P4U2R/Marie/Frame Data

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< P4U2R‎ | Marie
 Marie



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
Marie 9,000 3F 20F (1~6F Inv All) 65% 5

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 Low 6 3 13 -3 Foot 400 200 50 2 CSpJO 12 10 13 15 25 27
5AA 400 All 10 6 18 -2 Body 5~15 Foot 0 100 50 4 CSpO 21 12 24 26 36 46
5AAA 1000 All 11 3 15 -1 200 200 50 4 CSpO 16 12 17 19 + GBounce 29 39 + GBounce
2A 160 Low 7 3 9 -1 Foot 500 100 50 1 CSpO 10 9 11 13 23 25
5B 500 All 10 3 23+9L -20 Chest 300 100 50 3 14 11 15 17 27 37
5BB 600 All 11 4 8+8L -3 Head 200 100 1000 4 CSp(J)O 16 12 17 21 + GBounce 29 41 + GBounce
2B 400 Air Unblockable 9 3 20 -11 Body 7~11 Head 200 100 50 3 CSpJO 14 11 15 17 27 37
j.A 200 High 7 3 9 Head 200 100 50 1 CSpJO 10 9 11 13 23 25
j.B 400 High 10 3 15 Head 200 100 50 3 CSpJO 14 12 15 17 27 37
j.2B 500 High 12 4 19 [] Head 200 100 1000 4 16 12 17 19 29 39
5AB 500 High 29 2 31 -18 Body 10~29 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 700 Low 10 3 18 -4 Foot 3~12 Chest 200 100 50 4 SpO 16 12 Launch 27 Launch 47

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 700 All 13 4 34 -21 Body Persona 1~Until Active All 200 100 50 4 CSp(J)DO 16 12 17 19 29 39
2C 900 All 16 3 33 -19 Body Persona 1~Until Active All 0 300 500 4 CSp(J)O 16 12 17 19 29 39
5D 400×3 All ?? P(10)P(10)P Total 49 Projectile 400 100 50 3 14 0/+6 15 17 27 37
2D 400×3 All ?? P(10)P(10)P Total 54 Projectile 400 100 50 3 14 0/+6 15 17 27 37
j.C 400, 80×4 All 13 3×14 6 Head 200 100 50 2 CSp(J)O 12 1 16 15 26 27
j.D 400×3 All ?? P(10)P(10)P Total 54 Projectile 400 100 50 3 14 0/+6 15 17 27 37

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, 200, 100×3, 600 Throw 5 3 25 Throw 0 1000 50 0, 3×4, 4 O 0, 3×4, 11 Launch 69 + WStick 30 Launch 89 + WStick 30
Air Throw j.CD 0, 200, 100×3, 900 Throw 4 3 20 Throw 1200 0, 3×4, 4 O 0, 3×4, 11 69 + WBounce 89 + WBounce
Hot Lightning BD 500, 100×4 All 13 3×5 33+12L -25 Projectile 1~15 All 1000 100 50 4 S 16 1/+6 Launch 24 Launch 44
Air Hot Lightning j.BD 500, 100×4 All 16 3×5 Until L+12 Projectile 1~18 All 1000 100 50 4 S 16 1/+6 Launch 24 Launch 44
Guard Cancel Attack 6AB 0 All 17 3 21+14L -21 1~21 Guard Strike 1000 100 4 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 Run Amok 236A 600,300 All,High 10 6(20)2 24 -4 Body, Head 500 100 500 4 26, 21 12 Launch 39, 39 + GBounce Launch 59, 59 + GBounce
Air A Run Amok j.236A 500, 250 All,High 10 7(Until L-2)2 22 -2 Head 300 100 50 4 26, 21 12 Launch 39, 39 + Down 17 Launch 59, 59 + Down 17
B Run Amok 236B 700, 350 All, High 22 6(24)2 24 -4 Body, Head 500 100 500 4 26, 21 12 Launch 39, 39 + GBounce Launch 59, 59 + GBounce
Air B Run Amok j.236B 600, 300 All, High 10 7(Until L-2)2 22 -2 Head 300 100 50 4 26, 21 12 Launch 41, 41 + Down 17 Launch 61, 61 + Down 17
SB Run Amok 236AB 700, 350 All, High 21 6(24)2 18 +2 Body, Head 5~14 Guard Strike 800 300 500 4 26, 21 12 Launch 39, 39 + GBounce Launch 59, 59 + GBounce
Air SB Run Amok j.236AB 600, 300 All, High 22 7(Until L-2)2 18 +2 Head 300 100 50 4 26, 21 12 Launch 69, 69 + Down 17 Launch 89, 89 + Down 17
It's All Yours 214A/B Total 48
SB It's All Yours 214AB Total 39
Dance, Fallen Angels 214A &gt; A 200, 100×5 All 53~169 4{(4)4}×5 Total 29 +96 Projectile 300 100 50 3 14 0/+3 15 32
Memories of Grief 214B &gt; B 700 All 21 60 Total 29 300 100 50 3 16 0/+12 Launch 39
SB Dance, Fallen Angels 214AB &gt; A All Total 19 Projectile
Her Name Is &quot;Hope&quot; (Pandora) 214A &gt; C 1000 Air Unblockable 12 6 Total 46 4~13 H 200 100 50 5 S0 18 13 Launch 51 Launch 71
Cancel 214A/B &gt; D Total 15
C Stigma of Condemnation 236C 700 All 14 3 Total 41 -7 Chest+Projectile 0 600 50 3 SO 14 0/+6 Launch 32 Launch 52
D Stigma of Condemnation 236D 700 All 14 3 Total 41 -7 Chest+Projectile 0 600 50 3 SO 14 0/+6 Launch 32 Launch 52
SB Stigma of Condemnation 236CD 700 All 26 3 Total 43 +3 Chest+Projectile 300 100 50 3 SO 14 0/+6 Launch 42 Launch 62
Abysmal Evil Eye 214C/D (Set) Total 39
Abysmal Evil Eye 214C/D (Detonate) 1200 All 17 6 Total 39 +16 Projectile 300 100 50 3 14 0/+24 Launch 37 Launch 57
SB Abysmal Evil Eye 214CD (Detonate) 1200 Unblockable 17 6 Total 39 Projectile 300* 100 50 3 14 0/+24 Launch 37 Launch 57

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 Shell of Denial 236236A 1500 All 4+(64 Flash)+3 6 37+6L -17 1~14 All 1000 100 50 5 O 18 0/+13 Launch 71 Launch 91
Air A Shell of Denial j.236236A 1500 All 4+(64 Flash)+3 6 29 1~14 All 1000 100 50 5 O 18 0/+13 Launch 71 Launch 91
BShell of Denial 236236B 2000 All 4+(64 Flash)+13 6 37+6L -17 1~24 All 1000 100 50 5 O 18 0/+13 Launch 71 Launch 91
Air B Shell of Denial j.236236B 2000 All 4+(64 Flash)+13 6 29 1~24 All 1000 100 50 5 O 18 0/+13 Launch 71 Launch 91
SB Shell of Denial 236236AB 2000 All 4+(64 Flash)+3 6 37+6L -17 1~14 All 1000 100 50 5 O 18 0/+13 Launch 71 Launch 91
Air SB Shell of Denial j.236236AB 2000 All 4+(64 Flash)+3 6 29 -17 1~14 All 1000 100 50 5 O 18 0/+13 Launch 71 Launch 91
C ShutupIhateyouyoustupidjerk 236236C 500, varies All 4+(50 Flash)+10 Until Hit Total 76 -38 4~33 All 0 600 50 4 O 16 0/+8 Launch 59 Launch 79
D ShutupIhateyouyoustupidjerk 236236D 500, varies All 4+(50 Flash)+35 Until Hit Total 101 -38 4~63 All 0 600 50 4 O 16 0/+8 Launch 59 Launch 79
SB ShutupIhateyouyoustupidjerk 236236CD 500, varies All 4+(50 Flash)+10 Until Hit Total 76 -38 1~38 All 0 600 50 4 O 16 0/+8 Launch 59 Launch 79
Shining Arrows 214214C/D Total 4+(75 Flash)+26 1~12 All
SB Shining Arrows 214214CD Total 4+(75 Flash)+14 1~4 All
Shining Arrows Shot 214214C Shot 400×2 All ?? 65(10)65 0 600 50 4 16 0/+8 Spin 37 59 Spin 49 79
Shining Arrows Shot 214214D Shot 400×3 All ?? 65(10)65(10)65 0 600 50 4 16 0/+8 Spin 37 59 Spin 49 79

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
Musubi no Ikazuchi 222CD 29094 All 26+(80 Flash)+35 100 Total 201 -111 1~77 All 5 18 0/+12

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4AU Marie 5A.pngGuardLowStartup6Recovery13Advantage-3[3] 5AA, 2A 5B, 2B 5C, 2C 5D, 2D AOA, Sweep Specials, Supers, Jump
5AAP4AU Marie 5AA.pngGuardAllStartup10Recovery18Advantage-2 5AAA 5B, 2B 5C, 2C 5D, 2D AOA, Sweep Specials, Supers
5AAAP4AU Marie 5AAA.pngGuardAllStartup11Recovery15Advantage-1 - - - - AOA, Sweep Specials, Supers, Jump, Dash
2AP4AU Marie 2A.pngGuardLowStartup7Recovery9Advantage-1[3] 5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AOA, Sweep Specials, Supers
5BP4AU Marie 5B.pngGuardAllStartup10Recovery23+9LAdvantage-20[2*] - 5BB, 2B 5C, 2C 5D, 2D AOA, Sweep Specials, Supers, Jump[-]
5BBP4AU Marie 5BB.pngGuardAllStartup11Recovery8+8LAdvantage-3 - 2B 5C, 2C 5D, 2D AOA, Sweep Specials, Supers, Jump[-]
2BP4AU Marie 2B.pngGuardAir UnblockableStartup9Recovery20Advantage-11[2*] - 5B 5C, 2C 5D, 2D AOA, Sweep Specials, Supers, Jump
5CP4AU Marie 5C.pngGuardAllStartup13Recovery34Advantage-21[2*] - 5B, 2B 2C 5D, 2D AOA, Sweep Specials, Supers, Jump[-]
2CP4AU Marie 2C.pngGuardAllStartup16Recovery33Advantage-19[2*] - 5B, 2B 5C 5D, 2D AOA, Sweep Specials, Supers, Jump[-]
5DP4AU Marie 5D.pngGuardAllStartup??RecoveryTotal 49Advantage- - - - - - -
2DP4AU Marie 2D.pngGuardAllStartup??RecoveryTotal 54Advantage- - - - - - -
All-out AttackP4AU Marie AOA.pngGuardHighStartup29Recovery31Advantage-18 - - - - - -
SweepP4AU Marie Sweep.pngGuardLowStartup10Recovery18Advantage-4 - - - - - Special
Air P Combo Table
A B C D Cancels
j.AP4AU Marie jA.pngGuardHighStartup7Recovery9Advantage- j.A[+] j.B, j.2B j.C j.D Special, Super, Jump
j.BP4AU Marie jB.pngGuardHighStartup10Recovery15Advantage-[1] - j.2B j.C j.D Special, Super, Jump
j.2BP4AU Marie j2B.pngGuardHighStartup12Recovery19 []Advantage-[1] - j.B j.C j.D Special, Super, Jump
j.CP4AU Marie jC.pngGuardAllStartup13Recovery6Advantage- - - - j.D[-] Special[-], Super[-], Jump[-]
j.DP4AU Marie jD.pngGuardAllStartup??RecoveryTotal 54Advantage- - - - - -
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
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string


Navigation

 Marie



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