P4U2.5/Rise Kujikawa/Frame Data

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Rise Kujikawa


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
Rise Kujikawa 9,000 3F 20F (1~6F Inv All) 65% 4

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 200 All 6 3 14 -4 300 200 50 2 CSpJO 12 10 13 15 25 27
5AA 400 All 10 2 15 -2 0 100 50 3 CSpJO 14 11 15 17 + Down 5 27 37 + Down 5
5AAA 1200 All 11 3 26 -12 100 300 50 5 CSpJO 18 13 19 21 31 41
5B 500, 300 All 13 3(4)15? 11 -18 [0] Chest, Projectile 200 100 50 3 CSp(J)O 14 11, 0/+11? 15 17 27 37
2A 160 Low 7 5 9 -3 Foot 500 100 500 1 CSpO 10 9 11 13 23 25
2B 300, 300 Low, All 8 4(3)4 21 -10 Foot, Body 7~15 Head 200 100 50 3 CSpJO 14 7, 11 15 17 27 37
j.A 300 High 6 3 12 Head 200 100 50 2 CSpJO 12 10 13 15 25 27
j.B 200, 100×3 High, All×3 9 2×4 14 Head 200 100 50 2 CSpJO 12 5 13 15 25 27
j.2B 400 All, Low 16 Until L+2(6)7 10 -2 Head, Foot 200 100 50 3 SpO 14 11, 8 20, Launch 42 + Down 11, 22 32, Launch 62 + Down 11, 42
5AB 300 High 28 3 30 -12 10~28 Guard Strike 0 800 50 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 700 Low 12 3 18 -4 Foot 4~14 Chest 200 100 50 4 SpO 16 12 Launch 24 Launch 44


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 500, 500 All 15 7(17)Until Hit Total 66 -8 Body, Projectile+Chest 100, 300 100 100 4, 3 CSPJDO 14, 12 0/+7 17, 15 24, 22 29, 27 44, 42
5D 500 All 56 40 Total 46 +31 Projectile 400 100 50 4 16 0/+12 17 19 29 39
2C 332, 169×2, 600 All 20 32 <(8)8,18(5)Until Hit> Total 53 Body, Projectile+Chest 100, 300 100, 100 50, 50 4×3, 3 D 14×3, 12 12/-6×3, 0/+7 22×3, 13 24×3, 15 34×3, 25 44×3, 35
2D 500 All 72 40 Total 43 Projectile 400 100 50 4 16 0/+12 17 19 29 39
j.C 500, 250 All 13 4(17)Until Hit Total 59 Body, Projectile 200, 300 100 50 4, 3 CSpO 16, 14 0/+7 17, 15 19, 17 29, 27 39, 37
j.D 500 All 56 40 Total 49 Projectile 400 100 50 4 16 0/+12 17 19 29 39
j.2D 500 All 71 40 Total 49 Projectile 400 100 50 4 16 0/+12 17 19 29 39


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 1100 Throw 5 3 22 Throw 0 1000 50 0, 4 O 0, 7 Spin 25
Air Throw j.CD 1500 Throw 4 3 16 Throw 0 1200 50 0, 2 O 0 25 + Down 30
Reflective Bit BD 935 All 44 <4 After hit> 15 48 -37 1~44 Guard All
<1~4 After hit Guard All>
1000 100 50 3 S 14 0/+11 Launch 47 Launch 67
Guard Cancel Attack 6AB 0 14 5 30 -18 1~21 Guard All 4 16 12 Launch 19 Launch 29


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
ROCK☆YOU! 236A 600 All 16 29 Total 48 -10 Projectile 300 100 500 2 SO 12 0/+10 13 21 25 41
ROCK☆YOU! 236B 600 All 27 29 Total 47 +2 Projectile 300 100 500 2 SO 12 0/+10 13 21 25 41
ROCK☆YOU! 236AB 600 All 12 29 Total 32 +2 Projectile 300 100 500 2 SO 12 0/+10 13 21 25 41
Note Expolostion Note Expolostion 200, 100×2 All 9 8×3 Projectile 300 100 0 3 SO 14 0/+7 15 17 27 37
No Touching! 214A 900 All 14 6 33 -13 Body 300 100 50 4 SO 25 8 Launch 44 Launch 64 + WBounce
No Touching! 214B 1100 All 24 8 42 -24 Body 300 100 50 4 SO 25 8 Launch 59 + WBounce Launch 79 + WBounce
No Touching! 214AB 940 All 18 6 30 -10 Body 300 100 50 4 SO 25 14 Launch 64 + WBounce Launch 84 + WBounce
Platinum Disc 236C 700 [250, 50×9] All 12 16 [16 <4×9>] Total 49 -15 [+9] Projectile+Chest 300 100 300 [50] 4 [2] SO 16 [12] 0/+6 [0/+1] Launch [13] 44 + WBounce [15] Launch [25] 64 + WBounce [27]
Platinum Disc 236D 500, 50×7 [250, 50×12] All 24 4×10 [44 <4×12>] Total 61 +4 [+20] Projectile 100 300 500 [50] 2 SO 12 0/+1 21 23 33 35
Platinum Disc 236CD 500, 50×9 [250, 50×13] All 12 4×10 [64 <4×13>] Total 51 +10 [+22] Projectile 100 300 50 2 SO 12 0/+1 13 25 25 37
Tetrakarn 214C Total 37
Makarakarn 214D 1000 (reflected) Total 40 Projectile 9~40 Guard Projectile
Tetrakarn 214CD 1000 (reflected) Total 37 Projectile 9~37 Guard Projectile
Arrow Rain 22A 500, 50×8 All 29 3(52)5×8 Total 47 Projectile 300 100 500 3 SO 14 0/+11 Launch 32, 37 Launch 52
Arrow Rain 22B 500, 50×16 All 33 3(52)5×16 Total 51 Projectile 300 100 500 3 SO 14 0/+11 Launch 32, 37 Launch 52
Arrow Rain 22AB 500, 50×16 All 27 3(52)5×16 Total 40 Projectile 300 100 500 3 SO 14 0/+11 Launch 32, 37 Launch 52


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
Hysterical Slap 236236A 200, 100×5, 1200 All 4+(70 Flash)+6 3 42 -28 Body 1~12 All 1000 100 50 4×6, 5 16 8, 6×2, 4×2, 3×2, 20 17×6, Crumple, Launch 71 + GBounce Stand 29×6, Crumple, Launch 91 + GBounce Stand
Hysterical Slap 236236B 200, 120×8, 1200 All 4+(70 Flash)+15 3 42 -28 Body 1~21 All 1000 100 50 4 16 8, 6×2, 4×2, 3×2, 2×2, 20 17×8, Crumple, Launch 71 + GBounce Stand 29×8, Crumple, Launch 91 + GBounce Stand
Hysterical Slap 236236AB 200, 120×8, 960 All 4+(70 Flash)+9 3 42 -28 Body 1~15 All 1000 100 50 4 16 8, 6×2, 4×2, 3×2, 2×2, 20 17×8, Crumple, Launch 71 + GBounce Stand 29×8, Crumple, Launch 91 + GBounce Stand
Risette Field 236236C 600 per sattelite
[300, 60×N per sattelite]
All 4+(78 Flash)+15
[4+(78 Flash)+3]
370 per satellite
[6×N per sattelite]
Total 4+(78 Flash)+14 1~8 All 0 600 50 5 [3] 23 [14] 0/+13 [0/+2] 19 [15] 31 [17] 31 [27] 51 [47]
Risette Field 236236D 600 per sattelite
[300, 60×N per sattelite]
All 4+(78 Flash)+36
[4+(78 Flash)+24]
370 per satellite
[6×N per sattelite]
Total 39 1~29 All 0 600 50 5 [3] 23 [14] 0/+13 [0/+2] 19 [15] 31 [17] 31 [27] 51 [47]
Risette Field 236236CD 50×N per satellite
[300, 60×N per satellite]
All 4+(78 Flash)+8
[4+(78 Flash)+0]
6×N per sattelite Total 11 1~4 All 0 600 50 3 14 0/+2 15 17 27 47
Risette Field 236236C Bomb 800 All 31 6 500 100 0 4 16 0/+12 Launch 49 Launch 69
Risette: Live on Stage 214214C 0, 1350/2525/3900 Unblockable 4+(15 Flash)+59 1 39 1~63 All 0 0, 2000 50 2, 5 12 10, 0/+11 Launch 121 Launch 141
Risette: Live on Stage 214214D 0, 1350/2525/3900 Unblockable 4+(15 Flash)+59 1 39 1~63 All 0 0, 2000 50 2, 5 12 10 Launch 121 Launch 141
Risette: Live on Stage 214214CD 0, 1350/3900/4649 Unblockable 4+(15 Flash)+59 1 39 1~63 All 0 0, 2000 50 2, 5 12 10, 0/+11 Launch 121 Launch 141


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
True ♥ Story 222CD 6+(40 Flash)+60 25 Total 129 -35 1~114 All 0 100 50 4 16 0/+12


P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4AU Rise 5A.pngGuard:
All
Startup:
6
Recovery:
14
Advantage:
-4
5AAA, 2A 5B, 2B 5C, 2C 5D, 2D AOA, Sweep Jump, Special, Super
5AAP4AU Rise 5AA.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-2
5AAA 5B, 2B 5C, 2C 5D, 2D AOA, Sweep Jump, Special, Super
5AAAP4AU Rise 5AAA.pngGuard:
All
Startup:
11
Recovery:
26
Advantage:
-12
- - - - - Jump, Special, Super
2AP4AU Rise 2A.pngGuard:
Low
Startup:
7
Recovery:
9
Advantage:
-3
5AAA, 2A[+] 5B, 2B 5C, 2C 5D, 2D AOA, Sweep Special, Super
5BP4AU Rise 5B.pngGuard:
All
Startup:
13
Recovery:
11
Advantage:
-18 [0]
[2]
- 2B 5C, 2C 5D, 2D AOA, Sweep Jump[-], Special, Super
2BP4AU Rise 2B.pngGuard:
Low, All
Startup:
8
Recovery:
21
Advantage:
-10
[2]
- 5B 5C, 2C 5D, 2D AOA, Sweep Jump, Special, Super
5CP4AU Rise 5C.pngGuard:
All
Startup:
15
Recovery:
Total 66
Advantage:
-8
[2]
- 5B, 2B 5C, 2C 5D, 2D Sweep Jump[-], Dash, Special, Super
2CP4AU Rise 2C.pngGuard:
All
Startup:
20
Recovery:
Total 53
Advantage:
-
- - - 5D, 2D AOA Special, Super
5DP4AU Rise 5D.pngGuard:
All
Startup:
56
Recovery:
Total 46
Advantage:
+31
- - - - - -
2DP4AU Rise 2D.pngGuard:
All
Startup:
72
Recovery:
Total 43
Advantage:
-
- - - - - -
All-out AttackP4AU Rise AOA.pngGuard:
High
Startup:
28
Recovery:
30
Advantage:
-12
- - - - - -
SweepP4AU Rise Sweep.pngGuard:
Low
Startup:
12
Recovery:
18
Advantage:
-4
- - - - - Special, Super
Air P Combo Table
A B C D Cancels
j.AP4AU Rise jA.pngGuard:
High
Startup:
6
Recovery:
12
Advantage:
-
- j.B j.C j.D Jump, Special
j.BP4AU Rise jB.pngGuard:
High, All×3
Startup:
9
Recovery:
14
Advantage:
-
j.A - j.C j.D Jump, Special
j.CP4AU Rise jC.pngGuard:
All
Startup:
13
Recovery:
Total 59
Advantage:
-
- - - j.D Special
j.DP4AU Rise jD.pngGuard:
All
Startup:
56
Recovery:
Total 49
Advantage:
-
- - - - -
j.2DP4AU Rise jD.pngGuard:
All
Startup:
71
Recovery:
Total 49
Advantage:
-
- - - - -

Proration values retrieved from Rise's character file by ZeBo

  • 5A and 2A can only be done a max of 3 times per string total.
For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
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


Navigation

Rise Kujikawa
Ambox notice.png To edit frame data, edit values in P4U2.5/Rise Kujikawa/Data.