P4AU/Patch Notes/Ver.2.00: Difference between revisions

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==Junpei==
==Junpei==
Junpei
Standing A
Decreased startup time
Decreased attack active frames
Standing AA
Adjusted blowback on airhit, easier to follow up
Decreased startup time
Standing AAA
Can be normal canceled into sweep
Can now be canceled sooner
Crouching A
Increased upward area hitbox
Standing B / Crouching B
Decreased startup time
Standing C
Decreased startup time
Crouching C
Persona is now invincible to Chest attribute attacks
Standing D / Jumping D
Decreased total recovery time
Jumping A
Increased attack level
Jumping 2A
Decreased startup time
Increased untechable time on air hit
No lower counts as a low attack when close to the ground
No longer floats on ground hit
Jumping C
Increased falling speed after the attack finishes
Jumping 2D
Decreased startup time
Increased falling speed after the attack finishes
Can be canceled into from Jumping A, Jumping B
Adjusted appearance and angle, making easier to hit from previous attacks
All Out Attack
Invincibility time sets in sooner
Decreased recovery time
Batting Projectiles (Front, Upward, Downward)
When a projectile is hit, Junpei will become invincible for a time
Adjusted the location where the returned fireball will appear from
Returned fireballs will disappear if it clashes with a projectile
Super Flamenco Swing
Lengthened the invincibility time during the stance
Decreased startup time
Damage is now based on time spent in stance
Super Spin Swing (All Versions)
Grounded version last hit automatically turns to face the opponent
Reduced blowback of the aerial version, making it easier to combo off of
SB Version Clean hit now causes the same blowback as the B Version
A Super Spin Swing (Air)
Decreased startup time
A Super Bunt
Changed so that it is more difficult to accidently perform Super Spin Swing on accident
SB Super Bunt
Can now be dash canceled
Full Speed Slide (All Versions)
Increased hitbox size
Air version is also Fatal Counter recovery state
Decreased startup time of air versions
Air version property changed, C version is a low attack, and D and SB versions are high attacks
C Full Speed Slide
Reduced recovery time
Adjusted blowback
Deathbound (All Versions)
Removed Fatal Counter recovery state from ground version
After the last hit, can be ground teched
Decreased total recovery time
Inferno Homer (All Versions)
Stance portion can now be dash canceled
When B or D follow-ups are used, no longer causes pushback in the corner
SB Inferno Homer
Will cause a Homerun even if the later portion of the attack hits
Comeback Grand Slam (All Versions)
When a projectile launched by the A or C follow up hits, it causes a wall bounce
Increased startup time for Junpei’s attack
Will cause a Homerun even if the later portion of the attack hits
Increased startup time for Person’s projectile for D and SB versions
C Comeback Grand Slam
Persona now appears at a closer distance
SB Comeback Grand Slam
Persona now appears a little bit further behind the opponent
Adjusted projectile speed and projectile blowback, making it easier to hit back
Vorpal Bat (All Versions)
Increased blowback when a Homerun is hit
Untechable time no longer scales with proration
Decreased total recovery time
Explosive Level-Up Grand Slam
On hit, sets score to 0 and removes Victory Cry
Clean Hit
Increased vertical judgement area
Other than SP Skills, can only Clean Hit opponents who are midair (and taking damage midair)
Ball Counter
Throw breaks do not count as an Out
Hitting a Persona or another object counts as a Ball
Various Persona Attacks
Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)


==Sho==
==Sho==

Revision as of 21:29, 25 April 2015

Ambox warning.png All changes come from Arc System Works' official change list PDF and accompanying videos. There may be undocumented changes.

Players are welcomed to add known changes that are unlisted to each character's section.

Source
http://www.arcsystemworks.jp/p4u2/images/imp/list_ver.2.00.pdf
Videos showcasing the buffs that characters have received
https://www.youtube.com/watch?v=SQjGykCskMY
https://www.youtube.com/watch?v=gPRDUA21Img
https://www.youtube.com/watch?v=tjVCdJaSHAU
https://www.youtube.com/watch?v=8bsOB5noBYc
https://www.youtube.com/watch?v=UIy7SocmMaA

System Mechanic Changes

  • Shadow Type Characters have been drastically changed
    • Reversal Burst added
    • Characters gain 1000 health instead of 2000. Shadow Kanji and Shadow Akihiko gain only 500 health.
    • Attack power increased by 10%.
    • SP gain rate adjusted.
    • SP no longer carries between rounds.
  • Shadow Fury uses Burst Gauge instead of SP Gauge to activate
    • SP Gauge becomes a timer -- the less SP a player has, the less time Shadow Fury is active.
    • Opponents cannot Defensive Burst during Shadow Fury
    • When Shadow Fury is activated with 100 SP, the Persona Gauge is refilled to full.
  • SP Gauge usage during Shadow Fury adjusted:
    • SB Skills: 10%
    • SP Skills: 20%
    • SB SP Skills: 30%
    • OMCs: 25%
  • S Hold System is 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 bonus SP and Burst Gauge is given on the special attack instead of the final normal attack
  • All-Out Attacks are air techable on air-hit
    • Increased pushback when blocked, but not in the corner
    • The follow-up All Out Rush can be performed by holding A or B
  • Ground Throws can be special canceled on hit
  • Freeze can also be dispelled via button inputs
  • Bad Statuses show on the HUD when inflicted
  • Panic adjusted. Can now block by holding directional inputs in either direction.
  • Spin Damage State: The period of time where players are forced into a guard state has been removed.
  • Persona Break indicator location changed to better show 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 minimum damage adjusted, a number of them reduced
  • Damage Proration the rate of damage scaling has been changed.
    • 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: Personas are invulnerable from appearance until just before the attack frame window
    • When clashing, now acts like normal clash
  • Defensive Burst are now unburstable
  • 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 unique colors for 1P and 2P to differentiate item ownership

Yu

  • 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 to Yu
  • 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 and can be One More Canceled
  • D Ziodyne:
    • Decreased startup time for the ground version, increased startup time for the air version, reduced recovery time, decreased untechable time,
    • Persona will turn to attack opponents from its current location
  • SB Ziodyne: Decreased startup time, decreased recovery time for the ground version
  • Cross Slash (All Versions): Added Fatal Recovery state, increased startup time.
  • Myriad Truths: Changed to projectile attribute
  • Certain Persona Attacks: Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Zio)

Yosuke

  • 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 [V-Slash] (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 [V-Slash] : Decreased startup time. Projectile invincibility now starts earlier, runs out in the later portion of the attack. Worsened frame difference when blocked
  • Sukukaja (All Versions): Invincibility during the superflash now continues
  • D Sukukaja: Decreased effect time
  • Shippu Nagareboshi [Sukukaja Super] (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)
  • 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

Chie

  • Certain Persona Attacks: Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)
  • 5A (Both Versions): Can be normal canceled into Standing A in the later portion of the move. Increased recovery time. Decreased hitstun time
  • 5AA (Normal Version): Decreased startup time
  • 5AA (Shadow Version): Adjusted blowback, easier to hit on air hit
  • 5AAA (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
  • 5AAA (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
  • 5B: Increased hurtbox area on front portion
  • 2C: 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
  • 5D and 2D: Increased pushback on hit
  • 5DD and 2DD: Decreased pushback on hit
  • 5D: Decreased startup time. Removed Fatal Counter from last hit
  • 2DD: Decreased blockstun when blocked
  • j.2B: Increased diagonal hitbox area
  • j.D: Persona now appears diagonally upward
  • j.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

Yukiko

Standing A (Both Versions) Reduced recovery time

Standing AA (Both Versions) Decreased startup time Decreased recovery for normal type

Standing AAA (Both Versions) Can be normal canceled into sweep

Crouching A Increased hitbox size for upper area

B Attacks When touching a Persona attack, can be normal canceled

Crouching B (All Versions) When inputted with a down back input, fan speed is slowed down Increased recovery time for all versions aside from down forward input

Standing D (All Versions) Increased untechable time

Crouching D (All Versions) Only the first hit is an overhead attack Removed Fatal Recovery state from Crouching D and down forward version

Jumping B (All Versions) When low to the ground, does not hit as a low attack Reduced landing recovery time Increased movement speed of Yukiko

Jumping 4B Increased projectile speed

Jumping C Persona now appears slightly farther forward and slightly higher

Jumping D Attacks Only the first hit is an overhead attack

Sweep Reduced attack active frames

All Out Attack Decreased startup time Increased recovery time Now becomes invincible sooner

Agi (All Versions) Decreased recovery time Ground A and SB versions do not float on hit

A Agi Ground versions on air hit do not float as high Ground version floats on counter hit, floats higher

SB Agi Decreased startup time Does not push back as far on ground hit

Agi (Flame Portion) Increased untechable time Decreased startup time

Maragi (All Versions) Removed Fatal Recovery state

Flame Dance (All Versions) Increased untechable time of the second hit of the A version Adjusted collision box, can now be hit easier by opponents

B Flame Dance Decreased startup time

Fire Boost / Fire Amp Decreased total recovery The timing of the gauge level increasing is now earlier Persona now disappears sooner for Fire Amp Changed the damage increase rate for each level Can perform Phoenix Flame Swirl at level 3 and up

Fire Break Removed Fatal Recovery state Cooldown between uses is now longer

Phoenix Flame Swirl Can now be one More Canceled Decreased startup time Can be canceled into various skills Air versions can no longer land before the attack comes out Adjusted recovery time, Grounded A and B versions are shorter, but all other versions are longer

Agidyne (All Versions) Added Fatal Recovery state

SB Maragidyne Changed the flame appearance patterns

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

Kanji

(Taken from Xie's translation of ASW's official changelist)

  • Standing AA (All Versions) Can be performed when holding back.
  • Standing AAA (Normal) Untechable time is now affected by combo proration. Decreased untouchable 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 property. 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! (B+D) 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 be 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)Reduced dash inertia before active frames. D and SB Version’s strike invincibility now starts later.
  • D This’ll Hurt! Removed Fatal Recovery state.
  • Primal Force(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 Force 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 Force On counter hit, only causes a wall bounce in the corner.
  • SB Primal Force On hit, can cancel into Persona attacks.
  • B Ass Whoopin', Tatsumi-Style When hitting up close, time until the chair falls has been increased. When hitting from far away, increased the bounce height of the chair.
  • Certain Persona Attacks Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

Teddie

Teddie

Standing AA (Normal) The longer the button is held, the longer the recovery is After the 8th hit, can no longer be jump canceled Increased counter hit window during the move By holding forward and the A button, the performance of the move also changes

Standing AAA (Normal) Reduced the active frames of the last hit

Standing AAA (Shadow) Can be normal canceled into Jumping 2C or Sweep Can be jump canceled

Standing B Can be normal canceled into itself for a maximum of 3 times Increased untechable time on counter hit Does not increased untechable time after a wall bound has occured

Standing B (2nd Hit Onward) Increased recovery On the 3rd swing, cannot be canceled on block On the 3rd swing, can be canceled into jump or skills on hit

Crouching B Increased downward portion of hitbox

Crouching C Can be special canceled

Jumping A Frame difference when airblocked worsened

Jumping B On counter hit, after the ground bounce, can be ground techable Recovery is worse when blocked

Jumping C Increased recovery for the Persona

Jumping 2C Persona now appears from the ground Does not hit opponents on the ground Can be normal canceled into Jumping C, Jumping A+B, and special canceled No longer causes Fatal Counters

All D Attacks Changed the attack portion’s blowback, reduced untechable time Persona can no longer appear offscreen Persona is no longer projectile invincible, only projectile invincible during the held version

Crouching D and Jumping 2D Persona appears slightly farther forward Persona slightly bounces now

Jumping D and Jumping 2D Increased landing recovery Now counter hit state during the motion

Sweep Creates a different number of fish depending on the number of times the move is used On the 3rd time the attack is used, it creates 3 fish The hit property of the 3 fish version is different from normal

All Out Attack Becomes invincible at an earlier time Decreased recovery time

Jumping A+B On hit, causes a ground bounce No longer has an All Out Rush follow-up Adjusted total performance, now works as a single hit overhead attack

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

MF-06 Brahman / Heavy Armor Agni / Turbo Recon Dyaus Can be destroyed by an opponent’s attack

Dr. Salt Neo / Mystery Food X / Muscle Drink Can be knocked away by both player’s attacks Can no longer be picked up as they are disappearing Items cannot be picked up when a player is projectile invincible Item pickup range increased

Mystery Food X Now reduces HP when acquired

Muscle Drink Rage time has been reduced

Bike Key When both player and opponent acquire the key at the same time, priority is given to the player If the opponent picks up the Bike Key, they gain 10 SP and the bike doesn’t come Can no longer be picked up as it is disappearing Can only be picked up while on the ground Item pickup range increased

Dry Ice Disappears soon after landing on the ground

Mobile Model Varna On counter hit, causes stagger Now foot attribute

D-Type Prithvi After set on the ground, becomes Armor Invincible When not invincible, can be broken by opponent’s attacks When invincible, blocks opponent’s attacks and attacks When an opponent is overhead this item, it attacks Is not Armor Invincible during attacks

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

Teddie Decoy Increased the opponent’s hitstun time On successful counter, attack active frames reduced

Bearscrew (All Versions) B and SB Versions are no longer Fatal Recovery State

B Bearscrew Increased untechable time On hit, floats the opponent and allows for follow-ups Worsened frame difference when blocked

D Teddievision Reduced total recovery

D Teddie Warp Added a physical attack during the rush portion

Puppet Teddie (All Versions) Can change the trajectory of the B and SB versions by inputting Up, Right, or Left After the attack, the B and SB version now fall faster The B and SB versions now cause a wall bounce on air hit The A version now only causes a wall bounce when near the corner For the airborne versions, can act after during the drop Reduced the landing recovery of the airborne versions

A Puppet Teddie Reduced the recovery time

B Puppet Teddie (Air) Increased the recovery time

2D Teddie (All Versions) Made the hurtbox during the animation lower

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

SB Tomahawk Decreased startup time

B Nihil Hand Increased startup time

Guard Cancel Attack Increased recovery time

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

Naoto

Naoto

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)

Mitsuru

  • 5AAA: Can not be canceled into 5B or 2B. Can only be canceled into Skill Attacks on the last hit. Adjusted cancel timing, comes out as fast as possible.
  • Auto Combo (Shadow): 2-4th hits have less recovery, 5th hit can be canceled into sweep.
  • 5B: Reduced recovery. Does not push back opponent on hit.
  • 2B: Head invul begins earlier.
  • 2B (Charged): Launches opponent on ground hit.
  • j.B (Charged): Forces opponent into crouching state on ground hit.
  • All Out Attack: Recovery increased. Autoguard starts up faster. Counter hit state shortened.
  • Ground Throw: Increased hitstun of all hits except the last. Increased blowback on hit. No longer pushes Mitsuru away in the corner.
  • SB Myriad Arrows: Does fewer slashes.
  • B Coupt Droit: Faster startup. Charged version recovery reduced.
  • SB Coupt Droit: Faster startup.
  • Tentarafoo: Faster startup on all versions. Can be comboed into. 2nd hit floats opponent upwards instead of away.
  • Bufula: Projectile durability increased. Fatal Recovery state removed.
  • D Bufula: Appears away from Mitsuru and moves towards her.
  • SB Bufula: Starts near Mitsuru and moves away from her.
  • SB Mabufudyne: Persona is no longer invincible.

Akihiko

Akihiko

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)

Aigis

  • Persona invincibility: For the following moves, Persona is now invincible when appearing until active frames: 5C, 2C, 222C, j.C, j.2C.
  • 5A (Shadow): No knockback on hit.
  • 5AA (Normal): Reduced buffer time for input. Can now aerial backdash.
  • 5AAA (Shadow): Hit effect changed. No longer causes hard knockdown. Now groundbounces.
  • 5AAAA (Shadow): Auto-combo skill changed to 7th Gen Radical Cannon (B version).
  • 5B: Recovery decreased. Gatlings into itself up to three times.
  • 2C
Increased lower and horizontal hitbox.
Increased untechable time.
Persona appears further forward.
Air-unblockable.
Now hits crouching opponents.
  • 222C: Decreased start-up time.
  • j.C: Now more difficult to accidentally perform j.2C.
  • j.2C: Decreased start-up time. Reduced recovery time.
  • 5D and j.D Persona appears further behind. Persona counterattack has faster start-up.
  • j.D: Increased untechable time.
  • 2D and j.2D:
During EXO, the first hit is an overhead.
During EXO, decreased startup time.
Cannot move as quickly after setting the Persona.
Catch frames increased.
  • 2D: Decreased recovery time.
  • All Out Attack
Invincibility frames now begin later.
Decreased recovery time
  • Ground Throw: Explosion can not be reversal Bursted.
  • Escape Change (B+D)
Adjusted blowback on counterhit. No longer wallbounces.
On hit, reduced recovery time.
  • 7th Gen Gatling Blast (all versions)
Reduced recovery time.
Changed air hit properties when out of ammo.
  • 7th Gen Gatling Blast A (0 Ammo): No longer floats on ground hit.
  • 7th Gen Gatling Blast SB (0 Ammo): Untechable time increased. Causes wallbounce 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.
Radical Cannon A: Increased projectile speed.
Radical Cannon B: Projectile trajectory is now higher.
Radical Cannon SB: Second projectile comes out at a different timing.
  • 7th Gen Vulcan Cannon (all versions):
Button can be held to change trajectory.
If trajectory is changed, landing recovery is also increased.
When out of ammo, attack can only be performed once in the air.
  • SB Mode Change:
Recovery time reduced.
When changing into Orgia mode from normal mode, Aigis floats higher.
When changing from normal mode, now invincible during the rising portion.
  • B Mode Change: When changing out of Orgia Mode, increases Orgia gauge recovery rate.
  • Orgia Boost:
Upward and downward movement speed now faster.
Executes faster when used after Hovering or Air Boost.
Consumes less gauge when used after Hovering.
Changed conditions for performing attacks, making it harder to accidentally perform attacks.
  • Hover:
Holding 2 will end the move.
Easier to maintain air momentum (?).
  • Air Boost
Invincibility frames now begin earlier.
Adjusted movement speed; actual movement begins later.
Can now cancel into normals and specials during the latter portion of the move.
  • Megido Fire (all versions)
Fatal Recovery removed from C version.
Decreased recovery on C and D versions.
Can now combo C and D Megido (meterless double Megido combos now possible).
  • Pandora Missile Launcher (D version): Increased invincibility frames of the aerial version.
  • Goddess Shield SB: Decreased start-up time. Invincibility now ends during the middle of the move.
  • Multi-Mounted Machine Gun Orion (all versions)
After the grab hits, follow-up attacks connect more easily.
Can now change Aigis's trajectory during the move with directional inputs.
  • Heavenly Spear C: Fatal Counter removed.
  • EXO (Extreme Orgia Mode)
No longer requires Persona break for activation.
Silhouette no longer shows when taking damage (graphical change only).
  • Orgia Gauge
Less gauge is consumed when being hit.
More gauge consumed when attacking.
  • Origia Mode: When in Orgia mode, the following moves are jump-cancellable: 5AAA, 2A, 5B, and sweep.
  • Damage reduced on Multi-Mounted Machine Gun Orion, possibly other supers.
  • Overall damage greatly decreased. Combo rate lowered; proration values adjusted.
  • Boost-cancelling moves now consumes significantly more Orgia gauge (20-25%).

Labrys

  • 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)
  • 5A: Adjusted float to make Auto Combo easier to connect to
  • 5AAA (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
  • 5AAA (Shadow): Can be canceled into Sweep
  • 2B: Can be dash canceled
  • 2B (Charged): Increased untechable time. Now preserves the head attribute invincibility. Adjusted blowback, is now a vertical tailspin hit state
  • 2C:' Can no longer be canceled into Mini Jump
  • j.A: Decreased startup time
  • j.BB and j.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

Shadow Labrys

  • 5AAA: Gatling into sweep added.
  • 5B: Fatal Counter removed.
  • 2B: Fatal Counter removed. Now jump-cancellable on block.
  • j.BB and j.2B
Untechable time increased.
No additional untechable time off wallbounce.
j.2B can now be executed with diagonal inputs (j.1/3B).
  • All Out Attack
Becomes invincible sooner.
Recovery increased.
In counterhit state for less time.
  • Chain Knuckle (all versions)
Activation sped up.
Recovery decreased.
B and SB version untechable time increased.
  • B Chain Knuckle: No additional untechable time off wallbounce.
  • SB Chain Knuckle: Larger rebound from wallbounce.
  • Guillotine Axe (all versions)
Untechable time increased.
No additional untechable time off groundbounce.
  • SB Guillotine Axe
Decreased blowback on hit, floats higher off groundbounce.
Can now be ground teched.
  • Persona normals: Attacks can only be cancelled on hit or block; cannot cancel on whiff.
  • 2C:
Activation sped up.
If Shadow Labrys enters blockstun before Asterius surfaces, the attack doesn't activate.
Increased lower portion of the attack hitbox.
Added Fatal Counter.
  • 5C
Activation sped up.
Untechable time increased.
Hit property changed, no longer causes ground slide. Now causes large knockback. Wallbounces in the corner.
Added Fatal Counter.
  • Buffalo Hammer (all versions) (214C/D/CD)
Activation sped up.
Advances further forward.
Can withstand a greater amount of damage while active.
Ground-techable.
Adjusted blowback on SB version. Second attack easier to land.
Added Fatal Counter.
  • Buffalo Hammer quake
Floats on hit.
Untechable time increased.
No longer hits Personas.
No longer hits if the opponent is behind Asterius.
No longer KO's opponents.
  • Public Execution (all versions) ([2]8C/D/CD)
Easier to catch opponents behind Asterius. (Hitbox adjusted.)
  • Titanomachia: SP gain decreased while active.
  • Glitches allowing Asterius to remain fully active despite Persona-break now removed.
  • Minimum damage lowered for most supers.
  • Proration values for numerous moves adjusted.
  • Speculated combo rate decrease, likely 55% (down from 60%).

Elizabeth

Elizabeth

Standing AAA Can only be canceled into sweep on block Untechable greatly increased By holding back, SB Mahabufudyne does not come out automatically

Standing BB Normal cancel window made earlier

Standing BBB Decreased startup time Does not float on ground hit Can be normal canceled into Standing D, Crouching D, and sweep Can be jump canceled

Standing C When powered-up, the Persona will produce afterimages

Crouching C Increased hitstop

Standing D and Jumping D Increased untechable time Persona appears farther forward for Standing D Persona moves faster for Jumping D

Crouching D Lowered hurtbox size Poison effect time shortened

Jumping 2B Total recovery reduced

All Out Attack Decreased startup time Decreased recovery

Shuffle Time Decreased startup time Increased recovery

Maziodyne (All versions) Persona will turn to face the opponent A version blowback adjusted and can be techable on normal hit Increased untechable time of B version Reduced Shocked time of SB version Persona can attack after performing an Awakened B or SB Version

B Maziodyne (Normal) Decreased startup time

A Maziodyne (Awakened) No longer wallbounces Slightly increased startup time

SB Maziodyne (Awakened) Can be One More Canceled First shot causes wall bounce, second shot wallstick time reduced

Mabufudyne (All Versions) Reduced recovery Persona will turn to face the opponent A version is super cancelable and One More cancelable Held SB version frame difference improved SB version now causes Fatal Counter Follow-up hit of SB and B versions connects easier when opponent is high up Increased untechable time of first hit of SB and B version Increased movement range of the SB and B version Decreased startup time for Awakened A and B version Increased the time it takes for the Persona to disappear (After hit for B and SB versions)

A Mabufudyne (Normal) Increased freeze time Decreased amount of time where Persona moves are sealed

SB Mabufudyne (Awakened) Increased recovery for Auto Combo version, Auto Combo version hits opponent easier

Maragidyne (All Versions) Decreased startup time Awakened versions Decreased recovery time Awakened version

Randomizer (All Versions) Command is now Down (charge) Up A or B Parry recovery is not Fatal Counter recovery After parry succeeds, if the attack is blocked, it loses the invincibility If the parry hits successfully, the opponent can now ground tech The parry startup timing for the A and SB versions is slightly slower

A Randomizer Increased total recovery

Mind Charge (All Versions) Reduced the amount of SP gained for B and SB versions

SB Mind Charge Decreased total recovery

Mahamaon / Mamudoon (All Versions) Decreased total recovery Does not disappear when Elizabeth blocks Persona will always appear on the ground Untechable time is no longer affected by proration Only causes a KO under certain conditions

Mahamaon Greatly decreased startup time Increased untechable time After hitting the opponent, if pushed, the opponent will not stay in midair Only invincible during the superflash

Mahamudoon / SB Mamudoon Reduced the window where Persona attacks cannot be used Is now unblockable Reduced the active frames When it doesn’t cause a KO, deals fixed damage When it doesn’t cause a KO, causes a wall bounce

Diarahan (All Versions) Added an attack portion after the invincibility wears off Reduced the HP recovered

SB Diarahan Cannot be stopped before it becomes invincible

Ghastly Wail Added Fatal Recovery state

Megidoloan Removed Fatal Recovery state

Guard Cancel Attack Decreased startup time Increased recovery time

One Handed Sword Master Can now be stocked

HP Increased

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

Yukari

Yukari

Standing A Reduced attack active frames

Standing AAA Can be canceled into All Out Attack and Sweep. Can only be canceled into All Out Attack after the last hit Decreased recovery on block and whiff

Standing B Decreased startup speed, decreased time needed for full charge

All D Attacks Decreased hitstop when blocked Attack hitbox now disappears if Persona disappears

Standing D Added 6D, which places the Persona farther away

Juming B / Jumping 2B Decreased startup time

Jumping C Increased untechable time on counter hit Can no longer increase untechable time due to ground bounce

Sweep Can no longer be canceled into Standing D Can now be canceled into 6D and Crouching D

All Out Attack Invincibility time now occurs later Increased recovery time

Ground Throw Increased recovery on hit

Feather Slasher First hit can no longer hit Personas Can pass through opponents while invincible

Feather Arrow (All Versions) Adjusted blowback on air hit, increased untechable time Causes spin damage state on ground hit, does not push back as far Increased arrow speed on ground versions, changed trajectory Removed air limitation from air A and B versions

A Feather Arrow Increased recovery time

B Feather Arrow Decreased recovery time

A Feather Arrow (Air) Bounces higher after usage, falls slower after usage

B Feather Arrow (Air) Bounces lower after usage, falls faster after usage

Feather Bomb (All Versions) Timing to cancel into other attacks is now faster

Feather Flip (All Versions) Can use each button individually until landing

SB Feather Flip Increased movement speed

Feather Shot (All Versions) Decreased startup time No usage limit during Shadow Berserk

SB Feather Shot Decreased recovery time

Magaru (All Versions) No longer disappears when hit by Feather Arrow

D Magaru Changed trajectory of ground versions, now farther and lower Time until disappearance is now longer Increased Persona recovery time, can no longer perform Persona attacks

SB Magaru Changed trajectory of ground versions, now farther and lower

Hyper Feather Shot (All Versions) Removed Fatal Recovery state

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

Junpei

Junpei Standing A Decreased startup time Decreased attack active frames

Standing AA Adjusted blowback on airhit, easier to follow up Decreased startup time

Standing AAA Can be normal canceled into sweep Can now be canceled sooner

Crouching A Increased upward area hitbox

Standing B / Crouching B Decreased startup time

Standing C Decreased startup time

Crouching C Persona is now invincible to Chest attribute attacks

Standing D / Jumping D Decreased total recovery time

Jumping A Increased attack level

Jumping 2A Decreased startup time Increased untechable time on air hit No lower counts as a low attack when close to the ground No longer floats on ground hit

Jumping C Increased falling speed after the attack finishes

Jumping 2D Decreased startup time Increased falling speed after the attack finishes Can be canceled into from Jumping A, Jumping B Adjusted appearance and angle, making easier to hit from previous attacks

All Out Attack Invincibility time sets in sooner Decreased recovery time

Batting Projectiles (Front, Upward, Downward) When a projectile is hit, Junpei will become invincible for a time Adjusted the location where the returned fireball will appear from Returned fireballs will disappear if it clashes with a projectile

Super Flamenco Swing Lengthened the invincibility time during the stance Decreased startup time Damage is now based on time spent in stance

Super Spin Swing (All Versions) Grounded version last hit automatically turns to face the opponent Reduced blowback of the aerial version, making it easier to combo off of SB Version Clean hit now causes the same blowback as the B Version

A Super Spin Swing (Air) Decreased startup time

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

SB Super Bunt Can now be dash canceled

Full Speed Slide (All Versions) Increased hitbox size Air version is also Fatal Counter recovery state Decreased startup time of air versions Air version property changed, C version is a low attack, and D and SB versions are high attacks

C Full Speed Slide Reduced recovery time Adjusted blowback

Deathbound (All Versions) Removed Fatal Counter recovery state from ground version After the last hit, can be ground teched Decreased total recovery time

Inferno Homer (All Versions) Stance portion can now be dash canceled When B or D follow-ups are used, no longer causes pushback in the corner

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

Comeback Grand Slam (All Versions) When a projectile launched by the A or C follow up hits, it causes a wall bounce Increased startup time for Junpei’s attack Will cause a Homerun even if the later portion of the attack hits Increased startup time for Person’s projectile for D and SB versions

C Comeback Grand Slam Persona now appears at a closer distance

SB Comeback Grand Slam Persona now appears a little bit further behind the opponent Adjusted projectile speed and projectile blowback, making it easier to hit back

Vorpal Bat (All Versions) Increased blowback when a Homerun is hit Untechable time no longer scales with proration Decreased total recovery time

Explosive Level-Up Grand Slam On hit, sets score to 0 and removes Victory Cry

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

Ball Counter Throw breaks do not count as an Out Hitting a Persona or another object counts as a Ball

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

Sho

  • Counter Hit State: Counter Hit period during recovery has increased for the following moves: 5A, 5B, 5C, j.A, j.B, j.C, Survival Knife (all versions), Hougekizan: Flash Fang (all versions), Hougekizan: Soaring Fang (A/B versions), Moonsmasher (all versions).
  • Hurtbox: Airborne hurtbox while being hit has been made larger on the lower portion.
  • 5A: Attack level decreased. Upper region hitbox reduced. Reduced active frames. Added Chest attribute.
  • 5AAA: Cancellable into All Out Attack.
  • 2A: Upper region hitbox increased.
  • 5B and 2B: 2nd hit is now Short Hop cancellable.
  • 2B: 2nd hit no longer strikes down against airborne opponents. The frame gap between both hits has been reduced.
  • 5C: Startup decreased. Increased normal cancel window. Cannot cancel back into a normal that was previously canceled from.
  • 2C: Fatal Counter recovery removed.
  • 5D/ j.D: Pressing C or D will allow you to perform a follow-up attack. Can be cancelled into from various attacks.
  • j.A: Increased normal cancel window.
  • j.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.
  • j.C: Interior hitbox size increased. The frame gap between both hits has been reduced. Increased normal cancel window.
  • j.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 are 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.

Minazuki

  • 5A: Upper region hitbox reduced. Reduced active frames. Added Chest attribute.
  • 5AA: Decreased start-up time, increased recovery time.
  • 5AAA: Can be normal-canceled into Sweep (2A+B) and All Out Attack, Trajectory has been changed, Reduced Recovery time, and increased untechable time.
  • 2A: Upper-region hitbox increased
  • 5B and 2B: 2nd hit is now Short Hop cancelable and an increase in recovery time on 2B
  • 5C: Less push-back on hit and now causes ground bounce on air hit. Decreased Startup and Untechable time. Can no longer be normal-canceled into Sweep.

Rise

  • 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)
  • 5AA: Decreased startup time
  • 5AAA:'Can be normal canceled into All Out Atack or Sweep. Increased attack level
  • 2B: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
  • 5C / 2C: Decreased blockstun on blocking opponents
  • 2C: Can normal canceled into Standing D and Crouching D on hit
  • All D Attacks: Attack does not disappear if Rise’s Persona is hit
  • 5D / 2D: Reduced total recovery
  • j.A:' Decreased attack level
  • j.B: Decreased total attack hitbox area
  • j.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 when 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. Minimum damage dropped from 880 -> 600
  • 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

Ken

  • 5A: Added Chest attribute. In counterhit state longer.
  • 5AAA
Now moves Ken forward.
Gatling into sweep added.
Wallbounces on air hit.
  • Auto Combo: Adjusted blowback on air hit. Easier to connect attacks.
  • 2A: Attack level decreased.
  • j.A: Shortened interval between hits. Total recovery time decreased.
  • Koromaru Normal Attacks (5C, 2C, Offscreen C): Attacks are now performed by releasing the button.
  • Koromaru 2C: On block, Koromaru's somersault trajectory is now larger.
  • Koromaru D: If the D button is held, Koromaru will return after jumping.
  • All Out Attack
Decreased start-up time.
Invincibility now continues until the attack's active frames.
Decreased recovery time.
  • All Out Attack Finish, D Version: Adjusted blowback. Opponent now flies further away.
  • Ground Throw: Increased recovery on hit.
  • Vile Assault (B+D)
Decreased start-up time.
Decreased recovery on whiff and block.
Decreased untechable time on counterhit.
Now considered crouching when landing.
  • Mediarama
Added an attack hitbox.
Decreased HP recovery.
Decreased HP recovery amount for Koromaru.
C and D versions are projectile invuln during the animation.
SB version fully invuln during animation.
  • Zan – Hakurou Battouga SB
Decreased startup time.
Increased movement speed.
Koromaru slows down when making contact with an opponent.
Attack ends if Ken is hit or enters blockstun.
  • Zetsu – Hakurou Battouga (C and D Versions): Decreased number of hits when blocked.
  • Zetsu – Hakurou Battouga SB
Increased number of hits.
During the attack, Koromaru is projectile invincible.
Attack ends if Ken is hit or enters blockstun.
  • Koromaru HP Gauge
Increased Koromaru’s total HP.
When Koromaru’s HP reaches 0, the time until Koromaru is 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.

Adachi

  • Mandala Buff: Rage removed, status ailments inflicted by moves adjusted, now SB skills inflict 2 ailments instead of 1. :Status ailments inflicted now are:
    • 5C: Poison.
    • 2C and j.2C: First hit Poison, slam down inflicts Fear.
    • j.C: Fear.
    • 5D: Shock.
    • 2D and j.2D: Shock.
    • Megidola: Shock.
    • Atom Smasher: Fear and Confusion.
    • Heat Riser: Fear and Posion.
    • Ghastly Wail: Fear and Silence.
    • Magatsu Mandala: Confusion and Silence.
    • Posion time reduced
  • All C Persona Normals and Evil Smile: Persona is invincible when appearing until active frames.
  • 5AAA: Sweep cancelable.
  • 5B: Now moves forward.
  • 2B: Now does slightly less damage (700 > 500).
  • 5C: Slam damage went down (838 > 789).
  • All D Moves: Opponent gains less meter from blocking. Adachi is now in Counter Hit state until he recovers.
  • j.C: No longer slides on counter hit. Opponent can immediately tech afterwards, can no longer follow-up with a combo.
  • Sweep: Length of sweep extended.
  • All Out Attack: Length of all out attack extended
  • Ground Throw: Gains 17 meter (steadily grows while Adachi laughs).
  • Air Throw: Does more damage (1300 > 1800, CH does 1980).
  • Furious Action: Takes 5% blue health instead of 10. Slides instead of wallbouncing, so is no longer able to be followed up on CH, but can be followed up with SB Mandala for a small combo.
  • A Calm Down: Projectile Invulnerability.
  • SB Calm Down: Quicker startup and invuln startup, moves further forward.
  • B/SB Pain in the Ass!: Can be special canceled into a different special.
  • Scared? (All Versions): Now special cancelable once during a gatling string.
  • A/B Scared?: More minus on block,
  • Evil Smile: Wider hitbox, won't hit invulnerable opponents, recovery reduced on both Adachi and Magatsu Izanagi.
  • SB Evil Smile: Has less recovery, hits crouching, supposedly can be used within a combo.
  • Megidola (All Versions): Less inertia retained from movement before move.
  • D Megidola: Much more recovery on whiff.
  • SB Heat Riser: Has a different trajectory, with a steeper arc, and also has increased untech time. More follow ups possible. Recovery increased.
  • C Atom Smasher: More startup and less recovery. Frame advantage on block decreased (-10 > -25)
  • SB Atom Smasher: Has a longer startup, less useable as a reversal. More whiff recovery. Now +2 on block.
  • SB Magatsu Mandala: Has a different trajectory that knocks opponent towards you, allowing for more combo useability. Also has more recovery.

Marie

  • Weather: SP gain reduced during Snow.
  • Certain Persona Attacks: Persona is now invincible when appearing until active frames (5C and 2C)
  • 5AA: Decreased startup time. Decreased recovery time, frame difference is the same
  • 5AAA: Can be normal canceled into sweep. Can be jump and dash canceled
  • 5BB: Fall speed is reduced, ground bounce height reduced
  • 5C: Adjusted forward movement and attack hitbox, reach increased
  • 5D: Reduced total recovery time
  • j.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. The pull is now as strong as Akihiko's D attacks
  • 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

Margaret

Margaret

5A Cannot be canceled back into the move it was canceled from

Auto Combo Increased the hitstun of the 5th hit Divine Vacuum can no longer come out if holding directional inputs during Auto Combo

Standing C Decreased upper area hitbox size

Jumping 2C Reduced lower area hitbox size

Jumping 2D Slightly decreased startup time

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

All Out Attack Decreased recovery time Invincibility now runs out before the attack’s active frames

Air Throw Decreased untechable time

Ultra Suplex Decreased untechable time on Counter Hit

C Divine Vacuum Spear appears from a slightly closer distance

God Hand (All Versions) Persona is invincible until the active frames of the attack

SB God Hand Reduced recovery time, same frame difference when blocked Shortened the time period where a Persona move cannot be used afterward

Power Slash (All Verisons) Decreased time length before superflash, no change to total startup time Increased attack power multiplier when performed quickly in succession

Phanta Rhei (All Versions) For C and SB Versions, Persona will attack from where the Persona is

SB Phanta Rhei Decreased startup time Removed strike invincibility from the ground version, is now only projectile invincible

Hassou Tobi (All Versions) Decreased time length before superflash, no change to total startup time aside from B version

B Hassou Tobi Decreased startup time Decreased recovery after hit, now easier to follow up

Mediarahan (All Versions) Is now Armor Invincible to all attacks other than throws starting part-way through the move During the invincibility frames, recovery damage dealt by an opponent and is fully invincible Reduced total recovery time Decreased HP healed to self Recover both player’s Persona cards

Morning Star Can no longer be pushed by opponents during the animation

Hurtbox Sliding hurtbox has been made larger

Persona Gauge Persona Gauge recovers slower during Persona Break

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



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