P4U2R/Miscellaneous

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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!

Cancels After Hitting a Persona

Hitting a Persona counts as the attack being "blocked" in terms of P-Combo canceling.

For example, Narukami's 5B can be jump-cancelled on hit only, so he will not be able to jump-cancel if the attack only hits the opponent's Persona, but he will retain all of his "cancel on block" options for 5B, such as backdash-cancelling.

One More Cancel Run

Hold forward or down-forward when doing a ground One More! Cancel and your character will automatically begin running forward!

This is useful for combos where you need to get as close to your opponent as possible after a One More! Cancel.

This trick does not work for backsteps or air dashes.

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

2A
Error: Table MoveData_P4U2 not found.

> dash

5A
Error: Table MoveData_P4U2 not found.

, 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 QE, 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.

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
Play+Record = Reset
Pressing both Play and Record at the same time is the same as pressing the Reset button

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. This is inconsistent and priority can be gained or lost by doing actions such as walking or crouching.

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