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 :>

General Mechanics:

Aigis

Akihiko

Chie

Elizabeth

Kanji

Labrys

Mitsuru

Naoto

Narukami

Shadow Labrys

Teddie

Yosuke

Yukiko

Junpei

Yukari (Updated with summary info as requested)

Sho

General Mechanics:

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

Aigis

https://www.evernote.com/shard/s207/sh/e330c75b-c3fe-43b9-8a6e-ccd905cd80cc/d3d596cac00df41b3a2d76a695e7c7f1

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

Akihiko

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.

Sonic Upper

Sweep 236236B comboed

Can combo after lv0 DP air hit CH

Raw SB Maziodyne did 3700 (shadow mode, so .8 modifier is applied)

Chie

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)

New Lungepunch special

Elizabeth

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

https://www.evernote.com/shard/s292/sh/b134d7e8-a7ff-4054-bbe9-3b8160dba5c3/4bebdde5d1c289426462af80ac3d5eef

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

Kanji

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

Labrys

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

Mitsuru

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

Naoto

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

Narukami

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

https://www.evernote.com/shard/s266/sh/99455bdd-1dea-409e-b617-8d215b91670a/f32411ae2b7040fbbea08c99ac6aed64

Shadow Labrys


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

Teddie

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

Yosuke

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

Yukiko

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!

Junpei

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?


Yukari (Updated with summary info as requested)

(Sorry guys, I thought one got translated around loketest 1, once I realized that never happened, I put this together w)

  • 5A:Short range low kick, probably 5-6f. Jump cancel on guard/hit
  • 5AA: Diagonal upwards kick. Jump cancelable on hit/guard
  • 5AAA: Yukari shoots 3 sets of arrows 3 times upwards. Only shoots once set on guard.
  • 2A:Low 2a kick like chie/yukari, probably a bit of a low profile? Chains 3 times
  • JA:maybe 7f, Forward knee kick, seems strong for air to air and jumpin. Hit/guard jump cancel.
  • (All of her b moves can be charged to add various effects)
  • 5B: Yukari shoots a single arrow horizontally. Hits opponents when point blank, but  will whiff if further away, so be careful. Jump cancel on hit. (Charge shoots 3 arrows, blows opponent away, and wallsticks in corner, improves hitbox)
  • 2B upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but recovery is long and no invuln. Backstep cancelable on hit/block, jump on hit. (Wallstick on charge, improves hitbox, )
  • JB:basically the same as 5b, but if you do it early enough in your jump you can do air actions on the way down. Landing recovery, so be careful. (Charge gives wallstick, better hitbox, 3 arrows)
  • J2B:downward 45 degree angle version of 2b. Long recovery, be careful. Jump cancel hit/guard. (Charging gives a groundbounce, better hitbox)
  • 5C: Gathers wind right in front of yukari rising upwards. Jump cancel on hit.
  • 2C: Creates an orb that rises upwards, placed further away than 5C. Floats opponent on hit. Guard/hit backstep cancel, hit jump cancel.
  • JC: Same was 5C, groundbounces on hit, can jump cancel on either hit (apparently hits twice)

  • 5D:Starting position spacing example
  • ゆ 敵  風  (Yukari, opponent, wind)
  • Sets up a garu around 2 character spaces away from Yukari. Active frames long, can be done after sweep to set up okizeme apparently.
  • 2D: Same as 5D, but further upwards.
  • JD: basically the same as 5D, sets a garu down 2 spacings away.

・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

Sho

http://www.youtube.com/watch?v=FRXzUdOuYXE