P4U2R/Yukiko Amagi/Frame Data

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 Yukiko Amagi



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
Yukiko Amagi 8,500 3F 23F (1~6F Inv All) 65% 5

Fire Boost

Fire Boost
Fire Level Fire Damage Boost
0 +0%
1 +10%
2 +20%
3 +30%
4 +40%
5 +50%
6 +60%
7 +70%
8 +80%
9 +100%

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 10 4 15 -6 Body 200 200 50 2 JSpSO 12 10 13 15 25 27
5AA Normal 400 All 10 3 15 -3 Body 0 100 50 3 JSpSO 14 11 15 17 27 37
5AAA Normal 900 All 15 3 27 -13 Body 0 400 50 4 (J)SpSO 16 12 Spin 17 19 Spin 29 39
5AA Shadow 400 All 10 5 12 -2 Body 0 100 50 3 JSpSO 14 11 15 17 27 37
5AAA Shadow 800 All 15 3 23 -9 Body 0 400 50 4 (J)SpSO 16 12 17 19 29 39
2A 160 Low 7 2 14 -5 Foot 500 100 50 1 MSpSO 10 9 11 13 23 25
5B 300 All 12 Until Hit Total 48 -14 Chest+Projectile 300 100 100 2 (J)SpSO 12 0/+10 13 15 25 37
4B 300 All 12 Until Hit Total 51 -17 Chest+Projectile 300 100 100 2 (J)SpSO 12 0/+10 13 15 25 27
5BB 300 All 9 Until Hit Total 42 -8 Chest+Projectile 300 100 100 3 JSpSO 14 0/+11 15 17 27 37
2B 300 All 14 Until Hit Total 42 -6 Projectile 200 100 100 2 (J)SpSO 12 0/+10 13 15 25 27
j.A 300 High 10 3 13 Head 200 100 50 3 MJSpSO 14 11 15 17 27 37
j.B 300 All 12 Until Hit Total 39+7L Projectile 200 100 100 2 JSpO 12 0/+10 13 15 25 27
5AB 300 High 30 4 26 -11 Body 10~30 Guard Strike 0 800 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 450 Low 10 3 17 -5 Foot 4~14 Chest 200 100 50 3 (J)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 140, 80×8 All 17 1×9 29 -15 Body Persona 1~Until Active All 100 100 50 3 (J)SpSOD 14 1 15 17 27 37
2C 140, 70×7 Low 15 1×8 32 -18 Leg Persona 1~Until Active All 200 100 50 3 (J)SpSOD 14 1 15 17 27 37
5D 200, 100×8 All 37 1×9 Total 39 +29 Body 0 100 50 3 14 0/+1 Launch 27 Launch 47
2D 400, 200×2 High 53 5,10×N? Total 39 +48 Head 0 300 50 4 16 0/+1 Crouch 19 19 Crouch 31 39
j.C 160, 80×7 All 14 1×8 24 Head Persona 1~Until Active All 200 100 50 4 JSpO 16 1 17 19 29 39
j.D 400, 200×N High 50 5,10×N Total 37 Head 300 100 50 3 14 0/+1 Crouch 17 17 Crouch 29 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, 1100 Throw 5 2 23 Throw 0 1000, 100 50 0, 4 O 0, 7 Spin 42 Spin 54
Air Throw j.CD 0, 1600 Throw 4 2 17 Throw 0 1200, 100 50 2 O 0 65 + Down 20
Dia BD 100 All 22 12 12+12L -21 Body 1~33 Guard All 1000 100 50 3 S 14 11 Launch 47 + WBounce
Guard Cancel Attack 6AB 0 All 15 3 30 -16 Body 1~21 Guard 1000 100 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 Agi 236A 300, [650] All 13 3(11)[15] Total 54 -27 [-12] Body, [Projectile] Persona 1~Until Active All 300, [0] 100, [200] 50, [50] 3 SO 14 11, [0/+7] 15, [Launch] 37, [19] 27, [Launch] 57, [39]
Air A Agi j.236A 300, [650] All 12 3(11)15 Total 53 Projectile Persona 1~Until Active All 300 [0] 100, [200] 50, [50] 3 O 14 11, [0/+7] 15, [Launch] 37, [19] 27, [Launch] 57, [39]
B Agi 236B 300, [650] All 13 3(11)[15] Total 42 -15 [+6] Body, [Projectile] Persona 1~Until Active All 300 [0] 100, [200] 50, [50] 3 SO 14 11, [0/+7] 15, [Launch] 37, [19] 27, [Launch] 57, [39]
Air B Agi j.236B 300, [650] All 12 3(11)15 Total 53 Projectile Persona 1~Until Active All 300 [0] 100, [200] 50, [50] 3 O 14 11, [0/+7] 15, [Launch] 37, [19] 27, [Launch] 57, [39]
SB Agi 236AB 500, [650]×2 All 17 3,(11)[15 per explosion] Total 32 -1 [+20] Body, [Projectile] Persona 1~Until Active All 300 100, [200] 50, [50] 3 SO 14 11, [0/+7] 15, [Launch] 37, [19] 27, [Launch] 57, [39]
Air SB Agi j.236AB 500, [650]×2 All 17 3,(11)[15 per explosion] Total 56 Body, [Projectile] Persona 1~Until Active All 300 100, [200] 50, [50] 3 O 14 11, [0/+7] 15, [Launch] 37, [19] 27, [Launch] 57, [39]
C Maragi 236C 500, 900 Low, All 38 75 <(9)30> Total 50 +12 Projectile+Foot, Projectile Persona 1~Until Active All 300, 300 100, 100 50, 50 3 SO 14 0 Launch 37 + Down 10, 47 Launch 57 + Down 10, 87
D Maragi 236D 500, 900 Low, All 31 35 <(9)30> Total 59 -4 Projectile+Foot, Projectile Persona 1~Until Active All 300, 300 100, 100 50, 50 3 SO 14 0 Launch 37 + Down 10, 47 Launch 57 + Down 10, 87
SB Maragi 236CD (500, 800)×2 Low, All 31 Shot 1: 75 <(9)30>
Shot 2: 35 <(9)30>
Total 46 +9 Projectile, Leg; Projectile Persona 1~Until Active All 200 (100, 100)×2 50×2 3 SO Launch (37 + Down 10, 47)×2 Launch (57 + Down 10, 87)×2
A Flame Dance 214A 100, 500 All 11 2(8)5 Total 44 -3 Body, Projectile+Chest Persona 1~Until Active All 400, 900 100 50 3 SO 14 0/+5, 0/+1 15, Launch 15, 30 27, Launch 35, 50
B Flame Dance 214B 100, 600 All 15 2(10)5 Total 52 -5 Body, Projectile+Chest Persona 1~Until Active All 400, 900 100 1000 3 SO 14 0/+5, 0/+1 15, Launch 15, 40 27, Launch 35, 50
SB Flame Dance 214AB 100, 800 All 11 2(8)5 Total 37 +4 Body, Projectile+Chest Persona 1~Until Active All 300 200 500 3 SO 14 0/+5, 0/+1 15, Launch 15, 40 27, Launch 35, 50
A Phoenix Flame Swirl 214214A 1280 All 20 42 Total 61 -22 Projectile 300 100 1000 5 18 0/+1 Launch 46 Launch 66
Air A Phoenix Flame Swirl j.214214A 1280 All 20 42 Total 58 Projectile 300 100 1000 5 18 0/+1 Launch 46 Launch 66
B Phoenix Flame Swirl 214214B 1280 All 30 48 Total 61 -14 Projectile 300 100 1000 5 18 0/+1 Launch 46 Launch 66
Air B Phoenix Flame Swirl j.214214B 1280 All 30 48 Total 58 Projectile 300 100 1000 5 18 0/+1 Launch 46 Launch 66
SB Phoenix Flame Swirl 214214AB 1280 All 20 42 Total 51 -12 Projectile 300 100 1000 5 18 0/+1 Launch 46 Launch 66
Air SB Phoenix Flame Swirl j.214214AB 1280 All 20 42 Total 48 Projectile 300 100 1000 5 18 0/+1 Launch 46 Launch 66
Fire Boost 214C Total 36
Fire Amp 214CD Total 21
Fire Break 214D Total 55

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 Agidyne 236236C 1400 All 4+(63 Flash)+17 Until Hit Total 133 -31 Projectile 1~24 All 0 1000 50 5 O 18 0/+7 Launch 101 + WBounce Launch 121 + WBounce
C Agidyne 236236[C] partial hold 100, 50×N, 1700 All 4+(63 Flash)+23 6×N(8)Until Hit 51F after release -25 Projectile 1~26 All 0 100, 1000 50 4×N, 5 O 16 0/+1×N, 0/+7 Launch 49×N, 101 + WBounce Launch 69×N, 121 + WBounce
C Agidyne 236236[C] full hold 100, 50×12, 2000 All 4+(63 Flash)+23 75(8)Until Hit 39F after release -4 Projectile 1~26 All 0 100, 1000 50 4, 5 O 16 0/+1×13, 0/+7 Launch 49×13, 101 + WBounce Launch 69×13, 121 + WBounce
D Agidyne 236236D 150, 75×4, 1400 All 4+(63 Flash)+11 6×4,4(8)Until Hit Total 162 -57 Projectile 1~30 All 0 100, 1000 50 4×5, 5 O 16×5, 18 0/+1×5, 0/+7 Launch 49×5, 101 + WBounce Launch 69×5, 121 + WBounce
D Agidyne 236236[D] partial hold 150, 75×N, 1700 All 4+(63 Flash)+11 6×N,4(8)Until Hit 51F after release Projectile 1~30 All 0 100, 1000 50 4×N, 5 O 16×N, 18 0/+1×N, 0/+7 Launch 49×N, 101 + WBounce Launch 69×N, 121 + WBounce
D Agidyne 236236[D] full hold 150, 75×14, 2000 All 4+(63 Flash)+11 6×14,4(8)Until Hit 39 after release Projectile 1~30 All 0 100, 1000 50 4, 5 O 16×15, 18 0/+1×15, 0/+7 Launch 49×N, 101 + WBounce Launch 69×N, 121 + WBounce
SB Agidyne 236236CD 1400×2 All 4+(63 Flash)+17 P(18)P Total 151 -31 Projectile 1~30 All 0 1000, 1000 50 5 O 18 0/+7 Launch 101 + WBounce Launch 121 + WBounce
SB Agidyne 236236[CD] partial hold 100, 50×N, 1700×2 All 4+(63 Flash)+23 6×N,10(8)P(18)P 51F after release -32 Projectile 1~30 All 0 100, 1000, 1000 50 4×N, 5 O 16×N, 18 0/+1×N, 0/+7
SB Agidyne 236236[CD] full hold 100, 50×12, 2000×2 All 4+23 6×12,10(8)P(18)P 39F after release -20 Projectile 1~30 All 0 100, 1000, 1000 50 4×13, 5 O
Maragidyne 214214C/D 400, 200×9 per direction All 19+(85 Flash)+11 5{(5)5}×9 per direction Total 65 +76 Projectile 1~22 All 0 600 50 5 O 18 0 Launch 50 Launch 70
SB Maragidyne 214214CD 400, 200×19 All 19+(85 Flash)+5 P{(3)P}×19 Total 89 -26 Projectile 1~22 All 0 600 50 5 O 18 0 Launch 50 Launch 70

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
Full Bloom 222CD K.O. All 36+(36 Flash)+16 4 66 -50 Body 1~60 All 0 100 50 5

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Yukiko 5A.pngGuardAllStartup10Recovery15Advantage-6[3] 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Yukiko 5AA.pngGuardAllStartup10Recovery15Advantage-3 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAA NormalP4AU Yukiko 5AAA.pngGuardAllStartup15Recovery27Advantage-13 - - - - AoA, Sweep Jump[-], Special, Super
5AA ShadowP4Arena Yukiko 5AA.pngGuardAllStartup10Recovery12Advantage-2 Shadow 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAA ShadowP4Arena Yukiko 5AAA.pngGuardAllStartup15Recovery23Advantage-9 - - - - AoA Jump[-], Special, Super
2AP4Arena Yukiko 2A.pngGuardLowStartup7Recovery14Advantage-5[3] 5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4Arena Yukiko 5B.pngGuardAllStartup12RecoveryTotal 48Advantage-14[2*] - 5BB[+], 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5BBP4Arena Yukiko 5BB.pngGuardAllStartup9RecoveryTotal 42Advantage-8 - 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
2BP4Arena Yukiko 2B.pngGuardAllStartup14RecoveryTotal 42Advantage-6[2*] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super
5CP4Arena Yukiko 5C.pngGuardAllStartup17Recovery29Advantage-15[2*] - 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
2CP4Arena Yukiko 2C.pngGuardLowStartup15Recovery32Advantage-18[2*] - 5B, 2B 5C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
5DP4Arena Yukiko 5D.pngGuardAllStartup37RecoveryTotal 39Advantage+29 - - - - - -
2DP4Arena Yukiko 2D.pngGuardHighStartup53RecoveryTotal 39Advantage+48 - - - - - -
All-out AttackP4Arena Yukiko AOA.pngGuardHighStartup30Recovery26Advantage-11 - - - - - -
SweepP4Arena Yukiko Sweep.pngGuardLowStartup10Recovery17Advantage-5 - - - - - Jump[-], Special, Super
Air P Combo Table
A B C D Cancels
j.AP4Arena Yukiko jA.pngGuardHighStartup10Recovery13Advantage- j.A[+] j.B j.C j.D Jump, Special
j.BP4Arena Yukiko jB.pngGuardAllStartup12RecoveryTotal 39+7LAdvantage- - - j.C j.D Jump, Special
j.CP4Arena Yukiko jC.pngGuardAllStartup14Recovery24Advantage- - - - j.D Jump, Special
j.DP4Arena Yukiko 2D.pngGuardHighStartup50RecoveryTotal 37Advantage- - - - - -
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


Navigation

 Yukiko Amagi



To edit frame data, edit values in P4U2R/Yukiko Amagi/Data.