Mixedmethods (talk | contribs) m (OMC run during shock removed (no longer exists); minor edits.) |
(→Hitting Two Opponents With the Same Attack: moving to attack attributes section) |
||
Line 13: | Line 13: | ||
*Button priority is crucial to understanding and executing certain option selects! | *Button priority is crucial to understanding and executing certain option selects! | ||
==Cancels After Hitting a Persona== | ==Cancels After Hitting a Persona== | ||
Hitting a Persona counts as the attack being "blocked" in terms of P Combo canceling. | Hitting a Persona counts as the attack being "blocked" in terms of P Combo canceling. |
Revision as of 22:37, 4 May 2016
Button Priority
Button priority in this game goes > > > , where the letter to the left takes priority over any and all letters to the right.
For example:
- Pressing + would have your character perform .
Because there are so many commands that are 2 or 3 buttons, the rules for determining what command you get is simple: The command that uses the highest priority button wins. One More! Cancel has highest priority if available.
Examples:
- Pressing + + would execute a Furious Action (B+D) instead of an All Out Attack (A+B).
- Pressing + + + would execute a Burst (++); if no burst is available, then a throw (+).
- Pressing Template:236236 + + with 50SP as Naoto would execute a SB Double Fangs (Template:236) instead of a super (Template:236236 or Template:236236), or if you have less than 25SP, then you will get an All Out Attack.
- Button priority is crucial to understanding and executing certain option selects!
Cancels After Hitting a Persona
Hitting a Persona counts as the attack being "blocked" in terms of P Combo canceling.
For example, Narukami's 5B can be jump-cancelled on hit only, so he will not be able to jump-cancel if the attack only hits the opponent's Persona, but he will retain all of his "cancel on block" options for 5B, such as backdash-cancelling.
One More Cancel Run
Hold forward or down-forward when doing a ground One More! Cancel and your character will automatically begin running forward!
This is useful for combos where you need to get as close to your opponent as possible after a One More! Cancel.
This trick does not work for backsteps or air dashes.
Recognizing Invincibility
When your character is invincible and goes through an enemy attack, you may notice that a white circle appears. This is to show that the character was invincible.
Note that this circle doesn't always appear: for example, a ground throw on an airborne opponent will not trigger this effect.
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data