P4U2R/Sho/Frame Data

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 Sho



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
Sho 8,500 3F 21F (1~6F Inv All) 65% - High-Speed Movement

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 -4 Chest 200 200 50 2 JSpSO 12 10 13 15 25 27
5AA 400 All 10 3 15 -1 Body 0 100 50 4 SpSO 16 8 20 22 32 42
5AAA 500 All 17 2 9+18L -10 Head 0 400 50 5 SpSO 18 13 24 26 + Down 18 36 46 + Down 18
5B 300,150 All 10 2(4)3 20 -8 Body 300 100 50 3 (J)SpSO 14 9 15 17 27 37
5C 600 All 12 3 21 -7 Body 200 100 50 4 (J)SpSO 16 12 17 19 29 39
5D Total 33 1~24 Strike
5D~C/D 600 All 12 3 21 -7 Body 1000 100 50 3 (J)SpSO 14 11 15 17 27 37
2A 160 Low 7 3 9 -1 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
2B 300,150×2 Air Unblockable 10 4(10)2,3 18 -6 Body 7~13 Head 200 100 50 3 (J)SpSO 14 9,1/+2,9 15 17 27 37
2C 800 All 30 2 5+6L +6 Head 200 100 500 5 SpSO 18 13 21 21 + Down 18 33 41 + Down 18
j.A 200 High 7 7 12 Head 200 100 50 2 JSpO 12 10 13 15 25 27
j.B 300,150 High 10 3(6)3 16 Head 200 100 50 3 JSpO 14 9, 12 15 17 27 29
j.C 400 High 12 3(3)3 11 Head 200 100 50 4 JSpO 16 12 17 19 29 39
j.2C 700 High 28 3 12 Head 200 100 50 4 SO 16 12 17 19 29 39
j.D 33+4L 4~24 Strike
j.D~C/D 700 High 28 3 12 Head 1000 100 50 4 SO 16 12 17 19 29 39
5AB 300 High 30 [39] 3 34 -18 Body 10~30 Guard Strike
[10~39 Guard Strike]
0 800 50 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 200,500 Low 10 3(8)3 15 -3 Foot 4~12 Chest 200 100 50 3 SpSO 14 6, 11 Launch 17 Launch 37

Persona Moves

No results

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, 400, 500 Throw 5 3 25 - Throw 0 1000, 100 50 0,3,5 O - 0, 11, 3 Spin 15, Crumple 86, 19 Spin 27, Crumple 86, 31
Air Throw j.CD 0,800×2 Throw 4 3 18 Throw 0 1200, 100 50 0,3×2 O 0, 12×2 37
Izayoi BD 700,350 All 10 3(3)3 39+8L -33 Body 1~18 All 1000 100 50 4 S 16 8 Launch 39 Launch 59
Ura Izayoi j.BD 600 High 11 4 Until L+22 Body 1~14 All 1000 100 50 4 16 12 Launch 19 + Slide 19 + Down 5 Launch 39 + Slide 19 + Down 5
Guard Cancel Attack 6AB 0 All 16 3 28 -14 Body 1~21 Guard All 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
High Survival Knife [4]6A/C 400 All 13 Until Hit Total 43 -18 Projectile 300 100 50 2 SO 12 0 13 15 25 27
Low Survival Knife [4]6B/D 400 Low 13 Until Hit Total 43 -18 Projectile 300 100 50 2 SO 12 0 13 15 25 27
SB Survival Knife [4]6AB/CD 400×2 All 13 Until Hit×2 Total 34 -9 Projectile 0 100 50 2 SO 12 0 13 15 25 27
A Hougetsuzan: Flash Fang 236A 800 All 12 3 24 -12 Body 300 100 100 3 SpSO 14 11 15 17 27 37
B Hougetsuzan: Flash Fang 236B 1000 All 16 3 24 -12 Body 300 100 100 3 SpSO 14 11 15 17 27 37
SB Hougetsuzan: Flash Fang 236AB 1000 All 10 3 18 +5 Body 300 100 100 3 SpSO 25 11 26 28 38 48
A Hougetsuzan: Soaring Fang 214A 400 All 8 3 28+0L -14 Body 300 100 100 4 SpSO 16 12 Launch 19 Launch 39
Air A Hougetsuzan: Soaring Fang j.214A 400 All 9 3 34 Body 300 100 100 4 SpSO 16 12 Launch 19 Launch 39
B Hougetsuzan: Soaring Fang 214B 100,50,350 All 10 5,2,3 21 -7 Body 300 100 100 2,2,4 SpSO 12×2, 16 2×2, 12 13×2, Launch 15×2, 23 25×2, Launch 27×2, 43
Air B Hougetsuzan: Soaring Fang j.214B 500 All 11 3 39 Body 300 100 100 4 SpSO 16 12 Launch 23 Launch 43
SB Hougetsuzan: Soaring Fang 214AB 100,50×5,350 All 6 1×6,3 7 +7 Body 6~11 Body 1000 100 100 2×6,4 SpSO 12×6, 16 2×6, 12 13×6, Launch 15×6, 23 25×6, Launch 27×6, 43
Air SB Hougetsuzan: Soaring Fang j.214AB 100,600 All 6 1,3 35 Body 4~9 All 300 100 100 2×6,4 SpSO 12, 16 2, 12 13, Launch 15, 23 25, Launch 27, 43
A Hougetsuzan: Destructive Fang j.236A 600 High 16 Until L 16L Head 300 100 100 3 SO 14 11 15 23 27 43
B Hougetsuzan: Destructive Fang j.236B 800 High 22 Until L 10L Head 300 100 100 3 SO 14 11 15 23 27 43
SB Hougetsuzan: Destructive Fang j.236AB 800 High 14 Until L 0L +10 Head 900 100 100 3 SO 14 11 15 23 27 43
C High-Speed Movement 236C 35 S*
D High-Speed Movement 236D 49 S*
Air High-Speed Movement j.236C/D Until L+21 S*
SB High-Speed Movement 236CD 29 9~23 All S*
Air SB High-Speed Movement j.236CD Until L+6 8~Until L All S*

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 Blazing Moon Barrage 236236A 100×13, 700 All 4+(60 Flash)+4 16 20 -24 Body 1~14 All 600 500 50 5 O 11 1×10, 2×3, 13 19×10, Launch 41×2, 41 + Slide 24 Ground
B Blazing Moon Barrage 236236B 100×13, 1000 All 4+(60 Flash)+14 16 20 -24 Body 1~32 All 600 500 50 5 O 11 1×10, 2×3, 13 19×10, Launch 41×2, 41 Ground
SB Blazing Moon Barrage 236236AB 100×13, 1200 All 4+(60 Flash)+4 18 20 -26 Body 1-24 All 1000 50 5 O 11 1×10, 2×3, 20 19×10, Launch 41×3 Ground
A Moon Smasher 214214A 700, 1900 Air Unblockable 4+(63 Flash)+2 6(28)11 32 -24 Body 1~11 All 1000 100 50 5 O 18 13, 20 Launch 41 Launch 61, 51
B Moon Smasher 214214B 700, 2000 Air Unblockable 4+(63 Flash)+7 12(30)11 40 -32 Body 1~22 All 1000 50 5 O 18 13, 20 Launch 51 Launch 71, 57
SB Moon Smasher 214214AB 700, 2100 Air Unblockable 4+(63 Flash)+2 12(30)11 40 -32 Body 1~17 All 1000 50 5 O 18 13, 20 Launch 51 Launch 71, 57

Instant Kill

No results

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4AU Sho 5A.pngGuardAllStartup9Recovery14Advantage-4[3] 5A, 5AA 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AAP4AU Sho 5AA.pngGuardAllStartup10Recovery15Advantage-1 - 5B, 2B 5C - AoA, Sweep Special, Super
5AAAP4AU Sho 5AAA.pngGuardAllStartup17Recovery9+18LAdvantage-10 - - - - AoA Special, Super
2AP4AU Sho 2A.pngGuardLowStartup7Recovery9Advantage-1[3] 5A, 2A 5B, 2B 5C, 2C - AoA, Sweep Special, Super
5BP4U2 P-Sho 5B.pngGuardAllStartup10Recovery20Advantage-8[2*] - 2B 5C, 2C - AoA, Sweep Jump[-], Special, Super
2BP4AU Sho 2B.pngGuardAir UnblockableStartup10Recovery18Advantage-6[2*] - 5B 5C, 2C - AoA, Sweep Jump[-], Special, Super
5CP4AU Sho 5C.pngGuardAllStartup12Recovery21Advantage-7[1] - 5B, 2B 2C - AoA, Sweep Jump[-], Special, Super
2CP4AU Sho 2C.pngGuardAllStartup30Recovery5+6LAdvantage+6 - - - - - Special, Super
5DP4AU Sho 5D.pngGuardStartupRecoveryTotal 33Advantage- - - - - - -
All-Out AttackP4AU Sho AoA.pngGuardHighStartup30 [39]Recovery34Advantage-18 - - - - - -
SweepP4AU Sho 2AB.pngGuardLowStartup10Recovery15Advantage-3 - - - - - Special, Super
Air P Combo Table
A B C D Cancel
j.AP4AU Sho j.A.pngGuardHighStartup7Recovery12Advantage- - j.B j.C, j.2C j.D Jump, Special
j.BP4AU Sho j.B.pngGuardHighStartup10Recovery16Advantage- - - j.C, j.2C - Jump, Special
j.CP4AU Sho j.C.pngGuardHighStartup12Recovery11Advantage- - - - - Special
j.2CP4AU Sho j.2C.pngGuardHighStartup28Recovery12Advantage- - - - - Special
j.DP4AU Sho j.D.pngGuardStartupRecovery33+4LAdvantage- - - - - -
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

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