P4U2R/Naoto Shirogane/Frame Data

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 Naoto Shirogane



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
Naoto Shirogane 8,500 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 160 All 6 3 12 -2 Body 300 200 50 2 JSpSO 12 10 13 15 25 27
5AA Normal 390 Low 9 4 11 -2 Foot 0 100 50 3 JSpSO 12 11 15 17 27 37
5AAA Normal 1000 All 11 4 16 -5 Body 100 300 50 3 SpSO 14 12 Crouch 17 27 Crouch 29 47
5AA Shadow 390 All 8 2 14 -1 Body 0 100 50 3 JSpSO 14 11 15 17 27 37
5AAA Shadow 800 All 14 3 9+43L -34 Body 100 300 1000 4
16 5/+4 Crouch 19 59 + WBounce Crouch 31 79 + WBounce
2A 160 Low 7 3 11 -3 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
5B 400 All 9 4 16 -5 Chest 200 100 50 3 (J)SpSOD 14 11 15 17 27 37
2B 400 Air Unblockable 8 3 21 -9 Body 6~8 Head 200 100 50 3 JSpSO 14 11 15 17 27 37
j.A 160 High 6 4 12 Head 200 100 50 1 JSpSO 10 9 11 13 23 25
j.B 240 High 7 4 12 Head 200 100 50 2 JSpSO 12 10 13 17 25 29
5AB 300 High 26 1 32 -14 Body 10~26 Guard Strike 0 800 100 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 420 Low 10 3 18 -6 Foot 4~12 Chest 200 100 50 3 SpSO 14 11 Launch 22 Launch 42

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 640 All 13 7 26 -13 Chest Persona 1~Until Active All 100 100 50 4 JSpSOD 19 12 17 23 29 43
2C 400 All 14 8 23 -14 Body Persona 1~Until Active All 0 300 500 4 SpSO 16 12 Launch 29 Launch 49
2[C] 300, 150×2 All 25 4,4,4 Total 56 +8 Body 0 100 500 4 16 0/+5 20 29 32 49
5D Total 50
5DD 480, 240×2 All 17 2(9)6(11)3 Body 400 100 50 5 18 0/+7 19, Launch×2 21×2, 44 31, Launch×2 41×2, 64
j.C 520 High 12 7 13 Head Persona 1~Until Active All 200 100 50 4 JSpSO 16 12 17 19 29 39
j.D 660 All 15 12 Total 40+8L Head+Projectile 0 100 50 4 SpSO 16 0/+12 17 19

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, 0, 755 Throw (100) 5 3 27 Throw 0 1000,100 50 0, 1, 2 O 0 Spin 50, Crumple 86 + Down 15 Spin 62, Crumple 86 + Down 15
CD > C/D 960 All 16 28 Total 57 Body 0 100 50 4 SpSO 12 Launch 89
Air Throw j.CD 0, 1400 Throw 4 3 19 Throw 0 1200, 100 50 0, 2 O 0 25 + Down 25 37 + Down 25
Shield of Justice BD Total 62 1~24 Guard All
Counter Shot BD > X 600 All 10 4 Total 60 -36 Projectile 1~28 All 1000 100 50 3 14 0 Launch 47 Launch 67
Counter Shot EX BD > 6X 600 All 13 Until Hit Total 52 -25 Chest+Projectile 1~28 All 1000 100 50 3 14 0 Launch 27 Launch 47
Safety BD > 4X Total 24+6L 1~24 All
Guard Cancel Attack 6AB 0 All 13 4 29 -16 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 Double Fangs 236A 250, 750 All, High 10 2(12)2 4+3L -5 if Aim is canceled Head 300 100 50 4 SO 16 12, 10 17 19, 19 + Down 14 29 39, 39 + Down
Air A Double Fangs j.236A 400, 200 All, High 9 3(12)2 Until L+14 -1* Head 300 100 500 3 SO 14 11 15 27, 27 + GBounce 27 47, 47 + GBounce
B Double Fangs 236B 400, 1200 All, High 18 3(17)2 4+8L -3 if Aim is canceled Head 1~20 Foot 300 100 500 4 SO 16 12 Launch 27, 41 + GBounce Launch 47, 61 + GBounce
Air B Double Fangs j.236B 600, 300 All, High 13 3(17)2 Until L+13 -2* Head 300 100 500 3 SO 14 11 Launch 40, 40 + GBounce Launch 60, 60 + GBounce
SB Double Fangs 236AB 500, 1500 All, High 16 5(13)2 4+8L -3 if Aim is canceled Head 1~20 Foot 100 300 500 4, 5 SO 16, 18 12, 13 Launch 27, 49 + GBounce Launch 47, 69 + GBounce
Air SB Double Fangs j.236AB 800, 400 All, High 9 5(13)2 Until L+13 0* Head 100 300 500 3, 4 SO 14 11 Launch 43, 45 + GBounce Launch 63, 65 + GBounce
A Aim 214A 10 Up to 70F 13
B Aim 214B 34 Up to 70F 13 6~15 All
16~28 Projectile
SB Aim 214AB 26 Up to 70F 13 4~22 All
Snipe Aim > A/B/C 200 All 4 Until Hit Total 17 -3 Projectile 0 400 50 0 O 5 0/+5 6 8 18 20
Snipe (Final) Aim > Final Shot 1250 All 4 Until Hit Total 33 -11 Projectile 0 400 50 5 SO 18 0 Launch 51 Launch 71
Snipe (Special) Aim > 6D 600 All 7 2 Total 37 -15 Projectile 300 100 500 3 SO 14 0/+1 Launch 32 Launch 52
SB Snipe (Special) Aim > 6C+D 600 All 4 Until Hit Total 31 -13 Projectile 300 100 50 3 SO 14 0 Launch 32 Launch 52
C Blight 236C 200, 100×5 All 15 3×4, 2 Total 45 -5 if blocked standing Body Persona 1~Until Active All
4~19 Head
Persona 4~28 Head
300 100 50 4 SO 16 0/+1 17 29 29 49
D Blight 236D 200, 100×8 All 16 2×4(4)2×5 Total 57 0 if blocked standing Body Persona 1~Until Active All 300 100 50 4 SO 16 0/+1 17 37 29 57
SB Blight 236CD 100×9 All 14 2×3,4(4)2×5 Total 27 +37 if blocked standing Body Persona 1~Until Active All 300 100 50 4 SO 16 1 17 29 29 49
C Hair-Trigger Megido 214C 1000 All 23+11 3 Total 27 Projectile 400 100 1000 3 14 0/+12 Launch 31 Launch 51
Air C Hair-Trigger Megido j.214C 1000 All 23+11 3 Total 32 Projectile 400 100 1000 3 14 0/+12 Launch 31 Launch 51
D Hair-Trigger Megido 214D 1200 All 33+11 3 Total 35 Projectile 300 100 1000 4 16 0/+12 Launch 43 Launch 63
Air D Hair-Trigger Megido j.214D 1200 All 23+11 3 Total 40 Projectile 300 100 1000 4 16 0/+12 Launch 43 Launch 63
SB Hair-Trigger Megido 214CD 1000, 1200 All 30+11 3 Total 32 Projectile 400 100 1000 3,4 14, 16 0/+12 Launch 31, 43 Launch 51, 63
Air SB Hair-Trigger Megido j.214CD 1000, 1200 All 21+11 3 Total 18 Projectile 400 100 1000 3,4 14, 16 0/+12 Launch 31, 43 Launch 51, 63

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
Anti-S SP Pistol α 236236A 220, 110×11 All 14+(40 Flash)+2 P{(6)P}×11 Total 113 -14 Projectile 14~14 All 0 400 2000 4 O 16 0 Launch 49 + WBounce + Down 20 Launch 69 + WBounce + Down 20
Air Anti-S SP Pistol α j.236236A 220, 110×11 All 11+(40 Flash)+2 P{(6)P}×11 Total 110 Projectile 11~11 All 0 30 0 4 O 16 0 Launch 49 + WBounce + Down 20 Launch 69 + WBounce + Down 20
Anti-S SP Pistol β 236236B 1200 All 30+(47 Flash)+10 Until Hit Total 72 -18 Projectile 1~47 All 0 100 50 4 O 16 0/+12 Launch 49 + Slide 39 + Down 30 Launch 69 + Slide 39 + Down 30
Air Anti-S SP Pistol β j.236236B 1200 All 26+(47 Flash)+10 Until Hit Total 68 Projectile 1~43 All 0 100 50 4 O 16 0/+12 Launch 49 + Slide 30 + Down 30 Launch 69 + Slide 30 + Down 30
Anti-S SP Pistol SB 236236AB 220, 110×11, 1200 All 14+(40 Flash)+2 P{(6)P}×11(40+(50 Flash)+0)P Total 169 Projectile 14~14 All
117~117 All
0 100, 100 50, 50 4 O 16 0×12, 0/+12 Launch (49 + WBounce + Down 20)×12, 49 + Slide 39 + Down 30 Launch (69 + WBounce + Down 20)×12, 69 + Slide 39 + Down 30
Air Anti-S SP Pistol SB j.236236AB 220×12, 1200 All 11+(40 Flash)+2 P{(6)P}×11(40+(50 Flash)+0)P Total 150 Projectile 11~11 All
114~114 All
0 30, 100 0, 50 4 O 16 0×12, 0/+12 Launch (49 + WBounce + Down 20)×12, 49 + Slide 39 + Down 30 Launch (69 + WBounce + Down 20)×12, 69 + Slide 39 + Down 30
Hamaon 236236C 0×15/K.O. All 5+(72 Flash)+13 5×15 Total 29 +73 Projectile 5~5 All 400 100 1000 3 O 14 0 15 42 27 62
SB Hamaon 236236CD 0×15/K.O. All 5+(72 Flash)+13 5×15 Total 29 +73 Projectile 5~5 All 0 1000 1000 3 O 14 0 15 42 27 62
Mudoon 236236D 0/K.O. Air Unblockable* 5+(68 Flash)+14 76 Total 55 -5 Projectile 0 0 1000 5 O 18 0/+13 Launch 121 Launch 141
Raid 214214A/B Total 4+(21 Flash)+237 1~19 All
SB Raid 214214AB Total 4+(21 Flash)+381 1~19 All
Shot A Raid > A 888 All 1 Until Hit Projectile 0 500 0 5 O 18 0 Launch 76 Launch 96
Shot B Raid > B 250 All 1* Projectile 0 500 0 5 O 18 0 Launch 76 Launch 96
Critical Shot Raid > C/D 2000 All 9+(68 Flash)+3 2 60 -43 Body 1~13 All 1000 100 1500 5 O 18 30 Launch 21 + WBounce 50 Launch 41 + WBounce 50

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
Judge of Hell 222CD K.O. Unblockable 61+(26 Flash)+141 534 Total Projectile 1-461

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Naoto 5A.pngGuardAllStartup6Recovery12Advantage-2[3] 5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Naoto 5AA.pngGuardLowStartup9Recovery11Advantage-2 5AAA Normal 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AAA NormalP4AU Naoto 5AAA.pngGuardAllStartup11Recovery16Advantage-5 - - - - AoA, Sweep Special, Super
5AA ShadowP4Arena Naoto 5AA.pngGuardAllStartup8Recovery14Advantage-1 5AAA Shadow 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AAA ShadowP4Arena Naoto 5AAA.pngGuardAllStartup14Recovery9+43LAdvantage-34 - - - - - Special, Super
2AP4Arena Naoto 2A.pngGuardLowStartup7Recovery11Advantage-3[3] 5A, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5BP4Arena Naoto 5B.pngGuardAllStartup9Recovery16Advantage-5[5*] - 2B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super
2BP4Arena Naoto 2B.pngGuardAir UnblockableStartup8Recovery21Advantage-9[5*] - 5B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5CP4Arena Naoto 5C.pngGuardAllStartup13Recovery26Advantage-13[5*] - 5B, 2B 2C 5D AoA, Sweep Jump, Special, Super, Dash
2CP4Arena Naoto 2C.pngGuardAllStartup14Recovery23Advantage-14 - - - - AoA Special, Super
5DP4Arena Naoto 5D.pngGuardStartupRecoveryTotal 50Advantage- - - - - - -
All-out AttackP4Arena Naoto AOA.pngGuardHighStartup26Recovery32Advantage-14 - - - - - -
SweepP4Arena Naoto Sweep.pngGuardLowStartup10Recovery18Advantage-6 - - - - - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4Arena Naoto jA.pngGuardHighStartup6Recovery12Advantage- j.A[+] j.B j.C j.D Jump, Special, Super
j.BP4Arena Naoto jB.pngGuardHighStartup7Recovery12Advantage- - - j.C - Jump, Special, Super
j.CP4Arena Naoto jC.pngGuardHighStartup12Recovery13Advantage- - - j.C - Jump, Special, Super
j.DP4Arena Naoto jD.pngGuardAllStartup15RecoveryTotal 40+8LAdvantage- - - - j.D Special, Super
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[5*] = X can be done five 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

 Naoto Shirogane



To edit frame data, edit values in P4U2R/Naoto Shirogane/Data.