P4AU/Yukari Takeba/Frame Data: Difference between revisions

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: 5C and 2C can only be done a max of 2 times per string total.
: 5C and 2C can only be done a max of 2 times per string total.


:'''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 01:10, 18 April 2015

System Data

Health: 8,500

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 200 2 Leg Low JSpSO 200 200 50 6 7 9 +1 -
5AA 400 3 Body Any JSpSOB 0 100 50 9 3 13 -1 -
  • Backdash cancel is -10 on block
5AAA 50*15 4 Body Any (Sp)(S)O 0 0 50 13 - 36 Total +1 -
  • Fires three volleys of arrows, maximum 83 hits
5B 400 2 Chest, Projectile Any SpSO 200 100 50 14 - 46 Total -14 -
5[B] 400*3 2 Chest, Projectile Any SpSO 200 50 50 31 - 63 Total -14 -
2A 160 2 Leg Low SpSO 500 100 50 7 2 13 -2 -
2B 250*3 2 Projectile Any (J)SpSOB 150 50 50 16 - 57 Total -22 -
  • Backdash cancel is -6 on block
2[B] 250*3 2 Chest, Projectile Any (J)SpSOB 150 50 50 16 - 57 Total -22 -
j.A 200 1 Head High JSpSO 200 100 50 6 15 9 - -
j.B 400 2 Projectile Any JSpSO 200 100 50 14 - 37 Total - -
j.[B] 400*3 2 Projectile High JSpSO 200 50 50 25 - 47 Total - -
j.2B 250*3 2 Projectile Any JSpSO 150 50 50 16 - 44 Total OR 9 after landing - -
j.2[B] 250*3 2 Projectile Any JSpSO 150 50 50 28 - 56 Total OR 9 after landing - -
Dash Cancel - - - - - - - - - - 21 Total - -
Guard Cancel Attack - - - - - - - - - - - - -

No data for Guard Cancel Attacks are currently available.

All Out Attack 300 5 Body High O 0 1000 10000 28 3 28 -12 -
All Out Rush 200*N 5, 3 Body Any O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body Any O 500 300 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 5 Body Any JSpSODB 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 17 hits
  • Corner Bounces if All Out Rush did 17 hits
Sweep 500 3 Leg Low SpSO 200 100 50 9 3 17 -5 -

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 400, 200, 200 4 Chest Any (J)SpSOD 0 100 50 15 4, 4, 4 30 -17 -
  • Dash cancel is -5 on block
5D 500 3 Projectile Any - 0 100 50 32 90 32 Total +25 -
2C 400 4 Body Any SpSO 0 300 500 20 8 23 -14 -
  • Dash cancel is -5 on block
  • Backdash cancel is -8 on block
2D 500 3 Projectile Any - 0 100 50 32 90 28 Total - -
j.C 300, 600 4 Body Any JSpSO 100 200 500 14 3, 10 24 - -
j.D 500 3 Projectile Any - 0 100 50 33 90 20 Total - -

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 0, 300, 800 0, 3, 3 Throw Throw O 0 1000,100 50 5 3 24 - -
Air Throw 0, 1800 0, 2 Throw Throw O 0 1200, 100 50 4 3 19 - -

Furious Action

Feather☆Thrasher
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 600, 224*3 4 Body Any S 800, 700 100, 0 50 13 8 34 (50) -34 -
  • Only performs follow-up attack if opponent was hit
  • 50f recovery on block

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Feather☆Arrow
236A 250, 500 3 Projectile Any, High SO 0 50 0 14 - 69 Total -20 -
j.236A 250, 500 3 Projectile Any, High SO 0 50 0 13 - 6 after landing - -
236B 120*12 3 Projectile Any SO 0 50 0 44 - 108 Total -21 -
j.236B 120*12 3 Projectile Any SO 0 50 0 30 - 6 after landing - -
236AB 120*15 3 Projectile Any SO 0 50 0 17 - 77 Total -21 -
j.236AB 120*15 3 Projectile Any SO 0 50 0 17 - 52 Total - -
Feather☆Bomb
214A/B 1000 5 Projectile
- 500 100 1000 - 12* 34 Total - -
214AB 1000*2 5 Projectile
- 500 100 1000 - 12* 29 Total - -
  • Fatal Counter
  • Explodes 6f after contact with arrow
  • Explosion is active for 12f
  • Explosion is air-unblockable
Magaru
214C/D 200, 100*4 3 Projectile Any SO 200 300 50 19 105 48 Total +2 -
j.214C/D 200, 100*4 3 Projectile Any SO 200 300 50 19 105 42 Total - -
214CD (200, 100*4)*2 3 Projectile Any SO 200 300 50 17 105 36 Total +12 -
j.214CD (200, 100*4)*2 3 Projectile Any SO 200 300 50 17 105 30 Total - -
Feather☆Flip
236C/D - - - - - - - - 24 (C version)/27 (D version) - 49 + 6 after landing - -
236CD - - - - - - - - 24 - 56 - -
j.236C/D - - - - - - - - 24 (C version)/29 (D version) - 14 after landing - -
j.236CD - - - - - - - - 24 - Until landing - -
  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
Feather☆Shoot
A/B/C/D during Feather☆Flip 500, 745 3, 5 Projectile High, Any O 0 100 50 13 -
- -
AB/CD during Feather☆Flip 500, 745 3, 5 Projectile High, Any O 0 100 50 13 - 49 Total - -
  • Recovery for A/B/C/D versions are same as whichever Feather☆Flip was used
  • Fatal Counter
  • A and C versions cause Charm
  • B, D, and SB versions cause Panic

SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Hyper Feather☆Shoot
236236A 1800 5 Projectile Any O 0 500 500 4+3 - 72 Total -38 -
j.236236A 1800 5 Projectile Any O 0 500 500 4+3 - 11 after landing - -
236236B 2400 5 Projectile Any O 0 500 500 4+15 - 84 Total -39 -
j.236236B 2400 5 Projectile Any O 0 500 500 4+13 - 11 after landing - -
236236AB 2000*2 5 Projectile Any O 0 500 500 4+3 - 90 Total -38 -
j.236236AB 2000*2 5 Projectile Any O 0 500 500 4+3 - Until landing - -
  • Ground versions have Fatal recovery

Awakened SP Skill Attacks

Magarula
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214C/D 500, 2000* 3 Projectile Any - 0 1000 50 4+25 121 24 Total +115* -
  • When blocked, damage is 500, 250*19 instead
  • Frame advantage is if opponent blocks for duration of attack
214214CD (500, 2000)*2* 3 Projectile Any - 0 1000 50 4+25 121 24 Total +115* -
  • When blocked, damage is (500, 250*19)*2 instead
  • Frame advantage is if opponent blocks for duration of attack

Instant Kill

Final Feather☆Arrow
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Projectile Any - 0 100 50 17+55* - 145 Total -55 -
  • Startup calculated based on firing point-blank at standing Narukami

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 2A, 5AA 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAA - - - - - Special[-]
2A 5A[+], 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special
5B[2] - 2B 5C, 2C - AoA, Sweep Special
2B[2] - 5B 5C, 2C 5D AoA, Sweep Jump[-], Special
5C - 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash
2C - 5B, 2B 5C 5D, 2D Jump, AoA Sweep, Special, Dash
5D - - - - - -
2D - - - - - -
All-out Attack - - - - - -
Sweep - - - - - Special
Air P Combo Table
A B C D Cancels
j.A j.A[+] j.B, j.2B j.C j.D Jump, Special
j.B - j.2B j.C - Jump, Special
j.2B - j.B j.C - Jump, Special
j.C - j.2B - 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.
  • 5B and 2B can only be done a max of 3 times per string total, and must have a 5C or 2C between repetitions.
For example, 5B > 5C > 5B, 5B > 2B > 5C > 5B, and 2B > 5C > 5B > 2B work, but 5B > 2B > 5B will not.
5C and 2C can only be done a max of 2 times per string total.
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, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)