P4U2R/Frame Data

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How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data

P4AU Aigis portrait.png P4AU Akihiko portrait.png P4AU Chie portrait.png P4AU Elizabeth portrait.png P4AU Junpei portrait.png P4AU Kanji portrait.pngP4AU Ken portrait.png

P4AU Labrys portrait.png P4AU Margaret portrait.png P4AU Marie portrait.png P4AU PSho portrait.png P4AU Mitsuru portrait.png P4AU Naoto portrait.png P4AU Rise portrait.png P4AU SLabrys portrait.png

P4AU Sho portrait.png P4AU Teddie portrait.png P4AU Adachi portrait.png P4AU Yosuke portrait.png P4AU Yu portrait.png P4AU Yukari portrait.png P4AU Yukiko portrait.png


Character Comparisons

Health Values

Character Data
Character Health Combo Rate Persona Cards
Adachi 9,500 60% 4
Aigis 9,000 65% 4
Akihiko 10,000 70% 2
Chie 9,500 60% 3
Elizabeth 8,500 65% 6
Junpei 9,500 70% 4
Kanji 10,500 60% 3
Ken 8,500 60% 2
Labrys 9,500 60% 3
Margaret 9,500 60% 8
Marie 9,000 60% 5
Minazuki 9,000 60% 4
Mitsuru 9,500 70% 4
Naoto 8,500 60% 4
Shadow Labrys 8,000 60% 6
Sho 8,500 65% -
Rise 9,000 65% 4
Teddie 9,500 65% 5
Yosuke 8,500 70% 3
Yu 9,500 60% 4
Yukari 8,500 70% 4
Yukiko 8,500 70% 5
  • All Shadow Type characters (except Shadow Akihiko and Shadow Kanji) have +1000 Health than their normal counterparts and do 10% less Base Damage on all attacks. Shadow Kanji and Shadow Akihiko gain only 500 health each.
    • Elizabeth, Shadow Labrys, Sho, Minazuki, Adachi, Marie, and Margaret do not have Shadow Types.

Movement Values

Ground Movement Values

Ground Movement Values
Character Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Max Dash Velocity
Adachi 6000 5000 13500 440 28000
Aigis 7500 6000 14000 240 28000
Akihiko 6000 3600 14400 440 28000
Chie 8000 6500 20000 440 28000
Elizabeth 6500 5000 11000 180 20000
Junpei 7000 5500 12600 440 28000
Kanji 8250 6600 6000 70 19000
Ken 7500 6000 10800 500 28000
Labrys 7500 6000 14400 264 28000
Margaret 7500 6000 19800 140 28000
Marie 6500 5000 14400 528 28000
Minazuki 7500 6000 16200 440 28000
Mitsuru 6750 5400 14400 352 28000
Naoto 7500 6000 18000 440 28000
Shadow Labrys 7500 6000 14400 264 28000
Sho 7500 6000 16200 440 28000
Rise 5500 5000 16200 440 26000
Teddie 6750 5400 14400 352 22400
Yosuke 9000 7500 27000 510 41000
Yosuke (Sukukaja) 12600 10500 37000 510 57400
Yu 7500 6000 16200 440 28000
Yukari 7500 6000 20000 440 28000
Yukiko 6750 5400 12600 396 28000

Air Movement Values

Air Movement Values
Character Gravity Jump Velocity Super Jump Velocity Air Dash Speed Air Dash Duration
Adachi 1800 36000 50000 28000 12F
Aigis 2000 36000 50000 25000 20F
Akihiko 2000 30600 50000 50000 12F
Chie 2100 36000 47000 32000 16F
Elizabeth 1700 36000 50000 20000 20F
Junpei 2050 34000 50000 25000 16F
Kanji 1700 36000 50000 18000 16F
Ken 1700 36000 46500 30000 16F
Labrys 1800 36000 50000 30000 16F
Margaret 2000 36000 50000 30000 16F
Marie 2000 36000 50000 30000 16F
Minazuki 2000 36000 50000 30000 16F
Mitsuru 2000 36000 50000 30000 16F
Naoto 2000 36000 50000 30000 16F
Shadow Labrys 2400 43200 55000 33000 24F
Sho 2000 36000 50000 30000 16F
Rise 2000 36000 50000 30000 16F
Teddie 1500 36000 50000 27000 16F
Yosuke 2400 50000 70000 36000 19F
Yosuke (Sukukaja) 3510 58200 80400 36000 19F
Yu 2000 36000 50000 30000 16F
Yukari 1800 36000 50000 32000 18F
Yukiko 1800 36000 50000 30000 24F

Reversal Chart

Reversal Values
chara Input Startup Active Recovery On-Block Invul cancel
chara Input Startup Active Recovery On-Block Invul cancel
Aigis BD 10 4 49+15L -51 1~13 All S
Elizabeth BD 24 3 29 1~26 All
Junpei Iori BD 13~79 3 44 -30 1~17 All S
Kanji Tatsumi BD 13 28 25 -36 1~35 Guard All S
Ken Amada BD 12 15+ Until L+18 1~45 All S*
Labrys BD 26~85 4 42 -29 1~(29~88) Guard All U
Margaret BD 14 2 32 1~15 All
Marie BD 13 3×5 33+12L -25 1~15 All S
Minazuki BD 10 3(3)3 39+10L -35 1~18 All S
Mitsuru Kirijo BD 10 1 27+20L -31 1~10 All S
Naoto Shirogane BD Total 62 1~24 Guard All
Rise Kujikawa BD 44 <4 After hit> 15 48 -37 1~44 Guard All
<1~4 After hit Guard All>
S
Shadow Labrys BD 15 4 42 -24 1~18 Guard All S
Sho BD 10 3(3)3 39+8L -33 1~18 All S
Tohru Adachi BD 23 3(18)3 36 -22 1~25 All
Yu Narukami BD 10 3,10 37+9L -39 1~22 All S
Yukari Takeba BD 13 6 40 -34 1~20 All S
Yukiko Amagi BD 22 12 12+12L -21 1~33 Guard All S

System Data

Ground Recovery Data

Upon falling to the ground:

  • 1~11F: can Recover
  • 12~30F: Recovery locked out
  • 31~49F: Recovery available
  • 50~65F: Quick Rise animation. Can not guard, is in crouching state, and is Throw invulnerable
  • Recovery is normally 33F and fully invincible
  • Recovery during the initial 11F window will shorten the duration and invulnerability proportionally to how long you waited to Recover.
    • This is done so that Recovery during the initial 11F will have consistent timing to return to neutral, regardless of how early / late into the window you Recover.
  • Getting hit during the first 30F will continue the combo (HUD will show "Invalid" combo)
  • Getting hit after the first 30F will start a new combo
  • Getting hit before Quick Rise animation will be airbone state


Knockdown Timeline

P4U2 Knockdown Timeline.png

Air Recovery Data

  • 15F duration, and invincible the entire time

Backdash Data

  • All backdashes are fully invincible from 1-6F, excluding Aigis in Orgia mode.
    • Aigis's Orgia backdash is fully invincible from 1-7F and is airborne afterwards.
  • Backdashes cannot be performed for the first 4 frames after a ground recovery, with the exception of Aigis in Orgia Mode.
  • When blocking, there must be a gap in order to transition from blocking to backdashing:
    • When standblocking, there must be a 1 frame gap between attacks.
    • When crouchblocking, there must be at least a 2 frame gap between attacks.

Air Backdash Data

  • All Air Backdashes are fully invincible from 1-5F.
    • All air backdashes also have 2F of forced landing recovery.

Jump Data

  • 1-3F: Prejump, cannot block but can cancel into specials
  • 4F: Airborne
  • 4-8F: Cannot block physical attacks, but can block projectiles
  • 9F onwards: You can block physical attacks

Hop Data

  • Total duration 46F (40F until all actions except walking)
  • 1-3F: prejump, cannot cancel into specials
  • 4F: airborne
  • 4~12F: no action possible
  • 13~34F: can attack, can not guard nor double jump/air dash
  • 35~40F: landing recovery
  • 41~46F: can do any action except walk
  • Invincibility:
    • 1~3F: Throw Invincible
    • 1~12F: Foot Invincible
  • In counter hit state from airborne until landing

Throw Data

  • There is universal start-up and active frames for ground and air throws, with the exception of Kanji.
  • Throws will always beat attacks on the same frame.
  • Throw range and recovery time vary by character.
  • Throw teching: the player who successfully techs the throw is at frame advantage of +2 afterward.

Evasive Action Data

  • All evasive actions last 33F
  • About invincibility:
    • Frames 1-24 are Projectile invulnerable
    • Frames 3-24 are Strike invulnerable
    • Counter Hit state starts from 3F

Dash Recovery Data

  • Dash Recovery
    • 2 frames after dashing you are considered standing and blocking is disabled.
    • Dash recovery can be cancelled by any action, including crouching attacks, Evasive Action, Furious Action, etc.

Attack Level

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

Hitstun Scaling

Proration Tally Effective Proration Hitstun Untechable Time
1200 52% -0F -2F
1600 44% -2F -3F
1800 40% -3F -4F
1900 38% -4F -5F
2000 36% -5F -6F
2100 34% -6F -7F
2200 32% -7F -8F
2300 30% -9F -10F
2400 28% -11F -12F
2500 26% -13F -14F
2600 24% -15F -16F
2700 22% -17F -18F
2800 20% -19F -20F
2900 18% -21F -22F
3000 16% -23F -24F
3100 14% -25F -26F
3200 12% -27F -28F
3300 10% -29F -30F
3400 8% -9999F -9999F

Burst Data

Type Startup Total Time Invul Frame Adv. P1 P2 SMP
Reversal Burst 16 67 1-25 -19 0 100 ??
Max Burst 14 44 1-21 +2 0 100 ??
One More Burst 14 35 1-24 +10 0 -200 50

All Out Attack

All Out Attack Followups
Type Damage P1 P2 SMP Cancel Attribute Level
All Out Rush 160×N 1900 0 50 O Body 5
All Out Finish (C) 1000 500 600 50 O Body 4
All Out Finish (D) 1000 500 400 50 JSpSOD Body 5
  • All Out Rush max 16 hits
  • All Out Finish (C) inflicts Fatal status on normal hit
  • When All Out Rush does 16 hits, All Out Finish (D) inflicts Fatal status on normal hit and wall bounces

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