< P4U2R
How to Read Frame Data
If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to the reading guide on Frame Data.
Frame Data
Character Comparisons
Health Values
Character | Health | Combo Rate | Persona Cards |
---|---|---|---|
Adachi | 9,500 | 60% | 4 |
Aigis | 9,000 | 65% | 4 |
Akihiko | 10,000 | 70% | 2 |
Chie | 9,500 | 60% | 3 |
Elizabeth | 8,500 | 65% | 6 |
Junpei | 9,500 | 70% | 4 |
Kanji | 10,500 | 60% | 3 |
Ken | 8,500 | 60% | 2 |
Labrys | 9,500 | 60% | 3 |
Margaret | 9,500 | 60% | 8 |
Marie | 9,000 | 60% | 5 |
Minazuki | 9,000 | 60% | 4 |
Mitsuru | 9,500 | 70% | 4 |
Naoto | 8,500 | 60% | 4 |
Shadow Labrys | 8,000 | 60% | 6 |
Sho | 8,500 | 65% | - |
Rise | 9,000 | 65% | 4 |
Teddie | 9,500 | 65% | 5 |
Yosuke | 8,500 | 70% | 3 |
Yu | 9,500 | 60% | 4 |
Yukari | 8,500 | 70% | 4 |
Yukiko | 8,500 | 70% | 5 |
- All Shadow Type characters (except Shadow Akihiko and Shadow Kanji) have +1000 Health than their normal counterparts and do 10% less Base Damage on all attacks. Shadow Kanji and Shadow Akihiko gain only 500 health each.
- Elizabeth, Shadow Labrys, Sho, Minazuki, Adachi, Marie, and Margaret do not have Shadow Types.
Movement Values
Ground Movement Values
Character | Walk Speed | Backwalk Speed | Initial Dash Speed | Dash Acceleration | Max Dash Velocity |
---|---|---|---|---|---|
Adachi | 6000 | 5000 | 13500 | 440 | 28000 |
Aigis | 7500 | 6000 | 14000 | 240 | 28000 |
Akihiko | 6000 | 3600 | 14400 | 440 | 28000 |
Chie | 8000 | 6500 | 20000 | 440 | 28000 |
Elizabeth | 6500 | 5000 | 11000 | 180 | 20000 |
Junpei | 7000 | 5500 | 12600 | 440 | 28000 |
Kanji | 8250 | 6600 | 6000 | 70 | 19000 |
Ken | 7500 | 6000 | 10800 | 500 | 28000 |
Labrys | 7500 | 6000 | 14400 | 264 | 28000 |
Margaret | 7500 | 6000 | 19800 | 140 | 28000 |
Marie | 6500 | 5000 | 14400 | 528 | 28000 |
Minazuki | 7500 | 6000 | 16200 | 440 | 28000 |
Mitsuru | 6750 | 5400 | 14400 | 352 | 28000 |
Naoto | 7500 | 6000 | 18000 | 440 | 28000 |
Shadow Labrys | 7500 | 6000 | 14400 | 264 | 28000 |
Sho | 7500 | 6000 | 16200 | 440 | 28000 |
Rise | 5500 | 5000 | 16200 | 440 | 26000 |
Teddie | 6750 | 5400 | 14400 | 352 | 22400 |
Yosuke | 9000 | 7500 | 27000 | 510 | 41000 |
Yosuke (Sukukaja) | 12600 | 10500 | 37000 | 510 | 57400 |
Yu | 7500 | 6000 | 16200 | 440 | 28000 |
Yukari | 7500 | 6000 | 20000 | 440 | 28000 |
Yukiko | 6750 | 5400 | 12600 | 396 | 28000 |
Air Movement Values
Character | Gravity | Jump Velocity | Super Jump Velocity | Air Dash Speed | Air Dash Duration |
---|---|---|---|---|---|
Adachi | 1800 | 36000 | 50000 | 28000 | 12F |
Aigis | 2000 | 36000 | 50000 | 25000 | 20F |
Akihiko | 2000 | 30600 | 50000 | 50000 | 12F |
Chie | 2100 | 36000 | 47000 | 32000 | 16F |
Elizabeth | 1700 | 36000 | 50000 | 20000 | 20F |
Junpei | 2050 | 34000 | 50000 | 25000 | 16F |
Kanji | 1700 | 36000 | 50000 | 18000 | 16F |
Ken | 1700 | 36000 | 46500 | 30000 | 16F |
Labrys | 1800 | 36000 | 50000 | 30000 | 16F |
Margaret | 2000 | 36000 | 50000 | 30000 | 16F |
Marie | 2000 | 36000 | 50000 | 30000 | 16F |
Minazuki | 2000 | 36000 | 50000 | 30000 | 16F |
Mitsuru | 2000 | 36000 | 50000 | 30000 | 16F |
Naoto | 2000 | 36000 | 50000 | 30000 | 16F |
Shadow Labrys | 2400 | 43200 | 55000 | 33000 | 24F |
Sho | 2000 | 36000 | 50000 | 30000 | 16F |
Rise | 2000 | 36000 | 50000 | 30000 | 16F |
Teddie | 1500 | 36000 | 50000 | 27000 | 16F |
Yosuke | 2400 | 50000 | 70000 | 36000 | 19F |
Yosuke (Sukukaja) | 3510 | 58200 | 80400 | 36000 | 19F |
Yu | 2000 | 36000 | 50000 | 30000 | 16F |
Yukari | 1800 | 36000 | 50000 | 32000 | 18F |
Yukiko | 1800 | 36000 | 50000 | 30000 | 24F |
Reversal Chart
chara | Input | Startup | Active | Recovery | On-Block | Invul | cancel | |
---|---|---|---|---|---|---|---|---|
chara | Input | Startup | Active | Recovery | On-Block | Invul | cancel | |
Aigis | BD | 10 | 4 | 49+15L | -51 | 1~13 All | S | |
Elizabeth | BD | 24 | 3 | 29 | 1~26 All | |||
Junpei Iori | BD | 13~79 | 3 | 44 | -30 | 1~17 All | S | |
Kanji Tatsumi | BD | 13 | 28 | 25 | -36 | 1~35 Guard All | S | |
Ken Amada | BD | 12 | 15+ | Until L+18 | 1~45 All | S* | ||
Labrys | BD | 26~85 | 4 | 42 | -29 | 1~(29~88) Guard All | U | |
Margaret | BD | 14 | 2 | 32 | 1~15 All | |||
Marie | BD | 13 | 3×5 | 33+12L | -25 | 1~15 All | S | |
Minazuki | BD | 10 | 3(3)3 | 39+10L | -35 | 1~18 All | S | |
Mitsuru Kirijo | BD | 10 | 1 | 27+20L | -31 | 1~10 All | S | |
Naoto Shirogane | BD | Total 62 | 1~24 Guard All | |||||
Rise Kujikawa | BD | 44 <4 After hit> | 15 | 48 | -37 | 1~44 Guard All <1~4 After hit Guard All> | S | |
Shadow Labrys | BD | 15 | 4 | 42 | -24 | 1~18 Guard All | S | |
Sho | BD | 10 | 3(3)3 | 39+8L | -33 | 1~18 All | S | |
Tohru Adachi | BD | 23 | 3(18)3 | 36 | -22 | 1~25 All | ||
Yu Narukami | BD | 10 | 3,10 | 37+9L | -39 | 1~22 All | S | |
Yukari Takeba | BD | 13 | 6 | 40 | -34 | 1~20 All | S | |
Yukiko Amagi | BD | 22 | 12 | 12+12L | -21 | 1~33 Guard All | S |
System Data
Ground Recovery
- There are three ground recoveries possible:
- Immediate / "Emergency" tech
- Late / "Delay" tech
- and finally, none at all.
- Immediate ground techs can be delayed up to 10F before they are no longer possible.
- Delaying your emergency tech will shorten your ukemi arc and invulnerability proportionally to how long you waited to immediate tech.
- This is done so that you will always be actionable and vulnerable on the same consistent frame for emergency teching, regardless of how early / late into the window you do so. Delaying your immediate tech in this window will not allow you to escape certain set-ups as a result, and thus you must use a Late tech if you want to do so.
- Late techs must wait through the 10F immediate tech window + a 30F ukemi lockout window before you are able to perform them.
- You can be hit during the 40F total window and thus be put into an invalid / "yellow beat" combo, or during the delay tech window for the combo to be reset into a completely new combo.
- If you choose not to tech at all in both windows, you will enter a regular wake-up animation, where you are able to block immediately upon being hit and also have throw protection.
Backdash Data
- All backdashes are fully invincible from 1-6F, excluding Aigis in Orgia mode.
- Aigis's Orgia backdash is fully invincible from 1-7F and is airborne afterwards.
- Backdashes cannot be performed for the first 4 frames after a ground ukemi, with the exception of Aigis in Orgia Mode.
- When blocking, there must be a gap in order to transition from blocking to backdashing:
- When standblocking, there must be a 1 frame gap between attacks.
- When crouchblocking, there must be at least a 2 frame gap between attacks.
- All Air Backdashes are fully invincible from 1-5F.
- All air backdashes also have 2F of forced landing recovery.
Jump Data
- All Jumps have startup of 3 frames, do not allow the player to input any commands for the first 2 airborne frames. and have blocking restricted for the first 5 airborne frames.
- During the first frame of jump start-up, you are invulnerable to throws.
- Frames 1-3 you are considered on the ground and if hit, you will be hit on the ground.
- From the 4th frame onward, you are considered airborne and if hit, you will be hit in the air.
- Blocking is disabled for the first 5 airborne frames; however, you can block projectiles beginning on the 4th frame of a jump (i.e., the first airborne frame).
- Vulnerable to strikes frames 1-8.
Throw Data
- There is universal start-up and active frames for ground and air throws, with the exception of Kanji.
- Throws will always beat attacks on the same frame.
- Throw range and recovery time vary by character.
- Throw teching: the player who successfully techs the throw is at frame advantage of +2 afterward.
Evasive Action Data
- All evasive actions last 33F
- About invincibility:
- Frames 1-24 are Projectile invulnerable
- Frames 3-24 are Strike invulnerable
- Counter Hit state starts from 3F
Dash Recovery Data
- Dash Recovery
- 2 frames after dashing you are considered standing and blocking is disabled.
- Dash recovery can be cancelled by any action, including crouching attacks, Evasive Action, Furious Action, etc.
Attack Level
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
Hitstun Scaling
Proration Tally | Effective Proration | Hitstun | Untechable Time |
---|---|---|---|
1200 | 52% | -0F | -2F |
1600 | 44% | -2F | -3F |
1800 | 40% | -3F | -4F |
1900 | 38% | -4F | -5F |
2000 | 36% | -5F | -6F |
2100 | 34% | -6F | -7F |
2200 | 32% | -7F | -8F |
2300 | 30% | -9F | -10F |
2400 | 28% | -11F | -12F |
2500 | 26% | -13F | -14F |
2600 | 24% | -15F | -16F |
2700 | 22% | -17F | -18F |
2800 | 20% | -19F | -20F |
2900 | 18% | -21F | -22F |
3000 | 16% | -23F | -24F |
3100 | 14% | -25F | -26F |
3200 | 12% | -27F | -28F |
3300 | 10% | -29F | -30F |
3400 | 8% | -9999F | -9999F |
Burst
Type | Startup | Total Time | Invul | Frame Adv. | P1 | P2 | SMP |
---|---|---|---|---|---|---|---|
Reversal Burst | 16 | 67 | 1-25 | -19 | ?? | ?? | ?? |
Max Burst | 14 | 44 | 1-21 | +2 | ?? | ?? | ?? |
One More Burst | 14 | 35 | 1-24 | +10 | ?? | -200 | ?? |
All Out Attack
Type | Damage | P1 | P2 | SMP | Cancel | Attribute | Level |
---|---|---|---|---|---|---|---|
All Out Rush | 200×N | 1900 | 100 | 50 | O | Body | 5 |
All Out Finish (C) | 1800 | 500 | 300 | 50 | O | Body | 4 |
All Out Finish (D) | 1000 | 500 | 100 | 50 | JSpSOD | Body | 5 |
- All Out Rush max 17 hits
- When All Out Rush does 17 hits, All Out Finish (C) inflicts Fatal status on normal hit
- When All Out Rush does 17 hits, All Out Finish (D) inflicts Fatal status on normal hit and wall bounces
Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •