P4U2R/Yosuke Hanamura/Frame Data

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File:P4U2.5 Yosuke Hanamura Icon.png Yosuke Hanamura



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.


Attack Level Values
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
Hitstun
(Standing)
11F 13F 15F 17F 19F
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
For more values, see P4U2R/Frame Data


System Data

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Normal Moves

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Persona Moves

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Universal Mechanics

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Skill Attacks

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SP Skill Attacks

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Instant Kill

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P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels Cancels in Sukukaja
5A
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[3]
5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AA Normal
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5AAA Normal, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AAA Normal
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- - - - - Special Special, Super, Dash
5AA Shadow
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5AAA Shadow, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AA Shadow
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Shadow 5AAA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5AAA Shadow
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- - - - - Special, Super Jump, Special, Super, Dash
2A
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[3]
5A, 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special, Super Special, Super, Dash
5B
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[3*]
- 2B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super, Dash Jump, Special, Super, Dash
2B
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[3*]
- 5B 5C, 2C 5D AoA, Sweep Jump, Special, Super Jump, Special, Super, Dash
5C
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[2*]
- 5B, 2B 2C 5D AoA Jump[-], Special, Super Jump, Special, Super, Dash
2C
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[1]
- 5B, 2B 5C 5D AoA, Sweep Jump[-], Special, Super Jump, Special, Super, Dash
5D
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- - - 5DD[+] - - -
All-out Attack
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- - - - - - -
Sweep
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- - - - - Special, Super Special, Super
Air P Combo Table
A B C D Cancels Cancels in Sukukaja
j.A
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- j.B, j.AB j.C j.D Jump, Special, Super Jump, Special, Super, Dash
j.B
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j.A j.AB j.C j.D Jump, Special, Super Jump, Special, Super, Dash
j.AB
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- - - j.D Jump, Special, Super Jump, Special, Super, Dash
j.C
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- - - j.D Special, Super Jump, Special, Super, Dash
j.D
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- - - - - -
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[#*] = X can be done # times 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
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string
  • Pressing j.B > j.B will cause j.B > j.A
  • Pressing j.A > j.A will cause j.A > j.B


Navigation

File:P4U2.5 Yosuke Hanamura Icon.png Yosuke Hanamura



To edit frame data, edit values in P4U2R/Yosuke Hanamura/Data.