UPDATE – This article has been reorganized and updated with additional information gathered at the location tests this past weekend.
Famitsu is reporting that Arc System Works has announced a sequel to Persona 4 Arena which, as of writing, will include two additional fighters. Yukari Takeba and Junpei Iori, both sporting new designs to reflect the time skip between Persona 3 and Persona 4, will be reuniting with Mitsuru Kirijo, Akihiko Sanada, and Aigis in this upgraded version of the series’ fighting spin-off.
Location tests are scheduled to be held August 16-18 at Akihabara Hey in Tokyo and Taito Station Nipponbashi in Osaka in order to allow fans to get their hands on the characters early.
Famitsu will be providing play impressions later today, so stay tuned for more details on these newcomers and their abilities. For now, feel free to check out the off-screen photos below and let us know what you think of these developments.
The gallery below has been updated with new images and we are currently translating Famitsu’s latest story, so hang tight! More details will be added soon.
The two new characters both have styles and systems yet to be seen in P4A. Yukari specializes with her bow and wind-type “Garu” skills and excels at speed. Her bow attacks are extremely fast and difficult to avoid on reaction. When one of her arrows hits “Maha Garu”, which remains on screen for a fixed period of time, it becomes a guided missile, giving her a tricky factor. Her bow is great at long range, but she can also rush down in close range with jump attacks and Persona attacks.
Junpei Iori is a power-type character with a variety of attacks with his bat. The bat has long reach, so works best with just a bit of distance between Junpei and the opponent. His unique system is tied into the rules of baseball. When Junpei connects with a bat attack, a runner advances, possibly scoring a run, which gives a buff to certain moves after scoring 10 runs. The improvements to his attacks are substantial, so finding mix-ups and combos to efficiently advance runners is a part of the character’s charm.
Shadow Types
In the new P4A, when choosing a character, a type is also selected. You can choose between Normal type and Shadow type (Elizabeth and Shadow Labrys do not have Shadow type). Normal type allows the use of Bursts for pushing back the rushing opponent or in combos with One More Bursts. Shadow type swaps the Burst for a new system, Shadow Rage. For players of the previous version of P4A, Normal type offers the same sort of feel as before.When using Shadow type, pressing A+C+D simultaneously when the SP gauge is full actives Shadow Rage, which allows for unlimited use of SP Skills, Skill Boosts, etc. for a fixed period of time. You can also cancel Skills into other Skills. Using Shadow Rage, with the free use of meter you can connect with combos that would normally be impossible to do. It’s fair to say that Shadow type offers a huge buff to offense.
As for other contrasting points, Shadow type and Normal type have different auto-combos. Normal type includes new moves in the combination, making useful as a base for combos. In Shadow type, the fourth hit of the auto-combo builds more meter. In addition, Shadow type carries the SP gauge from the previous round. There doesn’t appear to any differences in special move properties, attack power or defense power between the two modes.
System Changes
When activating certain Skills, you can hold the A button to charge the special attack using the new “S Hold System”. The moves activated with the S Hold System vary by character. While the special move looks the same as before, charged special moves have additional properties, such as invincibility. While the time to charge the attack is a bit long, if used properly it should add to both offense and defense.
A significant change from the previous version is that you can now cancel normal moves into Hops. Since you can do normal attacks from a Hop, incorporating Hop cancels in close-range fights adds a new level of strategy. While normal attacks from Hops aren’t overhead, you can now moves from Hops slightly easier than before, making them easier to use as a counter to throws.
The ways to achieve a Fatal Counters are also slightly different. Taking a hit in during the recovery of a Furious Action will now always be a Fatal Counter, regardless of the type of attack used.
Other changes include the ability to perform certain Skills from a backdash. The D version of All Out Attacks is now cancellable.
Changes to Existing Characters
The existing characters have new moves and Skills. The new Skills seem to expand the play for all of the characters, with plenty of uses. Existing moves have changes to start-up, untechable time, proration, etc., so players will need to create new combos and mix-ups.
Famitsu Gallery
4Gamer Gallery
Dengeki Online Gallery
Stunedge is translating a number of details into English from those playing the new version of the game in Japan. We’ve compiled them below, and will continue to update this article with additional information as it becomes available. As these updates come from the location tests, some may be subject to change before the final version of the game is released.
Information from jiyuna and Kurushii has been added to the list as well. Full credits can be found at the bottom of this article in the extensive sources section. We would like to thank each and every person who made compiling this information possible.
General
- Each character has a different numbers of Persona cards now.
- Yukiko Amagi – 5
- Elizabeth – 6
- Akihiko Sanada – 2
- Shadow Labrys – 6
- Chie Satonaka – 3
- Teddie – 5
- Kanji Tatsumi – 3
- Naoto Shirogane – 4
- Yosuke Hanamura – 3
- Junpei Iori – 4
- Yukari Takeba – 4
- Labrys – 3
- Mitsuru Kirijo – 4
- You can select normal mode and Shadow mode for each character.
- Shadow characters have no burst or awakening.
- Can activate “Shadow Fury” mode with ABD, allows free use of meter.
- Shadow Labrys is still available as a separate character.
- Elizabeth and Shadow Labrys do not have Shadow modes.
- Shadow characters start round with 100 meter.
- Shadow Burst: Unlimited meter on a timer.
- Shadow characters carry over their meter from the previous round.
- Gold burst nerfed, much longer overall frames.
- Every character except for Kanji Tatsumi has Skill Boost supers; 75 meter for more damage.
- Every character has a new auto combo with “unique and flashy” animations.
- New stage: Entrance to Tartarus.
- Guardroll added.
- Air moves can now be used after backdash.
- Attacks can be canceled into short hop.
- Attacks can be done much sooner after a short hop.
- Damage seems significantly lower for all characters.
- Special cancel possible after D follow-up for All-Out Attack.
- Almost everyone’s 5C is dash-cancelable.
New Characters
Junpei Iori
- Big, appears faster than Kanji.
- Baseball-inspired playstyle
- Whiffing bat normals gives strikes.
- Getting hit gives outs.
- Three outs = runners on base lost.
- Super can hit a home run. Does 2100 damage and gives three runs. May be spacing-dependent.
- Runs carry over between rounds.
Yukari Takeba
- 2A is slow and low.
- Has a forward air-flip move similar to Hawkeye in Ultimate Marvel vs. Capcom 3.
Returning Characters
Aigis
- New super: Orion.
- Command grab.
- New move: Air Boost. Tied to All-Out Attack.
- New move: moving command grab.
- Can now Radical Cannon in the air.
- SB Goddess Shield: two passes instead of one.
- Can walk in Orgia.
- Hovering input tied to 2A+C.
- New move: 2C.
- Anti-air.
- Can super jump cancel to confirm into a combo.
- Slower startup on j2B and jC.
- Proration increased heavily on Megido Fire.
- Multiple Megidos no longer possible.
Akihiko Sanada
- Cyclone Level can now go up to five.
- 236A > 6A/B knocks opponent into the air.
- New move: Sonic Punch (22A/B)
- Rushes forward into an upper.
- Changes based on Cyclone Level.
- 2C changed to anti-air.
- B Corkscrew floats at some Cyclone levels.
- Comboing into level 5 or SB Corkscrew is fatal.
- Third hit of auto combo Cyclone-cancelable on block.
- Vacuum on D lasts much longer.
- 2C causes knockdown and silence.
- Can’t use the same move again during Cyclone chain.
- SB Closeout Blow (counter) gives you 40 meter on success.
- Shadow – 5C is slower.
Chie Satonaka
- SB God’s Hand uses two hands instead of one.
- New move: Yun-esque lunge punch.
- Can be done after hop kicks.
- SB version wallbounces and fatal counters.
- Can chain into Black Spot on block.
- Can now make Agneyastra meteors appear behind opponent to push them towards her.
- 5C range shortened.
- Second hit of auto combo hooks opponent similar to Akihiko Sanada.
- jBB removed, second hit now done with j2B.
- 2C animation changed, freezes opponent on hit.
- DP recovery now FC state.
- B Skullcracker harder to combo with and off.
- Less meteors in Agneyastra.
- Sweep > 5DD no longer gives guaranteed oki.
- Agneyastra metors will disappear if Persona is hit.
- CH 5B > 2C > Power Charge confirmed.
- All-Out Attack is much slower.
- SB Power Charge charges up to level two, but with only half-bar.
Elizabeth
- Takes longer to regain cards after Persona Break.
- Specials powered up in Awakening.
- Maziodyne and Magarudyne cover 90% of the screen.
- Maziodyne: when in Awakening, beam takes up almost the entire screen. Non-Awakening A version now only one hit, startup decreased.
- Mabufudyne: Awakening B version shoots two waves after lifting opponent in the air. Non-Awakening A version now only one hit. Opponent simply falls after first hit.
- Maragidyne: number of hits, recovery changed while in Awakening. Awakening C version has more hits than non-Awakening, fire comes from behind after coming from in front. Awakening D version has more hits than non-Awakening, fire comes from in front after coming from behind. Awakening SB version has more hits than non-Awakening, recovery possibly decreased. Non-Awakening C and D versions’ number of hits decreased, fire ends about midscreen.
- Magarudyne: can no longer do Garu > land > combo outside Awakening. In Awakening, hitbox and power changes, locks opponent on hit. Launches opponent on last hit. Can combo SB Garu into 5C when in Awakening. Non-awakening D version startup slower, increased recovery, uncertain on block.
- New move: air 2B.
- New move: feint DP.
- DP can feint by holding the buttons. Feint animation is up to the actual point of the grab. Does not seem to have much recovery.
- New move: counter.
- Debilitate Command: Charge 6 -> 4 A or B Elizabeth floats into the air and throws a card downward. If either the card or Elizabeth is hit with an attack, the move activates. Opponent is sent skyward and inflicted with negative penalty. Version differences are in startup and counter duration. Can followup with 5B.
- 5D can catch frozen opponents.
- 2C on hit or block grants a new indicator above her SP gauge: “1hdSwd Master” [T/N originally 小剣の心得, a skill gained by Thanatos at level 71 in P3]
- Some normals are dash, backdash, and hop-cancelable. Maziodyne and Magarudyne can be performed during a backdash.
- If first hit of 5C connects while very close to the opponent, second hit will go through them. Dash- or backdash-canceling first hit causes Thanatos to disappear without performing second hit.
- SB Diarahan now has projectile invulnerability, recovers more life.
Kanji Tatsumi
- 5C paralyzes the opponent.
- New move: Shoulder charge.
- Covers full-screen.
- Beats projectiles.
- SB Command grab no longer paralyzes.
- Air dive is slower.
- SB Ass Whoopin’ wallbounces on last hit.
- SB Burn to a Crisp! has increased startup and range.
- 236A/B can be done in the air.
- Command throws available in Persona Break.
- jB > 214B no longer works.
- Air backdash distance reduced by half.
- Normal grab range decreased.
- Recovery after jC increased.
- jB untechable time reduced.
- 5B > 2B, 5B > 5C removed.
- 5B > All-Out Attack, 5C > dash-cancel added.
- 236B follow-up is slightly different and hard to hit in many situations, as Kanji jumps higher to attack.
Labrys
- New move: Persona charges an orb and releases it. Opponent gets stuck in bubble if hit.
- Fully charged 2B is unblockable.
- New move: Similar to Testament’s Gravedigger.
- New gatlings.
- 5AA > 2B, 5AA > 5B, 5AA > 2AB
- jBB doesn’t rise Labrys in combos. Original jBB now j2B.
- SB Beast does more damage, burns Axe meter.
- 4000 damage guaranteed in combo when Axe is red.
- SB Breaking Wheel covers the whole ground.
- Fully charged DP is unblockable.
- jB hitbox weakened.
- 5AA > 5AA loop doesn’t work anymore.
- Axe now starts at level two each round instead of three.
- jB is faster, jA > jB works.
- 2B is slower and harder to use during combos.
Mitsuru Kirijo
- New move: Tentarafoo ([4]6C/D).
- Confuses opponent.
- If her DP is blocked, she slows down and is easily punishable.
- New auto combo pushes opponents about half-screen on block.
- Bufudyne appears to come out faster.
- New move: ground ice wave projectile.
- 2B is slower.
- Second hit of auto combo is lower.
- Makes 5AA > 5B air combos impossible
- Blocked DP > Super still in.
- Bufudyne appears to come out faster.
- D Bufula travels roughly half-screen.
- 2DD now causes slide. Side swaps and follow-up combos presumably easier.
- Bufudyne air-blockable.
- Can no longer combo off 2D.
- D follow-up doesn’t pull as far.
- B Coup Droit is possibly shorter.
- A Coup Droit is possibly slower.
- Bufudyne is smaller.
- Coup Droit hitbox is smaller.
- 5D and jD still comboable in different ways.
- 5C is now dash- and backstep-cancelable.
Naoto Shirogane
- Second hit of auto combo is low.
- Double Fangs now usable in the air.
- New move: Venom Zapper (Venom Blade).
- Inflicts Poison. Can combo after 5C.
- Sweep > 5D gatling removed.
- Reloading bullets has more recovery.
- Traps have more recovery.
- SMP Loop removed. No longer possible to loop B Double Fangs.
- During Critical Shot, inputting additional shots possibly auto-corrects Naoto’s direction.
- 5D has less recovery, longer untechable time on hit.
- Bonus proration on Mudoon removed, startup is slower.
- Gun clip meter shows remaining bullets.
- SB j236236AB does Anti-S SP Pistol a and Anti-S SP Pistol ß at the same time. Grants silence, fear, and removes six fate counters.
- During combos, moves that remove fate counters will remove only one after the first fate-altering move.
- Example: Trap> Trap in combo only removes four fate counters.
Shadow Labrys
- DP range appears to have been shortened.
- Ground Guillotine bounces instead of knockdown.
- No wallbounce on counter-hit DP.
- New move: Public Execution ([2]8C/D)
- Anti-air grab.
- New move: Labrys’ Chain Knuckle.
- 2C and 8C are having their commands swapped.
- 2B > 5B chain removed.
- Massive Slaughter ([4]6C/D) grants Fear on hit.
- When using Titanomachia, number of attacks is shown above gauge.
- After Titanomachia ends, a separate (ox) gauge appears, cannot use Persona until gauge fully recovers.
- Can now turn Persona to auto-block mode by holding D button.
- Can activate 2C, 8C, and 5C from auto-block mode.
- Persona appears immediately on wakeup.
- Can mash 2C during block.
- Guillotine Axe has lost its first hit.
- 5B > Guillotine Axe no longer a guaranteed chain.
- Auto-combo doesn’t give knockdown.
Teddie
- Can All-Out Attack when airborne.
- New auto combo.
- SB Tomahawk (missile super) throws two missiles.
- New move: uppercut.
- Standing and crouching item throws have different orders.
- 2C possible in the air with same command.
- New items.
- Barrier robot.
- Stealth robot.
- C-3PO hopper.
- Car, may cause charm.
- DP recovery now FC state.
- More recovery on jC.
- D Tomahawk recovery increased.
Yosuke Hanamura
- Can still do instant air-dash jump A cross-ups.
- Flying Kunai now slam opponent to the ground.
- Glide is still in. Faster but shorter.
- j2B is now done with jAB.
- Kunai inputs have been changed to j2A, j2B, and j2AB.
- Sukukaja: teleport added, new auto combo.
- New move: “V Slasher.”
- Moves diagonally fullscreen with directions depending on button. SB version does a W Shape.
- jC hits twice.
- 5B and 5C can be dash-canceled.
- Moonsault may have lost invulnerability.
- Sukukaja is shorter.
- All-Out Attack is slower.
- CH 5B > AoA no longer connects.
Yu Narukami
- Sweep > 5D has been removed.
- New super: Gatotsu.
- Requires Persona.
- New move: 214B feint.
- New move: command grab.
- No jump cancel on block for 5B, 2B, 5C.
- New move: 236A/B.
- Short dash then slice.
- Short dash then throw.
- Third hit of auto combo is a mini-DP.
- Jump D has faster startup.
- OTG 214B knocks opponent down, bounces on Fatal Counter.
- 5C dash- and backstep-cancelable.
- Air 214AB causes knockdown.
- 236D is chargeable. Yu can move while Persona is charging.
- SB Cross Slash’s horizontal range is very long.
- Shadow – Command grab does 1200 damage, no combo mid-screen.
- Shadow – Jump D and 5D are very fast.
Yukiko Amagi
- New move: Dancing Fire (214A/B).
- Persona swings her wing out to attack. Startup is fast on hit, knocks the opponent away a far distance with fire. SB version available, but what it does is currently unknown
- New move: Vermillion Bird (214214A/B)
- Persona rushes forward while on fire in a bird shape. Normal version might not be on fire. SB version blows through opponents projectiles.
- Only available when her Fire Boost is above level six.
- SB Agidyne: Two Agidynes come out.
- SB Maragidyne: The two Maragidynes happen at the same time.
- Vacuum effect added to auto combo.
- Agi and SB Agi speed increased.
- 6B speed increased.
- 5C and 2C hop-cancelable and dash-cancelable.
- SB Fire Boost gives three levels of Fire Boost but with much longer overall recovery.
- Can’t jump-cancel blocked 2B.
- C Maragi slower.
- Fire Boost now goes up to level nine.
Sources: (1) Famitsu (tipped in anonymously), (2) Famitsu via Kurushii, 4Gamer via Kurushii, Dengeki Online via Dustloop, (1) Stunedge, jiyuna, Kurushii, (2) Stunedge (Naoto Shirogane translations courtesy of Zeromus_X, Shadow Labrys translations courtesy of Kayeff, other translations by Omex, Dom, and Myung), (3) Stunedge, (4) Stunedge, various other translations and contributions courtesy of USD




