What the BlazBlue?!

August 15th, 2012

In order to prevent myself from getting hypersaturated on Persona 4 Arena (P4A) this early, I end up spending the occasional day switching back to BlazBlue to see if my P4A endeavors are helping or hindering my overall fighting game progress. Since P4A is my main game right now, I’m really not all that concerned with my percentage in ranked matches when it comes to BlazBlue. I was also curious to see if the BlazBlue community was still alive at this point. So, last night, I hopped on Network Mode and played a couple of ranked matches.

I probably should have warmed up before hopping right into ranked matches. I managed to win the first match I played, but I ended up losing the match I played right after that. I played against the same person both games, but my movements, moves, and rhythm was so clunky for both games that it was almost embarrassing. It should have been a complete domination, but it was pretty pathetic on my end.

I played one more match after that (which I lost), but I didn’t feel so bad since the lag was so bad that there was almost a two second delay between me pressing the button and the move registering on screen. I’m amazed I even was able to deal any damage to the other person. It was pretty dismal.

I warmed up a bit after that by playing a couple games of Abyss mode. Let me tell you, if there’s one thing I love about BlazBlue and playing as Lambda-11, it is definitely the brutality of my corner combos. For the average player, my corner combos seem rather overwhelming and near impossible to get out of. Of course, as I was watching my execution, I noticed that there is a pretty convenient loophole out. But for the most part, I can get a significant chunk of damage in without so much as any effort. What I also like about my corner combos is that they’re heavy on mixups. Even though I’m doing all the motions reflexively, the motions aren’t the same every single time. Apparently somewhere along the way, I got to the point where I could evaluate my spacing and use the appropriate moves as to where the pressure stays constant. Oh! Not to mention that, if the appropriate string happens, the combo resets so that proration doesn’t do as much harm as it could. Usually these resets happen so fast that the opponent doesn’t have enough time to react before the combo starts again.

That made me happy.

My blocking is improved from when I was playing BlazBlue seriously last, too. I find myself being on the defensive a bit more often and punishing openings appropriately. This doesn’t happen as often as I’d like (I do tend to drop my blocking a bit early sometimes), but I’m starting to see the rhythm in attacks and where I can capitalize off of my opponent’s mistakes or inexperience.

For some reason, I get more stressed out playing online matches in BlazBlue than I do in P4A. I still have yet to figure out why this is the case.

After Abyss mode and another network match (which I lost to a really high-level player), I went in Challenge mode to see if I got better at BlazBlue combos.

Hey! Look at that! I was able to do one of Ragna’s aerial combos, one of Jin’s aerial combos, and one of Jin’s timing specific combos that I couldn’t do before.

Almost all my Lambda combos are pretty solid, too. I rarely, if ever, mess up my aerial finishers with Lambda. I’ve also been finding other moves that I never realized combo together, too. Huh. Figures that this happens when I stop playing BlazBlue, huh?

Going back to P4A tonight. Let’s see if I can start getting better at this game…

Persona 4 Arena – Week 1 Summary

August 14th, 2012

Alex Jebailey had a Persona 4 Arena (P4A) stream where he wanted to see how many matches of P4A that he could win while playing as Chie… one-handed. I had a lot of fun watching the stream. He ended up losing more matches than he won, but he did manage a couple of really good wins. I was also pretty impressed with how many moves he could pull off one-handed. Sure, anyone can just mash A, but it appeared that he was doing a lot more than just mashing A. Tyler, Dani, and I were watching the stream while Tyler and I worked on assembling my new media shelf for all the video games I brought to my new place. Alex eventually opened up a lobby where, if people wanted to join, they could send him a message and play some P4A on stream.

I was tempted to join, but I still think I’m pretty terrible at the game. Everyone else playing on the stream seemed significantly better than I was. I watched a bunch of the matchups, hoping to learn some new tech. I’m still feeling a bit intimidated, but I guess it could be worse.

I bumped up my win/loss percentage today. It was mostly due to a relatively scrubby Yosuke and a couple matches against my friend Ben who I met through Twitter and met in person at EVO. I’m still sad my percentage is so dismal, but I did end up playing a bunch of matches while I was drinking yesterday.

I think I’ve settled on Teddie being my main and Elizabeth being my sub. I’m pretty good with both, but I think there is a lot more opportunity for me with Teddie. He is freaking adorable, not to mention he’s one of the best troll characters. Nothing makes people mad more than Teddie’s baseball bat and the Teddie Circus.

There are some days when I want to go back to playing BlazBlue because it’s safe for me. Then again, while I’m pretty good at executing a couple of combos with Lambda as well as setting up a few combos (not to mention that my corner combos are absolutely GDLK). Even with all that being said, my blocking is still weak, I’m not great at punishing random hits, and I do tend to play Lambda as a rushdown character instead of how she was meant to be played–zoning. I want to go back to BlazBlue for a little while, but that isn’t going to help me with P4A.

Since I’ve pinned down my characters, I think I’m going to start looking up character-specific matches, combo videos, combo lists, and frame data for the characters I want to play (Teddie and Elizabeth). This research should give me a little more to work with. Even though it seems like a lot of reading and a lot of extra work, I noticed that when I did my research with Lambda, things paid off. Practice helped, sure. Challenge mode helped, too. Understanding the deeper fundamentals of the game as well as watching higher level play always opened up more ideas and opportunities for me. Even if I couldn’t master the higher tier combos, it would give me an idea for ways to punish the opponent if I ever caught them off guard.

I really need to devote more time into playing against other people, watching matches, and doing my character research. I think I’ll start doing that today, along with all the other things I have already been doing.

I’m far from even considering myself decent at the game, but I’m definitely having a good start. Week one has been more successful than I could have ever hoped for.

(I never meant for my personal blog to turn into a solely P4A blog, but this sure seems like a good place to ramble and rant about my personal experiences into yet another fighting game for me.)

Weekend #1 with Persona 4 Arena

August 14th, 2012

I think I’ve finally narrowed my main character selection down in Persona 4 Arena (P4A). As much as I would want to say otherwise, I think my main is going to be Teddie. I seem to grasp the system of his moves the best at this particular moment, and I do enjoy playing as him more than I do with the other characters that I’ve been trying. When I originally tried the game at EVO 2012, I had my heart set on using Akihiko as my main. I don’t see that happening at this very moment. While he has a lot of interesting moves, I just don’t feel as comfortable using him as I do Teddie or the other two characters I’ve been playing.

As for my sub, it seems as if I’m tied between Elizabeth and Yukiko. I have a decent grasp on both characters. I think it depends on how I feel as I progress in the game. It’s entirely possible that I could end up using Elizabeth or Yukiko as my main, but it all really depends on how things go as I start seriously training in the game.

I’m so proud of Tyler. He’s starting to get significantly better with Labrys and his execution with her moves. I think he’s actually better with Labrys than I am with any of my characters at the moment. He is regularly able to punish most hits he gets in with some of the combos he has learned so far. That is a lot better than anything I’ve done so far. I have a pretty advanced understanding of the mechanics of the game (since I’ve played Guilty Gear and BlazBlue in the past, and the mechanics of the game are similar in one form or another), but it sure has been something else trying to master the nuances of a new game when I’ve only focused on one game for so long.

On Sunday, Tyler decided to start playing some online P4A matches. He had some mixed feelings about how he did–won some matches, lost some matches. Even though my friends and I were drinking at the time, I decided to hop online and see if I’ve learned anything from all the challenges I’ve run through and the matches I have been playing. While I was initially concerned with my ratio, I figured that the only way to start learning more about the other characters was to start playing other people. Hell, I was hopeful that I would get to watch other players and possibly pick up new tech while I was at it.

Interesting experience.

I’ve noticed a trend in low-level characters that I’m good against and ones that I completely fail against. I seem to have a hard time fighting against Yu. A lot of his moves are so fast, not to mention that they hit hard. I’m good against low-level Yosuke’s because they try and rely on being fast rather than calculating a strategy. I am hit or miss against Akihiko. For low-level Akihiko players, I can easily bait them into rushing right into Teddie’s baseball bat. And oh my god, if that isn’t hilarious. Pretty much anything a basic Akihiko player does, I can knock him back and away really easy. And Mitsuru? Fuck Mitsuru. I can’t play as her, and I can’t play against her. Shota seems to be really good with Mitsuru, though…

One thing I’m trying my hardest to work on is my blocking. Since I’m starting to pay attention to all the characters’ moves and patterns, I’m starting to figure out how to maximize my block strings. I still get myself caught in a bunch of traps, I still mess up button inputs (thanks, BlazBlue muscle memory), and I still haven’t memorized my main characters’ move sets entirely.

My win/loss ratio is pretty awful. I lost a couple matches, I won a couple matches, Shota won a couple matches, Tyler won a couple matches, but in the end I lost more matches than I won.

I still get a bit of nerves when I play online. The feeling used to be so much worse when I first started playing BlazBlue online. When I’d get into a match, I would be incredibly tense, and I would feel my body pumping adrenaline through my system. My hands would often be shaking, and I would have to calm myself down before the next match. The feeling eventually became more natural in the long run, and when I play matches now, I don’t feel nearly as panicked and stressed as I used to. Everyone was right in saying that it is important to play matches online, with friends, and in tournaments. Playing in high stress situations on a more frequent basis helps you prepare for future high stress situations. I’m sure I’ll still tense up and mess up when I get in a high pressure situation like a tournament, but there’s only one way to fix this–adapt to the stress.

I’m still not sure how I feel about my progress in the game, but I haven’t even had the game for a month! It took me so long to get as decent as I was in BlazBlue… why am I so finicky right now? I know things will get better if I keep playing. I know I can.

Adventures into the World of Online Streaming

August 13th, 2012

As of Saturday, my friends and I now are well underway to getting our blog project set up. We purchased our domain name. set up a basic WordPress blog on the new site, and set up an email and social media for our project, too. I made everyone email addresses for the domain as well as accounts for the WordPress blog. It’s definitely a good place to start. A lot of work needs to be done, but I think just getting the project rolling is better than nothing.

One thing that our group has been excited about is setting up a Twitch.tv channel so that we can stream fighting games, Let’s Play footage, and other gaming related things. Tyler and I had been talking about getting an XSplit license for a while now, so we finally decided to break down and do it while we were on a roll with setting up our current project. XSplit is a streaming product that allows for multiple inputs, text overlays, and other nifty little features for when you’re streaming or recording video. This was definitely the kind of product we wanted to have if we were going to start streaming our Persona 4 Arena (P4A) games, besides all the other things listed above. I’ve heard good things from other people about XSplit, and it was also affordable for our group, too. So after we got all the blog stuff squared away, we wanted to see if we could get the whole streaming thing rolling. We already had got a lot of things done that day… what was a little more work?

Wow. What a mess of an adventure. It was all worth it, but man… it sure wasn’t easy.

Tyler went and purchased XSplit, and as soon as he sent his payment in… we weren’t able to access the website to download the software. Even though he rebooted his PC, the website still gave us errors that wouldn’t let us download the software. I was able to access the website on my MacBook Pro, but for some reason we weren’t able to pull anything up on his computer. Not exactly the best way to start things. Eventually, after a bit of waiting and running around and stressing out, we were able to download the software from the website..

After getting the software installed on Tyler’s computer, we wanted to run some basic tests to start getting stuff ready for streaming. He was able to get his PS3 connected to XSplit just fine. Our next goal was to see if we could get a webcam feed going as well. I already have an HD webcam, so I dug it out of my stuff. We plugged it in to his computer and…

…another headache.

For some reason, XSplit wasn’t recognizing my webcam as a camera. No matter what we did, we kept getting an error saying that there wasn’t a camera connected to the computer (even though it obviously was). Not only that, but when we were trying to get the webcam to work, XSplit kept crashing. Not only that, but once XSplit would crash, we weren’t able to force close the program. Tyler kept having to reboot his PC, and we still kept having the same issue.

This was looking more and more frustrating, and we all were starting to wonder if we just paid for something we wouldn’t really be able to use. Not a good feeling, let me tell you. It was entirely possible that we just had an incompatible setup, but we all didn’t want to think that.

After even more running around, we were able to get this issue resolved by downloading the drivers and software for the webcam (should have thought of this in the first place). We were able to get feed from both the PS3 and the webcam going on at the same time. Awesome. We connected the feed to the Twitch.tv account that we made, and then we started fine-tuning what will be our setup for the P4A streams we’ll do in the future.

It took a lot of work with Tyler fine-tuning the technical details of the stream (such as the bitrate) so that we would get the best quality stream with the least amount of lag. Not only that, but we were trying to find the best way to lay out the elements of the stream (webcam footage, game footage, and player name overlays). We were at it for a couple of hours, but eventually we found a decent setup that actually worked well enough for all of us.

We ended up having a livestream of us playing P4A, and we actually had a couple of viewers that weren’t just our own friends. We got the quality of the stream running at a satisfactory level, we had two webcams running at the same time (our final product will probably have three webcams running at the same time–a room cam and two individual player cams), and we were able to efficiently change player name overlays quite efficiently. Even though it took several hours to get an optimal setup, I think we managed quite well for our first stream test. For our first day, I was more than pleased with the results we managed to obtain.

The only issue that we’re working on fixing is audio from multiple inputs. I’m sure we’ll be able to do something about this in the near future.

I’m really looking forward to seeing how this all turns out as we get better at what we do.

Day 3 of Persona 4 Arena and Revisiting BlazBlue

August 10th, 2012

I never knew I’d be so appreciative of the hundreds of hours I spent smashing out the same combos over and over again in BlazBlue. Sure, it was good practice. I always thought it would have been more beneficial if I had practiced my combos half as much and invested the other half of my time in playing matches online against real people. After all, what is a combo if you can’t execute it in a real life situation? It’s not like your opponent is going to just stand there and let you get the ideal setup for your combo. You need to learn how to optimally punish whatever hits you happen to get in, and you need to learn how to accommodate your combos based on the situation at hand. Nevertheless, I think all that practice in BlazBlue has made my life at least a bit easier when it comes to P4A.

Even though I’ve played fighting games for a lot of my life, BlazBlue was the first fighting game that I ever took as seriously as I did. I devoted hours upon hours researching combos and frame data, mashing out the same combo over and over again for hours until it was second nature, and playing online until my hands wanted to fall off. For a little while there, practicing BlazBlue almost became a full-time job, taking up at least four hours of my day, if not eight or more. I started understanding more about execution, timing, priority, and strategy. BlazBlue was also the fighting game where I transitioned from playing on the Xbox 360 controller to an arcade stick. I’m glad I did, and I don’t ever see myself going back. Anyways…

Even though I felt like I was having a hard time transitioning from BlazBlue to P4A, I can definitely appreciate all the little nuances that BlazBlue taught me. When I dived right into the challenge mode on P4A, I was amazed at how smooth my execution was when it came to the combos. The only thing that was really giving me trouble initially was button confusion with the change in layout. When trying out combos that involved slight delays in input and rather specific timing, I was able to see and feel things a lot faster than I would have if I didn’t play BlazBlue as adamantly as I did. I could tell by listening to the rhythm of my button taps if I poorly timed a combo. I could watch character animations and see if I needed to do something different to land my combos. As I kept plowing through challenges, I could see that a lot has changed since I first started taking my games seriously.

Feels good, man.

Just after three days of poking around P4A, I noticed my timing was significantly improving when it came to combos. Even though BlazBlue muscle memory was getting in the way here or there… things were just clicking really well. And that made me wonder if this was all just attributed to the P4A system or if my execution was actually getting tighter and more refined. I decided to do a test run by playing BlazBlue Continuum Shift Extend for a little while.

…let’s just say that I was pleasantly surprised.

I hopped on to Challenge mode on BlazBlue and selected Lambda-11 (my girl!). I started from the first trial, and I was happy to see that I was right–my execution is definitely improving. I went through the majority of the trials without having to attempt them more than once. And the trials that I once had to try an excruciating amount of times before I got them by sheer luck? I was immediately able to tell what I was doing wrong when I attempted them a long time before, and I was able to efficiently correct all the mistakes I made in the past. I even beat some challenges that I just couldn’t figure out for the life of me back in the day. Once I got the general method of execution down, I could reliably perform these new combos over and over again. I knew I was feeling pretty good about things, but I didn’t think that three days with P4A would have made that much of a difference.

Glad to see that things are paying off in some form or another.

I still have a long way to go; this isn’t a bad thing, though. I have to keep reminding myself that I’ve only had the game in my possession for less than a week. Of course I’m not going to be as good as I am at BlazBlue right away. Of course I’m not going to know, off the top of my head, what button combinations do what for all the characters in the game. I’m not going to know what attacks to look for from certain characters just yet. All these little nuances come from research, experience, practice, and TIME. Hell, I haven’t even decided on a character I want to focus on just yet.

I still enjoy playing as Teddie, but I’m a bit worried that I’m relying too much on a lot of the overwhelming amount of random items he employs. The game is still fresh enough to where I can get away with that from time to time, but I can’t rely on that forever. I’m also really enjoying playing as Elizabeth, too. Yukiko and Akihiko are still on my roster, as well. I guess it’s better to have four plausible mains than still having no clue. I think I just need to start doing my research and see what best suits my playing style.

Playing my roommates and my friends has been helping me get a feel for all the characters, which I think is essential for building the appropriate countermeasures later on down the road. Playing online on two different systems will help that, too, when the time comes. I’m also looking forward to doing my research when I settle down on a character or two, as well. I’m feeling pretty good about things so far. I’ve got a good start going, and now all I gotta do is keep on running with it.

I still have a over a month before the first local tournament, and I have a lot of time before EVO to really hammer things down. Sure, I have a lot of things to focus on until then that isn’t just hammering away at P4A, but I know if I set my mind to it, I can make it happen.

…it’s worth a shot. 🙂

Initial Persona 4 Arena Impressions

August 9th, 2012

Since the BlazBlue (BB) scene has been relatively dead as of late (if not deceased completely until the new iteration comes out), my roommate Tyler and I have decided to make Persona 4 Arena (P4A) the current focus of our fighting game community (FGC) presences. Both he and I are huge Shin Megami Tensei (SMT) and Persona fans, and we both have been meaning to get more in to the FGC. He’s new to the FGC but has played several fighting games in the past, and I’ve entered a couple BB tournaments, attended several local tournaments and ranbats, casually played fighting games other than BB, as well as attended EVO this year. Tyler and I both made it a goal to take P4A seriously, so that we can feel pretty good about entering in larger tournaments such as EVO in the future. I think, since we have a really good setup at home for getting practice in, that we do have a chance at getting pretty good at the game if we put some serious effort in to it.

Since Tyler has a Japanese PS3, he imported P4A in hopes that we could get a head start in getting some practice in. Unfortunately, due to some seller mishaps, he didn’t get his copy until a day after the US release. Regardless, since P4A is region-locked, he will at least have a copy of the game he can practice on his PS3. I preordered my 360 copy from Amazon, and I plan on getting a PS3 copy of the game when I get paid this weekend. I received my copy Tuesday evening. He and I have had a little time to get some play time in since then. Work seems to throw a wrench in to getting some serious play time in.

When I first started P4A, the first thing I ended up doing was going through the Tutorial. As with BlazBlue, I like knowing the basic mechanics of the game before jumping straight in to things. I was happy to see that a lot of the basic mechanics were a lot like BB. Air dashes, instant blocking, aerial combos, fatal counters, rapid cancels (called One More Time in P4A)… I felt like this would be a relatively smooth transition.

All I have to say is that my BB muscle memory can go die in a fire.

In BB, the top three buttons from left to right are A (Light), B (Medium), C (Heavy), with the bottom button being D (Drive). This setup is ingrained in my muscle memory. In P4A, the two left buttons from top to bottom are A (Character Light) and B (Character Heavy) and the two right buttons from top to bottom are C (Persona Light) and D (Persona Heavy). At first, I tried to change my controls to the BB setup, but that ended up being illogical and just confusing for me. So, I sucked it up and set my control scheme up in the default position. Let me tell you, old habits are hard to break. Since I’m playing on an arcade stick, I still find myself hitting BB C when I’m trying to hit the P4A C. And then sometimes I’ll get it right, and then the muscle memory kicks in and I mess up again. This will definitely take some adjusting to, but it’s my own mental block before anything else.

In games like BB and P4A, I am a sucker for combos. Even though I may not be the best fighting game player by any means, I absolutely love learning combos. After going through the tutorial and getting overwhelmed by all the new possibilities for moves and setups, I went straight for Challenge mode. I wanted to get a feel for each of the characters and see who felt the most natural with their move sets and play style. I also wanted to see how I’d do in general, especially since Challenge mode in BB was one of the fastest ways for me to learn moves and basic setups.

When characters were first being announced, I was wanting to play as Akihiko. Akihiko was one of my favorite characters in Persona 3, not to mention he seems to have a rushdown style that I tend to favor when I play fighting games (even though I play as Nu/Lambda in BB… but I can’t even begin to say how many people were confused by my reckless rushdown Lambda). After going through a bunch of challenges with Akihiko, I could say that I enjoyed all the options he has as well as his rushdown style… I thought I found my main.

I couldn’t be more wrong. Well, at least for right now.

Taking Akihiko in to some versus matches with some friends, I can’t begin to say how badly I kept getting beat up. Sure, it’s first day and blah blah blah… but it was a bit discouraging. I got down a couple things here or there, but I just wasn’t feeling it. The rudimentary grasp I had on the game was apparent, and everything I did was just so predictable. I know I need time to grasp the character that I’m playing as, and I need to learn more about the game… but it was still hard just not understanding and feeling like I was just doing two or three of the same things the whole match.

The next day, I delved further into Challenges, wanting to see if there was a character that felt at least somewhat more natural to me. I was having a bit of fun with Elizabeth and Yukiko, but I was shocked to see that the character that currently seemed the most natural to me was, of all characters, Teddie. At first I was joking with my friends that Teddie would end up being my main, but right now it isn’t looking so funny. Most of his challenges made sense to me, and I was finding different ways of building combos from the rudimentary lessons I was learning. I was starting to get the hang of his aerial combos, and I was finding creative ways into canceling into his supers. And I was actually having fun playing as him.

This is not what I planned. This is FAR from what I planned.

…oh well.

I do have to keep in mind that all the impressions I’ve made of the characters so far are based off of a handful of versus matches, one Arcade mode playthrough, and quick runthroughs of Challenge mode… not to mention I have only been playing the game for two days. When I first started BlazBlue, I started with Arakune, moved on to Ragna, then eventually settled on Nu/Lambda. And I was playing as both Nu/Lambda and Ragna until CS, where I finally put all my energy into learning Lambda as much as I could instead of multitasking with two characters at the same time. Teddie is who I feel comfortable with for right now, but as I begin to understand the mechanics of the game more, I may end up with another main entirely.

Initial impressions of the characters from my limited knowledge base and my lack of reading about the game beforehand/watching gameplay footage? Sure, why the hell not.

Labrys: She’s a bit slower than I like my characters to be, but her hits pack one hell of a punch. Day 2 Versus, Tyler was able to combo into one of her supers, and the damage that it did made me cringe. She’s not Tager slow, either, which is kinda scary.

Aigis: I think her long-range attacks could keep things interesting, but I don’t see myself playing as her since she has two different modes (normal and Orgia mode). I already have a hard enough time to keep track of one character and all his/her options as it is.

Mitsuru: I can’t play charge characters to save my life. I can pull off charge moves on their own, but in the middle of a combo? Nope, not happening. Mitsuru reminds me a lot of Jin from BB with her ice moves and the rapier. She has a lot of interesting options, but I don’t think she’s the character for me.

Naoto: I haven’t even really bothered with her past a handful of the challenges. All her gun stuff could possibly be interesting, but I couldn’t find myself even wanting to try and learn how to play as her. I haven’t heard a lot about her from anyone, though. I don’t think anyone has chosen her in any of the versus games I played with my friends, either.

Yukiko: Yukiko is definitely one of the characters that I’m still considering playing as my main or as a sub. Her 5C > 2C is very reminiscent of Lambda, which just makes me giddy. She has a lot of options with her various Agi attacks and her fans. She’s good at keeping the opponent away while being able to punish when she hits. I’m looking forward to exploring her options more.

Yu: I haven’t really played much as him, but from watching replay videos from the leaderboards, he seems to have lots of options to work with. He’s fast and flexible. I also think the “Yu/You” connotation is really cute, too (since, in the Persona games, the main protagonist is a character you get to name).

Elizabeth: Elizabeth is lots of fun. Lots of zoning options, lots of close range defense options… I could see myself using her as a main or as a sub. I still don’t understand a lot of her supers’ abilities to the full extent, but like Teddie, she has a lot she can work with.

Yosuke: Super fast, lots of aerial flexibility. I can see him giving me a headache in matches in the future with how fast he is. I generally like fast characters, but I think he might be too fast for me.

Chie: She’s also super fast, and she has a lot going for her when it comes to rushing down the opponent. She seems like a character you can pick up quick but may take some time to truly master.

Kanji:  He scares me with all of his options for following up attacks. AND THAT CHAIR, GOOD GRIEF. I don’t have a lot of experience with him, but I can see that I’d be a little scared of him if I was playing against him.

Teddie: Teddie reminds me a lot of Platinum the Trinity from BB with all the random items that end up popping out from his D attack. He has a nice variety of attacks, and his crazy supers are getting me excited to find ways to hit confirm into them. Zoning with Teddie should be interesting, as well as finding ways to use all the random attacks and items to my advantage. While I can’t say he’s definitely going to be my main, he does feel the most comfortable to me so far after two days of casual playing.

Akihiko: Anyone who has played me in BB knows I love being on the rushdown offensive. Akihiko is perfect for that. I just can’t seem to get in the right rhythm with him, though. He has a lot of interesting boxing options with his character such as dodges and weaves, but I don’t think I’ve had enough time to absorb it all. He’s still in my list, though.

Shadow Labrys: Like regular Labrys, but with a huge, crazy, heavy damage-dealing Persona. I get beat the hell up when I play as her, and people beat me the hell up when they play as her. Sigh.  I’m not a fan.

…that was probably a pretty awful review of the characters, but I can’t say I’m familiar enough with them to give them an accurate enough review. I’m sure I can come back to this post when I am more familiar with the game and laugh about how inaccurate the information I provided above ends up being.

Let’s see… other impressions…

I guess most of my impressions will be in comparison to BB, since that is my main game, not to mention the mechanics are relatively similar to one another. I like that instead of guard primers, you have the ability to break your opponent’s Persona temporarily. When you hit your opponent’s Persona (or vice versa), you lose one of your Persona’s cards. If all of your cards are depleted, you are temporarily unable to use your Persona until the gauge recharges. I think this concept forces you to think about the attacks you make just a little bit more, which is an interesting aspect.

One More Time attacks are like rapid cancels, so that you can string together combos or attacks that may not otherwise string together. Like rapid cancels, this consumes meter, which also forces you to think before you use it. I like rapid cancel combos, and I think they definitely put more pressure at the end of rounds if players know how to utilize them.

The instant kills with characters are also fascinating. When I first heard about them, I was worried that this would break the game. They remind me a lot more of Astral Finishes in BB, where they require a bit of setup, luck, and last round of a match to pull off. From what I’ve seen, most of them have a slow startup time that make them less likely to be overly abused. I’ll have to see how my opinion changes when I play more matches.

Some characters have the ability to use certain moves that can kill an opponent. I noticed that these also take a bit of skill in making sure they happen, so I can’t say for sure how this will go. More matches, more info, and then I’ll see how they play out.

I’m a fan of the status effects in the game, too. From sapping the opponent’s health to reversing directional inputs to preventing characters from moving, the status effects give the player something else to think about/utilize. I haven’t seen them happen too often in my matches, but it’ll be fun to make use of them when I understand what moves cause them.

It might just be me, but pulling off aerial combos seem easier in this game than in BB. It probably is just me. I could only reliably pull off Lambda’s aerial combos in BB. I can kinda juggle my opponent with aerial combos with more than one character if I get it going.

I also noticed that I have to be meticulous with my inputs. I can’t tell if I was just sloppy with BB, but I’ve really, really had to be careful with how I time my combos in P4A. It’s probably because I’m a sloppy BB player, truthfully.

I do like that save for charge moves, special moves primarily rely on quarter circles, whether they be single or double. And I also like that you can use an EX version of some moves by pressing A+B or C+D.

The All-Out Attack is a great way to set up aerial combos and learn the mechanics of them. I’m not too much a fan of the “Beginner Combos” that you can execute by mashing A–then again, learning every character’s combo strings for blocking purposes could really save you a lot of time with really scrubby players.

P4A has enough BB mechanics for me to feel at home in the game while having a lot of other things to work with that will force me to hone my skills more. A lot of hype has been generated about the game, too, so I’m hoping to see it get bigger as time goes on.

I hope that I can get tournament worthy in this game, but only time, practice, and hard work will make that happen. I think I’m going to try and document my progress with the game in this blog. I’m curious to see how I evolve as a fighting game enthusiast while playing this game.