P4AU/Kanji Tatsumi/Frame Data

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System Data

Health: 10,500

Combo Rate: 60%

Persona Cards: 3

Backdash Time: 26

Backdash Invincibility: 1-6

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

  • All Jumps have 3F prejump, 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 Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5A 250 HLA 6 3 17 -7 Body 200 200 50 JSpSO - 2
5AA
Normal
400 HLA 10 3 17 -3 Body 0 100 50 JSpSO - 4
5AAA
Normal
0, 1200 HLA 15 3 20 -6 Body 0 0, 400 0 SpSO - 4, 5
5AA
Shadow
500 HLA 10 5 12 0 Body 0 100 50 JSpSO - 4
5AAA
Shadow
1000 HLA 17 6 26 -13 Body 0 400 50 SpSO - 5
5B 500 HLA 11 5 13 0 Projectile 300 100 50 O - 4
[5B] 500 HLA 20 5 20 +2 Projectile 300 100 50 O - 4
2A 300 L 8 3 12 0 Foot 500 100 50 SpSO - 3
2B 900 AUB 18 3 31 -17 Body 200 100 50 SpSOD 9-20 Head 4
  • Dash Cancel is -16 on block
j.A 350 HA 10 3 11 - Head 200 100 50 JSpO - 3
j.B 600 HA 16 3 19 - Head 200 100 50 JSpO - 4
All Out Attack 300 HA 26 (30) 3 24 (31) -5 (-12) Body 0 1000 10000 O 14-26 (30) Guard 5
All Out Rush 200×N All - - - - Body 1900 100 50 O - 5, 3
All Out Finish (C) 1800 All - - - - Body 500 300 50 O - 4
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 All - - - - Body 500 100 50 JSpSO - 5
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
  • Corner Bounces if All Out Rush did 15 hits
Sweep 800 L 13 4 35 -15 Foot 200 100 50 O Cruel - 5
Guard Cancel Attack 0 All ? ? ? ? ? ? ? ? ? ? ?

Currently no data on Guard Cancel Attacks is available

Persona Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5C 1200 (1800) HLA 25 (64) 3 29 -8 Body 0 200 50 SpSOD - 5
  • Dash Cancel is -11 on block
  • Fatal Counter only if charged
  • Can hold button to delay attack. Hold button for 50F for Just Frame Version.
  • Values in ( ) are for Just Frame Version.
  • Shocks on hit
2C 1200 (1800) HLA 31 (64) 2 11 +6 Foot 0 200 50 OD - 5
  • Dash Cancel is -16 on block
  • Can hold button to delay attack. Hold button for 54F for Just Frame Version.
  • Values in ( ) are for Just Frame Version.
  • Just Frame Version causes Fatal on normal hit.
j.C 1200 HLA 25 5 Until landing + 8 - Body 200 100 50 0 - 6
  • Can hold button to delay attack
  • Fatal Counter
  • Fatal Recovery
5D, 2D, and j.D 300 per bolt HLA 35 (3) 5 5D: 32
2D: 52
j.D: 27
5D: +22
2D: +2
Projectile 0 200 50 - - 1
  • Causes Shock on hit.
  • Can cancel into itself up to three times.

Throws

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Ground Throw 0, 1500 Throw 10 3 20 - Throw 0 1000, 100 50 O, Cruel - 5
Air Throw 1200, 100 Throw 5 2 18 - Throw 0 1000, 100 50 O - 5

Furious Action

What A Pain!
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 1000 HLA 13 28 25 -36 Body 800 100 50 S 1-35 All 4
  • If attacked during frames 1~35, Kanji will enter a special 26F hitstop
  • attack starts up on 19F (at this point, hitstop is gone).
  • If lightning attack whiffs, move is active until 23F after hitstop.
  • Fatal Recovery

Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Cruel Attack
236A 500, 250 HLA 17 3, 6 37 -3 Head, Body 0 300 500 SO - 4
236B 1200, 600 HLA 27 6, 6 33 +1 Head, Body 0 300 500 SO - 4
236AB 1200, 600 HLA 26 6, 6 33 +1 Head, Body 0 300 500 SO - 4
j.236A 500, 250 HLA 17 3, 6 Until landing +6 +1 Head, Body 0 600 500 SO - 4
j.236B 900, 450 HLA 24 6, 6 Until Landing +6 +1 Head, Body 0 600 500 SO - 4
j.236AB 900, 450 HLA 24 6, 6 Until landing +6 +1 Head, Body 0 600 500 SO - 4
Added Cruel Attack
236A after knockdown 1000 (1500) HLA 27 6 47 (33) - Body 0 100 50 - - 3
  • Values in ( ) are for SB Version.
236B after knockdown 1500 HLA 40 6 47 - Body 0 1000 50 - - 3
  • New knockdown cruel attack. Will only combo after certain fatal knockdowns to extend the combo.
This'll Hurt!
214C 0, 250, 3800, 100, 50×5 (0, 250) Throw 5 4 31 - Throw 0 100, 1800 (100) 50 SO, Cruel - 0, 5, 4, 3×6
  • Numbers in Parenthesis are during Persona Break
214D 0, 250, 4300, 100, 50×5 (Pbroken: 0, 250) Throw 24 [28] 4 39 - Throw 0 100, 1800 (Pbroken: 100) 50 SO, Cruel 1-2 Throw, 3-27 All 0, 5, 4, 3×6
  • Fatal Recovery. Numbers in brackets are for when you move forward with the move.
  • Numbers in Parenthesis are during Persona Break
214CD 0, 250, 4800, 100, 50×5 (0, 250) Throw 4 4 31 - Throw 0 100, 1800 (100) 50 U, Cruel 1 throw, 2-4 full 0, 5, 4, 3×6
  • Paralyzes on hit
  • Numbers in Parenthesis are during Persona Break
Gotcha!
236C 0, 360, 180×8 (1800) Throw 14 11 16 - Throw 500 500, 100 50 O, Cruel - 0, 4×8, 5
236D 0, 280, 140×8 (1400) Throw 73 18 31 - Throw 500 500, 100 50 O - 0, 4×8, 5
236CD 0, 280, 140×8 (1400) Throw 117 16 27 - Throw 500 500, 100 50 - - 0, 4×8, 5
  • D Version catches opponents who jump after 43F
  • SB Version catches opponents who jump after 19F
Primal Force
[4]6C 1200 All 29 15 9 +3 Body 500 100 500 - - 5
  • Projectile armor on Persona
[4]6D 1200 All 36 21 Total 52 +10 Body 500 100 500 - - 5
  • Projectile armor on Persona
[4]6CD 1200 All 32 21 Total 52 +6 Body 500 100 500 - - 5
  • Projectile armor on Persona
Bet Ya Can't Take This!
j.214A 0, 400×2, 800 Throw 26 until landing 20 after landing - Throw, Head 0 500, 100 50 UO, Cruel 1 onwards throw 5, 4×2, 5
j.214B 0, 250×4, 800 (1800) Throw 27 until landing 20 after landing - Throw, Head 0 500, 100 50 UO, Cruel -1 onwards Throw 5, 4×4, 5
j.214AB 0, 100×7, 250×2, 800 (2000) Throw 19 until landing 20 after landing - Throw, Head 0 500, 100 50 UO, Cruel 1 onwards Throw 5, 4×9, 5

SP Skill Attacks

Ass Whuppin, Tatsumi Style
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
236236A/B 700, 800×2 (300) HLA 4+7 until it hits 61 - Projectile 0 500 (100) 50 O 1-13 All 5 (3)
  • On hit and if close enough, remaining attacks start up.
  • On block or close range hit, second projectile attack starts up 32F after animation
  • Numbers in parenthesis are for the chair projectile
236236AB 700, 800, 1600 (300) HLA 4+7 until it hits 61 - Projectile 0 800 50 O 1-13 All 5 (3)
  • On hit and if close enough, remaining attacks start up.
  • On block or close range hit, second projectile attack starts up 32F after animation
  • Causes a violent wallbounce on each sides of the screen. Can combo afterwards with a 5C or a 236C without OMC.
  • If the buttons are held, becomes 1 hit only

Awakened SP Skill Attacks

Burn To A Crisp!
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214C 0, 1, 0, 1200, 6000 (0, 1, 700, 800×2 (300)) Throw 6+0 9 44 - Throw 0 1800, 100 (1500, 500 (100)) 50 - 1-14 All 0, 1, 0, 5×2
214214D 0, 1, 0, 1200, 6000 (0, 1, 700, 800×2 (300)) Throw 6+10 15 44 - Throw 0 1800, 100 (1500, 500 (100)) 50 - 1-30 All 0, 1, 0, 5×2
214214CD 0, 1, 0, 1200, 7965 (0, 1, 700, 800, 1600 (300)) Throw 6+13 15 44 - Throw 0 1800, 100 (1500, 500 (100)) 50 - 1-33 All 0, 1, 0, 5×2
  • All versions have Fatal Recovery
  • Deals Paralysis on hit

Instant Kill

The Man Series: Brofist
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
222CD K.O. Throw 40+31 3 36 - Throw 0 100 50 - 1-78 All 0, 5, 0, 5

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
5AA 5AAA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
5AAA - - - - - Special
Shadow 5AA shadow 5AAA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
Shadow 5AAA - - - - AoA Special
2A - 5B, 2B 5C, 2C 5D AoA, Sweep Special
5B[2] - - 5C, 2C 5D AoA, Sweep -
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Special, Dash
5C[2] - 5B, 2B 2C 5D, 2D AoA Special, Dash
2C[2] - 5B, 2B 5C - AoA, Sweep Dash
5D - - - 5D four times[+] - -
2D - - - 2D four times[+] - -
All-out Attack - - - - - -
Sweep - - - - - -
Air P Combo Table
A B C D Cancels
j.A j.A j.B j.C j.D Jump, Special
j.B - - j.C j.D Jump, Special
j.C - - - - -
j.D - - - j.D four times[+] -
  • 5C and 2C combined can only be done once per string.
For example, 5C > 2B > 2C does not work.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
For example, 2B > 5C > 2B does not work, but 2B > 5C > 2C > 2B does work.
Special = Skill Attacks, Hops, and Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)


Navigation

To edit frame data, edit values in P4AU/Kanji Tatsumi/Data.