P4U2R/Akihiko Sanada/Frame Data

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 Akihiko Sanada



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
Akihiko Sanada 10,000 3F 23F (1~6F Inv All) 70% 2 Duck
Weave (D and SB)

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 200 All 5 2 11 0 Body 400 200 50 2 JSpSO 12 8 13 15 25 27
5AA 300 All 9 2 15 -2 Body 100 100 50 3 (J)SpSO 14 9 15 17 27 37
5AAA Normal 200×2, 100×2 All 11 3 20 -8 Body 0 100 50 3 SO 14 15, 4, 8, 4 Launch 29, 35×3 Launch 59, 55×3
5AAA Shadow 200×4 All 11 2(10)2(10)2(10)2 20 -7 Body 200 200 50 3 ☆SO 14 5 15 17 27 37
2A 160 All 5 2 11 -2 Body 600 100 50 1 JSpSO 10 7 11 13 23 25
5B 400, 200 All 6 3(3)3 20 -4 Body 300 100 100 5 (J)SpSOD 18 5, 13 19 21 31 41
2B 500 Air Unblockable 7 3 27 -15 Body 5~9 H 200 100 50 3 (J)SpSO 14 15 15 17 27 37
j.A 200 High 7 2 11 Head 200 100 200 2 JSpO 12 8 13 15 25 27
j.B 300×2 High 9 3(3)3 15 Head 200 100 100 3, 2 JSpO 14, 12 11, 10 15, 13 17 27, 25 37, 29
5AB (Lv0) 300 High 30 2 7+24L -14 Body 10~31 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
5AB (Lv1) 300 High 29 2 7+24L -14 Body 9~30 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
5AB (Lv2) 300 High 28 2 7+24L -14 Body 8~29 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
5AB (Lv3) 300 High 27 2 7+24L -14 Body 7~28 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
5AB (Lv4) 300 High 26 2 7+24L -14 Body 6~27 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
5AB (Lv5) 300 High 25 2 7+24L -14 Body 5~28 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB (Lv0) 700 Low 13 5 20 -8 Foot 4~17 C 300 300 50 4 SO 16 12 Launch 19 Launch 39
2AB (Lv1-5) 700+(50×Lv) Low 13 5 18 -6 Foot 4~17F C 300 300 50 4 SO 16 12 Launch 19 Launch 39

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 Lv0: 1300
Lv1: 1400
Lv2: 1500
Lv3: 1600
Lv4-5: 1700
High 25 [30] 5 19 [14] -5 [0] Body Persona 1~Until Active All 400 100 50 5 OD 18 13 Launch 21 + Down 10 Launch 41 + Down 10
2C Lv0: 0, (100+10×Lv)×6, (1000+100×Lv) Throw 19 4 27 Body Persona 1~Until Active All
Persona 17~26 Head
0 1000 50 0, 5 SO 0 41 + GBounce 61 + GBounce
j.C 1600+(100×Lv) High 28 4 29+10L Head Persona 1~Until Active All 100 200 50 5 O 18 13 Launch 31 + GBounce 60 Launch 51 + GBounce 60
5D Pulls on 24 Total 29
2D Pulls on 24 Total 29
j.D Pulls on 24 Total 48

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 Lv0: 0, 200×3
Lv1-5: 0, 200×4
Throw (70) 5 3 25 Throw 0 1400,100 50 0, 4×3 Lv0: 0, 2×2, 15
Lv1-5: 0, 2×2, 8, 15
Lv0: 17×3
Lv1-2: 17×3, Spin 17
Lv3-4: 17×3, Launch 22
Lv5: 17×3, Launch 47
Lv0: 29×3
Lv1-2: 29×3, Spin 37
Lv3-4: 17×3, Launch 42
Lv5: 17×3, Launch 67
Air Throw j.CD 0, 1600 Throw 4 3 19 Throw 0 1200, 100 50 0, 4 0, 12 19 + GBounce 60 + Down 10 39 + GBounce 60 + Down 10
Double Uppercut (Lv0) BD (Lv0) 600×2 All 10 3(4)3 38 -24 Body 1~16 All 1000 100 50 4 S 10, 16 12 Launch 29 Launch 45
Double Uppercut (Lv1) BD (Lv1) 600×2 All 9 3(4)3 38 -24 Body 1~15 All 1000 100 50 4 S 15, 16 16, 12 Launch 29, 44 Launch 45, 59
Double Uppercut (Lv2) BD (Lv2) 700×2 All 9 3(4)3 38 -24 Body 1~15 All 1000 100 50 4 S 15, 16 16, 12 Launch 29, 44 Launch 45, 59
Double Uppercut (Lv3) BD (Lv3) 700×2 All 8 3(4)3 38 -24 Body 1~14 All 1000 100 50 4 S 18, 16 18, 12 Launch 29, 54 Launch 45, 69
Double Uppercut (Lv4) BD (Lv4) 800×2 All 8 3(4)3 38 -24 Body 1~14 All 1000 100 50 4 S 18, 16 18, 12 Launch 29, 54 Launch 45, 69
Double Uppercut (Lv5) BD (Lv5) 800×2 All 7 3(4)3 38 -24 Body 1~13 All 1000 100 50 4 S 21, 16 20, 12 Launch 29, 64 Launch 45, 79
Guard Cancel Attack 6AB 0 All 16 3 27 -13 B 1~21 Guard All 4 16 12 Launch 19 Launch 39
Dash Cancel Total 21
  • ☆ means can cancel into sweep, ground throw, any Special except Kill Rush and itself, Cyclone Upper, Maziodyne

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 Kill Rush 236A 100×4, 500 All 11~15 1{(2)1}×3(3)3 24 -4 Body 300 300 1000 3 ☆SO 14×4, 22 1×4, 7 15×4, 23 25×4, 33 27×4, 35 45×4, 53
B Kill Rush 236B 120×6, 500 All 21~26 1{(2)1}×5(3)3 28 -8 Body 300 300 1000 3 ☆SO 14×6, 22 1×6, 7 15×6, 23 25×6, 33 27×6, 35 45×6, 53
SB Kill Rush 236AB 140×10, 500 All 11 1{(2)1}×9(3)3 28 -8 Body 800 300 1000 3 ☆SO 14×10, 22 1×10, 7 15×10, 23 25×10, 33 27×10, 35 45×10, 53
A Boomerang Hook Cyclone > 4A 500-750 All 13 3 18 -6 Body 500 100 400 3 ☆SO 14 11 17-21 17-21 29-33 37-41
B Boomerang Hook Cyclone > 4B 600-900 All [Unblockable] 21 [41] 3 15 +4 Body 500 [1000] 100 [0] 1000 5 ☆U 21 16 22 - Crumple 86 29-39 34 - Crumple 86 49-59
SB Boomerang Hook Cyclone > 4AB 800-1200 All 23 3 26 +1 Body 1-25 Guard Strike 500 100 1000 5 ☆U 24 13 25 - Crumple 86 32-42 37 - Crumple 86 52-62
A Corkscrew Cyclone > 6A 1000-1500 All 6 6 34 -18 Body 0 2000 50 5 SO 18 22 Launch See notes Launch See notes
B Corkscrew Cyclone > 6B 1200-1800 All 9 6 40 -24 Body 0 2000 50 5 SO 18 11 Launch 61 + WBounce Launch 81 + WBounce
SB Corkscrew Cyclone > 6AB 1200-1800 All 15 6 34 -18 Body 1~18 All 1400 100 1900 5 SO 18 11 See notes 71 See notes 91
A Sonic Punch Cyclone > 8A 500-750 All 13 4 18 -7 Body 4~12 H 500 100 400 3 ☆SO 14 11 15-19 21-29 27-31 41-49
B Sonic Punch Cyclone > 8B 600-900 All 21 4 26 -13 Body 4~20 H 500 100 1000 4 ☆SO 16 12 See notes 34-54 Launch 54-74
SB Sonic Punch Cyclone > 8AB 800-1200 All 23 4 20 -4 Body 1~26 H 500 100 1000 4 ☆SO 16 12 Launch 37-57 Launch 57-77
C Duck 236C - - - Total 25 - 1~14 Low Profile
7~10 Very Low Profile
-
D Duck 236D Total 40 1~22 Low Profile
9~16 Very Low Profile
SB Duck 236CD Total 22 1-14 Low Profile, 7-10 Very Low Profile
C Weave 214C Total 24 1-24~ Low Profile
D Weave 214D Total 41 1~41 Low Profile
SB Weave 214CD Total 41 1~41 Low Profile
5~16 All
A Dodge Strike 214A Total 33 See notes SO
B Dodge Strike 214B Total 54 4~27 Guard Strike ☆SO
SB Dodge Strike 214AB Total 43 2~31 Guard Strike ☆SO
A Assault Dive j.214A (600-900)×2 All 10 Until L+4,2 30 -15 Head, Body 500 100 500 4 ☆SO 16 12 17 See notes 29 See notes
B Assault Dive j.214B (800-1200)×2 All 22 Until L+4,2 30 -15 Head, Body 500 100 500 4 ☆SO 16 12 17 See notes 29 See notes
SB Assault Dive j.214AB (800-1200)×2 All 10 Until L,6 30 -15 Head, Body 500 100 500 4 ☆SO 16 12 17 See notes 29 See notes
  • ☆ means can cancel into sweep, ground throw, any Special except Kill Rush and itself, Cyclone Upper, Maziodyne

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
A Cyclone Uppercut (Lv0) 236236A (Lv0) 1000×2 All 4+(33 Flash)+3 3(6)12 22+15L -39 Body 1~14 All 600 500 50 5 O 18 25, 15 Launch 81 Launch 101
A Cyclone Uppercut (Lv1-2) 236236A (Lv1-2) 1000, (550-600)×2 All 4+(33 Flash)+3 3(6)4,8 28+15L -45 Body 1~16 All 600 500 50 5 O 18 25, 8×2 Launch 81 Launch 101
A Cyclone Uppercut (Lv3-4) 236236A (Lv3-4) 1000, (350-400)×4 All 4+(33 Flash)+3 3(6)2,2,2,6 36+15L -53 Body 1~16 All 600 500 50 5 O 18 25, 3×4 Launch 81 Launch 101
A Cyclone Uppercut (Lv5) 236236A (Lv5) 1000, 3000 All 4+(33 Flash)+3 3(6)12 27+42L -71 Body 1~16 All 600 500 50 5 O 18 25×2 Launch 81 Launch 101
B Cyclone Uppercut (Lv0) 236236B (Lv0) 1200, 360×3 All 8+(33 Flash)+4 3(6)4,2,6 23+20L -45 Body 1~20 All 600 500 50 5 O 18 25, 4×3 Launch 81 Launch 101
B Cyclone Uppercut (Lv1-2) 236236B (Lv1-2) 1200, (240-264)×5 All 8+(33 Flash)+4 3(6)2,2,2,3,3 26+20L -48 Body 1~20 All 600 500 50 5 O 18 25, 3×5 Launch 81 Launch 101
B Cyclone Uppercut (Lv3-4) 236236B (Lv3-4) 1200, (240-276)×7 All 8+(33 Flash)+4 3(6)2,2,2,1,1,1,3 33+20L -55 Body 1~20 All 600 500 50 5 O 18 25, 2×7 Launch 81 Launch 101
B Cyclone Uppercut (Lv5) 236236B (Lv5) 1200, 216×15 All 8+(33 Flash)+4 3(6)2×8,1×7 61+20L -94 Body 1~20 All 600 500 50 5 O 18 25, 12, 6, 3×3, 1×10 Launch 81×15, 111+Down 35 Launch 101×15, 131 + Down 35
SB Cyclone Uppercut (Lv0) 236236AB (Lv0) 1300, 520×2 All 3+(33 Flash)+4 3(6)2(16+15L)2 31+20L -34 Body 1~15 All 600 500 50 5 O 18 20, 10×2 Launch 81 Launch 101
SB Cyclone Uppercut (Lv1-2) 236236AB (Lv1-2) 1300, 520×2, (100-200)×2 All 3+(33 Flash)+4 3(6)2(16+10L)6,4,8 22+20L -41 Body 1~15 All 600 500 50 5 O 18 20, 10×2, 8×2 Launch 81 Launch 101
SB Cyclone Uppercut (Lv3-4) 236236AB (Lv3-4) 1300, 520×2, (70-100)×9 All 3+(33 Flash)+4 3(6)2(16+10L)6,2,1×7,3 33+20L -46 Body 1~15 All 600 500 50 5 O 18 20, 10×2, 2×9 Launch 81 Launch 101
SB Cyclone Uppercut (Lv5) 236236AB (Lv5) 1300, 520×2, 100×5, 1000×2 All 3+(33 Flash)+4 3(6)2(16+10L)6,2,2,2,3,3(21+24L)9,12 38+42L -73 Body 1~15 All 600 500 50 5 O 18 20, 10×2, 2×5, 25 Launch 81 Launch 101
C Thunder Fists 236236C Total 4+(40 Flash)+8 1~4 All
D Thunder Fists 236236D Total 4+(60 Flash)+23 1~14 All
SB Thunder Fists 236236CD 1000 All 4+(60 Flash)+4 3 Total 41 -18 Projectile 1~4 All 600 500 2000 3 O 14 0/+1 Launch 53 Launch 73
C Maziodyne (Lv0) 214214C (Lv0) 200, 100×15 All 4+(40 Flash)+17 1{(1)1}×15 Total 118 -53 Projectile 1~43 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
C Maziodyne (Lv1-4) 214214C (Lv1-4) (120-160)×32 All 4+(40 Flash)+17 1{(1)1}×31 Total 118 -35 Projectile 1~43 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
C Maziodyne (Lv5) 214214C (Lv5) 200, 100×39 All 4+(40 Flash)+17 1{(1)1}×39 Total 118 -5 Projectile 1~43 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
D Maziodyne (Lv0) 214214D (Lv0) 200, 100×15 All 4+(37 Flash)+25 1{(1)1}×15 Total 111 -34 Projectile 1~66 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
D Maziodyne (Lv1-4) 214214D (Lv1-4) (120-160)×32 All 4+(37 Flash)+25 1{(1)1}×31 Total 111 -6 Projectile 1~66 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
D Maziodyne (Lv5) 214214D (Lv5) 200, 100×39 All 4+(37 Flash)+25 1{(1)1}×39 Total 111 0 Projectile 1~66 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
SB Maziodyne (Lv0) 214214CD (Lv0) 200, 100×23 All 4+(36 Flash)+21 1{(1)1}×23 Total 122 -37 Projectile 1~47 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
SB Maziodyne (Lv1-4) 214214CD (Lv1-4) (112-136)×40 All 4+(36 Flash)+21 1{(1)1}×39 Total 122 -5 Projectile 1~47 All 0 1500 50 3 O 14 0 Launch 117 Launch 137
SB Maziodyne (Lv5) 214214CD (Lv5) 200, 100×47 All 4+(36 Flash)+21 1{(1)1}×47 Total 122 +11 Projectile 1~47 All 0 1500 50 3 O 14 0 Launch 117 Launch 137

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
Earth Breaker 222CD K.O. Unblockable 17+(54 Flash)+114 81 96 Projectile 1~256 All 0 100 50 5

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Akihiko 5A.pngGuardAllStartup5Recovery11Advantage0[3] 5A[+], 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAP4Arena Akihiko 5AA.pngGuardAllStartup9Recovery15Advantage-2 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5AAA - - - - AoA, Sweep Special, Super
5AAA ShadowP4Arena Akihiko 5AAA.pngGuardAllStartup11Recovery20Advantage-7 - - 5C, 2C 5D, 2D AoA, Sweep Special, Super
2AP4Arena Akihiko 2A.pngGuardAllStartup5Recovery11Advantage-2[3] 5AA, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5BP4Arena Akihiko 5B-1.pngGuardAllStartup6Recovery20Advantage-4[1] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
2BP4Arena Akihiko 2B.pngGuardAir UnblockableStartup7Recovery27Advantage-15[1] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5CP4Arena Akihiko 5C.pngGuardHighStartup25 [30]Recovery19 [14]Advantage-5 [0] - - 2C - - Dash
2CP4AU Akihiko 2C.pngGuardThrowStartup19Recovery27Advantage- - - - - - Super
5DP4Arena Akihiko 5D.pngGuardStartupPulls on 24RecoveryTotal 29Advantage- - - - - - -
2DP4Arena Akihiko 2D.pngGuardStartupPulls on 24RecoveryTotal 29Advantage- - - - - - -
All-out AttackP4Arena Akihiko AOA.pngGuardHighStartup30Recovery7+24LAdvantage-14 - - - - - -
SweepP4Arena Akihiko Sweep.pngGuardLowStartup13Recovery20Advantage-8 - - - 5D, 2D - Special, Super (Lv1-5)
Air P Combo Table
A B C D Cancels
j.AP4Arena Akihiko jA.pngGuardHighStartup7Recovery11Advantage- j.A[+] j.B j.C j.D Jump, Special
j.BP4Arena Akihiko jB-1.pngGuardHighStartup9Recovery15Advantage- j.A - j.C j.D Jump, Special
j.CP4Arena Akihiko jC.pngGuardHighStartup28Recovery29+10LAdvantage- - - - - -
j.DP4Arena Akihiko jD.pngGuardStartupPulls on 24RecoveryTotal 48Advantage- - - - - -
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[2*] = X can be done twice per string, but can not go from X > Y > X
Akihiko does not have any attacks that fall under this category.
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
  • to cancel 5A into another 5A, use 4A


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 Akihiko Sanada



To edit frame data, edit values in P4U2R/Akihiko Sanada/Data.