< P4U2R
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
Character Comparisons
Health Values
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
Character | Initial Dash Speed | Dash Acceleration | Max Dash Velocity |
---|---|---|---|
Adachi | 13500 | 440 | 28000 |
Aigis | |||
Akihiko | 14400 | ||
Chie | 20000 | ||
Elizabeth | |||
Junpei | 12600 | ||
Kanji | 6000 | 70 | 19000 |
Ken | |||
Labrys | 14400 | 264 | |
Margaret | 19800 | 140 | |
Marie | |||
Minazuki | 16200 | ||
Mitsuru | |||
Naoto | |||
Shadow Labrys | 14400 | 264 | |
Sho | 16200 | ||
Rise | |||
Teddie | |||
Yosuke | 27000 | 510 | 41000 |
Yu | 16200 | ||
Yukari | |||
Yukiko | 12600 | 396 | 28000 |
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.
- When performing actions during a dash, crouching attacks have 1 frame additional start-up. All other values are unaffected.
Attack Level
Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | |
---|---|---|---|---|---|
Hitstun | 11F | 13F | 15F | 17F | 19F |
Blockstun | 10F | 12F | 14F | 16F | 18F |
Air Hitstun (aka Untechable Time) |
13F | 15F | 17F | 21F | 23F |
Hitstop | ??F | ??F | ??F | ??F | ??F |
Counter Hit Hitstun | +??F | +??F | +??F | +??F | +??F |
- Hitting a crouching opponent adds 2F of hitstun
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
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
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data
System Explanations
Mechanics
Application & Advanced Information
Archived Information