Patch is out now, so... yeah. Heh.It was reported that the Xbox 360 version of Persona 4: Arena had some extreme slowdown when playing online. It was then announced that Atlus was looking into fixing the problem. LJust a few minutes ago the patch to fix this was released.
You will now be prompted to download the patch once you load up the game and the file is a 592 KB download. Again this should fix the excessive amount of slowdown when playing online.
This game is so nasty....<3 Going to be playing this one for a long time I believe.
The music is even better than 3rd Strike....
What the hell is with people playing with JP VA even in the English version? Rise's JP voice alone makes me want to stop watching the videos. Seriously.
Most jRPG players love to have acess to JP VA, so I'd guess it extends there.
Completely, absolutely underwhelmed by the music. I can't ever get into anime fighting games soundtracks (skullgirls is a welcome objection to the rule). I'll take the classic MvC or SFvXmen OSTs anyday.
I guess on payday I'll turn in SFXT and get P4U
What do they give, like $2 for SFxTK? lol
Just watching a general P4U video about basic stuff. HOW AWESOME IS LABYRS AND AKIHKIKO SANADA?
Can't wait for payday, i'mma pick up labrys, looking forward to this! Lol
Only complaint is there is way too many damn button combinations/game mechanics. This is what usually leads anime games to a quick death.
I didn't think the "learning mode" or whatever it was called was ever going to end. Also using A+B to do sweep is so damn strange...
I REALLY need a 4 button stick to play this game, hahaha.
Are most setting it up like:
XX
XX
or are people sticking to
XXX
X
? The more I watch this video about basics, the more this game seems hella interesting. I'm hoping it's here to stay.
One thing I'm curious about: seems like high level play might wind up going to the 1-hit kill territory with combos (like, just saw a short combo into super dealing over 50%), anything to ease my worry about that, besides alpha counter and burst counters. I'm not sure how I feel about Instant Kill shenanigans. I feel something like that is either going to be too weak to use and will be just a waste of meter most of the time or will be overpowered and randomly stupid. But I digress.
You have bursts and alpha counters to stop 1 hit kills / pressure strings.
It will go like:
P1 gets P2 to use Burst. P1 does long combo ending in sweep > D to mixup. If mixup lands, likely win.
Just my 2 cents after 1 night of screwing around.
How's execution? Hopefully it will be a bit higher than MVC3 so that high damage combos are actually difficult to pull off. Again, I have no background of GG or BB:CSE or anything so I don't know how those games work only that I believe GG is high execution.
Well, I'm pleasantly surprised of the quick turnaround of the lag bug fix. Makes you wonder why it took so long for SFxT and Skullgirls to do the same.
RIP Skullgirls...
Just got the game at a local Best Buy during lunch, so I'll probably mess around for a few days and I'll be ready for a BG lobby!
Looking at the character designs and descriptions, I think I'll be maining Aigis.
Bursts negate instant kills, and ending combos in sweeps instead of supers sets up way more oki pressure. Although, its never a bad idea to Use meter because it doesnt carry over between rounds. You can't even win rounds on chip so I feel like the game is going to be crazy hype at high level.
Characters like Naoto who have instant kill mechanics can use it in their general strategy but can't rely on it to win. You have to spend time setting it up, and even when it's available you can't just hit confirm into it. Your opponent still has to make a mistake for it to be successful. Everything in this game feels balanced or accounted for right now. Although certaint characters like Yu and Chie have really strong Personas which makes them really solid characters right now.