P4U2R/Miscellaneous: Difference between revisions

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* Specials and supers can only be kara-cancelled into other specials or supers respectively, and any other of each type, but it can only be kara-cancelled from a normal version to an SB version.
* Specials and supers can only be kara-cancelled into other specials or supers respectively, and any other of each type, but it can only be kara-cancelled from a normal version to an SB version.
** For example, Narukami cannot cancel the start-up of C or D Zio into A Heroic Bravery, it must be C or D Zio to ''SB'' Heroic Bravery. The same goes for supers; C Ziodyne > SB Issen is valid, C Ziodyne > B Issen is not.
** For example, Narukami cannot cancel the start-up of C or D Zio into A Heroic Bravery, it must be C or D Zio to ''SB'' Heroic Bravery. The same goes for supers; C Ziodyne > SB Issen is valid, C Ziodyne > B Issen is not.
===Auto-correct Persona Attacks & Interactions===
In P4AU, 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 {{clr|3|j.C}}, Minazuki's {{clr|3|j.C}}, and Margaret's {{clr|3|j.2C}}.
Image example: <div class="mw-collapsible mw-collapsed" data-expandtext="Click to expand" data-collapsetext="Click to collapse"> <br/>
[[File:P4U2.5_airturn_autocorrect.png|thumb|450px|left|Notice how far Narukami's {{clr|3|j.C}} reaches when he is air turned away from the opponent.]]
</div>
<br clear=all/>


===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.


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.  
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===
===One More Cancel Run===
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This is useful for combos where you need to get as close to your opponent as possible after a One More! Cancel.
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.
This trick does not work for backdashes or air dashes.


===Sliding Input===
===Sliding Input===
You can combine dashes and attacks to both start coming out on the same frame in P4U2; when an attack start-up begins during the start of a dash, it’s referred to as a “sliding input” (direct translation). Your character will slide forward with dash momentum, and also perform the attack with no delay, while frame data doesn’t change on these moves if performed properly. This system is mainly in place to allow you to be able to perform micro-dashed attacks as fast as possible, instead of forcing you to go through at least 1F of dash/run before you can act like many other games.  
You can combine dashes and attacks to both start coming out on the same frame in P4U2; when an attack start-up begins during the start of a dash, it’s referred to as a “sliding input” (direct translation). Your character will slide forward with dash momentum, and also perform the attack with no delay, while frame data doesn’t change on these moves if performed properly. This system is mainly in place to allow you to be able to perform micro-dashed attacks as fast as possible, instead of forcing you to go through at least 1F of dash/run before you can act like many other games.  


It is ideally paired with the input buffer, to allow you to do strings like Narukami {{MMC|game=P4U2|input=2A|chara=Yu Narukami|label=2A}} > dash {{MMC|game=P4U2|input=5A|chara=Yu Narukami|label=5A}}, and still hit the opponent out of their early airborne frames, when otherwise they would have been able to block.
It is ideally paired with the input buffer, to allow you to do strings like Narukami {{MMC|game=P4U2R|input=2A|chara=Yu Narukami|label=2A}} > dash {{MMC|game=P4U2R|input=5A|chara=Yu Narukami|label=5A}}, and still hit the opponent out of their early airborne frames, when otherwise they would have been able to block.


The effectiveness depends on the characters initial dash speed. In this regard, Kanji suffers, and Yosuke does very well.
The effectiveness depends on the characters initial dash speed. In this regard, Kanji suffers, and Yosuke does very well.


You also aren’t limited to performing Sliding Input on normal attacks. You can slide QE, slide Furious Action, etc.
You also aren’t limited to performing Sliding Input on normal attacks. You can slide roll, slide Furious Action, etc.


===Recognizing Invincibility===
===Recognizing Invincibility===
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===Character Priority===
===Character Priority===
Some mechanics in the game depend on priority, notably same frame situations such as throw trades.
Some mechanics in the game depend on priority, notably same frame situations such as command 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. This is inconsistent and priority can be gained or lost by doing actions such as walking or crouching.
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. This is inconsistent and priority can be gained or lost by doing actions such as walking or crouching.


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====Netplay Stages====
====Netplay Stages====
The community agreed-upon netplay stages for P4U2 include:
The community agreed-upon netplay stages for P4U2 include:
* Yasogami High School (Night)
* Yasogami High School Gate - Night
** Make sure you are selecting just the NIGHT version, not the DARK HOUR version!
** Make sure you are selecting just the NIGHT version, not the DARK HOUR version!
* Altar (NO Crystal)
* Altar (NO Crystal)
* Piano Room
* Music Room (aka "Piano Room")
 
Here are their images on the Stage Select screen (in the order mentioned), if you are not familiar with them: <br/>
[[File:P4U2 Netplay Stages.png]]
[[File:P4U2 Netplay Stages.png]]


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==Navigation==
==Navigation==
{{#lst:P4U2.5/Navigation}}
{{#lst:P4U2R/Navigation}}

Revision as of 22:56, 11 November 2022

Pure Game Information

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!

Kara Cancels

Like most games, kara-cancelling for advantages is also possible in Persona. There are some rules in place for how they may occur, though:

  • There is an approximate 3F (speculated) window on most move's start-up to kara-cancel it into another.
  • Normals (both user and Persona) attacks can be kara-cancelled into specials.
    • They can also be kara-cancelled into system mechanic moves, such as Evasive Action.

  • System mechanic moves can be cancelled into some other system mechanic moves, but it seems that it's only if they are of a higher button priority. For example, Evasive Action can be kara-cancelled into Gold Burst.
    • For system mechanic kara-cancels, it's speculated to be only a 1F (plink) window to cancel.

  • Specials and supers can only be kara-cancelled into other specials or supers respectively, and any other of each type, but it can only be kara-cancelled from a normal version to an SB version.
    • For example, Narukami cannot cancel the start-up of C or D Zio into A Heroic Bravery, it must be C or D Zio to SB Heroic Bravery. The same goes for supers; C Ziodyne > SB Issen is valid, C Ziodyne > B Issen is not.

Auto-correct Persona Attacks & Interactions

In P4AU, 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.


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 backdashes or air dashes.

Sliding Input

You can combine dashes and attacks to both start coming out on the same frame in P4U2; when an attack start-up begins during the start of a dash, it’s referred to as a “sliding input” (direct translation). Your character will slide forward with dash momentum, and also perform the attack with no delay, while frame data doesn’t change on these moves if performed properly. This system is mainly in place to allow you to be able to perform micro-dashed attacks as fast as possible, instead of forcing you to go through at least 1F of dash/run before you can act like many other games.

It is ideally paired with the input buffer, to allow you to do strings like Narukami 2AP4Arena Yu 2A.pngGuardLowStartup7Recovery11Advantage-3 > dash 5AP4Arena Yu 5A.pngGuardAllStartup5Recovery12Advantage-2, and still hit the opponent out of their early airborne frames, when otherwise they would have been able to block.

The effectiveness depends on the characters initial dash speed. In this regard, Kanji suffers, and Yosuke does very well.

You also aren’t limited to performing Sliding Input on normal attacks. You can slide roll, slide Furious Action, etc.

Recognizing Invincibility

Notice the white circle on Yosuke?

When your character is invincible (either fully, or to a specific attribute) 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.

Character Priority

Some mechanics in the game depend on priority, notably same frame situations such as command 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. This is inconsistent and priority can be gained or lost by doing actions such as walking or crouching.

Training Mode Shortcuts

Direction + Reset
Left + Reset to reset both characters to the left corner (P1 in the corner)
Right + Reset to reset both characters to the right corner (P2 in the corner)
Down + Reset to reset both characters to round start position
Up + Reset to swap character positions (P1 will be in P2's positions and vice versa)
Play+Record = Reset
Pressing both Play and Record at the same time is the same as pressing the Reset button.

Community Information

Netplay Conventions

There are a couple common conventions that are advised when it comes to playing P4U2 online, to ensure the smoothest netplay experience possible for both players.

Netplay Stages

The community agreed-upon netplay stages for P4U2 include:

  • Yasogami High School Gate - Night
    • Make sure you are selecting just the NIGHT version, not the DARK HOUR version!
  • Altar (NO Crystal)
  • Music Room (aka "Piano Room")

Here are their images on the Stage Select screen (in the order mentioned), if you are not familiar with them:
P4U2 Netplay Stages.png

Additionally, when you and your opponent first load into a match, you should allow the stage/character intros to play out instead of skipping them. This allows the game some time to sync both players' games, so the beginning gameplay of a match isn't so laggy.

Finally, the most important of all: Please save all of our souls by plugging in an ethernet cable if you can!
P4U2.5 Ethernet.png

Finding content on Twitter

With the ease of posting videos and discussion to Twitter, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. The current list of these hashtags is as follows:

Aigis #P4U_AG
Akihiko Sanada #P4U_AK
Chie Satonaka #P4U_CH
Elizabeth #P4U_LZ
Junpei Iori #P4U_JU
Kanji Tatsumi #P4U_KA
Ken Amada #P4U_KE
Labrys #P4U_LB
Margaret #P4U_MG
Marie #P4U_MA
Minazuki #P4U_MZ
Mitsuru Kirijo #P4U_MS
Naoto Shirogane #P4U_NA
Rise Kujikawa #P4U_RI
Shadow Labrys #P4U_SL
Sho #P4U_SH
Teddie #P4U_KU
Tohru Adachi #P4U_AD
Yosuke Hanamura #P4U_YO
Yu Narukami #P4U_YU
Yukari Takeba #P4U_YA
Yukiko Amagi #P4U_YK

Navigation