P4U2R/Yosuke Hanamura/Frame Data

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 Yosuke Hanamura



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
Yosuke Hanamura 8,500 3F 23F (1~6F Inv All) 60% 3 Moonsault, Sukukaja

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 180 All 5 3 13 -3 Body 400 200 50 2 JSpSO 12 10 13 15 25 27
5AA Normal 370 All 8 3 13 -1 Body 0 100 50 3 JSpSO 14 12 15 23 27 43
5AAA Normal 900 All 10 3 15 -3 Body 200 200 50 3 SpSO 14 12 Launch 31 Launch 51
5AA Shadow 370 All 9 4 14 -3 Body 0 100 50 3 JSpSO 14 12 15 17 27 37
5AAA Shadow 1080 All 13 4 13 -2 Body 200 200 50 5 SpSO 18 13 Launch 29 Launch 49
Suku 5A 300 All 5 6 23 [25] -6 Body 400 200 50 3 O 14 1/+5 Spin 15 17 Spin 27 37
Suku 5AA 300 All 4 6 20 [22] -3 Body 500 100 50 3 O 14 1/+5 Spin 15 17 Spin 27 37
Suku 5AAA 300 All 4 6 20 [22] -3 Body 500 100 50 3 O 14 1/+5 Spin 15 17 Spin 27 37
Suku 5AAAA 330 All 4 6 37 [39] -25 Body 500 100 50 3 O 14 1 Launch 55 Launch 75
Suku 5AAAAA 670 All 32 Until L 38 Body 0 100 50 5 SpSO 18 1 Launch 36 Launch 56
5B 170, 85×2 All 9 2×3 15 -2 Body 100 100 50 3 (J)SpSOD 14 3 15 17 27 37
Suku 5B 170, 85×2 All 9 2×3 15 0 Body 100 100 50 4 JSpSODB 16 3 17 19 29 39
2A 140 Low 6 3 10 -2 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
Suku 2A 140 Low 4 3 9 -1 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
2B 410 Air Unblockable 11 4 26 -15 Body 7~25 Head 200 100 50 3 JSpSOD 14 11 15 17 27 37
Suku 2B 410 Air Unblockable 10 2 26 -13 Body 6~22 Head 200 100 50 3 JSpSODB 14 11 15 17 27 37
j.A 200 High 7 3 11 Head 200 100 50 1 JSpSO [JSpSODB] 10 10 11 13 23 25
j.AA 300 High 8 3 11 Head 200 100 50 3 JSpSO [JSpSOD] 14 10 15 17 27 37
j.B 350 High 10 4 10 Head 200 100 50 3 JSpSOB [JSpSOD] 14 10 15 17 27 37
j.BB 260 High 8 2 12 Head 200 100 50 3 JSpSO [JSpSOD] 14 10 15 17 27 37
j.AB 380 High 15 4 30 Head 300 100 50 3 JSpSO [JSpSOD] 14 11 Launch 25 Launch 45
5AB 300 High 28 1 32 -14 Body 10~28 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
Suku 5AB 300 High 26 1 32 -14 Body 8~26 Guard Strike 0 1000 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 450 Low 11 3 24 -12 Foot 4~13 Chest
11~21 Very Low Profile
200 100 50 3 SpSO 14 11 Launch 22 Launch 42
Suku 2AB 450 Low 10 3 23 -11 Foot 4~12 Chest
10~20 Very Low Profile
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 550 All 12 3 24 -10 Body Persona 1~Until Active All 200 100 50 [2000] 4 (J)SpSO 16 12 17 19 29 39
5D 600 All 43 12 Total 42 Body 400 100 50 4 - [DB] 16 0/+13 17 19
5DD 600, 120×2 All 8 3,3,4 Body 400 100 50 3 14 1 Launch 17 Launch 37
2C 750 All 16 2 19 -4 Body Persona 1~Until Active All 100 100 50 5 (J)SpOD [JSpODB] 16 13 19 21 31 41
j.C 400, 100×8 All 15 3×8,2 Total 40 Head Persona 1~Until Active All 200 100 50 3 SpSO [JSpSODB] 14 1/+1 15 17 27
j.D 800 All 33 Until Hit Total 31 Body 200 100 50 4 16 0/+13 17 19 29 39

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, 550×2 Throw (60) 5 3 25 Throw 0, 100 900, 100 50, 0 0, 4×2 O 0 Spin 43
Air Throw j.CD 0×2, 1400 Throw 4 3 19 Throw 0 1200, 100 50, 0 0, 2, 4 O 0 59 79
Dodge BD Catch 1 31 18 Guard All
Dodge BD Attack 500 1 6 28 -23 Body 1~17 All 900 100 50 0 10 0 Launch 43 + Down 17 Launch 55 + Down 17
Guard Cancel Attack 6AB 0 All 17 3 29 -15 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
Dash Spring 236A 300, 150 All 11~22 3 [(10)3] 20+9L -19 Body 4~(13~24) F 300 300 50 3 SpSO 14, 23 0, 7/+8 15, 30 17 + GBounce, 32 + GBounce 27, 42 37 + GBounce, 52 + GBounce
Dash Spring 236B 400, 200 All 14~25 3 [(10)3] 25+9L -13 Body 7~(16~27) F 300 300 50 3 SpSO 14, 23 0, 7/+8 15, 30 17 + GBounce, 32 + GBounce 27, 42 37 + GBounce, 52 + GBounce
Dash Spring 236AB 500, 250 All 16~31 3 [(10)3] 23+19L -17 Body 9~(18~33) P 500 100 50 3, 5 SpSO 14, 27 0, 12/+8 15, Launch 17 + GBounce, 42 + GBounce 27, 42 37 + GBounce, 62 + GBounce
A Flying Kunai j.2A 114, 50 per Kunai All 13 Until Hit×6 Total Until L+14 Projectile 200, 0 0, 50 0 3 SpSO 14 0/+13, 0/+6 15 37 + Down 15 + WStick 50, 17 27 57 + Down 15 + WStick 50, 37
B Flying Kunai j.2B 114, 50 per Kunai All 14 Until Hit×6 Total Until L+14 Projectile 200, 0 0, 50 0 3 SpSO 14 0/+13, 0/+6 15 37 + Down 15 + WStick 50, 17 27 57 + Down 15 + WStick 50, 37
SB Flying Kunai j.2AB 70, 40×11 All 12 Until Hit×6 Total 35 Projectile 200, 0 0, 50 0 3 SpSO 14 0/+13, 0/+6 15 37 + Down 15 + WStick 50, 17 27 57 + Down 15 + WStick 50, 37
A Moonsault j.236A Until L+9 5~13 All CS
B Moonsault j.236B Until L+9 5~13 All CS
SB Moonsault j.236AB 1300 High 23 3 Until L+9 Head 1~9 All 300 100 50 5 SO 18 8 Launch 37 Launch 57
A Crescent Slash Moonsault > A 600 High 5 3 Until L+14 -6 Head 300 600 600 5 SO [SpSODB] 18 8 Launch 29 Launch 49
B Crescent Slash Moonsault > B 700 High 8 3 Until L+14 -12 Head 300 100 600 5 SO [SpSODB] 18 8 Launch 34 Launch 54
C Mirage Slash j.2C 1000 Low 29 7 25 -15 Foot 7~24 All 300 100 50 4 SO [SpSO]* 16 4 Launch 49 + Down 11 Launch 69 + Down 11
D Mirage Slash j.2D 31 Total 11 7~24 All SO [SpSO]*
SB Mirage Slash j.2CD 1200 Low 29 1×9 24 Foot 7~24 All 300 100 50 4 S* 16 1 Launch 49 + Down 11 Launch 69 + Down 11
C Tentarafoo 236C 0, 1000 Unblockable 28 1 Total 56 Body 300 100 50 0, 3 SO 0 70, Launch 47 Stand 82, Launch 59 Stand
D Tentarafoo 236D 0, 1000 Unblockable 33 1 Total 60 Body 300 100 50 3 SO 0 70, Launch 47 Stand 82, Launch 59 Stand
SB Tentarafoo 236CD 0, 1000 Unblockable 28 1 Total 44 Body Persona 1~Until Hit 300 100 50 3 SO 0 70, Launch 47 Stand 82, Launch 59 Stand
C Flying Flash Cut j.236C 400, 200 All 13 Until L(10)2 44+11L -42 Head 500 100 50 3 SO [SODB] 14 6 Launch 35 + GBounce, 52 Launch 55 + GBounce, 72
D Flying Flash Cut j.236D 500, 300 All 33 Until L(10)1 49+11L -46 Head 500 100 50 3 SO [SODB] 14 6 Launch 35 + GBounce, 52 Launch 55 + GBounce, 72
SB Flying Flash Cut j.236CD 400, 200×3 All 17 Until L(5)2 45+11L -43 Head 12~?? P 500 100 50 3,4,3,4 SO [SODB] 14 3 Launch (57 + GBounce, 57)×2 Launch (77 + GBounce, 77)×2

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 Garudyne 236236C 150, 75×29 All 9+(53 Flash)+8 5×29,1 Until L+38 -22 Projectile 1~18 All 1000 100 50 4 O 16 0 Launch 84 Launch 104
D Garudyne 236236D 180, 90×30 All 13+(53 Flash)+14 31×5 Until L+38 -26 Projectile 1~27 All 1000 100 50 4 O 16 0 Launch 84 Launch 104
SB Garudyne 236236CD 160, 80×30 All 9+(53 Flash)+8 31×5 Until L+38 -26 Projectile 1-18 All 1000 100 50 4 O 16 0 Launch 84 Launch 104
C Sukukaja 214214C Total 4+(100 Flash)+5+2L 4~9 All
D Sukukaja 214214D Total 13+(100 Flash)+40+2L 1~13 All
SB Sukukaja 214214CD Total 4+(122 Flash)+0 4~End All
C Shippu - Nagareboshi 214214C Sukukaja 740,231,47×18 (1850) All 9+(40 Flash)+1 9 19+5L -14 Body 1~18 All 500,0 500,0 50 5×2,4×18 0 18 20, 8, 0/+30×18 Launch 34 Launch 54
D Shippu - Nagareboshi 214214D Sukukaja 740,231, 69+40×24 (2000) All 19+(40 Flash)+1 15 26+5L -27 Body 1~34 All 500,0 500,0 50 5×2,4×25 0 18 20, 8, 0/+30×25 Launch 34 Launch 54
SB Shippu - Nagareboshi 214214CD Sukukaja 740,231, 69+40×30 (2240) All 14+(40 Flash)+1 15 9+5L -10 Body 1~29 All 500,0 500,0 50 5×2,4×31 0 18 20, 8, 0/+30×31 Launch 34 Launch 54

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
Brave Blade 222CD K.O. All 4+(45 Flash)+50 63 Total 153 -69 Projectile 1~129 All 5 18 0/+12

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels Cancels in Sukukaja
5AP4Arena Yosuke 5A.pngGuardAllStartup5Recovery13Advantage-3[3] 5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AA NormalP4AU Yosuke 5AA.pngGuardAllStartup8Recovery13Advantage-1 5AAA Normal, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AAA NormalP4AU Yosuke 5AAA.pngGuardAllStartup10Recovery15Advantage-3 - - - - - Special Special, Super, Dash
5AA ShadowP4Arena Yosuke 5AA.pngGuardAllStartup9Recovery14Advantage-3 5AAA Shadow, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AA ShadowP4Arena Yosuke 5AA.pngGuardAllStartup9Recovery14Advantage-3 Shadow 5AAA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AAA ShadowP4Arena Yosuke 5AAA.pngGuardAllStartup13Recovery13Advantage-2 - - - - - Special, Super Jump, Special, Super, Dash
2AP4Arena Yosuke 2A.pngGuardLowStartup6Recovery10Advantage-2[3] 5A, 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special, Super Special, Super, Dash
5BP4Arena Yosuke 5B.pngGuardAllStartup9Recovery15Advantage-2[3*] - 2B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super, Dash Jump, Special, Super, Dash
2BP4Arena Yosuke 2B.pngGuardAir UnblockableStartup11Recovery26Advantage-15[3*] - 5B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5CP4Arena Yosuke 5C.pngGuardAllStartup12Recovery24Advantage-10[2*] - 5B, 2B 2C 5D AoA Jump[-], Special, Super Jump, Special, Super, Dash
2CP4Arena Yosuke 2C.pngGuardAllStartup16Recovery19Advantage-4[1] - 5B, 2B 5C 5D AoA, Sweep Jump[-], Special, Super Jump, Special, Super, Dash
5DP4Arena Yosuke 5D.pngGuardAllStartup43RecoveryTotal 42Advantage- - - - 5DD[+] - - -
All-out AttackP4Arena Yosuke AOA.pngGuardHighStartup28Recovery32Advantage-14 - - - - - - -
SweepP4Arena Yosuke Sweep.pngGuardLowStartup11Recovery24Advantage-12 - - - - - Special, Super Special, Super
Air P Combo Table
A B C D Cancels Cancels in Sukukaja
j.AP4U2R Yosuke jA.pngGuardHighStartup7Recovery11Advantage- - j.B, j.AB j.C j.D Jump, Special, Super Jump, Special, Super, Dash
j.BP4Arena Yosuke jB.pngGuardHighStartup10Recovery10Advantage- j.A j.AB j.C j.D Jump, Special, Super Jump, Special, Super, Dash
j.ABP4Arena Yosuke j2B.pngGuardHighStartup15Recovery30Advantage- - - - j.D Jump, Special, Super Jump, Special, Super, Dash
j.CP4Arena Yosuke jC.pngGuardAllStartup15RecoveryTotal 40Advantage- - - - j.D Special, Super Jump, Special, Super, Dash
j.DP4Arena Yosuke 5D.pngGuardAllStartup33RecoveryTotal 31Advantage- - - - - - -
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[#*] = X can be done # times 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
  • Pressing j.B > j.B will cause j.B > j.A
  • Pressing j.A > j.A will cause j.A > j.B


Navigation

 Yosuke Hanamura



To edit frame data, edit values in P4U2R/Yosuke Hanamura/Data.