P4AU/Chie Satonaka/Frame Data: Difference between revisions

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Line 1,322: Line 1,322:
::For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.
::For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.


 
:'''X''' = X is available on hit or block
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>

Revision as of 01:04, 18 April 2015

System Data

Health: 9,500

Combo Rate: 60%

Persona Cards: 3

Backdash Time: 19

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F

Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 180 2 Body All JSpSO 200 200 50 5 3 6 0 -
5AA
Normal
260, 130 3 Body All SpSO 0 100 50 8 3(3)6 11 -2 -
5AAA
Normal
400, 200, 200 4 Body All SpSO 0 400 50 10 2(12)3(9)5 19 -5 -
5AA
Shadow
250, 125x5 3 Body All JSpSO 0 100 50 9 2(4)2(4)2(4)2(4)2 21 -8 -
5AAA
Shadow
600, 300 4 Body All JSpSO 0 400 50 5 3, 3 15 -3 -
5B 550 3 Body All JSpSOD 0 100 50 7 4 18 -7 -
  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block
2A 200 1 Foot L SpSO 500 100 50 7 2 12 -3 -
2B 400 3 Body AUB JSpSOD 200 100 50 10 2 30 -17 -
  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block
j.A 300 1 Head HA CJSpSO 200 100 50 5 4 10 - -
j.B 400 2 Head HA JSpSO 200 100 50 8 3 13 - -
j.BB 600 3 Head HA JSpSO 200 100 50 7 3 15 - -
j.2B 600 3 Head HA JSpSO 200 100 50 9 3 12 - -
All Out Attack 300 5 Body H O 0 1000 10000 26 1 39 -21 -
All Out Rush 200xN 5/3 Body All O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body All O 500 300 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 5 Body All JSpSOD 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
  • Corner Bounces if All Out Rush did 15 hits
Sweep 600 3 Foot L JSpSO 200 100 50 9 3 20 -8 -
Dash Cancel - - - - - - - - - - 19 - -


Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 800 4 Body All JSpSOD 300 100 50 12 3 31 -16 -
  • Dash Cancel is -3 on block
5D 200, 100x2, 900 4 Body All - 300 200 1000 43 2(3)2(6)2(11)3 61 total - -
5DD 200, 100x2, 30x15, 200 4 Body All - 300 200 1000 43 2(3)2(6)2(7)30[15 hits](9)3 61 total - -
2C 400,200 4 Body All SpSOD 400 200 1000 23 7(2)2 26 -11 -
  • Dash Cancel is -3 on block
  • Freezes opponent on hit
2D 200, 900 4 Body All - 300 200 1000 26 7(11)3 56 total +27 -
2DD 200, 50x15, 300 4 Body All - 300 200 1000 26 2(7)30[15 hits](9)3 56 total +62 -
j.C 700 3 Body All JSpSO 200 100 300 11 4 11 - -
j.D 100, 50x11, 500 3, 4 Head All - 300 200* 50 24 24[12 hits](13)3 52 total - -
  • *P2 = 600 if aimed upward


Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 0,0,1200 0, 1, 4 Throw Throw O 0 1100 50 5 3 25 - -
Air Throw 0,1600 0, 4 Throw Throw O 0 1200 50 4 3 12 - -


Furious Action

Counter
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD (Catch) - - - - - - - - - 1-9 Catch 24 Total - -
Attack (ground) 720, 190x4 2, 4 Body Low, All S 600 100 50 7 2(9)3(5)3(5)3(5)3 18+15 after landing -24 -
j.BD 320, 160x3 4 Head All S 600 100 50 6 3(5)3(5)3(5)3 15 after landing - -
  • Ground (Catch) and Air versions have Fatal Recovery


Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Rampage
236A 240,120*2 3 Head All SO 0 200 50 11 2(6)3(6)3 3+17 after landing -8 -
j.236A 240,120*N 2 Head All SO 0 200 50 6 2(6)3(6)3... 17 after landing -8 -
236B 320,160*4 4 Head All SO 0 100 900 19 2(6)3(6)3(6)3(6)3 1+11 after landing +2 -
j.236B 200,100*N 2 Head All SO 0 100 1000 9 2(4)2(4)2... 11 after landing - -
236AB 320,160*5 4 Head All SO 0 400 500 12 2(4)2(4)2(4)2(4)2(4)2 11 after landing +6 -
j.236AB 320,160*N 4 Head All SO 0 400 500 7 2(4)2(4)2... 11 after landing - -
Skull Cracker
236A after Rampage 400, 200 4 Body, Foot H,L SO 500 300 50 6 2(9)3 26 -12 -
236B after Rampage 800, 400 4 Body, Foot H,L SO 500 300 50 10 2(9)3 21 -7 -
236AB after Rampage 800, 400 4 Body, Foot H,L SO 300 200 50 5 2(9)3 25 -11 -
Dragon Kick
236C 200 5 Head All SO 1000 400 50 18 21 23+9 after landing -34 -
j.236C 1800 5 Head All SO 1000 400 50 14 17 23 + 9 after landing - -
236D 3000 5 Head All SO 1000 400 50 30 18 23+9 after landing -31 -
j.236D 2520 5 Head All SO 1000 400 50 16 16 16 after landing - -
236CD 2400 5 Head All SO 1000 700 300 30 17 4+9 after landing -2 -
j.236CD 2400 5 Head All SO 1000 700 300 13 16 4+9 after landing - -
Herculean Strike
214A 600 3 Chest All SO 600 300 50 15 6 23 -14 ~ -9 -
214B 1000 3 Chest All SO 600 300 1000 31 10 21 -11 ~ -3 -
214AB 900, 450 5 Chest All SO 600 500 1000 17 10,1 15 +3 -
  • SB Version has Fatal Recovery
Black Spot
214C 800 4 Projectile, Chest All SO 0 100 50 13 12 24 -7 -
  • Dash Cancel is -6 on block
214D 1200 5 Projectile, Chest All SO 0* 100 50 26 12 18 +2 -
  • Dash Cancel is -3 on block
214CD 1400 5 Projectile, Chest All SO 0* 100 50 21 12 26 -6 -
  • Dash Cancel is -3 on block
  • All versions Fatal Counter
  • *D and SB versions have P1 = 800 on Counter-Hit


SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Power Charge
236236A - - - - - - - - - - 5 Total - -
236236B - - - - - - - - - - 20 Total - -
236236AB - - - - - - - - - - 35 Total - -
  • Level 1 Power Charge Applies Fatal Counter properties, and Power Charge itself adds a damage multiplier to all special moves, values are as follows: Lv.1 = 1.25, Lv.2 = 1.5, Lv.3 = 2.5.
  • Level 2 Power Charge adds Fatal Counter to all B buttons, Sweep, and AoA.
  • Power Charge Gauge max 100000, depletion rates are: Lv.1 = 75 per Frame, Lv.2 = 150 per Frame, Lv.3 = 250 per Frame
  • A Power Charge adds 50000 points to charge gauge and increases Level by 1.
  • B Power Charge adds 100000 points to charge gauge and increases Level by 1.
God's Hand
236236C 3000 5 Body H O 1000 100 50 4+11 6 42 -16 -
236236D 3360 5 Body H O 1000 100 50 4+19 6 42 -16 -
236236CD 3000, 3000 5 Body H O 1000, 1000 500, 100 50, 50 4+19 6(276) 42 -16 -
  • All versions have Fatal Recovery


Awakened SP Skill Attacks

Agneyastra
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214C 520*N 5 Projectile, Body All O 0 200xN 0 11+~8 - 35 Total - -
214214D 520*N 5 Projectile, Body All O 0 200xN 0 11+~14 - 34 Total - -
214214CD 520*N 5 Projectile, Body All O 0 200xN 0 11+~6 - 34 Total - -
  • Air versions are in recovery until landing


Instant Kill

Galactic Punt
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Projectile, Body All - 0 100 50 13+51 22 66 -52 -


P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAA - - - - - Special
5AA Shadow 5AAA Shadow 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAA Shadow - - - - - Jump, Special
2A 5A, 2A 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B[2] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Dash
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Dash
5C - 5B, 2B 2C 5D, 2D AoA, Sweep Special, Dash
2C - - - 5D, 2D AoA, Sweep Special
5D - - - - - -
2D - - - - - -
All-Out Attack - - - - - -
Sweep - - - - - Jump, Special
Air P Combo Table
A B C D Cancel
j.A j.A j.B, j.B, j.2B j.C j.D, j.2D Jump, Special
j.B j.A j.BB, j.2B j.C j.D Jump, Special
j.BB j.A - j.C j.D Jump, Special
j.2B j.A j.B j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - - -


  • 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, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)