P4U2R/Esoterica: Difference between revisions

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*With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack
*With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack
*If two opponents are in range of your attack, they are hit on the same frame
*If two opponents are in range of your attack, they are hit on the same frame
*Hitting the opponent and their persona this way does not remove two [[P4U2R/Mechanics#Persona Gauge|Persona Cards]].
*Hitting the opponent and their persona this way does not remove two [[../Mechanics#Persona Gauge|Persona Cards]].
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;Miscellaneous Hitstop Notes
;Miscellaneous Hitstop Notes
:;Amount of Hitstop
:;Amount of Hitstop
::The amount of hitstop an attack deals depends on its [[P4U2R/Frame Data#Attack Level|attack level]], but certain attacks can override these default values.
::The amount of hitstop an attack deals depends on its [[../Frame Data#Attack Level|attack level]], but certain attacks can override these default values.
:;Getting Hit While in Hitstop
:;Getting Hit While in Hitstop
::If a character gets hit while experiencing hitstop, then the previous hitstop immediately ends and the new attack's hitstop begins.
::If a character gets hit while experiencing hitstop, then the previous hitstop immediately ends and the new attack's hitstop begins.
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==Airborne Crossup Protection==
==Airborne Crossup Protection==
If a character [[P4U2R/Mechanics#Aerial_Movement|Normal Jumps]], that character's facing will not change until one of three things happen:
If a character [[../Mechanics#Aerial_Movement|Normal Jumps]], that character's facing will not change until one of three things happen:
* They finish using an air option: Double jump or Airdash.
* They finish using an air option: Double jump or Airdash.
* They block an attack.
* They block an attack.

Latest revision as of 23:33, 11 April 2024

Button Priority

Button priority in this game goes GGD.png > C.png > B.png > A.png, where the letter to the left takes priority over any and all letters to the right.

For example:

  • Pressing B.png + C.png would have your character perform C.png.

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 A.png + B.png + GGD.png would execute a Furious Action (B+D) instead of an All Out Attack (A+B).
  • Pressing A.png + B.png + C.png + GGD.png would execute a Burst (A.png+C.png+GGD.png); if no burst is available, then a throw (C.png+GGD.png).
  • Pressing 236236 + A.png + B.png with 50SP as Naoto would execute a SB Double Fangs (236A.pngB.png) instead of a super (236236A.png or 236236B.png), 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!

Auto-correct Persona Attacks & Interactions

In P4U2R, most Persona normals are programmed to always face the opponent (and advance towards the opponent on their start-up, if applicable). This typically occurs and is meant to enable sandwich situations when the Persona is displaced.

Some other examples include Minazuki's long-range Persona normals; His 2C and 2D will adjust their attack direction at certain distances, so that if the opponent is too far away, Tsukuyomi will turn to face them with the attack.

You can use this principle of the Persona auto-correcting to face the opponent in another unique way in the air, via air turn. Many air normals have the Persona's origin start next to or behind the user, and have them advance towards the opponent while being called, which keeps them relatively close to the user when used conventionally. If you air turn away from the opponent however, this puts the Persona's summon origin closer to the opponent, while the Persona will still attack in their direction. As a result, it gives that normal longer range. This is very useful for many characters for both neutral and pressure, such as Narukami's j.C, Minazuki's j.C, and Margaret's j.2C.

Image example:


Notice how far Narukami's j.C reaches when he is air turned away from the opponent.


Hitting Two Opponents With the Same Attack

Yu hitting Shadow Labrys and her persona with 5B

One attack can hit multiple targets when they are within range. For example one attack can hit BOTH a character and their Persona.

Normally, when an attack touches the opponent, the remaining active frames can not hit the opponent again. However, if there is a second hittable character, then the remaining active frames can still hit him!

This leads to visually strange situations like Yu's 5B hitting a Persona, then a moment later, the opponent jumps into the active frames and gets hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!

This even applies to projectiles like Yu's Zio, but since the projectile will disappear immediately after hitstop, this effect is much harder to take advantage of.

Misc Notes
  • With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack
  • If two opponents are in range of your attack, they are hit on the same frame
  • Hitting the opponent and their persona this way does not remove two Persona Cards.


Hitstop

When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like Mitsuru's 5A compared to her 5[B]. Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends.

Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.

Objects experiencing hitstop are frozen in place, but other objects are unaffected. For example, when Jin's projectile hits the opponent, Jin does not experience hitstop, only the projectile and the opponent do. From Jin's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun! If an object also happens to have some other property, such as a guard point or invulnerability, while frozen by hitstop, that property will extended by the duration of the hitstop as well, so it will always end at the same point in the move as it usually would.

Uneven Hitstop

When an attack hits an object, both the attacker and the receiving object usually experience the same amount of hitstop, but this is not always true. Mitsuru's 5[B] inflicts more hitstop to the opponent than it does for her.

Armor and Parry Stances

Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat safe jumps; they force the attacker into more hitstop that the defender, and the defender can attack before the attacker can reach the ground and guard!

Kanji's B+D is an example of this.

Projectiles

As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!

Assist Characters

Hitting Personas works the same as hitting any character with regards to hitstop.

Hitting Koromaru works differently and neither character experiences hitstop. If the attack hits Ken, then the attacker experiences hitstop.


Miscellaneous Hitstop Notes
Amount of Hitstop
The amount of hitstop an attack deals depends on its attack level, but certain attacks can override these default values.
Getting Hit While in Hitstop
If a character gets hit while experiencing hitstop, then the previous hitstop immediately ends and the new attack's hitstop begins.
Hitting Two Opponents With One Attack
The attacker only experiences hitstop the first time they hit an opponent. Both opponents will experience hitstop each time they get hit.

Character Priority

Some mechanics in the game depend on priority, notably same frame situations such as throw trades. Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. Character priority can be gained or lost by doing actions such as walking or crouching.

Projectiles and personas are always lower priority than characters. If a character's attack and a projectile hit on the same frame, the character's attack will be applied last. If a projectile and throw occur on the same frame, the throw will be applied after the projectile.

Block Carryover

During blockstun the defender will automatically block other attacks regardless of what direction the defender holds until blockstun ends! This lets the defender more easily prepare reversal inputs and more safely input Instant Blocks.

  • Block carryover ends immediately when blockstun ends, event a one frame gap
  • Block carryover works even when the opponent switches sides.
  • Defenders must still block correctly - low attacks must be blocked low, and high attacks must be blocked high
    • Hold any downward direction to block low. All other directions will block high.

Airborne Crossup Protection

If a character Normal Jumps, that character's facing will not change until one of three things happen:

  • They finish using an air option: Double jump or Airdash.
  • They block an attack.
  • They land on the ground.

Because of this, jumping can be used to defend against crossups as the defending player does not need change block or barrier direction until facing is corrected by one of the above conditions.

Offensive setups can deal with this crossup protection by doing multiple hits quickly, which may or may not be possible to do depending on what the setup is.

Proximity Guard

See Proximity Guard.

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