P4U2R/Kanji Tatsumi/Frame Data

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 Kanji Tatsumi



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
Kanji Tatsumi 10,500 3F 26F (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 250 All 6 3 17 -7 Body 300 200 50 2 JSpSO 12 10 13 15 25 27
5AA Normal 400 All 10 3 17 -3 Body 100 100 50 4 JSpSO 16 14 17 19 29 39
5AAA Normal 0×2, 1000 All 15 3 20 -6 Body 0, 100 0, 300 0 4, 0, 5 SpSO 16 16, 0, 20 Launch 27 + GBounce Launch 47 + GBounce
5AA Shadow 500 All 10 5 12 0 Body 0 100 50 4 JSpSO 16 12 17 19 29 39
5AAA Shadow 1000 All 17 6 26 -13 Body 100 300 50 5 SpSO 18 13 19 21 + Down 25 31 41 + Down 25
2A 300 Low 8 3 12 0 Foot 500 100 50 3 SpSO 14 11 15 17 27 37
5B 500 All 11~19 5 Total 28~36 0 Projectile 300 100 50 4 O 17 0 17 19 Spin 32 39
5[B] 500 All 20 5 Total 37 +2 Projectile 300 100 50 4 O 19 0 Spin 23 19 Spin 35 39
2B 900 Air Unblockable 18 3 31 -17 Body 9-20 Head 200 100 50 4 SpSOD 16 12 Launch 24 49
j.A 350 High 7 3 11 Head 200 100 50 3 JSpO 14 11 15 17 27 37
j.B 600 High 16 3 19 Head 200 100 50 4 JSpO 16 12 17 25 29 45
5AB 300, 160 x 16, 1000/1000 High 26 [30] 3 24 [33] -5 [-14] Body 10~26 Guard Strike
[10~32 Guard Strike]
0, 1900, 500/500 800, 0, 600/400 10000 5 O 18 10/+3 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 800 Low 13 4 36L -16 Foot 4~32 Chest 200 100 50 5 O Cruel 23 13 Launch 40 + Down 18 Launch 60 + Down 18

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 1200 [1800] All 25~63 [64] 3 29 -8 Body Persona 1~Until Active All 100 100 50 5 SpSOD 23 13 24 25 36 45
2C 1200 [1800] All 31~63 [64] 2 11 +6 Foot Persona 1~Until Active All 100 100 50 5 OD 18 13 19 21 Spin 36 46
j.C 1200 All 19 5 Until L+8 Body Persona 1~Until Active All 200 100 50 5 0 18 10 29 41 Crumple 86 61
5D 300 per bolt All 35 (3) 5 per bolt Total 32 +22 Projectile 400 100 50 1 10 0/+9 11 13 23 25
2D 300 per bolt All 35 (3) 5 per bolt Total 52 +2 Projectile 400 100 50 1 10 0/+9 11 13 23 25
j.D 300 per bolt All 35 (3) 5 per bolt Total 27 Projectile 400 100 50 1 10 0/+9 11 13 23 25

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, 1400 Throw (160) 20 3 20 Throw 0 1000, 100 50 0, 5 O, Cruel 0, 13 Launch 71 + Down 25 Launch 91 + Down 25
Air Throw j.CD 1200, 100 Throw 4 3 18 Throw 0 1000, 100 50 0, 5 O
What A Pain! BD 1000 All 13 28 25 -36 Projectile 1~35 Guard All 1000 100 50 4 S
Guard Cancel Attack 6AB 0 All 13 4 36L -23 Body 1~21 Guard All 4 16 12 Launch 19 Launch 39
  • ☆ 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 Cruel Attack 236A 500, 250 All 17 3, 6 15 -4 Head, Body 300 100 500 4 SO 16 7 23, Crouch 25 25 + Down 5 35, Crouch 37 45 + Down 5
B Cruel Attack 236B 800, 400 All 27 6, 6 10 +1 Head, Body 100 300 500 4 SO 16 9 17, Launch 19 + Down 12 29, Launch 39 + Down 12
SB Cruel Attack 236AB 900, 450 All 24 6, 6 10 +1 Head, Body 100 300 500 4 SO 16 9 22, Crouch 24 29 + Down 10 34, Crouch 38 49 + Down 10
Air A Cruel Attack j.236A 500, 250 All 17 Until L, 6 13 -2 Head 300 100 500 4 SO 16 7 17, Crouch 19 29 + Down 12 29, Crouch 31 49 + Down 12
Air B Cruel Attack j.236B 600, 300 All 24 Until L, 6 13 -2 Head 100 300 500 4 SO 16 7 17, Launch 29 + Down 14 29, Launch 49 + Down 14
Air SB Cruel Attack j.236AB 700, 350 All 25 Until L, 6 10 +1 Head 100 300 500 4 SO 16 7 17, Launch 29 + Down 14 29, Launch 49 + Down 14
A Added Cruel Attack Knockdown > 236A 1000 All 27 6 47 Body 0 100 50 3 14 7 Launch 32 + GBounce Launch 52 + GBounce
B Added Cruel Attack Knockdown > 236B 1500 All 40 6 47 Body 0 100 1000 3 - 14 7 Launch 32 + GBounce Launch 52 + GBounce
SB Added Cruel Attack Knockdown > 236AB 1000 All 27 6 33 Body 0 100 50 3 14 9 Launch 32 + GBounce Launch 52 + GBounce
C This'll Hurt! 214C 0, 250, 3500, 100, 50×5 Throw (220) 5 4 31 Throw 5~5 All -700 700, 1800 50 0, 5, 4, 3×6 SO, Cruel 0, 0/+12, 0/+3×6 Launch 121 + WBounce + Down 120, 19 + Down 30, (57 + Down 10)×6 Launch 141 + WBounce + Down 140, 39 + Down 30, (77 + Down 10)×6
D This'll Hurt! 214D 0, 250, 4000, 100, 50×5 Throw (220 [260]) 24 [28] 4 29 [39] Throw 1~2 T
3~27 [3~31] All
0 100, 1800 50 0, 5, 4, 3×6 SO, Cruel 0, 0/+12, 0/+3×6 Launch 121 + WBounce + Down 120, 19 + Down 30, (57 + Down 10)×6 Launch 141 + WBounce + Down 140, 39 + Down 30, (77 + Down 10)×6
SB This'll Hurt! 214CD 0, 250, 3600, 100, 50×5 Throw (235) 4 4 31 Throw 1~2 Throw
3~4 All
0 100, 1800 50 0, 5, 4, 3×6 U, Cruel 0, 0/+12, 0/+3×6 Launch 121 + WBounce + Down 120, 19 + Down 30, (57 + Down 10)×6 Launch 141 + WBounce + Down 140, 39 + Down 30, (77 + Down 10)×6
C Gotcha! 236C 0, 250, 125×8 Throw 14 11 Total 40 Throw Persona 6~24 H 200 100 300 0, 4×8, 5 O, Cruel 0 19 + Down 40 39 + Down 40
D Gotcha! 236D 0, 270, 135×8 Throw 68 18 Total 31 Throw Persona 1~Before Active Frames All
Active Frames H
200 100 300 0, 4×8, 5 O 0 19 + Down 40 39 + Down 40
SB Gotcha! 236CD 0, 270, 135×8 Throw 112 16 Total 27 Throw Persona 1~Before Active Frames All
Active Frames H
700 300 300 0, 4×8, 5 - 0 19 + Down 40 39 + Down 40
C Primal Force [4]6C 1400 All 19 16 Total 58 -9 Body Persona 5~34 Guard P 300 100 500 5 18 0/+12 Launch 21 + WBounce Launch 66 + WBounce
D Primal Force [4]6D 1400 All 56 21 Total 37 Body Persona 5~76 Guard P 300 100 500 5 18 0/+8 Launch 21 + WBounce Launch 66 + WBounce
SB Primal Force [4]6CD 1400 All 23 21 Total 31 +18 Body Persona 5~43 Guard P 100 300 500 5 18 0/+8 Launch 21 + WBounce Launch 66 + WBounce
A Bet Ya Can't Take This! j.214A 0, 400×2, 800 Throw 26 Until L 20L Throw+Head 1~Until L Throw 0 1000 50 0, 4×2, 5 UO, Cruel 0×2, 13 Launch 60 + Down 20 Launch 80 + Down 20
B Bet Ya Can't Take This! j.214B 0, 250×4, 800 Throw 27 Until L 20L Throw+Head 1~Until L T 0 1000 50 0, 4×4, 5 UO, Cruel 0×4, 13 Launch 60 + Down 20 Launch 80 + Down 20
SB Bet Ya Can't Take This! j.214AB 0, 100×7, 250×2, 800 Throw 19 Until L 20L Throw+Head 1~Until L T 0 1000 50 5, 4×9, 5 UO, Cruel 5×9, 13 Launch 60 + Down 20 Launch 80 + Down 20

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
Ass Whoopin', Tatsumi-Style 236236A/B 700, 800×2 [Varies] All 4+(59 Flash)+7 3 [Until Hit] 48 ?? Projectile 1~13 All 1000 [300] 100 50 5 [3] O 18 [14] 25, 13, 30 [0/+6] Crumple 86, Spin 49, Launch 60 + GBounce [Launch] Stand [77] Crumple 86, Spin 61, Launch 80 + GBounce [Launch] Stand [97]
SB Ass Whoopin', Tatsumi-Style 236236AB 700, 800, 1000 [Varies] All 4+(59 Flash)+7 3 [Until Hit] 48 ?? Projectile 1~13 All 600 500 [100] 50 5 [3] O 18 [14] 25, 13, 30 [0/+6] Crumple 86, Spin 49, Launch 60 + GBounce [Launch] Stand [77] Crumple 86, Spin 61, Launch 80 + GBounce [Launch] Stand [97]
C Burn To A Crisp! 214214C 0, 1, 0, 1200, 6000 Throw (180) 6+(78 Flash)+0 8 44 Throw 1~13 All -300 300, 1800 50 0, 1, 0, 5×2 0 Launch 200, 60 + WStick 30 Launch 212, 80 + WStick 30
D Burn To A Crisp! 214214D 0, 1, 0, 1200, 6000 Throw (180) 6+(78 Flash)+9 15 44 Throw 1~29 All -300 300, 1800 50 0, 1, 0, 5×2 0 Launch 200, 60 + WStick 30 Launch 212, 80 + WStick 30
SB Burn To A Crisp! 214214CD 0, 1, 0, 1200, 7965 Throw (180) 6+(78 Flash)+13 15 44 Throw 1~33 All -300 300, 1800 50 0, 1, 0, 5×2 0 Launch 200, 60 + WStick 30 Launch 212, 80 + WStick 30

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
The Man Series: Brofist 222CD K.O. Throw 40+(30 Flash)+31 3 36 Throw 1~72 All 0 100 50 0, 5, 0, 5 -

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Kanji 5A.pngGuardAllStartup6Recovery17Advantage-7 5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Kanji 5AA.pngGuardAllStartup10Recovery17Advantage-3 5AAA Normal, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AAA NormalP4AU Kanji 5AAA.pngGuardAllStartup15Recovery20Advantage-6 - - - - - Special, Super
5AA ShadowP4Arena Kanji 5AA.pngGuardAllStartup10Recovery12Advantage0 5AAA Shadow, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AAA ShadowP4Arena Kanji 5AAA.pngGuardAllStartup17Recovery26Advantage-13 - - - - AoA, Sweep Special, Super
2AP4Arena Kanji 2A.pngGuardLowStartup8Recovery12Advantage0 - 5B, 2B 5C, 2C 5D AoA, Sweep Special, Super
5BP4Arena Kanji 5B.pngGuardAllStartup11~19RecoveryTotal 28~36Advantage0[2*] - 2B 5C, 2C 5D AoA, Sweep -
2BP4Arena Kanji 2B.pngGuardAir UnblockableStartup18Recovery31Advantage-17[2*] - 5B 5C, 2C 5D, 2D AoA, Sweep Special, Super, Dash
5CP4Arena Kanji 5C.pngGuardAllStartup25~63 [64]Recovery29Advantage-8[2] - 5B, 2B 2C 5D, 2D AoA Special, Super, Dash
2CP4Arena Kanji 2C.pngGuardAllStartup31~63 [64]Recovery11Advantage+6[2] - 5B, 2B 5C - AoA, Sweep Dash
5DP4Arena Kanji 5D.pngGuardAllStartup35 (3)RecoveryTotal 32Advantage+22[4] - - - 5D[+] - -
2DP4Arena Kanji 5D.pngGuardAllStartup35 (3)RecoveryTotal 52Advantage+2[4] - - - 2D[+] - -
All-out AttackP4Arena Kanji AOA.pngGuardHighStartup26 [30]Recovery24 [33]Advantage-5 [-14] - - - - - -
SweepP4Arena Kanji Sweep.pngGuardLowStartup13Recovery36LAdvantage-16 - - - - - -
Air P Combo Table
A B C D Cancels
j.AP4Arena Kanji jA.pngGuardHighStartup7Recovery11Advantage- j.A j.B j.C j.D Jump, Special
j.BP4Arena Kanji jB.pngGuardHighStartup16Recovery19Advantage- - - j.C j.D Jump, Special
j.CP4Arena Kanji jC.pngGuardAllStartup19RecoveryUntil L+8Advantage- - - - - -
j.DP4Arena Kanji 5D.pngGuardAllStartup35 (3)RecoveryTotal 32Advantage+22[4] - - - j.D[+] -
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, 2B > 5B > 2B does not work, but 2B > 5B > 5C > 2B does work.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5C and 2C are tied together - they can be used a combined total of 2 times per string


Navigation

 Kanji Tatsumi



To edit frame data, edit values in P4U2R/Kanji Tatsumi/Data.