P4U2R/Ailments

From Dustloop Wiki

One of the mechanics of P4U2 that sets it apart from many other games is that you and your opponent can inflict ailments (also known as status effects) on each other during the match, similar to the original RPG. Most ailments last for approximately 4 in-game seconds, and can be removed if the character with a status effect hits the opponent with an attack.

If the same status effect is reapplied in short succession, the duration is set to be whichever is longer. Either the time remaining previously or the cap of the new move.
Example: Kanji's D normals and Furious Action (DP) both apply 300 frames of shock. Hitting the opponent with 2D then connecting with DP during the initial shock from 2D will bump the shock timer back up to 300 frames.
If Kanji connects his 5C (100 frames of shock) immediately after 2D, the 5C's shock value is disregarded as 2D's timer is longer.

You can be afflicted by up to 3 ailments at the same time, so watch out! If a 4th ailment is added, then the oldest ailment disappears.

Poison

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A poisoned character loses a set portion of his/her health over time.
Poison disappears after a set period of time or until the poisoned character hits the opponent.

Each time the heartbeat sound effect plays, you will lose a small amount of health (0.8% of your character's max health).
Poison ignores Awakening's defensive bonus, making it a great tool when the opponent is low on life because it effectively does "more" damage.

Examples: Yosuke's throws, Teddie's item Mystery Food X, Elizabeth's Shuffle Time and 2D.

Panic

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Panic (sometimes called "Confuse") reverses a character's inputs: left becomes right and right becomes left!

As of P4U2 2.5, the character can now block either direction with either direction, eliminating left-right mix-ups during the status and the risk of the player blocking the wrong direction once the status wears off.
Panic disappears after a set period of time or until the panicked character hits the opponent.

Examples: Yosuke's Tentarafoo, Teddie's item Amagiya Buckets, Elizabeth's Shuffle Time.

Fear

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When a character is afflicted with Fear, the first hit of any combo automatically becomes a Counter Hit, and specifically causes Fatal Counter. Their ability to break throws will also be removed, and they will receive more damage from Ghastly Wail supers.

Fear disappears after a set period of time, or until the afflicted character hits the opponent.

Examples: Elizabeth's 5D / 2C / j.D, Naoto's Anti-S SP Pistol β

Rage

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Rage (sometimes called "Berserk") disables blocking for the enraged character, but increases their attack power by 20%.

Unlike most other status effects, Rage only disappears after a set period of time - it does not go away if you hit your opponent!

Examples: Teddie's Teddie Decoy and item Muscle Drink

Mute

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Mute (commonly called "Silence") disables persona related abilities for the afflicted character. This includes things like C and D attacks, Bursts, and some specials and supers.
Mute disappears after a set period of time, or until the muted character hits the opponent.

Examples: Naoto's Anti-S SP Pistol α, Akihiko's 2C

Shock

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Shock (sometimes called "Paralysis") disables movement (walking, jumping, airdashing, air turning, etc) for the afflicted character. Note that Evasive Action, Hop, Air Turn, Ukemi, and attacks that automatically move the character (such as Chie's Dragon Kick and Mitsuru's 5B) are still usable while paralyzed.
Shock disappears after a set period of time, or until the shocked character hits the opponent.

Examples: Kanji's 5D/2D/j.D, Teddie's item Ball Lightning, Akihiko's Maziodyne, Elizabeth's Maziodyne SB version.

Charm

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A charmed character's SP is constantly drained in 4 SP increments and given to the opponent! Note that even if the charmed character's SP is reduced to zero, the opponent will still gain SP.
Charm disappears after a set period of time, or until the charmed character hits the opponent.

Examples: Mitsuru's 2C, Elizabeth's Shuffle Time

Freeze

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You can stop hitting 46 when you see this X.

Frozen characters are encased in ice where they can be comboed by the opponent. Once hit, they will automatically break free from the ice (unless they are hit by another attack that can freeze them!). Freeze lasts for 3 seconds, but can be shortened by rapidly pressing left and right, though there is a minimum amount of time you will be frozen which is specific to each attack.

The optimal number of left+right inputs to break out of the ice is 6 (meaning 3 left and 3 right). You will know that you have achieved this if you see white shatter lines in the shape of an X appear.

As of the remaster ported to PS4/Switch/PC, players may hold any button to tech out of Freeze.

When a frozen character is able to hit the opponent (through delayed projectiles or attacks trade), then the frozen character is automatically freed from the ice.

Examples: Mitsuru's 5D / 2D / j.D, Teddie's item Dry Ice, Elizabeth's Mabufudyne.

Negative Penalty

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Similar to Guilty Gear and BlazBlue, if a character runs away for too long, then the character enters Negative Penalty. Before going into Negative Penalty, an exclamation point will repeatedly flash above a character's head as a warning; the character will officially be in Negative Penalty State once the words "NEGATIVE" appear on the side of the screen and red "sad faces" will appear over the character's head.

While in Negative Penalty, the afflicted character takes 50% more damage, meaning a 1000 damage attack will now do 1500 damage to a character in the state. Unlike most other status effects, Negative Penalty does not disappear after hitting the opponent; you must perform multiple offensive actions such as advancing forward, or attacking the opponent.

Additionally, Elizabeth's Debilitate attack also forces the opponent into Negative Penalty!

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