P4AU/Yu Narukami/Frame Data

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< P4AU‎ | Yu Narukami
Revision as of 21:45, 16 March 2014 by Shtkn (talk | contribs)

System Data

Health: 9,500

Combo Rate: 60%

Movement Options: 1 Double Jump/Airdash, Dash type: Run

Backdash Time: 23

Backdash Invincibility: 1-6

  • All Jumps have 3F startup, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F

Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 200 2 Body All CJSO 200 200 50 5 5 10 -2 -
5AA 400 3 Body All CSO 0 100 50 7 2 15 -2 -
5AAA 700・350 4 Body All JDSO 0 400 50 12 2・6 15 -4 -
5AAA (Shadow) 1000 4 Body All JDSO 0 400 50 9 2 22 -7 -
5B 500 3 Chest All C(J)SO 300 100 50 9 3 21 -9 -
2A 160 1 Foot Low CSO 500 100 50 7 3 11 -3 -
2B 300, 150 3 Body AUB C(J)SO 200 100 50 8 2,3 29 -17 -
j.A 200 1 Head All CJSO 200 100 50 7 7 8 - -
j.2A 450 3 Head All - 200 100 50 16 Until Landing 8 After Landing - -
j.B 200, 100 2 Head High CJSO 200 100 50 10 3, 3 15 - -
j.BB 450 3 Head High CJSO 200 100 50 7 3 12 - -
j.2B 450 3 Head High CJSO 200 100 50 11 3 12 - -
Guard Cancel Attack - - - - - - - - - - - - -
All Out Attack 300 5 Body High CO 0 1000 10,000 26 1 41 -23 -
All Out Rush 200xN 5, 3 Body Head O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body Head O 500 300 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 5 Body Head O 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
  • Corner Bounces if All Out Rush did 15 hits
Sweep 700 4 Foot Low CSO 200 100 50 13 3 18 -6 -
Dash Cancel - - - - - - - - - - 21 - -
  • Frame Data is for moves canceled by a dash.

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 900 4 Body All C(J)S 0 100 50 13 3 33 -17 -
5D 400, 200, 4 Body All - 300 200 500 39 9, 3 Total 52 +28 -
5D~D 700 4 Body All - 300 200 500 19 3 - - -
2C 1200 4 Body All DS 0 600 300 19 2 26 -6 -
  • Fatal Counter
j.C 700 4 Head All CSO 300 200 50 10 2 32 - -
j.D 600, 300 5 Head, Body All - 300 200 500 32 Until hitting ground +3 Total 67/Landing 5 - -

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 0, 1100 0, 4 Throw Throw O 0 1000, 100 0 5 3 25 - -
Air Throw 0, 1800 0, 2 Throw Throw O 0 1200, 100 50 4 3 19 - -

Furious Action

Big Gamble
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 750/350 4 Body All U 800 100 50 10 3/10 37/After landing; 9 -39 -
j.BD 600, 300 4 Head All U 800 100 50 4 3/3 9 After landing - -

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Zio
236C 900 3 Projectile All UO 0 100 50 13 - Total 47(Izanagi) -9 -
236D 620/310 4 Projectile All UO 0 300 50 34~123 22 (2 hits) Total 57 +10 -
SB 800/400 4 Projectile All UO 0 100 50 16 - (2 hits) Total 52 -1 -
  • D version is Fatal Counter
  • SB version deals shock
Swift Strike
214C 800 4 Foot Low UO 200 500 50 15 6 21 -10 -
214D 200, 100, 1100 4 Foot Low UO 500 100 50 17 6, 10, 7 29 -19 -
214CD 600, 300 x4 4 Foot Low UO 300 300 50 13 6,6,6,10,6 24 -13 -
Raging Lion
214A 1000 4 Head High UO 300 100 50 23 5 16 -4 -
j.214A 1000 5 Head High UO 300 100 500 19 To Landing 18 After Landing -6 -
214B 1500 5 Head High UO 500 300 600 30 7 10 +0 -
214[B] - - - - - - - - - - Total 26 - -
j.214B 1100 5 Head High UO 300 100 50 21 To Landing 18 After Landing -4 -
214AB 1200 4 Head High UO 300 100 50 21 4 12 +1 -
j.214AB 1400 5 Head High UO 300 100 50 17 To Landing 18 After Landing -2 -
  • Ground B and SB version is Fatal Recovery
Brave and Daring
236A 700 4 Body All - 200 100 50 17~25 5 20 -5 -
236B 0, 0, 1100 0, 1, 5 Throw Throw - 0 1000, 100 50 30 1 26 - -
236AB 0, 0, 1100 0, 1, 5 Throw Throw - 0 1000, 100 50 25 1 34 -5 -

SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Shiden Issen
236236A 160, 80x5m 1500 3x6, 5 Body All O 400 100 50 5+1 1x6 (5) 15 25 -21 -
236236B 160, 80x7m 1800 3x8, 5 Body All O 400 100 50 5+5 1x8 (5) 15 25 -21 -
236236AB 500, 2500 3, 5 Body All O 400 100 40 5+0 16 (5) 15 25 -21 -
  • All versions have Fatal Recovery
Ziodyne
236236C 134, 67x33 4 Projectile All O 400 1000 50 5+14 102 (34 Hits) 67 -53 -
j.236236C 134, 67x33 4 Projectile All O 400 1000 50 19+4 102 (34 Hits) Until landing +9 - -
236236D 134, 67x33 4 Projectile All O 400 1000 50 5+38 102 (34 Hits) 34 -20 -
j.236236D 134, 67x33 4 Projectile All O 400 1000 50 26+4 102 (34 Hits) Until Landing +9 - -
236236CD 134, 67x33 4 Projectile All O 400 1000 50 5+20 102 (34 Hits) 41 -27 -
j.236236CD 134, 67x33 4 Projectile All O 400 1000 50 19+10 102 (34 Hits) Until Landing +9 - -

Awakened SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Cross Slash
214214C 1500, 2800 5, 4 Body All O 300 100 50 11+5 7 32 -20 -
214214D 1500, 4200 5, 4 Body All O 300 100 50 20+25 7 32 -20 -
214214CD 1500, 2800 5, 4 Body All O 300 100 50 8+5 7 32 -20 -
Raijin Enbu/Dance of the lightning god
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214A+B 1200, 400x8, 4000, 400, 200x6, 4000 4 Body All O 0 1000, 100x8, 1000, 100x8 50 4+18 3 41 -27 -

Narukami's new 150 meter super. Continual input super, ala Geese Howard's deadly rave. Deals around 3.5 raw, mostly exists only for flashy combos.

Instant Kill

Myriad Truths
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Body All - - - - 23+40 32 44 -46 -

P Combo System

Ground P Combo Table
A B C D All-out Attack Sweep Cancels
5A 5AA, 2A 5B, 2B 5C, 2C 5D Yes Yes Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D Yes Yes Jump, Special
5AAA - - - - Yes - Jump, Special, Dash
2A 5A, 2A 5B, 2B 5C, 2C 5D Yes Yes Special
5B - 2B 5C, 2C 5D Yes Yes Jump, Special
2B - 5B 5C, 2C 5D Yes Yes Jump, Special
5C - 5B, 2B 2C 5D - - Jump, Special
2C - - - - - - Special, Dash
5D - - - 5DD - - -
5DD - - - - - - -
All-out Attack - - - - - - -
Sweep - - - 5D - - Special
Air P Combo Table
A B C D Cancels
j.A j.A, j.2A j.B j.2B j.C j.D Jump, Special
j.2A - - - j.D -
j.B j.2A j.BB, j.2b j.C j.D Jump, Special
j.BB j.2A - - j.D Jump, Special
j.2B j.A j.B j.C j.D Jump, Special
j.C - - - j.D Special
j.D - - - - -
  • 5A and 2A can only be done a max of 3 times per string total.
For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = can be done twice per string, but can not go from X > Y > X
For example, 5B > 2B > 5B does not work, but 5B > 2B > 5C > 5B does work.
Special = Skill Attacks and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)