P4U2.5/Frame Data

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How to Read Frame Data

If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.

Frame Data

P4AU Aigis Icon.png P4AU Akihiko Icon.png P4AU Chie Icon.png P4AU Elizabeth Icon.png P4AU Junpei Icon.png P4AU Kanji Icon.pngP4AU Ken Icon.png

P4AU Labrys Icon.png P4AU Margaret Icon.png P4AU Marie Icon.png P4AU PSho Icon.png P4AU Mitsuru Icon.png P4AU Naoto Icon.png P4AU Rise Icon.png P4AU SLabrys Icon.png

P4AU Sho Icon.png P4AU Teddie Icon.png P4AU Adachi Icon.png P4AU Yosuke Icon.png P4AU Yu Icon.png P4AU Yukari Icon.png P4AU Yukiko Icon.png


Character Comparisons

Health Values

Character Data
Character Health Combo Rate Persona Cards
Adachi 9,500 60% 4
Aigis 9,000 65% 4
Akihiko 10,000 70% 2
Chie 9,500 60% 3
Elizabeth 8,500 65% 6
Junpei 9,500 70% 4
Kanji 10,500 60% 3
Ken 8,500 60% 2
Labrys 9,500 60% 3
Margaret 9,500 60% 8
Marie 9,000 60% 5
Minazuki 9,000 60% 4
Mitsuru 9,500 70% 4
Naoto 8,500 60% 4
Shadow Labrys 8,000 60% 6
Sho 8,500 65% -
Rise 9,000 70% 4
Teddie 9,500 65% 5
Yosuke 8,500 70% 3
Yu 9,500 60% 4
Yukari 8,500 70% 4
Yukiko 8,500 70% 5
  • All Shadow Type characters (except Shadow Akihiko and Shadow Kanji) have +1000 Health than their normal counterparts and do 10% less Base Damage on all attacks. Shadow Kanji and Shadow Akihiko gain only 500 health each.
    • Elizabeth, Shadow Labrys, Sho, Minazuki, Adachi, Marie, and Margaret do not have Shadow Types.

Movement Values

Ground Movement Values

Ground Movement Values
Character Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Max Dash Velocity
Adachi 6000 5000 13500 440 28000
Aigis 7500 14000 240 28000
Akihiko 6000 3600 14400 28000
Chie 8000 6500 20000 28000
Elizabeth 6500 5000 11000 180 20000
Junpei 7000 5500 12600 28000
Kanji 8250 6600 6000 70 19000
Ken 7500 10800 500 28000
Labrys 7500 14400 264 28000
Margaret 7500 19800 140 28000
Marie 6500 5000 14400 528 28000
Minazuki 7500 16200 28000
Mitsuru 6750 5400 14400 352 28000
Naoto 7500 28000
Shadow Labrys 7500 14400 264 28000
Sho 7500 16200 28000
Rise 5500 5000 16200 440 26000
Teddie 6750 5400 14400 352 22400
Yosuke 9000 7500 27000 510 41000
Yosuke (Sukukaja) 12600 10500 37000 510 57400
Yu 7500 16200 28000
Yukari 7500 20000 28000
Yukiko 6750 5400 12600 396 28000

Air Movement Values

Air Movement Values
Character Gravity Jump Velocity Super Jump Velocity Air Dash Speed Air Dash Duration
Adachi 1800 28000 12F
Aigis 2000 25000 20F
Akihiko 2000 30600 12F
Chie 2100 36000 47000 32000 16F
Elizabeth 1700 36000 50000 20000 20F
Junpei 2050 34000 25000 16F
Kanji 1700 18000
Ken 1700 46500
Labrys 1800 36000 50000
Margaret
Marie 2000
Minazuki 2000
Mitsuru 2000
Naoto
Shadow Labrys
Sho
Rise 2000
Teddie 1500 27000
Yosuke 2400 50000 70000 36000 19F
Yosuke (Sukukaja) 3510 58200 80400 36000 19F
Yu
Yukari 1800 32000 18F
Yukiko 1800 24F

System Data

  • All backdashes are fully invincible from 1-6F.
  • Aigis's Orgia backdash is fully invincible from 1-7F and is airborne afterwards.
  • Backdashes cannot be performed for the first 4 frames after a ground ukemi, with the exception of Aigis in Orgia Mode.
  • When blocking, there must be a gap in order to transition from blocking to backdashing:
    • When standblocking, there must be a 1 frame gap between attacks.
    • When crouchblocking, there must be at least a 2 frame gap between attacks.
  • All Air Backdashes are fully invinicible from 1-5F.
  • All Jumps have startup of 3 frames, do not allow the player to input any commands for the first 2 airborne frames. and have blocking restricted for the first 5 airborne frames.
    • During the first frame of jump start-up, you are invulnerable to throws.
    • Frames 1-3 you are considered on the ground and if hit, you will be hit on the ground.
    • From the 4th frame onward, you are considered airborne and if hit, you will be hit in the air.
    • Blocking is disabled for the first 5 airborne frames; however, you can block projectiles beginning on the 4th frame of a jump (i.e., the first airborne frame).
      • Vulnerable to strikes frames 1-8.
  • Throws: universal start-up and active frames for ground and air throws with the exception of Kanji.
    • Throws will always beat attacks on the same frame.
    • Throw range and recovery time vary by character.
    • Throw teching: the player who successfully techs the throw is at frame advantage of +2 afterward.
  • Dash Recovery
    • 2 frames after dashing you are considered standing and blocking is disabled.
    • Dash recovery can be cancelled by any action, including crouching attacks, Evasive Action, Furious Action, etc.

Attack Level

Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Hitstun
(Standing)
11F 13F 15F 17F 19F
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
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

Hitstun Scaling

Proration Tally Effective Proration Hitstun Untechable Time
1200 52% -0F -2F
1600 44% -2F -3F
1800 40% -3F -4F
1900 38% -4F -5F
2000 36% -5F -6F
2100 34% -6F -7F
2200 32% -7F -8F
2300 30% -9F -10F
2400 28% -11F -12F
2500 26% -13F -14F
2600 24% -15F -16F
2700 22% -17F -18F
2800 20% -19F -20F
2900 18% -21F -22F
3000 16% -23F -24F
3100 14% -25F -26F
3200 12% -27F -28F
3300 10% -29F -30F
3400 8% -9999F -9999F

Burst

Type Startup Total Time Invul Frame Adv. P1 P2 SMP
Reversal Burst 16 67 1-25 -19 ?? ?? ??
Max Burst 14 44 1-21 +2 ?? ?? ??
One More Burst 14 35 1-24 +10 ?? -200 ??

All Out Attack

All Out Attack Followups
Type Damage P1 P2 SMP Cancel Attribute Level
All Out Rush 200×N 1900 100 50 O Body 5
All Out Finish (C) 1800 500 300 50 O Body 4
All Out Finish (D) 1000 500 100 50 JSpSOD Body 5
  • All Out Rush max 17 hits
  • When All Out Rush does 17 hits, All Out Finish (C) inflicts Fatal status on normal hit
  • When All Out Rush does 17 hits, All Out Finish (D) inflicts Fatal status on normal hit and wall bounces

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