Each attack in the game has an attribute. Attributes are broken up into three broad categories: strike, projectile, and throw. These attributes interact with each other to trigger certain effects like invincibility and guard point.
- Strike Attribute
- Strike attributes are broken up into three groups: head, body and foot. As a rule of thumb, standing attacks are body, crouching attacks are foot and jumping attacks are head, but that is not always the case. Generally, grounded moves are body unless they look like they hit low (even if they don't actually need to be blocked low).
- Strike attacks are the most common in the game and can clash with each other.
- Projectile Attribute
- Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.
- Projectiles cannot clash with strikes or throws.
- The frame data will list the durability level alongside its attribute. For example, a projectile with durability level 2 will show P2
- Throw Attribute
- The throw attribute is not exclusive to standard throws! Some attacks, such as Kanji's Gotcha, do not behave like normal throws as you can combo into them, but typicality have other restrictions in place such as being unable to hit opponents in certain states, such as crouching or airborne opponents.
- Throws can not hit personas/assist characters and on hit cause both characters to become temporarily invincible to other attacks.
Some attacks are given invincibility or guard point to attacks with certain attributes.
Example: Narukami's 2B versus Yosuke's j.A. Narukami's 2B is Head invincible during some of the startup, while Yosuke's j.A has the Head attribute. This means that Narukami can time a 2B to be invincible to Yosuke's j.A and score a hit!
Example: Yukiko's Dia versus Narukami's Zio and Ziodyne. Yukiko's Dia will be invincible to the attack, as Dia is invincible to projectiles regardless of their durability.
Physical invincibility is a property of certain moves where parts of the character's "body" (i.e., his hitbox), such as feet or upper body, disappears. This type of invincibility is separate from attribute invincibility and is purely a matter of hitboxes; the character is simply are not hittable there, even if his body appears to occupy that space. An example of this is Akihiko's C Weaving (214C): even though he appears to be standing, he is invincible from the waist-up. This isn't due to being attribute invincible; rather, Akihiko has no hurtbox above his waist, so he cannot be hit there. This allows C Weaving to avoid things like Naoto's Shots, Mitsuru's 5A, and jumping attacks that hit only above the waist.
No white circle appears during these instances.
- Hitbox invincibility is a property of certain moves, where parts of the character's "body" (i.e., their hitbox), such as their feet or upper body, disappears. This type of invincibility is separate from attribute invincibility and is purely a matter of hitboxes. Certain attacks remove or shrink their hurtbox, so they cannot be hit by an attack, even if their body appears to occupy that space. An example of this is Akihiko's C Weaving (214C): even though he appears to be standing, he is invincible from the waist-up. This isn't due to being attribute invincible; rather, Akihiko has no hurtbox above his waist, so he cannot be hit there. This allows C Weaving to avoid things like Naoto's Shots, Mitsuru's 5A, and jumping attacks that hit only above the waist.
No white circle appears during these instances.
Some attacks automatically guard against other attacks when you perform them. For example everyone's All Out Attacks and Guard Cancel Attacks have this property.
Note that not all super armor moves guard against all other attacks. For example, the super armor on All Out Attacks does not guard against Super Attacks or throws, while the super armor on Guard Cancel Attacks do guard against those attacks.
All attacks in this game have an attack level between 1 through 5. The Level of an Attack dictates how much hitstun, blockstun, hitstop, etc. the attack inflicts, but there are many exceptions.
|Lv 1||Lv 2||Lv 3||Lv 4||Lv 5|
(aka Untechable Time)
|Counter Hit Hitstun||+12F||+12F||+12F||+12F||+12F|
|Counter Hit Air Hitstun
(aka CH Untechable Time)
- Hitting a crouching opponent adds 2F of hitstun
- Instant Block Blockstun (Ground) = Blockstun - 2
- Instant Block Blockstun (Air) = Air Blockstun - 4
There are a variety of possible ways the opponent will react to getting hit. We'll describe each of them in detail here.
- While not exactly a hit effect, blockstun is an important concept that should be discussed. After blocking attack, there is a period of time where you can not input any commands (with a few exceptions).
- The available options during blockstun are: Guard Cancel Attack, Defensive Burst, Instant Block and changing from high block to low block.
- You are invulnerable to throws while in blockstun and for 6 frames after leaving blockstun. You can be thrown on the 7th frame.
- Nearly every normal attacks causes hitstun on hit. Histun is a period of time where you are unable to move and the opponent can combo you.
- Getting hit crouching increases hitstun by 2 frames (speculated). This allows for otherwise impossible combos such as Narukami 5C > 2C.
- You are invulnerable to throws while in hitstun and 6 frames after leaving hitstun.
- An exception to this is you are vulnerable to throws when in the Stagger hitstun state (where you spin in place while standing, commonly seen during an All Out Attack or Kanji's Ass Whoopin'-Tatsumi Style).
- Untechable Time
- This is the name given to the state a character enters when they are hit while airborne; essentially, untechable time describes air hitstun.
- This is given a different name because once this "hitstun" is over, the opponent can ukemi (tech/recover), but unlike hitstun, the opponent is not forced to return to a neutral state immediately and can choose to delay their ukemi.
If a character is hit while attempting an attack, the character will flash red and the word COUNTER will appear on the side of the screen.
Counter Hits usually cause increased hitstun, and occasionally other effects such as wallbounce or knocking the opponent into the air, which allows for new combo opportunities.
Counter Hit throws also get increased hitstun/untech time. This allows for CH throws to be comboable without using a One More! Burst or SP. For example, Mitsuru can combo off a CH air throw and Chie can combo off a CH ground throw.
Counter Hit Carry
Similar to BlazBlue, if a multihitting attack hits the opponent as a counter hit, then all the hits of the attack are counter hits. This means that you can hitconfirm off multi-hitting attacks more easily, as well as do new combos that might otherwise be difficult (or impossible) without this property.
Not all multihitting attacks have this property, but the rule of thumb seems to be if the attacks are all quickly one after another, then it will have Counter Hit Carry.
Example: Mitsuru's ground throw will have Counter Hit Carry while Yukiko's Maragidyne does not.
Counter Hit Damage Bonus
Counter hitting with a non-super attack grants a 10% damage boost for the first attack in a combo, and by 20% for Fatal Counters. Counter hitting with a super attack grants a 20% damage boost and Fatal Counters grant a 30% boost. However, there are a few additional rules behind this:
- Some multihitting attacks get the bonus for all hits such as Mitsuru's ground throw or Yukiko's 5C.
- Others, such as Kanji's command throw do not. They seem to only get the bonus on the first hit.
- The current theory is that if the multihitting attack has Counter Hit Carry, then it will have the damage bonus for all hits.
Some attacks will cause the Fatal Counter property. The words "FATAL COUNTER" will appear on the side of the screen and the announcer will say "FATAL!" when a Fatal Counter happens.
On Fatal Counter, all subsequent hits in a combo will have increased hitstun (speculated to be a 5 frame increase). This allows for completely new combos since the increased hitstun will counteract some of the hitstun decay. Some attacks cause the Fatal Counter status on counterhit such as Shadow Labrys's 5B and Narukami's 2C. On regular hit, these attacks do not Fatal, but on counterhit, they will always Fatal Counter, making them great combo starters.
However, there are a few exceptions:
- Using an All Out Attack (5A+B) can cause the Fatal on normal hit; the C and D enders to the All Out Rush automatically Fatal Counter
- The Fear status effect turns ANY hit into a Fatal Counter!
- Hitting the opponent with ANY attack during attacks that have Fatal Recovery.
Certain attacks have the Fatal Recovery property. Getting hit by anything during these attacks (whether during start-up, active frames, or recovery) will place you into the Fatal state. For example, all of the grounded versions of Yu's Raging Lion (214A/B) have Fatal Recovery.
This changes the risk of certain attacks, as they can be punished much more heavily by a knowledgeable opponent!
Miscellaneous Hit Effects
- When a character is blown back by an attack, they sometimes bounce off the edge of the viewable screen, usually leaving them in the air longer and allowing the opponent to combo them. An example of this is Yukiko's Agidyne and Labrys's j.2B.
- Some attacks cause the opponents to stick to the wall in hitstun, then slide down. You can air ukemi after the blue bar under the Hit HUD empties. An example of this is Elizabeth's SB Maziodyne.
- Similar to wallstick, but only for the corner of the stage rather than the edge of the viewable screen. An example of this is Teddie's 5B on counterhit.
- The character bounces off the ground and is launched into the air, vulnerable to a combo. An example of this is Shadow Labrys's Guillotine Axe.
- Ground Slide
- A type of hitstun where the character slides on the ground while vulnerable to further attacks. An example of this is Mitsuru's Coup Droit (B version).
- The character is knocked to the ground. The character can ground ukemi the instant he reaches the ground. Most sweeps cause knockdown.
- Hard Knockdown
- This is a specific type of knockdown that disables ground ukemi for a period of time. An example of this is Shadow Aigis's 5AAA and Yosuke's Mirage Slash.
- A type of ground hitstun where the character spins, being vulnerable to further attacks as well as throws. This means you can combo into a throw from an attack that causes stagger! An example of this is Kanji's 5C on counterhit.
- Normal throws performed on a staggered opponent can still be escaped.
- Once Stagger ends, the opponent is forced into a blocking state where the only action available to them is to block -- they can not even Furious Action or jump! Because of this, Staggers can be used in inescapable unblockable resets by placing the opponent in Rage (which disables blocking) before Stagger. This forces the opponent to get hit and resets the combo. Adachi can use this to great effect when he is powered up!
- A type of ground hitstun where the character stands in place, reels in pain, and eventually falls to the ground. Crumple lasts for 86F before you can ground tech. You are vulnerable to attacks during this entire animation. An example of this is Sho and Minazuki's ground throw, Kanji's j.C on counterhit, and Mitsuru's Myriad Arrows super.
Hitting Two Opponents with the Same Attack
The same attack can hit two characters (the opponent and the opponent's Persona) at the same time. Usually, after hitting an opponent, the attack's remaining active frames can not hit the opponent a second time, but Personas technically count as separate entities meaning the move can still hit the opponent!
This leads to visually strange situations such as Narukami's 5B hitting the opponent's Persona, then a moment later, the enemy jumping into the remaining active frames and getting hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames! Shadow Labrys is particularly vulnerable to this due to her Persona, Asterius, being on-screen at all times.
Hitting the opponent and their persona this way does not remove two Persona Cards.
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data
• Controls • HUD • FAQ •
• Movement/Canceling • Offense • Defense • Attack Attributes • SP/Persona/Burst Gauge Usage • Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
• Patch Notes • Tier Lists •
- Air Turn
- Air Unblockable Attacks
- All Out Attack
- Attack Level
- Attributes (Head/Body/Foot/Projectile/Throw)
- Auto Combo
- Blue Health
- Counter Hit
- Counter Hit Carry
- Crossup Guard
- Defensive Burst
- Evasive Action
- Fatal Counter
- Fatal Recovery
- Furious Action (R Action)
- Guard Cancel Attack
- Guard Cancel Evasive Action
- Instant Kill
- Instant Block
- Max Burst
- Guard Bonus
- Minimum Damage
- Negative Penalty
- Normal Type
- Super Cancel
- One More Cancel (OMC)
- One More Burst (OMB)
- Proration 1 (P1)
- Proration 2 (P2)
- Persona Gauge
- Persona Break
- Same Move Proration (SMP)
- SP Gauge
- Shadow Frenzy
- Shadow Type
- S Hold
- Skill Attack
- Skill Boost Attack (SB)
- SP Skill Attack
- Skill Boost SP Attack
- Status Ailments (Poison, Fear, etc.)
- Ukemi (Air)
- Ukemi (Ground)