P4U2R/Minazuki/Frame Data

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 Minazuki



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
Minazuki 9,000 3F 21F (1~6F Inv All) 60% 4

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 9 3 14 -2 Chest 200 200 50 3 CJSO 14 9 15 17 27 37
5AA 400 All 12 3 17 -3 Body 0 100 50 4 CSOD 16 9 20 22 32 42
5AAA 800 All 16 2 7+16L -6 Head 0 400 50 5 CSO 18 13 19 21 + Down 22 31 41 + Down 22
2A 160 Low 7 3 9 -1 Foot 500 100 50 1 CSO 10 9 11 13 23 25
5B 400, 200 All 10 2(8)3 20 -8 Body 300 100 50 3 CJSO 14 8 15 17 27 37
2B 300,150x2 Air Unblockable 10 4(10)2,3 21 -9 Body 7~13 Head 200 100 50 3 CJSO 14 8,1/+2,8 15 17 27 37
j.A 200 High 7 7 12 Head 200 100 50 2 CJSO 12 10 13 15 25 27
j.B 300,150 High 12 2(9)3 12 Head 200 100 50 2 CJSO 12 8 13 15 25 27
5AB 300 High 30 [39] 3 28 [34] -12 [-18] Body 10~30 Guard Strike 0 800 10,000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 200,500 Low 10 3(12)3 15 -3 Foot 4~12 Chest 200 100 50 3 CSO 14 6, 11 Launch 25 Launch 45

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 900 All 13 3 32 -16 Body 100 100 50 5 C(J)SO 18 13 19 24 + GBounce 31 44 + GBounce
2C 1000 All 25 3 28 -12 Body 300 100 50 5 CSO 18 13 19 31 + GBounce 31 51 + GBounce
j.C 900 All 13 3 26 Body 200 100 50 4 CSO 16 12 17 39 29 59
5D 1000 All 21 3 29 -13 Body 300 100 500 5 CSO 18 13 Launch 46 Launch 66
5[D] 1000 All 38 3 Total 52 +17 Body 300 300 500 5 18 0/+13 Launch 46 Launch 66
j.D 1000 All 23 3 27 Body 300 100 500 5 CSO 18 13 Launch 46 Launch 66
j.[D] 1000 All 32 3 Total 52 Body 300 100 500 5 18 0/+13 Launch 46 Launch 66
2D 1000 All 27 3 26 -10 Body 300 100 500 5 CSO 18 13 Launch 46 Launch 66
j.2D 1000 All 27 3 38 Body 300 100 500 5 CSO 18 13 Launch 46 Launch 66

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 0,500×2, 400 Throw 5 3 25 Throw 0 1000 50 0,3×2,5 O 0, 11×2, 3 Spin 30, Crumple 86
Air Throw j.CD 0,800×2 Throw 4 3 18 Throw 0 1200, 100 50 0,3 O 0, 37 57
Izayoi BD 700,350 All 10 3(3)3 39+10L -35 Body 1~18 All 1000 100 50 4 S 16 8 Launch 39 Launch 59
Ura Izayoi j.BD 600 All 11 4 Until L+14 Body 1~14 All 1000 100 50 4 S 16 12 Launch 19 + Slide 24 Launch 39 + Slide 24
Guard Cancel Attack 6AB 0 All 16 3 28 -14 Body 1~21 Guard All 4 16 12 Launch 19 Launch 39
Dash Cancel 66 21

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 Survival Knife 236A 400 All 25 Until Hit Total 43 -6 Projectile 300 100 50 2 S 12 0 13 15 25 27
B Survival Knife 236B 400 Low 25 Until Hit Total 46 -9 Foot+Projectile 300 100 50 2 S 12 0 13 15 25 27
SB Survival Knife 236AB 400×2 All, Low 17 Until Hit×2 Total 36 -7 Projectile, Foot+Projectile 300 100 50 2 S 12 0 13 15 25 27
A Flash Fang 214A 400 All 12 3 24 -12 Body 500 100 50 3 CSO 14 9 15 17 27 37
B Flash Fang 214B 500 All 16 3 20 -8 Body 500 100 50 3 CSO 14 9 15 17 27 37
SB Flash Fang 214AB 700 All 10 3 18 0 Body 500 100 50 3 CSO during each attack 20 9 21 23 33 43
A Soaring Fang Flash Fang > 4A 500 All 9 3 28 -14 Body 400 100 50 4 CSO 16 9 17 22 29 42
B Soaring Fang Flash Fang > 4B 100, 50, 500 All 7 4,2,3 19 -5 Body 400 100 50 2×2,4 CSO 12×2, 16 1×2, 9 13×2, 17 15×2, 23 25×2, 29 27×2, 43
SB Soaring Fang Flash Fang > 4AB 100, 50×5, 500 All 6 1×6,3 7 +7 Body 4~End P 400 100 50 2×6,4 CSO 12×6, 16 1×6, 9 13×6, 17 15×6, 23 25×6, 29 27×6, 43
A Destruction Fang Soaring Fang > 4A 600 High 13 Until L 11 -4 Head 300 100 50 4 SO 16 12 17 19 29 39
B Destruction Fang Soaring Fang > 4B 500, 250 High 19 3,Until L 13 0 Head 300 100 50 4 SO 16 1, 6 17 19
SB Destruction Fang Soaring Fang > 4AB 800 High 17 3 0L +13 Head 100 300 50 4 SO 16 12 17 19 29 39
Tsukiyomi 236C/D 1000 High 40 3 Until L+6 +4 Head 18~30 All 500 100 50 4 SO
SB Tsukiyomi 236CD 28 Total 4~26 All
Drain 214C/D 0,200,100×9,350 Throw 10 1 44 Throw 0 1000,100 50 0,1×10,2 SO 0 Launch 32 Launch 42
SB Drain 214CD 0,200,100×9,350 Throw 5 1 40 Throw 0 1000,100 50 0,1,2 SO 0 Launch 32 Launch 42

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
C Wings of Purgatory 236236C 2200 All 4+(40 Flash)+27 Until Hit Total Until L+0 -26 Projectile 1~32 All 600 500 50 4 O 16 0/+6 Launch 119 + WBounce Launch 139 + WBounce
D Wings of Purgatory 236236D 2200 All 4+(40 Flash)+6 Until Hit Total Until L+0 -33 Projectile 1~11 All 600 500 50 4 O 16 0/+6 Launch 119 + WBounce Launch 139 + WBounce
SB Wings of Purgatory 236236CD 2500 All 4+(40 Flash)+3 Until Hit Total Until L+0 -40 Projectile 1~8 All 600 500 50 4 O 16 0/+6 Launch 119 + WBounce Launch 139 + WBounce
A Moon Smasher 214214A 500, 2000 All 4+(63 Flash)+3 6(28)11 32 -24 Body 4~9 All 600 500 1000 5 O 18 13, 20 Launch 61 Launch 81
B Moon Smasher 214214B 500, 2000 All 4+(63 Flash)+7 12(30)11 40 -32 Body 4~22 All 600 500 1000 5 O 18 13, 20 Launch 61 Launch 81
SB Moon Smasher 214214AB 500, 2200 All 4+(63 Flash)+2 12(30)11 40 -32 Body 1~17 All 600 500 1000 5 O 18 13, 20 Launch 61 Launch 81
Dream Fog (Catch) 214214C Catch Total 43 1~22 Guard All but P
Dream Fog 214214D 2000 All 4+(42 Flash)+19 6 Total 97 -26 Projectile 1~31 All 1000 100 50 5 18 0/+30 Crumple 86 81 Crumple 86 101
SB Dream Fog (Catch) 214214CD Catch Total 35 1~22 Guard All but P
Dream Fog (Attack) 214214C Attack 2000 Unblockable 1+(60 Flash)+0 60 Projectile 1~?? All 1000 100 50 5 18 0/+30 Crumple 86 81 Crumple 86 101

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
God And Demon Annihilation 222CD K.O. All 23+(30 Flash)+41 5 71 -57 Body 1~68 All 5 18 0

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4U2R Minazuki 5A.pngGuardAllStartup9Recovery14Advantage-2[3] 5A, 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAP4U2R Minazuki 5AA.pngGuardAllStartup12Recovery17Advantage-3 - 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5AAAP4U2R Minazuki 5AAA.pngGuardAllStartup16Recovery7+16LAdvantage-6 - - - - AoA, Sweep Special, Super
2AP4U2R Minazuki 2A.pngGuardLowStartup7Recovery9Advantage-1[3] 5A, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4U2R Minazuki 5B-1.pngGuardAllStartup10Recovery20Advantage-8[2*] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
2BP4U2R Minazuki 2B-1.pngGuardAir UnblockableStartup10Recovery21Advantage-9[2*] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5CP4U2R Minazuki 5C.pngGuardAllStartup13Recovery32Advantage-16[2*] - 5B, 2B 2C 5D, 2D AoA, Sweep Special, Super
2CP4U2R Minazuki 2C.pngGuardAllStartup25Recovery28Advantage-12[2*] - 5B, 2B 5C 5D, 2D AoA, Sweep Special, Super
5DP4U2R Minazuki 5D.pngGuardAllStartup21Recovery29Advantage-13 - - - - - Special, Super
2DP4AU Minazuki 2D.pngGuardAllStartup27Recovery26Advantage-10 - - - - - Special, Super
All-Out AttackP4U2R Minazuki AoA-1.pngGuardHighStartup30 [39]Recovery28 [34]Advantage-12 [-18] - - - - - -
SweepP4U2R Minazuki Sweep-1.pngGuardLowStartup10Recovery15Advantage-3 - - - 5D - Special, Super
Air P Combo Table
A B C D Cancel
j.AP4U2R Minazuki jA.pngGuardHighStartup7Recovery12Advantage- - j.B j.C j.D, j.2D Jump, Special
j.BP4U2R Minazuki jB-1.pngGuardHighStartup12Recovery12Advantage- - - j.C j.D, j.2D Jump, Special
j.CP4U2 P-Sho jC.pngGuardAllStartup13Recovery26Advantage- - - - j.D, j.2D Special
j.DP4U2R Minazuki jD.pngGuardAllStartup23Recovery27Advantage- - - - - Special
j.2DP4U2 P-Sho j2D.pngGuardAllStartup27Recovery38Advantage- - - - - Special
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
  • 5B and 2B are tied together - they can be used a combined total of 2 time per string
  • 5C and 2C are tied together - they can be used a combined total of 2 time per string


Navigation

 Minazuki



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