P4U2R/Yukari Takeba/Frame Data

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 Yukari Takeba



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
Yukari Takeba 8,500 3F 23F (1~6F Inv All) 70% 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 Low 6 3 13 -1 Foot 400 200 50 2 JSpSO 14 11 15 17 27 29
5AA 400 All 9 3 13 -1 Body 0 100 50 3 JSpSOB 14 11 Stand 15 19 Stand 27 39
5AAA 75×15 All 13 P×5 <(11)P×5(11)P×5> Total 30 <Total 83> +7 Body 200 200 50 4 (Sp)(S)O 16 0/+8 Launch 44 Launch 64
2A 160 Low 7 2 13 -2 Foot 500 100 50 2 SpSO 12 10 13 15 25 27
5B 400 All 14 Until Hit Total 44 -12 Chest+Projectile 200 100 50 2 SpSO 12 0/+6 13 32 25 44
5[B] 400×3 All 29 Until Hit Total 61 -14 Chest+Projectile 200 50 50 2 SpSO 12 0/+6 Launch 32 + WStick 35 Launch 44 + WStick 35
2B 250×3 All 16 Until Hit Total 57 -23 Chest+Projectile 300 100 50 2 (J)SpSOB 12 0/+6 13 30 25 42
2[B] 250×3 All 30 Until Hit Total 71 -23 Chest+Projectile 150 50 50 2 (J)SpSOB 12 0/+6 Launch 30 + WStick 20 + WBounce 37 Launch 42 + WStick 20 + WBounce 37
j.A 200 High 6 15 9 Head 200 100 50 2 JSpSO 12 11 15 17 35 29
j.B 400 All 8 Until Hit Total 30 Projectile 300 100 50 2 JSpSO 12 0/+6 13 30 25 42
j.[B] 400×3 All 25 Until Hit Total 47 Projectile 200 50 50 2 JSpSO 12 0/+6 Launch 30 + WStick 30 Launch 42 + WStick 30
j.2B 250×3 All 12 Until Hit Total 40+9L Projectile 300 100 50 2 JSpSO 12 0/+6 13 15 25 27
j.2[B] 250×3 All 28 Until Hit Total 56+9L Projectile 150 50 50 2 JSpSO 12 0/+6 Launch 15 + GBounce 35 Launch 27 + GBounce 35
5AB 300 High 28 3 30 -14 Body 10~30 Guard Strike 0 1000 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 500 Low 9 3 17 -5 Foot 4~11 Chest 200 100 50 3 SpSO 14 11 Launch 23 Launch 43

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 400, 200×2 All 15 4×3 30 -17 Chest Persona 1~Until Active All 100 100 50 4 (J)SpSOD 16 1 19 19 29 39
2C 1000 All 20 6 23 -12 Body Persona 1~Until Active All 0 300 50 4 JSpSO 16 12 Launch 19 Launch 39
j.C 300, 600 All 14 3,10 24 Body Persona 1~Until Active All 200 100 500 4 JSpSO 16 5/+2, 4 17, 21 19, 36 + GBounce 29, 33 39, 56 + GBounce
5D 500 All 32 90? Total 32 +20 Projectile 300 100 50 3 14 0/+6 15 17 27 37
2D 500 All 32 90? Total 28 Projectile 300 100 50 3
j.D 500 All 33 90? Total 29 Projectile 300 100 50 3 14 0/+6 15 17 27 37

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, 300, 800 Throw 5 3 24 Throw 0 1000,100 50 0, 3×2 O 0, 6×2 Launch 65
Air Throw j.CD 0, 1800 Throw 4 3 19 Throw 0 1200, 100 50 0, 2 O 0 25 + Down 30
Feather☆Slasher BD 600, 300×3 All 13 6 40 -34 Body 1~20 All 1000 100 50 4, 3×3 S 16 6, 0×3 17, Launch×3 19, 22×3
Guard Cancel Attack 6AB 0 All 16 3 28 Body 4 16 12 Launch 19 Launch 39
Dash Cancel 66 21 Total

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 Feather☆Arrow 236A 150, 75×8 All 14 Until Hit Total 73 -20 Projectile 300 100 50 3 SO 16 0/+8 Spin 35 37 Spin 47 57
Air A Feather☆Arrow j.236A 150, 75×8 All 13 Until Hit Total Until L+6 Projectile 300 100 50 3 SO 16 0/+8 Spin 25 19 Spin 37 39
B Feather☆Arrow 236B 150, 75×11 All 44 Until Hit Total 96 -21 Projectile 300 100 50 3 SO 16 0/+8 Spin 35 37 Spin 47 57
Air B Feather☆Arrow j.236B 150, 75×11 All 30 Until Hit Total Until L+6 Projectile 300 100 50 3 SO 16 0/+8 Spin 25 19 Spin 37 39
SB Feather☆Arrow 236AB 150, 75×14 All 17 Until Hit Total 77 -21 Projectile 300 100 50 3 SO 16 0/+8 Spin 35 37 Spin 47 57
Air SB Feather☆Arrow j.236AB 150, 75×14 All 17 Until Hit Total 52 Projectile 300 100 50 3 SO 16 0/+8 Spin 25 19 Spin 37 39
Feather☆Bomb 214A/B 16 Total 34
SB Feather☆Bomb 214AB Total 29
Feather☆Bomb 214A Explosion 1000 Air Unblockable 6 12 Projectile 500 100 1000 5 0/+13 Launch 56 Launch 76
Feather☆Flip 236C/D 49+2L 4~27? P
Air Feather☆Flip j.236C/D Until L+5 4~27? P
SB Feather☆Flip 236CD 56
Air SB Feather☆Flip j.236CD Until L
Feather☆Shot Flip &gt; X 500, 869 High, All 9 Until Hit(4)10 Total 45 Projectile 0, 100 100 50 3, 5 O 14 0 15, 19 47 + Down 30, Stand 27, 31 67 + Down 30, Stand
SB Feather☆Shot Flip &gt; SB 500, 869 High, All 9 Until Hit(4)10 Total 32 Projectile 0, 100 100 50 3, 5 O 14 0 15, Spin 29 47 + Down 30, Stand 27, Spin 41 67 + Down 30, Stand
Magaru 214C/D 200, 100×4 All 19 3×35 Total 48 +2 Projectile 300 100 50 3 SO 14 0/+1 Launch 25 Launch 45
Air Magaru j.214C/D 200, 100×4 All 19 3×35 Total 42 Projectile 200 300 50 3 SO 14 0/+1 Launch 25 Launch 45
SB Magaru 214CD (200, 100×4)×2 All 17 3×35 per ball Total 36 +12 Projectile 200 300 50 3 SO 14 0/+1 Launch 25 Launch 45
Air SB Magaru j.214CD (200, 100×4)×2 All 17 3×35 per ball Total 30 Projectile 200 300 50 3 SO 14 0/+1 Launch 25 Launch 45

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 Hyper Feather☆Shot 236236A 1800 All 4+(66 Flash)+3 Until Hit Total 72 -40 Projectile 1~9 All 1000 100 50 5 O 18 0/+8 Launch 51 Launch 71
Air A Hyper Feather☆Shot j.236236A 1800 All 4+(64 Flash)+3 Until Hit Total Until L+11 Projectile 1~9 All 1000 100 50 5 O 18 0/+8 Launch 41 + Slide 29 + Down 5 Launch 61 + Slide 29 + Down 5
B Hyper Feather☆Shot 236236B 2400 All 4+(66 Flash)+15 Until Hit Total 84 -39 Projectile 1~21 All 1000 100 50 5 O 18 0/+8 Launch 51 Launch 71
Air B Hyper Feather☆Shot j.236236B 2400 All 4+(64 Flash)+13 Until Hit Until L+11 Projectile 1~21 All 1000 100 50 5 O 18 0/+8 Launch 41 + Slide 29 + Down 5 Launch 61 + Slide 29 + Down 5
SB Hyper Feather☆Shot 236236AB 2264×2 All 4+(66 Flash)+3 P(18)P Total 90 -40 Projectile 1~9 All 1000 100 50 5 O 18 0/+8 Launch 51 Launch 71
Air SB Hyper Feather☆Shot j.236236AB 2264×2 All 4+(64 Flash)+3 P(25)P Until L Projectile 1~8 All 1000 100 50 5 O 18 0/+8 Launch 41 + Slide 29 + Down 5 Launch 61 + Slide 29 + Down 5
Magarula 214214C/D 500, 2000 All 4+(67 Flash)+25 4×30 Total 24 +115 Projectile 1~4 All
Persona 1~Until Active All
0 1000 50 3 14 0/+1 Launch 67 Launch 97
SB Magarula 214214CD (500, 2000) per tornado All 4+(67 Flash)+25 4×30 per tordado Total 24 +115 Projectile 1~4 All
Persona 1~Until Active All
0 1000 50 3 14 0/+1 Launch 67 Launch 97

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
Final Feather☆Arrow 222CD K.O. All 17+(60 Flash)+55 Until Hit Total 145 -72 Projectile 1~79 All 0 100 50 5 18 0

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4AU Yukari 5A.PNGGuardLowStartup6Recovery13Advantage-1[3] 2A, 5AA 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AAP4AU Yukari 5AA.PNGGuardAllStartup9Recovery13Advantage-1 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAAP4AU Yukari 5AAA.PNGGuardAllStartup13RecoveryTotal 30 <Total 83>Advantage+7 - - - - - Special[-], Super[-]
2AP4AU Yukari 2A.pngGuardLowStartup7Recovery13Advantage-2[3] 5A[+], 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special, Super
5BP4AU Yukari 5B.pngGuardAllStartup14RecoveryTotal 44Advantage-12[2*] - 2B 5C, 2C - AoA, Sweep Special, Super
2BP4AU Yukari 2B.PNGGuardAllStartup16RecoveryTotal 57Advantage-23[2*] - 5B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super
5CP4AU Yukari 5C.PNGGuardAllStartup15Recovery30Advantage-17[2*] - 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
2CP4AU Yukari 2C.PNGGuardAllStartup20Recovery23Advantage-12[2*] - 5B, 2B 5C 5D, 2D AoA, Sweep Jump, Special, Super, Dash
5DP4AU Yukari 5D.PNGGuardAllStartup32RecoveryTotal 32Advantage+20 - - - - - -
2DP4AU Yukari 2D.pngGuardAllStartup32RecoveryTotal 28Advantage- - - - - - -
All-out AttackP4AU Yukari 5A.PNGGuardLowStartup6Recovery13Advantage-1 - - - - - -
SweepP4AU Yukari Sweep.PNGGuardLowStartup9Recovery17Advantage-5 - - - - - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4AU Yukari jA.PNGGuardHighStartup6Recovery9Advantage- j.A[+] j.B, j.2B j.C j.D Jump, Special, Super
j.BP4AU Yukari jB.PNGGuardAllStartup8RecoveryTotal 30Advantage- - j.2B j.C - Jump, Special, Super
j.2BP4AU Yukari j2B.PNGGuardAllStartup12RecoveryTotal 40+9LAdvantage- - j.B j.C - Jump, Special, Super
j.CP4AU Yukari jC.PNGGuardAllStartup14Recovery24Advantage- - j.2B - j.D Jump, Special, Super
j.DP4AU Yukari jD.PNGGuardAllStartup33RecoveryTotal 29Advantage- - - - - -
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
  • 5C and 2C are tied together - they can be used a combined total of 2 times per string


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 Yukari Takeba



To edit frame data, edit values in P4U2R/Yukari Takeba/Data.