What would we want in a Persona 4A sequel?

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  • DarkOceanUniverseDarkOceanUniverse Joined: Posts: 47
    I want to know who the heck was the culprit behind the story? Also, it would be nice to fight in Junes and old levels/dungeons in P4 and P3, instead of a school. That would be nice.
  • IchipooIchipoo Not in front of the mirror, it's embarrassing <3 Joined: Posts: 2,532
    I thought about what someone saying earlier how it would be nice if players still had to input the super command in Auto Combos, and I'm starting to agree with that sentiment. Many a time have a performed an Auto Combo for easy meter, only to accidentlally burn 50 meter for a super simply because I pressed A just one too many times. :(
    *insert generic shiny, glowy, and heavily photoshopped animu sig here*
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  • RoGE9RoGE9 Joined: Posts: 1,681
    -Don't balance the game in a boring way by taking out most of the fun stuff, make it more like GG where theres a bigger focus on making the characters fun to play. SSF4 and CS1 are examples of being balanced in a boring way.
    -Mitsuru and Aigis need some nerfs but nothing too harsh, just focus more on the characters below them. I love my broke characters in fighting games hehe
    -The ability to spectate when you join a room in a middle of the match like BB
    -SF4AE:2012 style ranking system. I honestly love how it tells you how much BP you have AND how your character ranks online
    I thought about what someone saying earlier how it would be nice if players still had to input the super command in Auto Combos, and I'm starting to agree with that sentiment. Many a time have a performed an Auto Combo for easy meter, only to accidentlally burn 50 meter for a super simply because I pressed A just one too many times. :(
    I also agree with this
  • iminthenet2iminthenet2 Joined: Posts: 489
    Why would we want a sequel to Persona 4 Arena?
  • RoGE9RoGE9 Joined: Posts: 1,681
    Why would we want a sequel to Persona 4 Arena?
    I think the game is fine tbh, it's fun and decent enough at a competitive level to take seriously. The reason why a sequel would be nice is because it'd help bring back attention to the game.
  • doyoudigwormsdoyoudigworms ..... Joined: Posts: 592
    I think the game is fine tbh, it's fun and decent enough at a competitive level to take seriously. The reason why a sequel would be nice is because it'd help bring back attention to the game.

    People not giving this game attention is downright criminal. Everyone seems to clamor for an easy, accessible, balanced game and most importantly fun game and we have it with P4A but those not giving it the time of day should really rethink that decision. For a game so crazy and one that not only borrows from a lofty amount of game engines, this game should be all over the map and downright random but it's not. It may be easy to pick-up and play but I feel I'm still trying to master a lot of things and the game is a lot deeper than most realize.

    Seriously, P4A is game of the year for me.
    3S: Q / VS: Aulbath/Victor / ST: DeeJay / A2: Rose
  • Doc RobotDoc Robot Ye Olde Schoole Joined: Posts: 33
    Playable Rise and/or Fuuka. (inb4 "whaddya gonna do with 'em? scan me to death?")

    Since we've got P3 characters in the mix already, let's have some more. I'd be happy with Junpei. That said, Koromaru would be interesting if done correctly.

    Definitely another story mode.

    Hopefully they'd leave the complexity of the game right about where it is now. This is the first time I've ever been able to put a fighting game in front of non-FG friends and have them able to learn enough/be successful enough in a session to want another one. The barrier to entry, while still a little tricky, is manageable.

    If nothing else, more (better?) DLC. Not saying I didn't like the DLC we got with P4A, but man. The glasses were cool (no Groucho specs, though -- Atlus, we were disappoint) and the color packs were kinda neat. Just doesn't seem like either should have been DLC. If you're gonna get me for an additional purchase or two, at least make it something really good.
  • TerminiTermini Play Skullgirls, ya jerk. Joined: Posts: 55
    More Persona 3 characters. Let it happen.
    Xbl: Orpheus Arisato
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  • Zane HitsurugiZane Hitsurugi X-buster, ready. Joined: Posts: 779
    Playable Adachi and Minato. Switchable personas. More Songs. nerf mitsuru. Give personas alot more normals.
    PSN: hawkw1ng
    BBCF: Susano'o, Bang, Kokonoe SFV: Juri
  • wiredgodwiredgod Joined: Posts: 461
    Why would we want a sequel to Persona 4 Arena?

    It's a great game, and I'll be playing it for plenty of time, but it certainly has a few areas to improve. A story mode that feels like less of a grind for starters, having more characters, and adjusting the autocombo system seem to have popular support here.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • Ragnorok64Ragnorok64 My muscles have no memory. Joined: Posts: 4,947
    A new song for Chie.

    Sent from my MOTWX435KT using Tapatalk 2
  • DonkeyBlonkeyDonkeyBlonkey Part-Time Warrior/Soldier! Joined: Posts: 1,479
    I want Green Block/Pushblock, and I want to play as Kou from the Basketball Club and also Yukari from Persona 3.

    I'm with you on Yukatan. I don't mind if we can play as Koromaru or Junpei.
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    Bartender: Shaken or Stirred?
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  • wiredgodwiredgod Joined: Posts: 461
    Pushblock would make it a very different game. Maybe make guard cancel more effective instead?
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • Optimus CackOptimus Cack yes man kablam Joined: Posts: 269
    Pushblock would make it a very different game. Maybe make guard cancel more effective instead?

    I would much rather have pushblock in favor of instant block. There is essentially no reason to not instant block everything assuming you have the unfailing precision to always do it. Pushblock as it is in Skullgirls at least made you think about when you should use it.
  • doyoudigwormsdoyoudigworms ..... Joined: Posts: 592
    I would much rather have pushblock in favor of instant block. There is essentially no reason to not instant block everything assuming you have the unfailing precision to always do it. Pushblock as it is in Skullgirls at least made you think about when you should use it.

    Personally, I don't really see a glaring issue with the way blockstrings, ticks, and mix-ups are now to warrant pushblock. I definitely agree to some extent with Wiredgod that the game would radically change if it were to be introduced. Realistically, the vast majority of players do not use instant block as effectively as just defend and often forget about it entirely. Even the great players using instant block have not learned to use it in just defend or parry, simply because it's not that game changing. It helps eliminate some string pressure & create small openings but rarely sways momentum in a significant way. It's not often you see someone instant block then reversal super or something like that. More importantly many players are trying to deal with a million other things in the game then whether or not they got a successful instant block, especially if they are fighting a player with great mix-up.
    3S: Q / VS: Aulbath/Victor / ST: DeeJay / A2: Rose
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,097 mod
    Rollbacks added to the netcode.

    Tag-team. For a game/series that is all about friendship, it would be nice to be able to call on your friends in the middle of a match. Add two more buttons, one for a non-Persona assist and one for a Persona assist. Hitting both tags your partner in.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    Everyone (should) be mindful that if there isn't a new generation after my generation, the FGC (fighting game community) will basically become extinct, so it's important to think about the future.
    -Daigo Umehara

  • SaikoJoshSaikoJosh CRUNCH TIME Joined: Posts: 694
    Giantesses.

    Every game needs them, IMO.
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  • Krisan ThymeKrisan Thyme The Sage Of Time Joined: Posts: 52
    That would be awesome. Have his persona be a sheep too.
    Funny thing is.. There's already a Persona that would fit.
    Tao_Tie_%282%29.jpg
  • RoGE9RoGE9 Joined: Posts: 1,681
    Rollbacks added to the netcode.
    Please this. There should be an option to adjust the delay as well.

    Basically GGPO
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,097 mod
    Please this. There should be an option to adjust the delay as well.

    Basically GGPO
    Also, ping times instead of bars and detailed region filtering. In other words, everything Skullgirls' GGPO implementation does but with lobbies.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    Everyone (should) be mindful that if there isn't a new generation after my generation, the FGC (fighting game community) will basically become extinct, so it's important to think about the future.
    -Daigo Umehara

  • wiredgodwiredgod Joined: Posts: 461
    This game has comparatively good netcode, but it's hard to play online with this game after playing the really great netcode Skullgirls has now. Dropping combos because of lag and getting beaten to a pulp because of it is really frustrating.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • wiredgodwiredgod Joined: Posts: 461
    I decided I'd like stricter inputs in this game for a few reasons. The first is that after playing P4A a while, I get sloppy with my inputs and can't execute when I switch to other games. The other reason is that I've had a number of times where I accidentally perform a special move or super I definitely didn't mean to that shouldn't have happened. So I vote for stricter input on the quarter circle motion inputs.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 21,815
    I only have one specific request, add Yukari.
    In general, the usual, more characters, balance tweaks, honestly, i feel that there is no need to make drastic changes on the game mechanics.
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  • ZeldiasZeldias The Untitled Joined: Posts: 80
    Would like the auto-combo to go in favor of a magic series.

    Wouldn't mind seeing the super at the end gone in favor of just executing it, but I rarely have issues with this.

    Adding a tag mode or something would be really, really cool.

    I'm in favor of no pushblock, though in my saltier moments, I wish I had it.

    I wish the story mode was, like someone else said, seeing different events with different characters, and not a slightly revised version of the same thing over and over.

    I don't think I like the idea of choosing different Persona, but a character who can switch them for different moves and stuff, like stances, would be amazing (DEMI-FIEND FOR DLC).

    I would kinda like to see the buttons change to Weak, Medium, Fierce, and Persona Weak, Medium, Fierce. I sometimes feel like the commands for the mechanics are a bit cluttered and more buttons would help space them out.

    GGPO netcode (Skullgirls dat shit).

    Obviously more characters. Maybe even some kind of Atlus Dream Match thing with characters from all kinds of Atlus games (Etrian Odyssey characters vs Vincent, and that kind of thing).
  • CheeseCakezCheeseCakez Joined: Posts: 10
    An RPG sequel where the characters are the cast of P3 and P4.

    Zombie Minato DLC.
  • LammeLamme Joined: Posts: 109
    Get rid of Zen United.
    Steam: Lamme PSN: Lammez- Live: Lammaz
    Twitter: https://twitter.com/realLamme
  • AnneIFrankAnneIFrank Joined: Posts: 428
    Battle Panties.
  • Phantom AngelPhantom Angel The Divine One™ Joined: Posts: 26,951
    No Auto-Combos...




    That is all.
    "Old enough to know better, Young enough to not give a fuck"

    R.I.P. YusukeUrameshi aka Yusuke_The_Detective
  • SpaceOutNightmareSpaceOutNightmare Stays Sandbaggin' Joined: Posts: 2,351
    Seriously Atlus, Arcsys, I buy pretty much everything you fuckers make.

    GIVE. ME. MAYA. AMANO.
    Thinking about redoing BOB tournament for the patch, anyone game?
  • LarsMastersLarsMasters Joined: Posts: 90
    No region lock disc plz. It makes me sick!

    Needs some changes:
    *SP Gauge MAX from 0% to 150%
    *Awakened State removed, Burn Up! close up will appear if SP gauge is fully MAX
    *B+D replaced with DP or HC motions, waste of blue health
    *Has most of Chrono Phantasma, such as Overdrive
    *Revert back to Blazblue style command moves input (such as Normal Attacks)
    *Most characters will have special command moves & mechanics like Blazblue characters
    *Persona Summon only input is D

    Characters:
    *P3 Protagonist (Iaijutsu Pratitioner)
    *Yukari (an Archer)
    *Junpei (Archer/Priest/Chris Redfield Stereotype)
    *Ken (Kilik/Basara's Yukimura Stereotype)
    *Koromaru (Amaterasu Stereotype)
    *Adachi (NEW Persona: Uroboros)
    I'm just a gamer/troper whose just passing by. The answers lies in the Heart of Battle.
  • nihil679nihil679 Joined: Posts: 34
    With suggestions like those, why don't you just play BlazBlue...?
  • PromessaPromessa Joined: Posts: 10
    I like the tweeking of the auto-combo system idea, maybe make it more of a chain/magic series idea as opposed to straight out combo with a special cancel to super cancel.

    Only the Protagonist in the game gets to choose his Persona, so if they decided to make up a bullshit story I might be down for it, although I don't think the game created each persona moveset specifically for its unique character, as it could lead to imbalance and top tier personas.
    Actually, almost every character in the game has an alternate persona. The voices for all of the alternates are already in the game. Go in sound test and you can hear Yu yelling out "Izanagi no Okami!" and Chie yelling "Now Suzuka Gongen!". The only 2 that don't have these are Labrys and Shabrys. These persona's look almost exactly like the originals so they'd probably work the same and just be like a skin. I think that should have been DLC or something though.
  • wiredgodwiredgod Joined: Posts: 461
    I've been wondering if there should be some short recovery time period on using your DP, maybe like 3 to 5 seconds. Also, I don't like how some characters (nurakami) can combo their DP into their super. It seems overpowered.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • CorreaCorrea HYPER CATINEL FORCE Joined: Posts: 177
    DP > super is actually a really bad use of meter on most characters that can do it unless you're either going to kill or need the damage really badly. Only exception I can think of is fatal counter > DP > Cross Slash combos, but those don't really start off DP.

    DPs are already risky as fuck thanks to fatal counters (unless you're Yosuke, I guess), they don't really need any other balancing factor. The only thing I'd change is make them all throwable so you can't just mash DP to get out of hit/throw mixups.
    PSN: tcorrea
    P4A: Mitsuru
    UMVC3: Doom / Storm / Sentinel
  • nihil679nihil679 Joined: Posts: 34
    DP > super is actually a really bad use of meter on most characters that can do it unless you're either going to kill or need the damage really badly. Only exception I can think of is fatal counter > DP > Cross Slash combos, but those don't really start off DP.

    DPs are already risky as fuck thanks to fatal counters (unless you're Yosuke, I guess), they don't really need any other balancing factor. The only thing I'd change is make them all throwable so you can't just mash DP to get out of hit/throw mixups.

    Disagree. Very often, characters with the ability to DP into super tend to gain huge advantages in some way or form simply by the nature of most supers themselves. For example, Yu can increase his damage very easily. Mitsuru can punish people trying to standard punish her DP. Shadow Labrys gains Titanomachia mix-ups or even combos into it. Labrys gets a HUGE advantage with String Arts Breaking Wheel. Akihiko can potentially create set-ups with Maziodyne.
    That is not to say these characters are too strong because of their ability to cancel their DP, but the advantages they can potentially gain off spending 50 meter super canceling their DP shouldn't be understated.

    I honestly do not think some DPs are risky enough, especially considering the ease and reward that some characters are able to gain out of their DP. I also think it's rather silly that you should be punished for properly baiting a DP only to be put at a disadvantage due to the ability to super cancel DP on block, whatever character it may be.
  • Will_DieselWill_Diesel Noble Savage of the inner city's darkest quarters. Joined: Posts: 1,150
    A more interesting cast of fighters.
    Liberalism is a mental disease.
  • nickmanx5nickmanx5 one day more than 3 people will watch my youtube Joined: Posts: 40
    i want persona 2 reps i dont care if their in their late 20s or early 30s
    youtube: jetstream gaming
  • wiredgodwiredgod Joined: Posts: 461
    I honestly do not think some DPs are risky enough, especially considering the ease and reward that some characters are able to gain out of their DP. I also think it's rather silly that you should be punished for properly baiting a DP only to be put at a disadvantage due to the ability to super cancel DP on block, whatever character it may be.

    I second this. Also, Yu can super cancel while he's falling from his whiffed DP and then OMC and begin to attack the opponent while his persona is still throwing out Ziodyne, which prevents you from avoiding pressure by jumping.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • CorreaCorrea HYPER CATINEL FORCE Joined: Posts: 177
    I meant on hit. He did say "combo" into super, not cancel into super.

    On block ,I still don't think it's that big of a deal. I'd be less salty if I never had to deal with DP > Brutal Impact again, but I'm not sure it actually needs to be taken out of the game. It's just something you need to be aware of in matchups. Adds more complexity to the mind-games.

    It's not really any different from ending a blockstring on an unsafe move, then OMC to something safe (which is actually probably a lot stronger than DP > super, but people haven't gotten too used to doing that yet).
    I also think it's rather silly that you should be punished for properly baiting a DP only to be put at a disadvantage due to the ability to super cancel DP on block, whatever character it may be.
    I second this. Also, Yu can super cancel while he's falling from his whiffed DP and then OMC and begin to attack the opponent while his persona is still throwing out Ziodyne, which prevents you from avoiding pressure by jumping.

    You should be baiting those. And why would you ever want to jump there? Just run behind Narukami when you block his DP, I'm not sure why you'd ever get hit by follow-up Ziodyne
    PSN: tcorrea
    P4A: Mitsuru
    UMVC3: Doom / Storm / Sentinel
  • nihil679nihil679 Joined: Posts: 34
    He is talking about the Ziodyne mix-up in which you basically have to chicken-block (jumping and airblocking) or get hit by a very obscured high-low.

    Super canceling DP is MUCH different from using 1MC. You are adding a degree of safety to an attack meant for a reversal to the opponent's offensive momentum. That is, this attack is meant to be used to react to high-commitment attacks or unsafe strings from the opponent, and then turn it into either a neutral or advantageous position for you.
    This differs BY FAR from the intent of 1MC, which serves the dual purpose of making unsafe normals and specials safer and adding the ability to extend or even combo off attacks that by most situations are not combo-able. In summary, 1MC serves more as an OFFENSIVE mechanic, not the defensive mechanic that DP is or should be.
    I might even like to add the fact that simply because of the way that supers work, super canceling DP versus 1MC from the argument of general canceling, super canceling DP is MUCH better because of the super flash. While you can seamlessly tie together strings by use of 1MC, you don't have the benefit of reacting to the punish attempts of the opponent and forcing them to be committed to that punish because of the super flash and the subsequent super.

    And I heavily disagree that super cancel DP adds complexity to the game. If anything, it adds a burden of doubt to playing that doesn't need to exist. If you successfully baited a DP, you should be rewarded with the punish that you wanted to inflict. Because super cancel DP exists in this game, you have to question whether they will super cancel their DP or not, then if they do, figure out ways in which to punish THAT super. It's not a flow of play that should exist in a game like P4U.
  • CorreaCorrea HYPER CATINEL FORCE Joined: Posts: 177
    I know what the mixup is. It only works if you block falling Ziodyne. You should never be blocking falling Ziodyne because you should always be behind Narukami after he DPs.

    The comparison was between OMC and super cancel, not OMC and DP. It doesn't matter what you're cancelling from. I was pointing out the fact that they can both be used to spend 50 meter to make safe something that normally isn't safe. I don't see how that's not a straightforward comparison.
    . If you successfully baited a DP, you should be rewarded with the punish that you wanted to inflict.

    And if the opponent was the one baiting your punish by making themselves look unsafe when they're actually not, then you're the one that should lose. Like I said, mind-games.
    PSN: tcorrea
    P4A: Mitsuru
    UMVC3: Doom / Storm / Sentinel
  • nihil679nihil679 Joined: Posts: 34
    If he delays it, it autocorrects itself.

    It's not straightforward because DP cannot be canceled by 1MC in a context we're talking about DP. The underlying problem is that you are able to super cancel DP. In other words, cancel a defensive mechanic into an offensive one and you gain from it. It does matter what you're canceling from because being able to cancel a defensive mechanic into an offensive one is huge, it gives you advantage should it work and provides a level of pressure of its own.

    The problem with that argument is that it becomes a win-win-lose situation for the opponent. If the DP hits, they got a reversal. If it didn't hit, the super will. If the super doesn't hit, oh well, you would have been punished at DP anyways. They have too much to gain for doing a "mistake," whereas the punishing opponent will have more to lose for getting hit.
  • ScarletArcanaScarletArcana Joined: Posts: 12
    A large majority of the cast can and will do this.

    Mitsuru, Akihiko, Yu, Yukiko, Labrys, Shadow Labrys, Chie, Aigis, Kanji.

    Elizabeth might as well considering the distance you get thrown.

    Naoto can go into Hamaon or Mudoon if her DP hits (Not a Super Cancel but it'll force a block and if they're at 0 fate they might die).

    On hit Teddie inflicts rage, so Tomahawk will hit and hurt unless you dodge.

    The only character who can't make use is Yosuke (He can go Sukukaja if he wants to though).
    He must be in a state of flavor induced-bliss. :D
  • Lord KnightLord Knight MONEY. WOMEN. POWER. Joined: Posts: 242
    are you guys serious? most b+d's are ridiculously easy to punish

    others take a little exploring to figure out

    although im not a big fan of b+d > super cancel, you can pretty much punish all b+d > super's, no prob

    the only one that's ACTUALLY a problem imo is narukami 1 hit b+d > ziodyne, as that is considered a tight string... but he'd be dumping a ton of resources to omc it so it's w/e

    id like to see tweaks to the menus, including network mode. stuff like being able to choose what latency can choose your room (you can do this in BB), filter rank matches by opponent rank or a specific PSR number, being able to upload player match replays to the replay board (you can do this in SF.... right?)

    also i wouldnt mind a "tournament mode" to help streamline tournaments - especially if after every match it saved replay automatically
  • ScarletArcanaScarletArcana Joined: Posts: 12
    Oh, to the people who suggested Minato and Adachi be added. If you've played P3, you know as well as I do that it's an impossibility unless Elizabeth brings him back from the Seal, also Adachi is in jail.

    To the people who suggested choosing Personas, if you've ever played a Persona game, you'd know that each character has a specific Persona that they use. The only thing that can happen is when their Persona evolves or transforms, etc (as seen in Yu's/Aigis' 1HKO when Izanagi goes Okami and Athena turns into Palladion).
    He must be in a state of flavor induced-bliss. :D
  • CorreaCorrea HYPER CATINEL FORCE Joined: Posts: 177
    Menu tweaks would be nice.

    I wish I could hear the main menu tracks on the netplay menus. There's so much good music that only plays there and you never really have any reason to spend any time in that menu. You're in the network menus all the time though, but the only thing that plays there is velvet room theme. Minor detail, but seems backwards to me.

    I guess I never mentioned gameplay changes I'd like to see. Let's see...

    I wish they would make guard cancels safe on block, generally active faster and invul the whole way through, rather than guard point. You're throwing out a ton of meter just to stop pressure for a little while, it should be more reliable. I wouldn't mind if in return they took out the ability to OMB out of it (the fact that you can even do that has always been kinda silly anyway).

    I think they should also do some kind of extra buffering on the input too. It's really annoying to try to guard cancel out of something and get ex droit instead because the opponent happened to have an accidentally staggered blockstring for like 1~2f as you were hitting the button. This is especially annoying in netplay.

    A button dash would be nice. Most people never use the extra button macros anyway, having one for dash would help a lot, even if it took both extra buttons to use.
    PSN: tcorrea
    P4A: Mitsuru
    UMVC3: Doom / Storm / Sentinel
  • wiredgodwiredgod Joined: Posts: 461
    Menu tweaks would be nice.

    I wish they would make guard cancels safe on block, generally active faster and invul the whole way through, rather than guard point. You're throwing out a ton of meter just to stop pressure for a little while, it should be more reliable. I wouldn't mind if in return they took out the ability to OMB out of it (the fact that you can even do that has always been kinda silly anyway).

    I like these ideas. There should be an option to replay after a match without going back to character select. It creates unnecessary loading time. Automatically showing button assignments after character select would be nice.

    I second the stronger guard cancels.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • Number 13Number 13 The Courage to Skullgirl Joined: Posts: 1,545
    This Series has alot of potential for an expanded roster (From Adachi/Marie to the rest of the P3 characters who got older)

    More Stages with the new character themes that would go with it

    Expanded Story Mode (Story Mode was at a cliff hanger for Yu Narukami Investigation Team and Mitsuru Shadow Operatives due to some Boss manipulationg the events around Labrys. Hell even anything more on Elizabeth with the P3 MC

    Balance tweaks, Buff the lower tier characters effectively while not touching/slight nerfs to the higher tiers

    2nd Instant Kill for each character

    More Character Navigators that uses various Side characters from P3-P4 from Shinji to Funky Student

    Make it so you can rematch without heading to character select

    expand gallery some more is natural for a sequel

    Online is fine as is, but add some more cosmetic refinements

    Have each character wield at least 1-2 alternate outfits (Such as P3 Akihiko to Maid Naoto)
    Currently Played Fighters [other alias: HooliganComboFTW]
    Persona 4 Arena: Yu Narukami Skullgirls: Solo Filia SSFIV AE: Cammy Dead or Alive 5: Hitomi/Rig
    KoF XIII : K'/Athena/Terry SoulCaliber V: Siegfried Tekken 6: Lili/Lars SF3OE: Alex SSF2HDRMX: Cammy
  • StarslicerStarslicer WAKEUPULTRAS4DAYZ Joined: Posts: 530
    More reward for blocking or less mash happy tactics.

    dem DPs so OP.
    3s: EBOOKEY
    IV: Nobody plays that shit.
    V: IBUUUUUUKIIIII - Main2be, Roo - soon2bsubbed.
    Twitch - Starslicer
    Fighter ID: Starslicer - PSN/Togenki - PC
  • OnimochiOnimochi Henshin! I am Justice Toro! Joined: Posts: 12
    Vincent from Catherine
2
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