P4AU/Mitsuru Kirijo/Frame Data

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System Data

Health: 9,500

Combo Rate: 70%

Persona Cards: 4

Backdash Time: 23

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 300 2 Chest All SpSOD 200 200 50 8 3 19 -9 -
5AA
Normal
500 4 Body All SpSO 0 100 50 10 3 18 -4 -
5AAA
Normal
200, 100x4 4 Body All SpSO 0 400 50 10 4,3,3,3,3 21 -7 -
5AA
Shadow
300 4 Body All SpSO 0 100 50 5 4 22 -9 -
5AAA
Shadow
300 4 Body All (J)SpSO 0 100 50 4 5 26 -14 -
5AAAA
Shadow
300 4 Body All SpSO 0 100 50 5 4 22 -9 -
5AAAAA
Shadow
600 4 Body All (J)SpSO 0 400 50 4 5 26 -14 -
5B
no/partial charge
700 5 Body All SpSOD 200 100 100 17-26 3 28 -12 -
5B
max charge
910 5 Body All SpSOD 200 100 100 29 3 28 -5 -
  • foot invincibility ends right before the first active frame, meaning it loses foot inv. when the attack becomes active
  • Hold for more than 20F to get max charge
  • Fatal Counter
  • Max charge CH will cause crumple state
  • After 20f in, you can cancel this move into All Out Attack, Furious Action, and most other skills.
2A 300 (250 for followups) 1 Foot L CSpSO 500 100 50 9 3 15 -7 -
2B
no/partial charge
500 4 Body HL JSpSO 200 100 200 11 3 31 -17 -
2B
just frame release
1000 4 Body L JSpSO 200 100 200 16 3 31 -17 -
2B
max charge
650 4 Body HL JSpSO 200 100 200 17 3 31 -17 -
  • Hold for 12F to get just frame version. Hold for longer to get max charge version.
j.A 300 3 Head H JO 200 100 50 7 12 16 - -
j.B
no/partial charge
400 4 Head H O 300 100 50 11 6 25 - -
j.B
just frame release
800 4 Head H O 300 100 50 16 6 25 - -
j.B
max charge
520 4 Head H O 300 100 50 17 6 25 - -
  • Hold for 12F to get just frame version. Hold for longer to get max charge version.
Guard Cancel Attack 000 - - All O - - - - - - - -
All Out Attack 300 5 Body Head O 0 1000 10000 30 1 34 -16 -
All Out Rush 200xN 5 Body All O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body All O 500 300 50 - - - - -
  • Forces Fatal status on normal hit
All Out Finish (D) 1000 5 Body All JOD 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 18 hits
  • Corner Bounces if All Out Rush did 18 hits
Sweep 900 5 Foot L SpSO 200 100 50 21 2 20 -3 -
Sweep (feint) - - - -- - - - - -- -- 25 - -
Dash Cancel - - - -- - - - - -- -- 21 - -

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 300, 60xN 3x5, 2x3, 1x6, 3 Body All SpSODB 200 300 500 17 2(4)2(4)3[(6)2(4)2(4)3]*4 39 -27 -

Without holding the button, 4 hits will occur. When holding, you can release at 6, 9, 12, and 15 hits total.

5D 600 4 Projectile, Body All B 200 300 1000 27 8 46 total - -
5D~D 50 4 Projectile All - 0 100 0 4 1
  • 3
-
  • Can delay 5D~D
  • Recovery and Frame Advantage changes based on followup timing, followup on block is minimum +13, can be higher if it hits in the later active frames
2C - - Projectile -- - - - - 47 (62) 190 (360) 31 (46) - -
  • 2C can be charged; values in ( ) are at max charge.
2D 600 4 Projectile, Body All - 200 300 1000 25 10 6 - -
2D~D 50 4 Projectile, Body All - 0 100 0 3 1 - - -
  • Can delay 2D~D
j.C 700 4 Head All JO 200 100 50 16 8 25 - -
j.D 600 4 Projectile All - 200 300 1000 25 10 58 total - -
j.D~D 50 4 Projectile All - 0 0 1000 6 1 - - -
  • Can delay j.D~D

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 1000 0-3 Throw All O 0 1200,100 50 5 3 25 - -
Air Throw 1800 0-4 Throw All O 0 1200.100 50 4 3 19 - -

Furious Action

Getsu-ei
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 1000 4 Body All S 700 100 50 10 1 27+20 (Landing) -31 -
j.BD 1000 4 Head All S 700 100 50 10 1 20 (Landing) - -

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Coup Droit
[4]6A 1000 3 Body All SO 200 300 50 9 4 15 -4 ~ -1 -
[4]6A
through Bufula
1200 5 Body All SO 200 300 50 fastest 9 4~6 *11 15 -2 ~ +3 -
[4]6B
uncharged
1500 4 Body All UO 200 300 1000 20 12 15 -4 ~ +7 -
[4]6B
charged
1600/1700/2000/2500 4 Body All UO 200 300 1000 21 ~ 69 12 25 -14 ~ +3 -
[4]6B
through Bufula
2000 5 Body All SO 200 300 1000 fastest 20 12 ~ 14 *11 15 -4 ~ +9 -
[4]6AB 1200 4 Body All SO 200 300 1000 7 6 15 -4 ~ +1 -
[4]6AB
through Bufula
1500 5 Body All SO 200 300 1000 fastest 7 8 15 -4 ~ +3 -
  • B (uncharged) and SB Version can alter distance traveled by holding 4, 6, or 3
  • B Version can be charged by holding button. Becomes charged version after charging for 17F. Gains additional damage listed at: 25F, 45F, 65F
  • B Version has Fatal Recovery
  • through Bufula versions Freeze the opponent
Bufula
[2]8C 500 2 Projectile All SO 0 500 500 20 205 44 total - -
[2]8D 500 2 Projectile All SO 300 200 500 27 3001 47 total - -
[2]8CD 500, 250x4 2 Projectile All SO 0 500 300 31 255 47 total - -
  • Fatal Recovery
  • Freezes opponent
Tentarafoo
[4]6C 0, 1500 0, 4 Projectile L SO 0 0, 500 0, 1000 26 13 56 total - -
[4]6D 0, 1500 0, 4 Projectile L SO 0 0, 500 0, 1000 26 13 64 total - -
[4]6CD 0, 1500 0, 4 Projectile L SO 0 0, 500 0, 1000 22 13 48 total - -
  • Panics opponent
  • Can not hit opponents already in hitstun

SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Myriad Arrows
236236A 150, 75 * 12, + kick 3 Body All O 0 1000 50 4+2 2x12(2)2 46 -32 -
236236B 150, 75 * 18, + kick 3 Body All O 0 1000 50 4+8 2x18(2)2 46 -32 -
236236AB 60, 30 * 48, + SB kick 3 Body All O 0 1000 50 4+8 2x48(2)2 46 -32 -
Normal Kick 800/900/1200/2000/4000 5 Chest All O 0 1000 50 11 After Flash 5 46 -32 -
SB Kick 800/1000/1200/1500/2500/4500 5 Chest All O 0 1000 50 11 After Flash 5 46 -32 -
  • Can move forward during the slashes by holding Template:6
  • Both Kick's proration continues from initial attacks.
  • Both Kick has 50% minimum damage.
  • Both Kicks can be charged. Normal version gains additional damage listed at: 19F, 69F, 99F, 129F
  • SB version gains additional damage listed at: 19F, 39F, 69F, 99F, 129F
Bufudyne
236236C 2500 5 Projectile HL O 0 2000 1000 9+9 10 48 -19 -
236236D 3000 5 Projectile HL O 0 2000 1000 9+18 10 49 -20 -
236236CD 3500 5 Projectile HL O 0 2000 1000 9+31 10 48 -19 -
  • Fatal Recovery
  • Freezes opponent. No further freezes possible in the combo.

Awakened SP Skill Attacks

Mabufudyne
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214C/D - - - - - - - - - - 37 - -
per ice shard 400 4 Projectile All - 200 200 50 - - - - -
  • Can not Burst or use any other Persona attacks while Mabufudyne is active
  • Persona is invincible during SB Version
  • Each shot freezes the opponent

Instant Kill

Niflheim
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Projectile All - 0 100 50 31+32 3 69 -53 -

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Dash
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAA - 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AA (shadow) 5AAA (shadow) 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAA (shadow) 5AAAA (shadow) 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAAA (shadow) 5AAAAA (shadow) 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAAAA (shadow) - - - - AoA Jump, Special
2A 2A three times 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B - 2B 5C, 2C 5D, 2D AoA, Sweep Special, Dash
2B - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5C - 5B, 2B 2C 5D, 2D AoA, Sweep Special, Dash
2C - - - - - -
5D - - - 5DD - -
2D - - - 2DD - -
All-out Attack - - - - - -
Sweep - - 2C - - Special
Air P Combo Table
A B C D Cancels
j.A - j.B j.C j.D Jump, Special
j.B - - j.C j.D Special
j.C - - - j.D Jump, Special
j.D - - - j.DD -
  • 5C is cancelable from the third hit onwards. Cancels will come out on every third hit.
For example, inputting 5C > 5B on the 4th hit will cause the 5B to activate on the 6th hit.


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = can be done twice per string, but can not go from X > Y > X
For example, 5B > 5C > 5B does not work, but 5B > 5C > 2B > 5B does work.
Special = Skill Attacks, Hops, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)