Persona 4: The Ultimate in Mayonaka Arena Arcade

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The game contains twelve different story modes from each of the cast members. The selected character acts as the game's protagonist, and the story of the game is told through their perspective via visual novel cutscenes, with the outcome affected by the character chosen. However, Labrys (whose story is a visual of her past) and Shadow Labrys (who does not have a story mode) are not acting protagonists. The following is a general summary based on all the story modes:

The story starts 2 months after the events of Persona 4 but before the epilogue of Persona 4 Golden, meaning that Arena is set in May 2012.

At the start of Golden Week, Yu Narukami returns to Yasoinaba and reunites with Dojima, Nanako and his friends. But soon Chie hears a rumor that the Midnight Channel is airing again and tells Yosuke and Yukiko. The three of them and Yu (coincidentally) see it. At the same time, Rise, Kanji and Teddie go missing and Naoto is busy on a mission. The following day, they head into the TV world and find themselves stuck in a tournament held at their high school where they must fight each other to advance, but during the tournament they see a mysterious girl who claims to be their student council president as well as three Persona-users they've never seen before.

The controls of combat consists of four buttons: A (Light/Weak Attack), B (Strong Attack), C (Persona Attack) and D (Persona Rush) and movement input via stick, d pad, or otherwise. A combination of the buttons result in other functions like the Furious Action. Special moves (or Sure-Killing Arts in Japanese circles), which are universally known as Skill Attacks/Skills in this game, are performed by the correct motion and button input. Special moves and supers, can inflict chip damage when they are blocked (a small amount of percentage of its original damage on hit), but in the former case they can build a small amount of SP/meter if they miss/are whiffed.

Through a number of very recent fighting games made around the same time as P4U, an Auto-Combo can be performed by repeatedly pressing A in a neutral position in order to appeal to beginners, which is known as the Renda Combo (lit. Barrage Combo) in the Japanese versions. The second and third inputs are alternate unique "dial-combo" normals which can be cancelled other higher-tiered moves freely. The fourth and fifth inputs are instead, a preset Skill to Super Cancel followup. 15 extra SP and a bit of the Burst Gauge is rewarded for a successful 3-input Barrage Combo, and the full auto-combo can only occur if all attacks connect on hit. However, not all characters' auto-combos can be cancelled freely into other attacks outside of their preset route.

Personas in this game act as a passive-avatar system; moves are used to call them out only for a brief action before they disappear. If either the users or their Personas are struck during any Persona-based action, they will instantly vanish and a Persona card will be depleted. Once all Persona cards are depleted, a Persona Break can occur. A Persona Break will occur barring the usage of the target's Persona for a set amount of time, though Persona-based moves can be done right after when hit (even when a Persona Break occurs).

Additionally, each character has their own reversal referred to as a Furious Action (known as the Reversal/R-Action in Japanese). As the name implies, they are defensive special moves that allow the character to overturn the tide of battle like having an anti-air move with invincibility frames or a counterattack. Furious Action converts the player's life into blue life which can be healed over time as long as the player is not hit; overall, blue life is a unique mechanic new to fighting games in general, where it allows for taking chip damage at 1 HP to not kill a player. 5% of one's HP is converted into blue health whenever the aforementioned Super Cancels are performed.

Persona 4 Arena also has its own variation of an All-Out Attack that can be performed, and followed up with a new mechanic called an All-Out Rush, a mini version involving only one character. This functions as a universal overhead attack with autoguard/guard point properties and an additional input if the initial overhead connects, which causes stagger on grounded hit or a wildly-flung ground bounce on air hit; if the former hit effect successfully occurs, then the All-Out Rush allows for the player to knock foes away or launch them into the air depending on the followup input, all with button mashing for extra hits and a free Fatal Counter hit.

Below the Life Gauge is a Burst Gauge. When full, the player can Burst, which blows back the opponent with invincibility frames if they are in close proximity. When it is used when your opponent is hit and you are in neutral position, your SP Gauge maxes out and your Burst Gauge takes less time to refill.

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