P4U2R/Aigis/Frame Data

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 Aigis



Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
ComboRate Affects how much damage scaling in a combo - the larger the percentage, the more damage.
Persona Cards Number of Persona Cards this character has.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Invuln Attribute and Hitbox invincibility for this attack
P1 Damage proration that is applied only when this attack is used as a combo starter.
P2 Damage proration that is applied whenever this attack is used.
SMP Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
J jump cancellable
Sp special cancellable
S super cancellable
O One More! cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
Hitstun
(Standing)
11F 13F 15F 17F 19F
Air Hitstun
(aka Untechable Time)
13F 15F 17F 19F 21F
Hitstop/Blockstop 9F 10F 11F 12F 13F
Counter Hit Hitstun +12F +12F +12F +12F +12F
Counter Hit Air Hitstun
(aka CH Untechable Time)
+12F +12F +20F +20F +20F
  • Hitting a crouching opponent adds 2F of hitstun
  • Instant Block Blockstun (Ground) = Blockstun - 2
  • Instant Block Blockstun (Air) = Air Blockstun - 4
For more values, see P4U2R/Frame Data


System Data

name health prejump backdash comborate personacards Unique Movement Options
Aigis 9,000 3F 20F (Normal 1~6F Inv All) (Orgia: 1~7F Inv All) 60% 4 Orgia Boost

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 170 All 5 3 16 -6 Body 400 200 50 2 JSpSO 12 10 13 15 25 27
5AA Normal 400 All 10 3 15 Body 0 100 50 4 JSpSO 14 10 Launch 19 + WBounce 25 Launch 39 + WBounce 25
5AAA Normal 500 High 9 2 22 Head 0 200 50 4 SpSO 16 6 Launch 44 Launch 64
5AAAA Normal 70×8 All 17 P{(2)P}×7 45 Total Projectile 300 0×7, 100 0 4 SpSO 0 Launch 19×7, 19 + WBounce 40 Launch 39×7, 39 + WBounce 40
5AA Shadow 100×10 All 10 P{(3)P}×9 46 Total -13 Projectile 0 100 50 2 (J)SpS 12 0 Launch 31 43
5AA Shadow (No Ammo) 400 All 7 1 18 -4 Body 0 100 50 3 SpSO 14 6 Launch 28 Launch 48
5AAA Shadow 400 All 28 5 10 Head 0 200 50 5 JSpSO 18 13 19 41 31 61
5B 400 All 10 3 25 -13 Projectile 300 100 50 4 (J)SpSO 14
2A 160 Low 7 4 11 -2 Foot 500 100 50 2 SpSO 12 10 13 15 25 27
2B 120×8 All 7 P{(2)P}×7 Total 58 -27 Projectile 200 100 50 3 (J)SpSO 14 0 15 17 27 37
2B (No Ammo) 300 Air Unblockable 9 4 27 -18 Body 7~10 H 200 100 50 2 (J)SpSO 12 10 13 15 25 27
j.A 100×3 High 6 2, 2, 2 14 Head 200 100 50 1 CJSpSO 10 6 11 12 23 24
j.B 300 High 9 8 10 Head 200 100 50 3 JSpSO 14 11 15 19 27 39
j.2B 200×3 All 9 P(3)P(3)P Total 27+6L Projectile 0 100 50 1 O 10 0 11 17 23 29
5AB 300 High 28 5 32 -18 Body 9~28 Guard Strike 0 1000 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 700 Low 12 5 16 -6 Foot 4~16 C 200 100 50 3 SpSO 14 5 Launch 22 Launch 42

Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 900 All 15 2 32 -15 Body Persona 1~Until Active All 200 100 1000 5 (J)SpSO 18 13 Launch 31 Launch 51
2C 700 Air Unblockable 19 3 27 -11 Body Persona 1~Until Active All 0 300 50 5 CSpSO 18 13 Launch 41 Launch 61
222C 1100 All 26 2 21 -4 Body Persona 1~Until Active All 100 100 1000 5 (J)SpSO 18 13 Launch 31 Launch 51
5D (Guard) Total 33 Persona 17~91 Guard
5D (Attack) 800 All 26 18 Body Persona 1~48 Guard 400 100 50 5 18 13 Launch 31 Launch 51
2D (Guard) - Total 36 Persona 17~73 Guard
2D (Attack) 400×7 High 28 3×7 Body Persona 1~48 Guard 400 100 50 5 18 1 Launch 31 + Down 20 Launch 51 + Down 20
j.C 400, 800 All 8 4(8)6 10 Head Persona 1~Until Active All 200 100×100 50 2, 5 SpSO 12, 18 10, 13 Launch 17, 22 Launch 39, 42
j.2C 900 All 15 2 31 Body Persona 1~Until Active All 200 100 500 5 SpSO 18 13 Launch 26 Launch 46
j.D (Guard) - Total 24 Persona 29~103 Guard
j.D (Attack) 800 All 26 18 Body Persona 1~48 Guard 400 200 50 5 18 13 Launch 31 Launch 51
j.2D (Guard) Total 24 Persona 19~75 Guard
j.2D (Attack) 400×N High 25 3×N Body Persona 1~Until L+3 Guard 300 200 50 5 - 18 1 Launch 31 + Down 20 Launch 51 + Down 20

Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 0, 1100 Throw 5 3 25 Throw 0 900, 100 50 0, 2, 5 Sp(*)O 0, 0, 0/+13 13, Launch 71 25, Launch 91
Air Throw j.CD 0, 0, 1400 Throw 4 3 19 Throw 0 1200 50 0, O, 5 Sp(*)O 0, 0, 15 51, 41 + WBounce 61 + WBounce
Escape Change BD 900 All 10 4 49+15L -51 Projectile 1~13 All 1000 100 50 4 S 16 12 Launch 29 Launch 49
Escape Change j.BD 900 All 8 4 Until L+15 Projectile 1~11 All 800 100 50 4 S 16 12 Launch 29 Launch 49
Guard Cancel Attack 6AB 0 All 16 3 33 -19 Body 1~21 Guard All 1200 100 50 4 O 16 12 Launch 19 Launch 39

Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Mode Change 22A Total 28
B Mode Change 22B Total 21
SB Mode Change (Activatae) 22AB (Activate) Total 13 3~7 P
SB Mode Change (Deactivate) 22AB (Deactivate) Total 20
A 7th Gen Gatling Blast 236A 400, 110, 55×9 All 16 Strike: 2
Bullets: P{(2)P}×9
35 -5 Body, Chest+Projectile×10 300 100, 100, 0x10 50 3 SO 14 1, 0×10 20, 15×10 22, 17×10 32, 27×10 32, 37×10
B 7th Gen Gatling Blast 236B 400, 110, 55×19 All 21 Strike: 2
Bullets: P{(2)P}×19
55 -5 Body, Chest+Projectile×20 300 100, 100, 0x20 50 3 SO 14 1, 0×20 Launch, 15×20 22, 17×20 Launch, 27×20 32, 37×20
SB 7th Gen Gatling Blast 236AB 400, 90, 45×9 All 16 Strike: 2
Bullets: P{(2)P}×19
53 -3 Body, Chest+Projectile×20 300 100, 100, 0x20 50 3 SO 14 1, 0×20 Launch, 15×20 22 + WBounce, 17×20 Launch, 27×20 32 + WBounce, 37×20
A 7th Gen Radical Cannon 214A 300, 700 All 29 Until Hit,30 Total 53 Projectile 300 100 50 3, 4 SO 14, 16 0, 0/+1 Launch 17, 47 Launch 37, 67
Air A 7th Gen Radical Cannon j.214A 300, 700 All 29 Until Hit,30 Total 60 Projectile 300 100 50 3, 4 SO 14, 16 0, 0/+1 Launch 17, 47 Launch 37, 67
B 7th Gen Radical Cannon 214B 300, 900 All 35 Until Hit,30 Total 53 Projectile 300 100 50 3, 4 SO 14, 16 0, 0/+1 Launch 17, 47 Launch 37, 67
Air B 7th Gen Radical Cannon j.214B 300, 900 All 29 Until Hit,30 Total 60 Projectile 300 100 50 3, 4 SO 14, 16 0, 0/+1 Launch 17, 47 Launch 37, 67
SB 7th Gen Radical Cannon 214AB [300, 600]×2 All First Shot: 29
Second Shot: 32
{Until Hit,30} per Shot Total 53 Projectile 300 100 50 [3, 4]×2 SO 14, 16 0, 0/+1 Launch 17, 47 Launch 37, 67
Air SB 7th Gen Radical Cannon j.214AB [300, 600]×2 All First Shot: 23
Second Shot: 26
{Until Hit,30} per Shot Total 55 Projectile 300 100 50 [3, 4]×2 SO 14, 16 0, 0/+1 Launch 17, 47 Launch 37, 67
Air A 7th Gen Vulcan Cannon j.236A 100, 50×8 All 19 P{(2)P}×8 Until L+7 Projectile 300 100, 0x9 50 3 SO 14 0 15 44 + GBounce 37 38
Air B 7th Gen Vulcan Cannon j.236B 100, 50×13 All 25 P{(2)P}×13 Until L+7 Projectile 300 100, 0x14 50 3 SO 14 0 15 44 + GBounce 37 38
Air SB 7th Gen Vulcan Cannon j.236AB 170, 85×13 All 21 P{(2)P}×13 Until L+7 Projectile 300 100, 0x14 50 3 SO 14 0 15 44 + GBounce 37 38
C Megido Fire 236C 598, 200, 100×3, 1300 All 15 9×3,6 7+7L -5 Body 500 500, 0×5 50, 1000 3×5, 5 SO 14 7, 0/+2×4 Launch 32, 52×4 Launch 52, 72×4
Air C Megido Fire j.236C 598, 200, 100×3, 1300 All 17 9×2,3 Until L+15 Head 500 500, 0×5 50, 1000 3×5, 5 SO 14 7, 0/+2×4 Launch 32, 52×4 Launch 52, 72×4
D Megido Fire 236D 598, 200, 100×3, 1300 All 12 9×3,3 6+9L -3 Body 500 500, 0×5 50, 1000 3×5, 5 SO 14 7, 0/+2×4 Launch 32, 52×4 Launch 52, 72×4
Air D Megido Fire j.236D 598, 200, 100×3, 1300 All 12 9×3,3 Until L+12 Head 500 500, 0×5 50, 1000 3×5, 5 SO 14 7, 0/+2×4 Launch 32, 52×4 Launch 52, 72×4
SB Megido Fire 236CD 348, 100, 50×12, 1400 All 13 9×3,3 4+4L +4 Body 300 300, 0×14 50, 1000 3×15, 5 SO 14 7, 0/+2×4 Launch 32, 47×13, 51 Launch 52, 67×13, 71
Air SB Megido Fire j.236CD 348, 100, 50×12, 1400 All 14 9×3,3 Until L+9 Head 300 300, 0×14 50, 1000 3×15, 5 SO 14 7, 0/+2×4 Launch 32, 47×13, 51 Launch 52, 67×13, 71
C Pandora Missile Launcher 214C 300×5 All 21 P(6)P(6)P(6)P(6)P Total 67+9L Projectile 8~59 P 0 100 50 3 SO 14 0/+3 15 18 27 38
Air C Pandora Missile Launcher j.214C 300×5 All 21 P(6)P(6)P(6)P(6)P Total 67+9L Projectile 8~59 P 0 100 50 3 SO 14 0/+3 15 18 27 38
D Pandora Missile Launcher 214D 300×5 All 21 P(6)P(6)P(6)P(6)P Total 67+9L Projectile 8~59 P 0 100 50 3 SO 14 0/+3 15 18 27 38
Air D Pandora Missile Launcher j.214D 300×5 All 21 P(6)P(6)P(6)P(6)P Total 67+9L Projectile 8~59 P 0 100 50 3 SO 14 0/+3 15 18 27 38
SB Pandora Missile Launcher 214CD 150×15 All 21 P{(6)P}×14 Total 127+9L Projectile 8~119 P 0 100 10 3 SO 14 0/+3 15 18 27 38
Air SB Pandora Missile Launcher j.214CD 150×15 All 21 P{(6)P}×14 Total 127+9L Projectile 8~119 P 0 100 10 3 SO 14 0/+3 15 18 27 38
Orgia Forward Boost Orgia [66] Cancelable from 8F
Orgia Backward Boost Orgia [44] Cancelable from 12F 1~7 All
Orgia Air Hover Orgia j.2AC Cancelable between 14~103F
Orgia Boost Orgia j.AB Total 28 7~19 Strike/Projectile

SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
C Goddess Shield 236236C 2000 All 4+(58 Flash)+9 24 35+14L -31 Body 1~12 All
13~32 Guard All
1000 100 50 5 18 17 Launch 41 Launch 61
Air C Goddess Shield j.236236C 2000 All 4+(58 Flash)+9 24 Until L+14 Body 1~12 All
13~32 Guard All
600 500 50 5 18 17 Launch 41 Launch 61
D Goddess Shield 236236D 2500 All 4+(58 Flash)+17 24 36+14L -32 Body 1~22 All
23~30 Guard All
1000 100 50 5 18 17 Launch 41 Launch 61
Air D Goddess Shield j.236236D 2500 All 4+(58 Flash)+9 24 Until L+14 Body 1~19 All
20~40 Guard All
600 500 50 5 18 17 Launch 41 Launch 61
SB Goddess Shield 236236CD 1400×2 All 4+(58 Flash)+9 24(6)24 35+14L -31 Body 1-14 All
13-32 Guard
1000 100 50 5 18 17 Launch 101, 51 Launch 121, 71
Air SB Goddess Shield j.236236CD 400, 200×13 All 4+(58 Flash)+9 1×24 Until L+14 Body 1-20 All
21-41 Guard
600 500 50 3 14 2 Launch 117 Launch 137
A Multi Mounted Machine Gun Orion j.236236A 0, 910, 142×32 Throw (300) 10+(54 Flash)+2~9 3 Until L+9 Throw 1~(14~21) All 0 1000, 0×32 50 0, 4, 3×32 0, 0/+1×32 Launch 60 + WStick, (100 + WBounce)×32 Launch 80 + WStick, (120 + WBounce)×32
B Multi Mounted Machine Gun Orion j.236236B 0, 910, 142×32 Throw (300) 10+(54 Flash)+6~14 3 Until L+9 Throw 1~(18~26) All 0 1000, 0×32 50 0, 4, 3×32 0, 0/+1×32 Launch 60 + WStick, (100 + WBounce)×32 Launch 80 + WStick, (120 + WBounce)×32
SB Multi Mounted Machine Gun Orion j.236236AB 0, 910, 142×32 Throw (300) 10+(54 Flash)+0~14 3 9 after landing Throw 1~(10~26) All 0 1000, 0×32 50 0, 4, 3
C Heavenly Spear 214214C 2500 All 4+(62 Flash)+3 60 Total 41+9L +4 Projectile 1~8 All 1000 100 50 5 18 0/+30 Launch 26 Launch 46
D Heavenly Spear 214214D 200×10 All 4+(54 Flash)+11 4×10 Total: 49+4L -7 Projectile 1~16 All 1000 100 500 5 18 0/+2 Launch 26 Launch 46
SB Heavenly Spear 214214CD 2800 All 4+(64 Flash)+1 60 Total 48+9L +4 Projectile 1~6 All 1000 100 50 5 18 0/+30 Launch 26 Launch 46
Extreme Orgia Mode 214214AB Total 3+(117 Flash)+3 1~End All

Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Heritage Liberator Palladion j.222CD K.O. All 1+(15 Flash)+50 P(8)P(8)P(8)P(12)P Until L+29 Projectile 1~114 All 0 50x12, 300 50 3×4, 5, 4, 0 14×4, 18 0 Launch (100+Down 10)×4, 100+Down 20 (120+Down 10)×4, 120+Down 20

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Aigis 5A.pngGuardAllStartup5Recovery16Advantage-6[3] 5AA, 2A 5B, 2B 5C, 2C, 222C 5D, 2D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Aigis 5AA.pngGuardAllStartup10Recovery15Advantage- 5AAA Normal[-] - - - - Jump, Special, Super
5AAA NormalP4AU Aigis 5AAA.pngGuardHighStartup9Recovery22Advantage- 5AAAA Normal[-] - - - - Special, Super
5AAAA NormalP4AU Aigis 5AAAA.pngGuardAllStartup17Recovery45 TotalAdvantage- - - - - - Special, Super
5AA ShadowP4Arena Aigis 5AA.pngGuardAllStartup10Recovery46 TotalAdvantage-13 5AAA Shadow[-], 5A, 2A 5B, 2B 5C, 2C, 222C - - Jump[-], Special, Super
5AAA ShadowP4Arena Aigis 5AAA.pngGuardAllStartup28Recovery10Advantage- - - - - - Jump, Special, Super
2AP4Arena Aigis 2A.pngGuardLowStartup7Recovery11Advantage-2[3] 5A, 2A[+] 5B, 2B 5C, 2C, 222C 5D, 2D AoA, Sweep Special, Super
5BP4Arena Aigis 5B.pngGuardAllStartup10Recovery25Advantage-13[3*] - 5B, 2B 5C, 2C, 222C 5D, 2D AoA, Sweep Jump[-], Special, Super
2BP4Arena Aigis 2B.pngGuardAllStartup7RecoveryTotal 58Advantage-27[3*] - 5B - 5D, 2D AoA, Sweep Jump[-], Special, Super
5CP4Arena Aigis 5C.pngGuardAllStartup15Recovery32Advantage-15[2*] - 5B, 2B 2C, 222C 5D, 2D AoA, Sweep Jump[-], Special, Super
2CP4U2R Aigis 2C.pngGuardAir UnblockableStartup19Recovery27Advantage-11[2] - 5B, 2B - 5D, 2D AoA, Sweep Special, Super
222CP4Arena Aigis 2C.pngGuardAllStartup26Recovery21Advantage-4 - 5B, 2B - 5D, 2D AoA, Sweep Jump[-], Special, Super
5DP4Arena Aigis 5D.pngGuardStartupRecoveryTotal 33Advantage- - - - - - -
2DP4Arena Aigis 5D.pngGuard-StartupRecoveryTotal 36Advantage- - - - - - -
All-out AttackP4Arena Aigis AOA.pngGuardHighStartup28Recovery32Advantage-18 - - - - - -
SweepP4Arena Aigis Sweep.pngGuardLowStartup12Recovery16Advantage-6 - - - - - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4Arena Aigis jA.pngGuardHighStartup6Recovery14Advantage- j.A[+] j.B, j.2B j.C, j.2C j.D, j.2D Jump, Special
j.BP4Arena Aigis jB.pngGuardHighStartup9Recovery10Advantage- - j.2B j.C, j.2C j.D, j.2D Jump, Special, Super
j.2BP4Arena Aigis j2B.pngGuardAllStartup9RecoveryTotal 27+6LAdvantage- - - - - -
j.CP4Arena Aigis jC.pngGuardAllStartup8Recovery10Advantage- - - - j.D, j.2D Special, Super
j.2CP4U2R Aigis j2C.pngGuardAllStartup15Recovery31Advantage- - - - j.D, j.2D Special, Super
j.D (Guard)P4Arena Aigis 5D.pngGuardStartup-RecoveryTotal 24Advantage- - - - - -
j.2D (Guard)P4Arena Aigis 5D.pngGuardStartupRecoveryTotal 24Advantage- - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[#*] = X can be done # times per string, but can not go from X > Y > X
For example, 2B > 5B > 2B does not work, but 2B > 5B > 5C > 2B does work.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string
  • 5B can do 5B > 5B only once per string
  • Shadow 5AA can not be jump canceled when out of ammo


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To edit frame data, edit values in P4U2R/Aigis/Data.