P4U2R/Mitsuru Kirijo/Frame Data

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Mitsuru Kirijo


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.


System Data

name health prejump backdash comborate personacards Unique Movement Options
Mitsuru Kirijo 9,500 3F 23F (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 300 All 8 3 19 -9 Chest 200 200 50 2 SpSOD 12 7 13 15 25 27
5AA Normal 500 All 10 3 18 -4 Body 0 100 50 4 SpSO 16 12 17 19 29 39
5AAA Normal 300, 150×4 All 10 4,3,3,3,3 21 -7 Body 0 400 50 4 SpSO 16 1 19 20 31 40
5AA Shadow 300 All 5 4 20 -7 Body 0 100 50 4 SpSO 16 4 17 19 29 39
5AAA Shadow 300 All 4 5 26 -14 Body 0 100 50 4 (J)SpSO 16 4 17 19 29 39
5AAAA Shadow 300 All 5 4 20 -7 Body 0 100 50 4 SpSO 16 4 17 19 29 39
5AAAAA Shadow 600 All 4 5 26 -14 Body 200 200 50 4 (J)SpSO 16 4 17 19 29 39
2A 300 (250 for followups) Low 9 3 15 -7 Foot 500 100 50 1 CSpSO 10 5 11 13 23 25
5B 700 All 17~26 3 23 -7 Body 4~(16~25) Foot 200 100 100 5 SpSOD 18 13 19 21 31 41
5[B] 910 All 29 3 28 -5 Body 4~28 Foot 200 100 100 5 SpSOD 18 13/+7 26 21 Crumple 41
2B 500 Air Unblockable 11~15 3 31 -17 Body 7~(13~17) Head 200 100 200 4 JSpSO 16 12 17 25 Launch 65
2[B] just frame 1000 Air Unblockable 16 3 31 -17 Body 8~18 Head 200 100 200 4 JSpSO 16 12 Launch 30 Launch 70
2[B] 650 Air Unblockable 17 3 31 -17 Body 8-19 head 200 100 200 4 JSpSO 16 12 Launch 30 Launch 70
j.A 300 High 7 12 16 Head 200 100 50 3 JO 14 11 15 17 27 27
j.B 400 High 11~15 6 25 Head 300 100 100 3 O 14 11 15 17 27 37
j.[B] just frame 800 High 16 6 25 Head 300 100 50 4 O 16 12 Crouch 19 19 Crouch 31 39
j.[B] 520 High 17 6 25 Head 300 100 50 4 O 16 12 Crouch 19 19 Crouch 31 39
5AB 300 High 30 1 7+29L -18 Body 10~30 Guard Strike 0 1000 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 900 Low 21 2 20 -3 Foot 4~22 Chest 200 100 50 5 SpSO 18 13 Launch 27 Launch 47
2[AB] 25 4~14 Chest


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 300, 60×14 All 17 2(4)2(4)3[(6)2(4)2(4)3]×4 37 -25 Body 300 100 500 3×5, 2×3, 1×6, 3 SpSODB 14×5, 12×3, 10×6, 14 1×11, 3×4 10×5, 8×3, 6×6, Launch (17 + Down 10)×5, (15 + Down 10)×3, (13 + Down 10)×3, (13 + Down 8)×3, 37 + GBounce 22×5, 20×3, 18×6, Launch (37 + Down 10)×5, (27 + Down 10)×3, (25 + Down 10)×3, (25 + Down 8)×3, 57 + GBounce
2C Unblockable 47 [62] 200 [360] Total 31 [Total 46] Projectile
5D 600 All 27 8 Total 46 +4 Projectile+Body 300 100 1000 4 B 16 0/+7 Spin 17 19 Spin 29 39
5DD 50 All 3 1 +13 Projectile 100 300 0 4 16 0 Launch 49 Launch 69
2D 600 All 25 10 Total 40 Projectile+Body 300 100 1000 4 16 0/+7 Spin 17 19 Spin 29 39
2DD 50 All 3 1 Projectile+Body 0 100 0 4 16 0 Launch 49 Launch 69
j.C 700 All 16 8 25 Head 200 100 50 4 JO 16 7 Launch 39 Launch 59
j.D 600 All 25 10 Total 58 Projectile 200 300 1000 4
j.DD 50 All 4 4 Projectile 100 300 1000 4 16 0 Launch 59 Launch 79


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, 90×10, 200 Throw 5 3 25 Throw 0 1000, 100 50 0, 3×11 O 0 21×10, Launch 23 32×10, Launh 43
Air Throw j.CD 1800 Throw 4 3 19 Throw 0 1200, 100 50 0-4 O 0, 12 34 49
Getsu-ei BD 1000 All 10 1 27+20L -31 Body 1~10 All 1000 100 50 4 S 16 16 Launch 30 Launch 50
Air Getsu-ei j.BD 1000 All 10 1 Until L+20 Head 1~10 All 1000 100 50 4 S 16 16 Launch 30 Launch 50
Guard Cancel Attack 6AB 0 All 15 5 28 -16 1~21 Guard 4 O 16 12 Launch 19 Launch 39
Dash Cancel 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 Coup Droit [4]6A 1000 [1200] All 9 4 15 -4 [0] Body 500 100 50 3 [5] SO 14 [18] 11 [9] 15 [19] 17 [21] 27 [31] 37 [41]
B Coup Droit [4]6B 1500 [2000] All 20 12 15 -4 [-2] Body 500 100 1000 4 [5] UO 22 12 [9] Launch 34 + Slide 10 + Down 2
[36 + Slide 10 + Down 2]
Launch 54 + Slide 10 + Down 2
[56 + Slide 10 + Down 2]
Charged B Coup Droit [4]6[B] 1600/1700/2000/2500 All 21 ~ 69 12 25 14 Body 200 300 1000 4 UO 22 12 Launch 34 + Slide 10 + Down 2 Launch 54 + Slide 10 + Down 2
SB Coup Droit [4]6AB 1200 [1500] All 5 6 15 -4 [-2] Body 300 300 1000 4 [5] SO 16 [18] 12 [9] 23 [25] 29 + Slide 15 [31 + Slide 15] 35 [37] 49 + Slide + 15 [51 + Slide + 15]
C Bufula [2]8C 500 All 16 205 Total 38 0 Projectile 300 100 500 2 SO 12 0/+10 13 15 25 27
D Bufula [2]8D 500 All 27 361 Total 47 -2 Projectile 300 100 500 2 SO 12 0/+6 13 15 25 27
SB Bufula [2]8CD 200×5 All 31 255 Total 47 Projectile 0 500 500 2 SO 12 0/+6 13 15 25 27
C Tentarafoo [4]6C 0, 1000 Low 22 14 Total 54 -7 Foot+Projectile 300 100 500 3, 4 SO 14 0/+11, 0/+12 75, Launch 17, 39 87, Launch 37, 59
D Tentarafoo [4]6D 0, 1000 Low 24 13 Total 56 -7 Foot+Projectile 300 100 500 3, 4 SO 14 0/+11, 0/+12 75, Launch 17, 39 87, Launch 37, 59
SB Tentarafoo [4]6CD 0, 1000 Low 20 13 Total 46 -1 Foot+Projectile 300 100 500 3, 4 SO 14 0/+11, 0/+12 75, Launch 17, 39 87, Launch 37, 59


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 Myriad Arrows 236236A 150, 75×12, Kick All 4+(60 Flash)+2 2×12(2)2, Kick 46 -32 Body 1~7 All 100 1000 50 3 O 14 0 45×12, Crumple 117 57×12, Crumple 137
B Myriad Arrows 236236B 150, 75×18, Kick All 4+(60 Flash)+8 2×18(2)2, Kick 46 -32 Body 1-13 All 100 1000 50 3 O 14 0 45×18, Crumple, Kick 117×19, Kick 57×18, Crumple, Kick 137×19, Kick
SB Myriad Arrows 236236AB 130, 65×24, SB Kick All 4+(60 Flash)+2 2×24(2)2, SB Kick 46 -32 Body 1-6 All 0 1000 50 3 O 14 0 45×24, Crumple, SB Kick 117×25, SB Kick 57×24, Crumple, SB Kick 137×25, SB Kick
Myriad Arrows Kick 236236A/B Kick 800/900/1200/2000/4000 All (10~130)+(36 Flash)+11 5 46 -32 Chest 0 1000 50 5 O 18 25/30/35/40/45 Launch 117 + WBounce Launch 137 + WBounce
SB Myriad Arrows Kick 236236AB Kick 800/900/1200/2500/4500 All (10~130)+(36 Flash)+11 5 46 -32 Chest 0 1000 50 5 O 18 25/30/35/40/45 Launch 117 + WBounce Launch 137 + WBounce
C Bufudyne 236236C 2500 Air Unblockable 9+(54 Flash)+9 10 Total 75 -19 Projectile 1-29 All 0 2000 1000 5 O 18 0/+20 Launch 21 Launch 41
D Bufudyne 236236D 3000 Air Unblockable 9+(66 Flash)+18 10 Total 85 -20 Projectile 1~39 All 0 2000 1000 5 O 18 0/+20 Launch 21 Launch 41
SB Bufudyne 236236CD 3500 Air Unblockable 9+(62 Flash)+31 10 Total 97 -19 Projectile 1~51 All 0 2000 1000 5 O 18 0/+20 Launch 21 Launch 41
Mabufudyne 214214C/D Total 19+(42 Flash)+18 1~19 All
SB Mabufudyne 214214CD Total 19+(42 Flash)+8 1~19 All
Mabufudyne Shot 214214C/D > C/D 400 per shot All 1 Until Hit Projectile 200 200 50 3 0/+6


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
Nifelheim 222CD K.O. All 31+(31 Flash)+32 3 69 -53 Projectile 1~66 All 0 100 50 5 18 0/+7


P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A
Error: Table MoveData_P4U2 not found.
5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super, Dash
5AA Normal
Error: Table MoveData_P4U2 not found.
5AAA Normal 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5AAA Normal
Error: Table MoveData_P4U2 not found.
- 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5AA Shadow
Error: Table MoveData_P4U2 not found.
5AAA Shadow 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5AAA Shadow
Error: Table MoveData_P4U2 not found.
5AAAA Shadow 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5AAAA Shadow
Error: Table MoveData_P4U2 not found.
5AAAAA Shadow 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5AAAAA Shadow
Error: Table MoveData_P4U2 not found.
- - - - AoA, Sweep Jump[-], Special, Super
2A
Error: Table MoveData_P4U2 not found.
[3]
2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5B
Error: Table MoveData_P4U2 not found.
[2*]
- 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super, Dash
2B
Error: Table MoveData_P4U2 not found.
[2*]
- 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5C
Error: Table MoveData_P4U2 not found.
[2*]
- 5B, 2B 2C 5D, 2D AoA, Sweep Special, Super, Dash
2C
Error: Table MoveData_P4U2 not found.
- - - - - -
5D
Error: Table MoveData_P4U2 not found.
- - - 5DD[+] - -
2D
Error: Table MoveData_P4U2 not found.
- - - 2DD[+] - -
All-out Attack
Error: Table MoveData_P4U2 not found.
- - - - - -
Sweep
Error: Table MoveData_P4U2 not found.
- - 2C - - Special, Super
Air P Combo Table
A B C D Cancels
j.A
Error: Table MoveData_P4U2 not found.
- j.B j.C j.D Jump, Special
j.B
Error: Table MoveData_P4U2 not found.
- - j.C[-] j.D[-] Special[-]
j.C
Error: Table MoveData_P4U2 not found.
- - - j.D Jump, Special
j.D
Error: Table MoveData_P4U2 not found.
- - - j.DD[+] -
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 is cancelable from the third hit onwards. Cancels will come out on every third hit.
For example, inputting 5C > 5B on the 4th hit will cause the 5B to activate on the 6th hit.


Navigation

Mitsuru Kirijo
Ambox notice.png To edit frame data, edit values in P4U2R/Mitsuru Kirijo/Data.

System Explanations

Essentials
ControlsHUDFAQ
The Basics
Movement/CancelingOffenseDefenseAttack AttributesSP/Persona/Burst Gauge UsageStatus Ailments
Detailed & Advanced Information
Damage/Combo SystemFrame Data & System DataUniversal StrategyMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary