P4U2R/Chie Satonaka/Frame Data

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 Chie Satonaka



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
Chie Satonaka 9,500 3F 19F (1~6F Inv All) 60% 3

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 180 All 5 3 8 -1 Body 400 200 50 2 JSpSO 9 10 13 15 25 35
5AA Normal 260×2 All 7 3(3)6 11 -2 Body 0 100 50 3 SpSO 14 12, 3 19 21 31 41
5AAA Normal 400×3 All 10 2(12)3(10)3 19 -5 Body 200 200 50 4 SpSO 16 9 17×2, Launch 19×2, 19 + WBounce 25 29×2, Launch 39×2, 39 + WBounce 25
5AA Shadow 250×6 All 9 2(4)2(4)2(4)2(4)2(4)2 21 -8 Body 0 100 50 3 JSpSO 14 1 15 17 27 37
5AAA Shadow 600×2 All 5 3, 3 15 -3 Body 200 200 50 3 JSpSO 14 11 15 17 27 37
2A 200 Low 7 2 12 -3 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
5B 550 All 7 4 18 -7 Body 200 100 50 3 JSpSOD 14 11 15 17 27 37
2B 400 Air Unblockable 10 2 30 -17 Body 8~11 H 200 100 50 3 JSpSOD 14 11 15 17 27 37
j.A 300 High 5 4 10 Head 200 100 50 1 CJSpSO 10 9 11 13 23 25
j.B 400 High 8 3 13 Head 200 100 50 2 JSpSO 12 10 13 15 25 27
j.BB 600 High 7 3 15 Head 200 100 50 3 JSpSO 14 11 15 17 27 37
j.2B 600 High 9 3 12 Head 200 100 50 3 JSpSO 14 11 15 17 27 37
5AB 300 H 26 1 32 -14 Body 10~26 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 600 Low 9 3 20 -8 Foot 4~11 C 200 100 50 3 JSpSO 14 11 Launch 23 Launch 43

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 800 All 12 3 31 -16 Body Persona 1~Until Active All 200 100 50 4 JSpSOD 16 12 17 23 29 43
2C 600×2 All 19 3(7)2 20 -5 Body Persona 1~Until Active All 300 300 1000 4 SpSOD 16 1/+8, 8 17, Launch 19, 29 29, Launch 39, 49
5D 50x3, 1150 All 39 2(3)2(6)2(11)3 Total 61 +20 Body 400 100 1000 4 16 1x3, 8 17×3, Launch 19×3, 19 + WBounce 30 29x3, Launch 39x3, 39 + WBounce 30
5DD 50×3, 50×15, 200 All 39 2(3)2(6)2(7)2×15(9)3 Total 61 +63 Body 400 100 1000 4 16×18, 13 0/+1×3, 0×15, 0/+8 17×18, Launch 19×18, 19 + WStick 25 29×18, Launch 39×18, 39 + WStick 25
2D 50, 1050 All 26 7(11)3 Total 56 +8 Body 400 100 1000 4 16 0/+1, 0/+8 17, Launch 19, 19 + WBounce 30 29, Launch 39, 39 + WBounce 30
2DD 50, 50×15, 200 All 26 2(7)2×15(9)3 Total 56 +40 Body 400 100 1000 4 16×16, 13 0/+1, 0×15, 0/+8 17×16, Launch 19×16, 19 + WStick 25 29×16, Launch 39×16, 39 + WStick 25
j.C 700 All 11 4 11 Body Persona 1~Until Active All 200 100 300 3 JSpSO 14 11 15 17 27 37
j.D 100×12, 450 All 24 2×12(13)3 Total 52 Head 500* 100* 50 3×12, 4 11×12, 13 0×12, 0/+12 15×12, 17 17, 19 27×12, 29 37, 39

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 0,0,1400 Throw 5 3 23 Throw 0 1000 50 0, 1, 4 SO 0×2, 6 Down 30 Down 30
Air Throw j.CD 0,1600 Throw 4 3 12 Throw 0 1200 50 0, 4 O 0, 12 Down 50 Down 55
High Counter BD Catch Total 24 1~9 Guard All
High Counter BD Attack 500, 300×4 Low, All 7 2(10)2(6)2(6)2(6)2 18+15L -24 Body 1~19 All 1000 100 50 2, 4 S 15, 19×4 7, 11×4 Launch 18, 22×4 Launch 30, 42×4
High Counter j.BD 320×4 All 6 2(6)2(6)2(6)2 Until L+15 Head 1~7 All 1000 100 50 4 S 15, 19×4 7, 11×4 Launch 18, 22×4 Launch 30, 42×4
Guard Cancel Attack 6AB 0 All 15 6 30 -19 Body 1~?? Guard All 4 16 12 Launch 19 Launch 29
Dash Cancel Total 19

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 Rampage 236A 200×3 All 11 2(6)3(6)3 3+17L -8 Head 100 300 50 3, 2×2 SO 14 4 17, 15×2 17 29, 27×2 37
Air A Rampage j.236A 200×N All 6 2(6)3(6)3... 17L -8 Head 100 200 50 2 SO 14 4 17, 15×(N-1) 17 29, 27×(N-1) 37
B Rampage 236B 200×5 All 19 2(6)3(6)3(6)3(6)3 1+13L +2 Head 100 300 50 4 SO 18 4 19 21 31 41
Air B Rampage j.236B 200×N All 9 2(6)3(6)3... 13L Head 100 300 50 2 SO 18 4 19 21 31 41
SB Rampage 236AB 200×6 All 12 2(4)2(4)2(4)2(4)2(4)2 11L +6 Head 100 300 500 4 SO 18 4 19 21 31 41
Air SB Rampage j.236AB 200×N All 7 2(4)2(4)2... Until L+11 Head 100 300 500 4 SO 18 4 19 21 31 41
A Skull Cracker Rampage > 236A 400, 200 High, Low 6 2(9)3 26 -12 Body, Foot 300 100 200 4 SO 16 12 17, Launch 19 + Down 20, 35 29, Launch 39 + Down 20, 55
B Skull Cracker Rampage > 236B 500, 300 High ,Low 10 2(9)3 21 -7 Body, Foot 300 100 200 4 SO 16 12 17, Launch 19 + Down 20, 39 29, Launch 39 + Down 20, 59
SB Skull Cracker Rampage > 236AB 500, 500 High ,Low 5 2(9)3 21 -7 Body, Foot 300 100 200 4 SO 16 12 17, Launch 19 + Down 20, 42 29, Launch 39 + Down 20, 62
C Dragon Kick 236C 2000 All 18 12 23+15L -35 Head 800 300 50 5 SO 18 9 Launch 51 + WBounce Launch 71 + WBounce
Air C Dragon Kick j.236C 1600 All 14 12 Until L+15 Head 800 300 50 5 SO 18 9 Launch 51 + WBounce Launch 71 + WBounce
D Dragon Kick 236D 2500 All 30 18 23+15 after landing Head 800 300 50 5 SO 18 9 Launch 61 + WBounce Launch 81 + WBounce
Air D Dragon Kick j.236D 2000 All 17 16 15L Head 800 300 50 5 SO 18 9 Launch 61 + WBounce Launch 81 + WBounce
SB Dragon Kick 236CD 2500 All 30 12 9+9L Head 800 300 200 5 SO 18 13 - 47 - 67
Air SB Dragon Kick j.236CD 2000 All 13 12 9+9L Head 800 300 200 5 SO 18 13 - 47 - 67
A Herculean Strike 214A 600 All 11 6 23 -11 ~ -6 Chest 300 100 50 3 SO 17 11 Lauch 30 Launch 50
B Herculean Strike 214B 1000 All 25 9 21 -8 ~ +0 Chest 1~20 T 100 300 50 5 SO 21 13 Launch 45 Launch 65 + WBounce
SB Herculean Strike 214AB 1000, 1100 All 17 10,1 15 +3 Chest 7~27 P
1~14 T
300 100 50 5 SO 18 3 Launch 41 Launch 61
C Black Spot 214C 1000 All 13 [11] 12 24 -7 Projectile+Chest 0 100 50 4 SO 16 0/+12 Launch 24 Launch 44
D Black Spot 214D 1200 All 26 [22] 12 18 +5 Projectile+Chest 0* 100 50 5 SO 21 0/+13 Launch 21 81 WBounce 60
D Black Spot 214[D] 1200 All 55 [51] 12 11 +12 Projectile+Chest 0* 100 50 5 SO 21 0/+13 Launch 21 81 WBounce 60
SB Black Spot 214CD 1400 All 21 12 15 +5 Projectile+Chest 9~32 Guard Strike 0 100 50 5 SO 18 0/+13 Launch 21 81 + WBounce 60

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 Power Charge 236236A Total 5+(50 Flash)+0 5~5 All
B Power Charge 236236B 5 Total 5+(50 Flash)+20 1~5 All
SB Power Charge 236236AB Total 5+(50 Flash)+30 1~5 All
C God's Hand 236236C 2500 High 4+(50 Flash)+10 6 Total 61 -16 Body 1~22 All 1000 100 50 5 O 18 0/+13 Launch 21 + Down 30 Launch 41 + Down 30
D God's Hand 236236D 2800 High 4+(42 Flash)+18 6 Total 69 -16 Body 1~30 All 1000 100 50 5 O 18 0/+13 Launch 21 + Down 30 Launch 41 + Down 30
SB God's Hand 236236CD 2000, 800 H 4+(42 Flash)+18 6(27)6 Total 102 -16 Body 1~30 All 1000, 1000 500?, 100 50, 50 5 O 18 0/+13 Launch 21 + Down 30 Launch 41 + Down 30
C Agneyastra 214214C 500×10 All 11+(40 Flash)+9~ P(10)P(5)P(10)P(5)P(10)P(5)P(10)P(5)P(10)P Total 35 Projectile 1~12 All 0 600 500 5 O 18 0 19 21 31 41
D Agneyastra 214214D 500×10 All 11+(41 Flash)+15~ P(10)P(5)P(10)P(5)P(10)P(5)P(10)P(5)P(10)P Total 34 Projectile 1~11 All 0 600 500 5 O 18 0 19 21 31 41
SB Agneyastra 214214CD 500×12 All 15+(41 Flash)+7~ P(5)P(5)P(10)P(5)P(10)P(5)P(10)P(5)P(5)P(10)P(5)P 34 Total Projectile 1-11 All 0 600 500 5 O 18 0 19 21 31 41

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
Galactic Punt 222CD K.O. All 13+(30 Flash)+51 15 73 -62 Projectile, Body 1~89 All 0 100 50 5 18 0/+7

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Chie 5A.pngGuardAllStartup5Recovery8Advantage-1[3] 5A[+], 5AA, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Chie 5AA.pngGuardAllStartup7Recovery11Advantage-2 5AAA Normal 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5AAA NormalP4AU Chie 5AAA.pngGuardAllStartup10Recovery19Advantage-5 - - - - AoA, Sweep Special, Super
5AA ShadowP4Arena Chie 5AA.pngGuardAllStartup9Recovery21Advantage-8 5AAA Shadow 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAA ShadowP4Arena Chie 5AAA.pngGuardAllStartup5Recovery15Advantage-3 - - - - AoA, Sweep Jump, Special, Super
2AP4Arena Chie 2A.pngGuardLowStartup7Recovery12Advantage-3[3] 5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4Arena Chie 5B.pngGuardAllStartup7Recovery18Advantage-7[2*] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super, Dash, Backdash
2BP4Arena Chie 2B.pngGuardAir UnblockableStartup10Recovery30Advantage-17[1] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super, Dash, Backdash
5CP4Arena Chie 5C.pngGuardAllStartup12Recovery31Advantage-16[1] - 5B, 2B 2C 5D, 2D AoA, Sweep Jump, Special, Super, Dash
2CP4AU Chie 2C.pngGuardAllStartup19Recovery20Advantage-5 - - - 5D, 2D AoA, Sweep Special, Super
5DP4Arena Chie 5D.pngGuardAllStartup39RecoveryTotal 61Advantage+20 - - - - - -
2DP4Arena Chie 5DD.pngGuardAllStartup26RecoveryTotal 56Advantage+8 - - - - - -
All-Out AttackP4Arena Chie AOA.pngGuardHStartup26Recovery32Advantage-14 - - - - - -
SweepP4Arena Chie Sweep.pngGuardLowStartup9Recovery20Advantage-8 - - - - - Jump, Special, Super
Air P Combo Table
A B C D Cancel
j.AP4Arena Chie jA.pngGuardHighStartup5Recovery10Advantage- j.A[+] j.B, j.B, j.2B j.C j.D, j.2D Jump, Special, Super, Airthrow
j.BP4Arena Chie jB.pngGuardHighStartup8Recovery13Advantage- j.A j.BB j.C j.D Jump, Special, Super
j.BBP4Arena Chie jBB.pngGuardHighStartup7Recovery15Advantage- j.A - j.C j.D Jump, Special, Super
j.2BP4Arena Chie jBB.pngGuardHighStartup9Recovery12Advantage- j.A j.B j.C j.D Jump, Special, Super
j.CP4Arena Chie jC.pngGuardAllStartup11Recovery11Advantage- - - - j.D Jump, Special, Super
j.DP4Arena Chie jD.pngGuardAllStartup24RecoveryTotal 52Advantage- - - - - -
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
For example, 5B > 5B > 5B does not work, but 5B > 2B > 5C > 5B 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


Navigation

 Chie Satonaka



To edit frame data, edit values in P4U2R/Chie Satonaka/Data.