Concurrent Persona 4 Arena Tier List Discussion


#38

This. If she gets a knockdown, she can kinda go crazy for a minute, but that’s it. Her only real option to get in is ridiculous hitbox j.b or a string into chain mix up. her start up is so slow and her reversal is pretty terrible (still catching some newer players). I think she’s a little better than she’s been given credit for, but by no means top tier. Still, day 3 impressions so meh, just early theory. Maybe we can learn some stupid vortex with s.c for oki.


#39

The girl with the book is Elizabeth, and the throw you’re referring to is her Furious Action, Shuffle Time. Her reversal, if you will. She becomes invincible and does a throw that knocks you fullscreen and inflicts Charm, Poison, Fear, or Confuse depending on her SP level. It does no damage. She pretty much needs that to escape pressure. My advice to you is just to practice your combos in the lab.


#40

i picked up s. labrys

Seems cool. but it appears that you need a little breathing room to get things going. LP Buttons have low range and HP Button is slow. Jump HP is sick though. You can get some good work in with that.

Persona is unreal, had to play her. Swinging the axe around in tandem with huge Persona punches is enticing. I’ve always been about characters who can press buttons and cover a lot of space at the same time, so she seems like a good fit for me.


#41

will main kanji forever!


#42

any new lists from jap?


#43

So, I’m thinking that, with the game out, it would be nice for us to come up with our own proper, community driven match up chart for this game. It’s something I’ve always wanted to do, but the other sections that I’ve modded were for team based games, and there’s less emphasis on individual match ups there.


#44

it’s a bit too early for us tho, seeing the game is barely two weeks old and didn’t even come out in europe yet, but I like the matchup-based tier lists the most as well.


#45

But we can already start discussion on it though, besides, the game’s been out for some time now in Japan. We can probably use whatever they’ve come up with as a base from which we can compare our own experience.


#46

I think S.lab is going to move up in tiers once people get better with her awkward playstyle. She only needs one knockdown to start her insane vortex. Invisible crossups from double jumping just over your opponent with a laser charging behind you is just too good. Seriously most of the time I don’t even know what side I’m on.

And the fact that most of the cast can’t DP out of it, and you can’t Evasive action because of how active the laser is… ugh too good.


#47

Went ahead and made a blank matchup chart on Google Docs. Though I figure it would be best to wait until we see P4 played at a major before we start editing. And that’s not discounting the need to actually vet folks who should be able to access it.


#48

Dude Tetsuro I play and lose to your SLAB and Yukiko all the time on xbl. Any advice on Yukiko vs SLAB? I remember Stunedge saying that’s one of the worst matchups besides Elizabeth Kanji and another match.


#49

Hey there! Honestly it’s really tough to give advice on this matchup since I haven’t fought it much from Yukiko’s side. Yukiko’s biggest issue is that not only does she have a lot of trouble hurting S.Lab’s persona, she has a hard time stopping the long start up of his moves, and the moves that will stop it (agi, maragi, and maybe her sweep) all leave her vulnerable if she doesn’t hit S.Lab herself.

On the bright side Yukiko’s normals are pretty much all better than slab’s. They are faster and most cover more range. I would say to work on your block strings and frame traps. You kind of have to rush slab down so also get good at air turning and IADing up close for a cross up j.A after a block string. You can also bait her DP since slab’s is really good and most that I have fought (myself included) love to mash it out when in doubt.

Keep in mind I’m still learning matchups myself so this could all be way off. Oh and feel free to add me on XBL if you ever want to get some matches in, or just want to test some stuff. I’m always down to play if I’m on.


#50

How do you guys feel Elizabeth is tier wise. I play her and love using her. I feel like during certain matchups she does really good in such as characters with non long range normals or not too fast wake up reversals but characters like Mitsu and Yu who have pretty good range on their normals and specials that can easily break Thanatos or bypass some attacks and all of Yu’s wake up reversal supers are so hard to deal with.


#51

I think Elizabeth is pretty random. You either just blow her up after persona break or she keeps you away so far with Fears, Frozen, and just high damaging BnBs


#52

she isn’t random, but she is hard to keep consistent. You need a few good reads and don’t have very much room for errors due to low health.


#53

Liz seems like a matchup dependent character. What I mean by that is she seems to rape some characters (Kanji, Akihiko) but she seems to get wrecked by more characters (Mitsuru, Teddy, Aigis, Yosuke and Yu) yeah those three body everyone…but still I feels like she struggles to do anything against them. Thanatos is pretty ridiculous though. That said I’m not 100% sure how I feel about her placement but its only week 2 in America so she has tons of time.


#54

Went ahead and made a ‘filler’ chart:

edit: Added the three worst matchups in the game (via Japan) to the chart. Nothing else should be 7-3 or worse.
edit2: Added rough impressions of the matchups I have experience with Naoto. Feel free to disagree, especially if your character is on the other end of something.


#55

I like the idea of using the colour scales fo indicate matchup quality. Let’s use yours instead.

Also, I’d say Naoto vs Kanji is 5.5:4.5 - 6:4 in Naoto’s favor.


#56

since 1-2 and 8-10 won’t show up I’d suggest to make the the “2 Red” the “3 Red” and the old “3 Red” the “4 Red”.
the “9 green” the “7 green” and the “8 Green” the “6 Green”.


#57

While there’s no reason for them to show up right now, better / worse matchups may come about as the game evolves, and I’d rather not have to redo the entire scale just because one matchup evolves to be seen as 8:2. That said, maybe I should do this to accommodate 0.5-point increments?

Noted, set it as 6:4 in Naoto’s favor for now. I wasn’t sure if I should put it in as 6 or 6.5. Also, I can and will give you edit permission if you want it.