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The game is significantly more volatile and explosive, and some characters really amp up their damage a lot. I suppose that’s a plus, and beginners won’t tell the difference as they do auto combos or just simpler, custom ones. To get that highest damage or appropriate corner carry or okizeme set up really takes perfection. The caveat is that Yukiko can do simpler combos, but they just won’t be for that much damage.
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I think ArcSys is trying to layer the difficulty in Persona, and to be honest, can’t blame them. It does sound hard, and the execution isn’t that insane, but the timings literally are 1-2 frames apart. Yes, to do combos with SB Agi, she needs to run under the enemy while they are popped up in the air from a Maragi and then continue the combo. Whereas in the first game she had to make loops with Maragis, the ground fire, and do those while holding and letting go at the right time to release Agi explosions, this time around she has to do the same while doing insane cross-ups under the opponent and with tighter timings. Not sure why or how, but they made her combos much harder than ever before.
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I’m speaking mainly from Yukiko’s perspective (because how could I speak for everyone’s combo learning curve). While you can easily get away with doing practical, simple combos, in order to get max damage from hits you need to sweat quite a bit. That accessibility is just a smoke shield, however. I’d love to entice some new players, and I really enjoy teaching, but don’t think I ever stuck with a student for very long. All the special moves in the game are still just quarter circle motions, and there’s a new mechanic that does moves automatically by holding square, or A. Maybe that’s just my impression, but somehow the game feels very transparent. That said, the game feels even more accessible and beginner-friendly that ever. This feeling goes out of the park with Shadow characters, who, once they build up the meter, can finish an opponent in one combo. Offense is still, by far, the best defense, and characters who can spam and reset easily are top-tier. If full-screen supers, near-instant teleports, and often easy 4k-6k combos. Everyone seems buffed, crazier, stronger (unfortunately, some less). Those who hate one-hit-decisive games and thought the original Arena was like that, Ultimax is considerably amped up. If ArcSys x Atlus’s main goal was to shake things up, they dramatically succeeded. Instead of doing a proper review, I’d rather lay out a few thoughts, informally. There’s been a surprisingly short amount of time between the JP and US disk release, so while I’ve been messing around with the overseas version leading up to Sept. It’s been a long wait for the sequel to Persona 4 Arena, especially since there’s always plenty of Japanese footage to ogle.