P4U2R/Ken Amada/Frame Data

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Ken Amada


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.


System Data

name health prejump backdash comborate personacards Unique Movement Options
Ken Amada 8,500 3F 26F (1~6F Inv All) 60% 2

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 8 3 17 -9 Chest 200 200 50 2 JSpSO 10 10 13 15 25 27
5AA 400 All 11 3 19 -19 Body 0 100 50 3 SpSO 12 11 15 39 + WBounce 27 59 + WBounce
5AAA 700 All 11 3 28 -16 Chest 0 400 50 4 SpSO 14 12 17 19 + WBounce 29 39 + WBounce
5B 600 [300] All 12 4(2)3 30 -22 Chest 200 100 50 4 14 12 17 19 29 39
2A 209 Low 6 4 8 -1 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
2B 300, 500 Low, Air Unblockable 10 2(6)4 30 -21 14~21 H 200 100 50 3 12 8 15 17, 20 27 37, 40
j.A 240, 120×2 High 7 3(4)3(4)3 16 Head 100 50 1 10 8 13 17 25 29
j.B 600 High 15 3 30 Head 200 100 50 1 10 10 11 13 23 25
j.2B 700 High 13 3 23 Head 200 100 1000 3 14 11 15 19 27 39
5AB 300 High 30 2 35 -18 Body 10~30 Guard Strike 0 800 50 5 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 900 Low 18 3 20 -8 Foot 200 100 50 4 14 12 Launch 29 Launch 49


Koromaru 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 560 All 16 20 27 [39+19L] 10 hitstop + 12 blockstun Chest 300 200 500 2 12 10 13 15 25 27
5C Incoming 560 All 21 Until L 51+11L [Until L+11] 10 hitstop + 12 blockstun Head 300 200 50 2 12 10 13 15 25 27
2C 560 All 13~45 6 23+11L 10 hitstop + 12 blockstun 2 12 10 Launch 30 Launch 42
5D Total 49+4L 1~End All
5D Incoming Total ??+9L


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 3 25 Throw 0 1000 50 0, 4 0, 12 Launch 69 + GBounce Launch 89 + GBounce
Air Throw j.CD 0, 1400 Throw 4 3 19 Throw 0 1200 50 0, 4 , 12 34 54 + WBounce 20
Vile Assault BD 700, 350 All 12 15+ Until L+18 Body 1~45 All 1000 100 50 4 S* 16 12, 8 Launch 64, 18 + Slide 10 Launch 84, 38 + Slide 10
Guard Cancel Attack 6AB 0 All 16 3 33 -19 Body 1~21 Guard All 4 16 12 Launch 19 Launch 39


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
Charge Thrust 236A 400, 200 All 17 4(7)3 32 -16 Chest 500 100 500 5 18 15, 0 19, 24 21, 26 + Slide 10 31, 36 41, 46 + Slide 10
Charge Thrust 236B 500, 250 All 25 6(9)3 24 +1 Chest 500 100 500 5 18, 23 15, 0 19, 29 21, 31 + Slide 10 31, 36 41, 51 + Slide 10
Charge Thrust 236AB 500, 250 All 19 3(5)3 20 +6 Chest 500 100 500 18, 28 15, 0 19, 34 21, 36 + Slide 10 31, 46 41, 56 + Slide 10
Gigantic Impact Charge Thrust > A 1200 All 17 4 24 -9 300 300 50 5 18 3 Launch 21 + Down 30 Launch 61
Gigantic Impact Charge Thrust > B 1400 All 25 4 16 +4 300 300 50 5 23 3 Launch 41 + GBounce Launch 61 + GBounce
Gigantic Impact Charge Thrust > AB 1600 All 21 4 16 +4 300 300 50 5 23 3 Launch 41 + GBounce Launch 61 + GBounce
Mediarama 214A 100 All 13 8 24 -17 Body 4~28 Guard P 1000 100 500 3 14 11 Launch 47 + WBounce Launch 67 + WBounce
Mediarama 214B 100 All 17 8 36 -29 Body 4~44 Guard P 1000 100 500 3 14 11 Launch 47 + WBounce Launch 67 + WBounce
Mediarama 214AB 100 All 13 8 24 -17 Body 4~28 Guard All 1000 100 500 3 14 11 Launch 47 + WBounce Launch 67 + WBounce
Zan - Hakurou Battouga 236C 500, 50×4 All 23 5×4 <(4)6> 30 12~26 blockstun
Dog 1~52 C 300 200 50 2 12 0 13×4, Launch 24 25×4, Launch 36
Zan - Hakurou Battouga 236D 500, 50×6 All 33 5×6 <(4)6> 12~26 blockstun Dog 1~72 C 300 200 50 2 12 0 13×6, Launch 24 25×6, Launch 36
Zan - Hakurou Battouga 236CD 500, 50×6 All 12 5×6(4)6 46 blockstun Dog 1~51 C 300 200 50 2 12 0 13×6, Launch 24 25×6, Launch 36
Zetsu - Hakurou Battouga 214C 300, 30×12 All 40 3×13,2 19L [Until L+19] 18 blockstun Head 300 200 50 2 12 1 13 20 25 32
Zetsu - Hakurou Battouga 214D 300, 30×13 All 48 3×13,2 19L [Until L+19] 18 blockstun Head 300 200 50 2 12 1 13 20 25 32
Zetsu - Hakurou Battouga 214CD 500, 50×12 All 40 3×12,2 19L 51+ blockstun Head 300 200 50 2 12 1 13 20 25 32


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
Fire Breath 236236C 1800 All 4+(78 Flash)+7 10 Total 52 -22 Projectile 4~4 All 1000 100 50 3 14 0/+6 Launch 47 Launch 67
Fire Breath 236236D 1000, 250×9 All 4+(78 Flash)+7 1×10 Total 52 -13 Projectile 4~4 All 1000 100 50 3 14 0/+6 Launch 47 Launch 67
Fire Breath 236236CD 1000, 250×9 All 4+(78 Flash)+7 1×10 Total 13 +26 Projectile 4~4 All 1000 100 50 3 14 0/+6 Launch 47 Launch 67
Thunder Reign 236236A 200, 100×11, 300 All 4+(52 Flash)+3 3×13 44 -28 Projectile 1~8 All 1000 100 50 3×12, 5 O 14×12, 18 1×12, 10 15×12, Launch 47×12, 51 27×12, Launch 67×12, 71
Thunder Reign 236236B 200, 100×17, 300 All 4+(52 Flash)+15 3×19 44 -28 Projectile 1~20 All 1000 100 50 O 14×18, 18 1×18, 10 15×18, Launch 47×18, 51 27×18, Launch 67×18, 71
Thunder Reign 236236AB 200, 100×17, 400 All 4+(52 Flash)+3 3×19 44 -28 Projectile 1~8 All 1000 100 50 O 14×18, 18 1×18, 10 15×18, Launch 47 27×18, Launch 67×18, 71
Super Gattai! Ultimate Cross 214214A 1034, 1100×2 [1034, 1409] All 4+(91 Flash)+3 5 8+30L -26 Body 1~18 All 0 100 50 5 O* 18 13 Launch 46 Launch 46
Super Gattai! Ultimate Cross 214214B 1104, 1300×2 [1104, 1548] All 4+(91 Flash)+13 5 8+30L -26 Body 1~28 All 5 O*
Super Gattai! Ultimate Cross 214214AB 1304, 1300×2 [1304, 1548] All 4+(91 Flash)+3 5 8+30L -26 Body 1~18 All 5 O*


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
Baptism of Light and Darkness 222CD All 35+(40 Flash)+30 Until Hit Total 166 -69 1~142 All 5 18 0/+15


P Combo System

Ground P Combo Table
A B AoA, Sweep Cancels
5A
Error: Table MoveData_P4U2 not found.
5AA 5B, 2B AoA, Sweep Jump, Special, Super
5AA
Error: Table MoveData_P4U2 not found.
5AAA 5B, 2B AoA, Sweep Special, Super
5AAA
Error: Table MoveData_P4U2 not found.
- 5B, 2B AoA, Sweep Special, Super
2A
Error: Table MoveData_P4U2 not found.
- 5B, 2B AoA, Sweep Special, Super
5B
Error: Table MoveData_P4U2 not found.
[1]
- 2B AoA, Sweep Special, Super
2B (1st hit)
Error: Table MoveData_P4U2 not found.
[1]
- 5B AoA, Sweep Special, Super
2B (2nd hit)
Error: Table MoveData_P4U2 not found.
[1]
- 5B AoA, Sweep Jump[-], Special (excludes Hop), Super
All-out Attack
Error: Table MoveData_P4U2 not found.
- - - -
Sweep
Error: Table MoveData_P4U2 not found.
- - - Special, Super
Air P Combo Table
A B Cancels
j.A
Error: Table MoveData_P4U2 not found.
- j.B, j.2B Jump, Super
j.B
Error: Table MoveData_P4U2 not found.
- j.2B Jump, Super
j.2B
Error: Table MoveData_P4U2 not found.
- - Jump, Super
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
Ken does not have any attacks that fall under that category.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks


Navigation

Ken Amada
Ambox notice.png To edit frame data, edit values in P4U2R/Ken Amada/Data.

System Explanations

Essentials
ControlsHUDFAQ
The Basics
Movement/CancelingOffenseDefenseAttack AttributesSP/Persona/Burst Gauge UsageStatus Ailments
Detailed & Advanced Information
Damage/Combo SystemFrame Data & System DataUniversal StrategyMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary