What would we want in a Persona 4A sequel?

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Comments

  • 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: 1,186
    A more interesting cast of fighters.
    Liberalism is a mental disease.
  • nickmanx5nickmanx5 one day more than 3 people will watch my youtube Joined: Posts: 55
    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
  • wiredgodwiredgod Joined: Posts: 461
    Is there some good reason I can't opt to see my inputs in the challenge trials?  This seems like an obvious include.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • LunaSlaveLunaSlave insert title here Joined: Posts: 150
    The ability to select a weapon, just for cosmetic purposes. Admit it, Yu needs a golf club.
  • KiwiPunchKiwiPunch Joined: Posts: 16
    Eirokaj wrote: »
    Remove the auto combo system.

    Absolutely positively NOT. Think of how many players that would exclude. The game was made for Persona fans and Arc System Works fighter fans alike. Having the auto-combo system introduces the player to the deeper mechanics of each character. Besides, that combo usually does the least amount of damage, so removing it would be suicide, considering the audiences they were catering to.
    PSN: WAY2GODLY

    Why is it that a smaller studio like Arc System Works can make higher quality games than Capcom? Because BlazBlue, that's why. Anyone who disagrees can suck it!

    (>*_*)> CRAP! MY GLASSES! (>*_*)>⌐□-□ Oh, here they are! (>□-□)> I feel like a nerd...
  • spud trooper621spud trooper621 Joined: Posts: 73
    rematch option. seriously how did that not get put in?
    i've only played like an hour of the story but it is pretty boring to sit through. i know it's a fighting game and that's not the focus but still. then again i've never played a persona game. so meh.

    ummm i'm new still to this game so that's all i can really say right now.
  • wiredgodwiredgod Joined: Posts: 461
    Number one thing I don't like about this game are all the invulnerability frames and armor causing too frequent "wtf just happened?" moments. This video shows it in hilarious fashion:
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • KoricthegreatKoricthegreat Hes got no health! Chip damage!! Joined: Posts: 79
    I want 3 on 3 battles with assists and parrying and I wanna pick my groove and I want chip damage to cause deaths and I wanna hit opponents while there on the ground , and ground bounce combos and I want a side scrolling beat em up mode like gg boost with 12 player online co-op with assists and parrying and ultras...... And a full length animated movie. But on a serious note!!!!.... I'd like some form of replay channel type deal.
  • hao_chihao_chi Joined: Posts: 2
    edited June 2013
    The biggest thing I want are more characters, like Junpei, Yukari, the Persona 3 male and female protagonists, Metis, Margaret, Theodore, (Persona 4 [Golden] spoilers)
    Adachi, Marie, and maybe even Namatame and Izanami.
    They could also dip into the Persona 1 and 2 casts if they feel they would fit the game.

    They could also include other P3 and P4 locations as stages, like various blocks of Tartarus from P3 (including the top), and all the P4 dungeons (with their theme songs, or remixes if the themes don't fit a fighting game).

    There's also a bunch of songs I think they could have included as battle songs. Some off the top of my head:

    Master of Tartarus
    Master of Shadow
    Burn My Dread -Last Battle-*
    Wiping All Out*
    Danger Zone
    Darkness
    Unavoidable Battle

    *A remix might work better, but I think the original would still fit a fighting game well enough.

    All of the above is ignoring stuff they could add from Persona 5 (whenever it releases). And I realize a lot of this stuff wouldn't work within whatever story another Persona Arena game would have, but this could be stuff just for Versus matches, and considered non-canon.

    As far as gameplay goes, I also agree with those who suggested adding some new moves to every character. The movesets do feel like they could use a few extra moves.
    Post edited by hao_chi on
  • UncleGaryUncleGary Joined: Posts: 185
    edited June 2013
    Nerf chie/narukami 5d(d). They're super retarded and make an otherwise sound game often braindead and boring to play and watch.
  • CorreaCorrea HYPER CATINEL FORCE Joined: Posts: 177
    edited June 2013
    After playing this game for months, some thoughts on what I think would make it better overall, without getting too much into character specifics:

    * Get rid of super cancels on DPs. Remove the ability to combo off DP for every character that can do so.
    I used to think that wasn't a problem, but it really is. Being able to DP > Power Charge is effectively giving you the ability to OMC a reversal, which is intentionally not allowed for very good reasons. While I still think it's not too bad to get hit by things like DP > Bufudyne or DP > Ziodyne, as they're all perfectly avoidable, I do agree after playing the game for this long that it just doesn't "philosophically" make sense to be able to do that. DPs are supposed to be risky defensive reversals. They're not supposed to involve baits or mixups. If you miss one, that should be the end of that, you get punished for free, no matter what. Similarly, they shouldn't be leading into damage. They're supposed to be about defense, you shouldn't be getting combos or oki off of them.

    * DPs should all be more uniform.
    More specifically, they should all start up fast and recover slow, which is currently not the case for everyone. Yosuke and Chie recover too fast, Labrys and Shabrys start up too slow. As much as I like doing it when playing against Labrys, reacting to a DP shouldn't be possible. That's the whole point of a DP, catching other people pressing buttons. And get rid of the guard point, it should be invincible, like everyone else's.

    * Guard Cancels need to activate a lot faster, have invincibility instead of guard point and recover immediately on whiff. OMC and OMB off Guard Cancels should be disabled.
    Just like DPs, you should not be able to react to them at all. The cost of doing one is already high enough, every character in this game has other things they would much rather spend that 50 meter on. They shouldn't also be unsafe and potentially useless (if your opponent has quick normals and good reflexes) on top of that. Just like you shouldn't be able to combo off DPs, you also should not be able to combo off Guard Cancels. They're defensive tools, they shouldn't be leading into damage.

    * Get rid of Guard Point on overheads. Blocked overheads should always leave you in counter-hit state for the entire recovery.
    Why is this a thing? They're already good enough as it is, they don't need any kind of armor. And I have no idea why certain characters (i.e. Chie, Yosuke, maybe others?) aren't in counter-hit state when their overheads get blocked. They should be. You fucked up, you should be getting punished as if you had done any other unsafe move.

    * Make vortex setups weaker.
    This is mostly for Chie and Narukami. I don't like anything that turns this into a single player game and their setups tend to do that. Aigis, Shabrys and Kanji also have strong wake-up game, but there's always a way out of those if you read the opponent's offense correctly. That's how it should be. That's not how it is with Chie/Yu - they often get away with too much free pressure. This isn't Marvel, I need to be able to do something other than "guess right or die". If you're worried about the characters being ruined by not having (or having weaker) vortex, you shouldn't be. Narukami can still beat Teddie perfectly fine, even without access to 5D oki.

    * Get rid of the clash mechanic. Moves should either hit, trade, or whiff. You don't need anything else on top of that.
    It's annoying and, like wiredgod mentioned, serves no purpose other than creating a bunch of "wtf just happened? oh, I guess I got hit, then" moments. It also gives some characters advantage in situations they shouldn't have. I.e: If I'm half-screen away and do A Coup Droit and Narukami clashes with 5A, he gets to press another button before I do, even though he was the one mashing. That doesn't make any sense. Anti-airs clashing with air moves is another example of that kind of situation. You got anti-aired while jumping, why do you have the advantage? DPs clashing with other DPs is another one. The harder you mash, the more likely you are to win! This mechanic needs to go.

    * Some of the hitboxes don't make sense
    Why do several characters' j.A hit behind them, despite looking like they should only hit in front of them? You mess up spacing on an air-turn cross-up and still get a hit anyway. Hurray, free mixups! That doesn't make sense. Why does Ziodyne hit behind Narukami? Etc.

    In general, I want the game to be more about neutral and less about knockdown > win, and more about encouraging intentionally doing smart things and less about "I messed up but I got lucky and won anyway" situations. I think all of these are more important than new moves or new characters. Fix the issues first, then add new things.
    PSN: tcorrea
    P4A: Mitsuru
    UMVC3: Doom / Storm / Sentinel
  • wiredgodwiredgod Joined: Posts: 461
    edited July 2013
    I'd like an ability to program multiple sets of commands for the dummy in training mode, and then have the computer pick them randomly. Mainly this is so you can practice blocking alternating mixups from really strong offensive characters like chie and aigis.

    Edit: nm, you can already do this.
    Post edited by wiredgod on
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
  • wiredgodwiredgod Joined: Posts: 461
    Replace the AoA system. It's a pain in the ass mashing A+B five times to get the Fatal. This gets irritating when you're in training mode trying to practice AoA combos.Your fingers get and arms get sore. Maybe just give the successful AoA the max number of hits and then allow for the C or D fatal counter.
    PSN: wiredgod
    BB: Carl
    P4A: Teddie / Shadow Labrys
    Skullgirls: Peacock / PW / Filia
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