイ移動距離だったような。いよいよ死に技?タイミング?
5C > 2D chain is rollable, but 5C > Primal Force(tackle) will hit the rollers
Currently, 214C/Ds will turn into Primal Forces (due to charge input? the person who mentions this thinks it might be exclusively his arcade station)
236236AB minimum damage is 1k
j.236a is +2, j.236b is -? apparently they both frametrap jumpers nicely off of j.b
there are cancel frames on the last frames of 236A to air chair or j.214SB. because of it, the player didn’t manage to supercancel into 236236AB. lol what the hell
2C > Special cancel doesn’t work(?)
because of the slower j.c startup stylish combos involving it are gone
j.B > dive doesn’t work, 214214C > Dive doesn’t work.
Seems like Kanji wills till have a very hard time vs Hanamura, Yukiko, Yukari
5AAA may be cancelable into 214D
AoA Cfc>j.236A (1) > 5aaa > j.214A > 236A 3184 35% meter
Close to corner - 2B>2236B~j.214B>236236AB>5C>2B>Chair hit>C 236C comboed. 236C 5AA 236C might be possible.
5C paralyzes for 2 seconds
Kanji is in FC the entire time he is starting up and holding j.C in the air
Float time on midair 5AA has been lowered, if they’re just at the edge j.a won’t connect
air combo is now j.a j.b j.a j.b j.236b. Can end in 236236a from there.
236B followup makes no sense to anyone trying to make it work, recovery is long, does not combo
その他で気になったのはSB喧嘩発動後AB押しっぱで1段目ヒット後:,
2段目に移行せず:,硬直が解除される現象について。
(第2回ロケテ時のレスで報告があったけど)
あれを色々検証してみた結果:,SB喧嘩1段目のみ硬直解除可能。
二段目は無理っぽいんで:,SB喧嘩二段目解除>SB黒焦げみたいな美味しい話はないかも:,:,?
でもまぁSB喧嘩ならomcせずに最大タメ5Cfcコンとかいけるからいいのかな?
2B CH > 5C > 236B > 5AA > 236C still works
JC FC >2C>2B>236B>2A>2B>236B>5AAA> j.214A> 236236Aomc214214C 7400 dmg
22A/B/whatever oki still is not chargable
sb red axe did 3050 vs awakened opponent
Axe Gauge carries over between rounds
5AAA > AoA worked on Yellow
Sweep guillotine axe super whiffs entirely
C axe super combos from air guillotine, sweep
Red axe lasts a long time (no idea if longer or not than current)
5AA > 2B Comboed
Tsurugi hit duration (the net trapping… thing. yeah.) seems like it may have been lengthened
New move projectile goes away if Labrys gets hit
j.2b is longer than mitsuru j.a
midscreen red axe FC confirm > j.2b loop possible
j.2b startup is slower, sb axe damage is lessened for sure
Chain knuckle followups barring EX are garbage
2D dash cancel
5B backdash cancel is… still in? i might have mistranslated
Chie specific combos confirmed working at blueaxe
sb axe more comboable than… previous loketest or so? comboed off air guillotine on FC start, and omb > air guillotine
safe bet FC start combos with 75 meter will be 6k minimum if you spend axe meter
B Droit > 2A = still gone
B droit has become slower
Lots of moves have increased recovery, like j.c and marin karin
Recovery after throw has been reduced(?)
Throw 5AA5B2B C Bufu 4B B Droit = 2740
FC Combo seems to be the same
Yukiko still can’t punish Mitsuru DP before she lands
Droits are Fatal Recovery
Sweep still does not Fatal
2B Ch may be different than it is in current rev (more floaty?)
droit now becomes super fast if it goes through D Bufula, freezes on hit
rumor: 5a lower hitbox strengthened (does not whiff certain chars crouching, etc)
Throw > OMB whiffed
[5B] > Dash cancel is advantageous for Mitsuru.
236236AB kick does 4800 at full charge
Raw B Setsuna > C > D > Charged kick did ~3900
Mitsuru 5A backstep cancel is in
High air hit b droit > 2A pickup might be possible (rumor)
Before last hit 5AAA can be canceled into B and C moves. (iirc, it’s a millionstab esque normal that looks like setsuna) Last hit can only go into C moves.
2B’s head invuln may start up slower now
SB Mahabufudyne has long invuln, short recovery
236236AB may have 236236A startup with B setsuna damage.
B Droit > D Bufu did not combo
Tentarafoo seems ot have very little recovery
SB Tentarafoo seems to be an ‘STG” character counter tool. (shooting game? zoners? ww) Seems to be good for beating Aigis 2B and Yukiko fans
j.D’s pullin speed and range has been increased, can combo after with 5a depending on spacing
Most FC combos from current ver still work
“溜め無しビードロ誰か撃ってみてほしい。多分これ:,今の美鶴のビードロより強い。”
2b invuln seems to be gone
http://blog.goo.ne.jp/ahiru06081/e/4ed50dbbb0b67fb0072278593ab422bf
note: if it says ‘lion’ anywhere in here, i probably meant fangs. SORRY
trap startup is faster
D Traps are still not broken by jumping attacks
Bullet count system is still in
Can still shoto the new bullet when out of bullets. Can’t shoot DP without taking a hit
* Aim 6D untech time reduced. Can't include as a combo part even on FC. Unusable as a combo ender.
* Untech time on air SB Fangs reduced. No ground pickup after.
* Throw > Dash Cancel removed.
* 5B > Dash Cancel added.
* FC recovery: furious action, backstep, entirety of Aim (unconfirmed)
* 2[C] charge time reduced?
* CH D Megido > 5C > IAD JB JC > 5C > IAD JB JC > 5C doesn’t connect after trying many times. Inserting 2 IADs seems impossible.
* SB Gun super is SUPER great
* trap recovery in the air is CH
* seems like Naoto can draw a line in the sand in her neutral now
* SB Gun’s minimum damage is respectable
5C > A fang, second hit dropped, 5C > gun super did not combo (but that might have just been misinput)
* SB Roll has had throw invuln reduced/removed
* THrow reduces 1 Fate counter
* SB Roll may be Fatal recovery
* Mudoon most likely not useful outside of 0 fate situations
* Health supposedly raised above 8000
Still can’t jump cancel 5C/2B
SB Cross Slash CH does around 4100
Sweep 5D is gone (again)
5C > backdash is gone
・SB Lion fatal counters, groundbounces airborne opponent, :,airborne CH not yet confirmed:,cannot combo on non CH, downs for a decent length of time
・JD moderately quick
・New super from last loketests shits on projectile characters
・B lion slide, airborne is knockdown
NARUKAMI DP FIRST HIT AIR BLOCKABLE
あと:,JDは相変わらず産廃くさい。J2A(ヒット)>JDは:,5F組みには少なくとも割られます
2B>5C>D Slide>omc>2B>JC>A Lion>2B>JC>B Lion DM:3200
5C > 236A combos
端で2B>5B>5C>A勇猛>C石火>5A>5C>2C>B獅子で2900ぐらいだったな
2D Fatal Recovery, 1D counter recovery, 3D fatal? wat ww
D slide fatal recovery
- they added secret super 214214AB, and you have to keep inputting command: A>A>B>C>B>C>D>2AB>214214CD, cost 150meter and does 3k, no idea whats the point of this move
書くの忘れてたけど今回投げのバウンドの仕様変わったのか知らんけど密着端投げからでもBで拾えるぐらい猶予ある
だから端投げは全部2B>JC>A獅子>5A>5C>2C>B獅子〆のレシピにするのが良いのかな 十文字も入れたら4000近く減らせるだろうし
B勇猛からもこのレシピでおっけー
AoA Slightly slower?
New super is extremely quick after superflash, possibly even active 0f after superflash or ½f
SB shiden (new droit esque super) - 900 min damage
SB cross slash - 1710 min damage
Shiden is Fatal Recovery
2C recovery increased to the point where if it is rolled you can get CH’d
2B 5C 236A D slide > B Shiden > omb > Low heightA Lion > 2B 5C 2C BLion > C Cross slash did 6500
SB slide > followup DP
C Cross Slash - 2911
D Cross Slash - 3616
朗報:,D押しっぱ中は牛通常技によるキャンセル不可。’Good news, bull will not cancel into other moves when holding the D button’
短押しのモード移行もあるっぽ。
Bull is with Labrys when she techs, ala last loketest
Can still cancel the bull’s moves by striking at him.
Mashing 2C (uppercut) during blockstrings is as kusoge as expected.一部キャラは相当きついはず.
‘I feel like there’s a good chance you can cancel bull moves into bull moves” 特定の技は空キャン効きそう。
Second hit of A guillotine felt like it had gotten faster.
対空牛投げがガードでも消えない系。- Cannot block the bull’s anti air grab?
j.214AB (guillotine input right?) still does not knock the opponent down, troubling.
SB Massive Slaughter is still appropriately scary
Titanomachia beam is faster to the point of laughter, 2C > Beam seems extremely strong
DP return is still bad, seems to have gotten slower
Somehow it felt liek you could not do bull moves during throw animation. ワンチャン何か変わってるかも。
Titanomachia felt good as always. Seems to have no landing recovery still, so canceling air guillotine second hit into it seems to be back, but has not been checked yet.
Shadow labrys chain seems very nice and useful.
“After speaking with Shuuto and Ho-chan, we all thought she seems to have more potential in this version than last”
You can in fact cancel the bull’s moves into each other, like canceling 5C into beam
2A>5B> Sweep > 8C (wihich is flames now) > DP > Beam input > JB > JA > Air A Guillotine
Shadow Labrys 5AAA much faster than current revision
Players are commenting that Teddie feels like he is becoming more reliant on items to play his game, but as he has a lot more attack items, that probably is not all that bad of a thing. May be becoming more of an ad-lib character.
5D Green Robo, Salt Neo, Red Rocket, Curry, Air Bomb, White Robo, Drum, Car, Missile, Ice, Smoke bomb, Red Robot, Rage Drink, Pinwheel, Barrier Robot, Thunder drum, Buckets
2D
Missile Ice Smoke bomb Purple robot Rage Drink Pinwheel Barrier Robot Thunder drum Bucket
Curry may now switch between 3 random status effects? (Poison, Silence, Fear)
5AAA was slowed down, previously was more ofan ORAORAORAORAORA, now is more of an ORA, ORA, ORA, ORA, ORA. Is 4 hits, can cancel into A puppet to combo on fourth, will not combo on first.
Circus may have hit Yukiko’s dia? (w?)
In awakening, his dial A goes into his new super rather than missile.
Nani ga deru Kuma Super
A version throws out 4 items from the 5D line of items.
B version throws out 4 items from the 2D line of items.
Could not use the super after a fixed amount of time afterwards(?)
Can no longer backdash cancel the bat?
KintokiDouji still stays on screen a long time after throwing an item.
キントキドウジはアイテムを投げた後:,かなり長い時間画面に残る。この時追加Dで次のアイテムを更に投げてくれる。2個投げると消える。2個投げるまでの速度は今回の方が早い。しかし:,2個目を投げ終えて3個目を投げるまでの硬直が異様に長いので従来の間隔では使えない。
新アイテムの車のカギが軽く壊れ性能してる。ダメがやたら高い上にきりもみやられ誘発でボコスカが確定。画面1往復だから相手えのプレッシャーも強い。スロットの順番調製でマハオケダイン×2からのSP熊田大サーカスにロマンを感じる。反面:,画面中央でアイテム無しの時に5A当ててもダメは稼げない。ゲージ回収に徹するしかない場面も多く:,安定的な火力はない。
5AAA does not allow hop cancel, 5A and 5AA do.
5AAA>C Television 5AAA>A Puppet 5AAA>A Bear Screw all combo, that seems to be it though
Rising JB> Falling JA> 2B > Aerial
Close to corner throw > 5B > 5C > 2B > Aerial
アイテム始動
Key Car →地上きりもみやられ。単発ダメが高く:,A連につなぐだけで3000越え。相手に取らせても効果が出るから物体Xみたいな罠としても運用できる。
Electric robot →Does a number of hits at the deployed point. On hit, stuns for long enough to start up AoA (but not hit)
Shadow version’s items do not change。Since he cannot use Teddie Circus or Evil Nihil as easily as normal teddie, his power is less.
Since Shadow teddie’s dial A still floats on hit and whatnot, he can still build meter/do things as he does now. Has the voice of a cool guy. w
SB Screw > 5A comboed
Teddie DP MAY be blockable now? (Rumor)
2B, 5C, 2C dash cancelable
meter fixed
j.2c fatals now
tentarafoo launches?
JCはとりあえず:,ノマガで逆ギレ確定は消えた模様。が:,ガード硬直が極端に短いのか:,当て方によっては着地5Aが連ガにならなかったり:,そもそも2ヒットしなかったりとよくわからない
yosuke aoa still slower
Tentarafoo Fatal Recovery
can jump cancel 5C/2C on hit still/again (it might have been taken out previously and we missed it)
236A makes yosuke fall behind the opponent on hit
236B makes you fall in front of the opponent, does not groundbounce on hit, V slasher still combos afterwards,
V Slasher can be whiff canceled now
Sukukaja > Dial A to meteor super did 1600 to an awakened opponent
Sukukaja may have recovery CH frames now(?)
Can no longer cancel sweep into hop,
Yosuke cannot backdash cancel 5C, 2C dash cancel possible
2C does not blow the opponent away in Sukukaja (still)
SB run works like 236B works in current revision, 5A 5C 2C 236AB, B moonsault slash > D Moonslasher > B Moonsault slash > B Kunai, did 2100 damage?
Moonsault slash has a minimum height
Moonsault slash startup is slower
5A5B5C2C 236B > C V Slasher > j.2c comboed, no gauge knockdown
SB Slasher seems to only combo off of moonsault
Can only moonsault forward after V Slasher hit
5A5B5C2C 236B > C V Slasher > j.2c > Sukukaja > Dial A did 3700
j.B > 5A > 5C > 2C > 236AB > B Moonsault > D V Slasher > B Moonsault > B Kunai did 2700
2C does not fatal counter
Tipper 5C > 2C > 236B does not combo
Garudyne faster, less control possible?
Sweep > 236B > C Vslasher > SB Kunai > j.C comboed
Shadow Combo - j.2c Shadow cancel 2B 5C 236B Moonsault Moonsault Garudyne left 40 gauge over,
Sweep 5D removed #rip #waitwrongcharacter #yosuke2Dworld
開幕位置から 2Cfc>B駆け>C変幻>2A2C5C>低ダJC>5C2C>JB>J2B>B三日月A三日月>D苦無
supposedly sukukaja gauge decreases when yosuke is hit
Sukukaja info ① Startup ② CH frames ③Time left
CSuku:①Instant②Yes③6-7 count
DSuku:①Startup before superflash ②Unknown③10 count
SBSuku:①Immediate ② Unknown ③4 count
Glide range still short
Moonsault has no invuln
SB run has no projectile invuln, same speed as 236B.
Kunai does not knock down/up/anything on ground hit, just stagger
AoA is slower
SB suku may have no invuln
sb garudyne goes sanic fast
glide speed seems faster, tho range is still shorter
EX Kunai inflicts poison (Awakening only)
B Kunai reaches full screen
A Kunai has a reach similar to old B Kunai
FC j2C doesn’t launch them sky high like the old CH j2C
jC > 5A is a tight blockstring now
Tentarafoo caused a knockdown
Moonsault has a wider arc
Garudyne Fatal Recovery
jC looks amazing now.
Kunai slides the opponent back a bit a slightly launches? (on ground hit)
5AAA sends Yosuke flying backwards
ハイブースターの性能
+2Lv:,硬直少:1.2倍
+3Lv:,硬直多:1.8倍
+3Lv:,硬直少:3.0倍
+2Lv:,硬直多:15倍
Yukiko is basically the same as last loketest, but fan recovery is much shorter. sb Maharagidyne only comes out once
j.bb and 2bb both confirmed .’it is like during 2b recovery you can quickly throw another 2b’
雪子は今回低ダコン重要そうね:,マハラギからの低アギルートA連締めほぼできないから変わりの何かが欲しい
SBマハラギダインは画面半分以上でガードされてもSBドロアで確反:,朱雀いろいろガード確反あり。朱雀はコンボ専用かな
2B CH > Maragi did not work
2A Low profiles again.
Sweep does not low profile.
2D, 3D, All Maragis and Dia may be Fatal Recovery
- SB Maharagidyne sucks so hard
- 2A can not dodge many moves such as Mitsuru 5A anymore, RIP
- C Agidyne, you can move around the persona during activation, big troll
端SB舞やB舞から5Aは繋がらないかなー:,ダッシュ2Aはミスってたからわからないけどできたとしても安定は難しそうなイメージ
j.c jump cancel removed
stunedge punished a mitsuru DP on normal block with 5a, celebrate!
https://docs.google.com/document/d/1P3-fyaHUzfgguGgELgt-Cw0QapJ2ZhvZZV8o2kL0BUg/edit# character summary back in loketest #2
Sweep > B Bunt > 5A 1.2k
jbjcja 881
jbj2a5a 794
War Cry status
5a5aa2c DP CH→5b
After that 2c A Bunt 1180
a Spin 580
Sweep > A Bunt 1008
5c2c A bunt 1398
5aa5aaa A bunt 1352
Sweep > a Spin > 5a - 1151
5a5b5c 715
5a2b5c 723(5ach
5cjbja 896
5cjajb 891
Sweep > Blue deathbound, doesn’t combo?
JB start 75 gauge omb into 10 points total seems possible?
(Sorry guys, I thought one got translated around loketest 1, once I realized that never happened, I put this together w)
・Throws
Knocks the opponent away, can combo super arrow afterwards at any time, can 5AAAetc in corner
・Air throw
Throws the opponent downwards diagonally. Damage is large, seems good.
・AoA
Strikes opponent with bow, Startup is vaguely fast.
Startup looks similar to her bomb, hard to react to the difference.
・Sweep
Low profile sweep. Startup is fast, reach is good, vital move.
B+D
Feather☆Slasher
Moves two character spaces forward instantly, launching opponent upwards on hit.
Sideswaps with opponent, so great if you’re cornered, worse if you’re near the corner.
Low hitbox/foot attribute, so you will whiff on raging lions/Mitsuru 5b. NOT fatal recovery.
SP skill cancel possible, Mahagarula will only combo on CH
・Feather☆Arrow(236AorB)(Air possible)
Long lasting arrow projectile. Ground version is horizontal, air version is 30 degrees downwards.
A version is fast startup、B version is slower, damage is higher and lasts longer。SB is nice and long. (probably the arrow that resembles storm eagle weapon ww)
・Feather☆Bomb(214AorB)
Throws a bomb diagonally upward. Bomb slowly floats down over time, and when shot with an arrow, creates a air unblockable blast. Guaranteed once out?
A version falls in front of you、B version は奥に落下する。SB version throws two bombs.
・Feather☆Flip(236CorD)(Air possible、Persona move)
Jumps using Isis’ wind. C ver quick startup、D version slower and jumps higher。SB version searches out the opponent’s position and jumps.
⇒Feather☆Shoot(During Feather☆Flip, AorBorCorD)
Shoots a status effect arrow 30 degrees downwards. A ver and C ver deal charm, B and D version deal confuse, SB version deals both.
Both last for around 3 seconds.
・Mahagaru(214CorD)(Air possible、Persona Skill)
Sets and shoots a garu out. Lasts a long time, definitely helps control the opponent in neutral
C version puts it right in front of Yukari, D版は奥に設置される。SB version puts out two.
SP Skill
Hyper・Feather☆Shoot
Shoots out a super arrow, likely only to deal damage.
Awakening SP
Mahagarula
C Version sets up right in front of Yukari, D is somewhat close
Sets out a massive wind pillar. Invuln, startup is fast. Not guaranteed once out.
Forces opponent to block on hit, air guard possible.
If underneath Mahagarula, can mash QE over and over.
Min damage is low, but raw hit is 2500
【Combos】
・Dial A (thnx jp was worried that wouldn’t combo)
・5AAA>214A>5C>jcJC>J2B>(bomb)>214A>2AB>(5D set)
・5AAA>214A>5C>jcJC>J2B>(bomb)>[2B]>236CD>AorB
・(Close to corner)5AAA>214A>5C>jcJC>J2B>(bomb)>[5B]>236C>AorB
・(Close to corner)5AAA>214A>5C>jcJC>J2B>(bomb)>[5B]>[2B]>jc >[JB]>236236A
・Throw>236236A
・(Close to corner) Throw> Dial A
・AoAC>JC>jump cancel dl[J2B]>5B>236A>(236236A)
・(Close to corner)AoAD>5B>5C>2C>jcJC>jc[J2B]>2B>jc[JB]>J236C>AorB
japanese confirm the rumor that yukari may be cute
_____________________________________
https://twitter.com/oogimagic1019/status/401366126287790081
https://twitter.com/tkintheglobe
ゆかりの情報でてなさすぎるので簡単にまとめ1
・B > Air backdash j.b or 2b, mixup very similar to Yukiko’s
・If you start charging j.b at the top of your jump, you can release it at just the right time to make it extremely strong
・Jump in J2B jump cancel is possible, so J2B>jc>J2B looks ‘very shady’
設置射撃は5D>5B, 2D>2B, ガル出して2Bとかで壊すのが基本かな?
Superjump Garu > Airdash で反対側に逃げつつJBでガル壊して誘導弾を追ってくる相手に当てるのも強い。
For now, 2D>2B>236Aとかが初狩り力高いが前転や低ダ通されると死ぬ
Probably 2D>2B and 5D>5B into C Garu cancel possible. 持続が長いのでとりあえず困ったらガル置けばいい。
コンボは他の人がまとめてたAAA>214A>5Cで拾うパーツがあるがまだ練習してないので割愛。if ground confirm then 5A>5C>5B>Sweep >D Garu or AAA> flip, etc
If you have the gauge, you can throw down Mahagarula. Supercanceling from 236x into it to force them to guard seems good. Her horizontal DP going a far distance seems great, but can be blown up by a bunch of moves due to hitbox
For now, it seems getting better with the bomb and flip will lead to even more freedom of movement with Yukari
Yukari’s 5B is a relatively high hit(?) so it doesn’t seem to stop Droit or bearscrew. Maybe charged B can stop them? 一応5D>5Bって置くとDroit がペルソナ壊してる硬直中にBが刺さるけどだから何って感じ