P4U2R/Yu Narukami/Frame Data

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Yu Narukami


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.


System Data

name health prejump backdash comborate personacards Unique Movement Options
Yu Narukami 9,500 3F 23F (1~6F Inv All) 60% 4

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 200 All 5 3 12 -2 Body 400 200 50 2 JSpSO 12 10 11 13 23 25
5AA 400 All 7 2 15 -2 Body 0 100 50 3 (J)SpSO 14 11 15 17 27 37
5AAA Normal 1050 All 12 2,6 11+4L -4 Body 200 200 50 4 JSpSO 16 6,12 Launch 22 Launch 42
5AAA Shadow 1000 All 9 2 22 -7 Body 200 200 50 4 (J)SpSODB 16 12 17 19 29 39
2A 160 Low 7 3 11 -3 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
5B 500 All 9 3 24 -14 Chest 300 100 50 3 (J)SpSOB 14 11 15 17 27 37
2B 450 Air Unblockable 8 2,3 29 -17 Body 5~9 Head 200 100 50 3 (J)SpSO 14 7 15 17 27 37
j.A 200 High 7 7 8 Head 200 100 50 1 JSpSO 10 9 11 12 23 24
j.2A 450 All 16 Until L 8L Head 200 100 50 3 O 14 11 15 37 27 57
j.B 300 High 10 3, 3 15 Head 200 100 50 2 JSpSO 12 10 13 15 25 27
j.BB 450 High 7 3 12 Head 200 100 50 3 JSpSO 14 11 15 17 27 37
j.2B 450 High 11 3 12 Head 200 100 50 3 JSpSO 14 11 15 17 27 37
5AB 300 High 26 1 32 -14 Body 10~26 Guard Strike 0 800 3800 5 O 15 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
2AB 700 Low 13 3 18 -6 Foot 4-15 Chest 200 100 50 4 SpSO 16 12 Launch 24 Launch 44


Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 900 All 13 3 33 -19 Body Persona 1~Until Active All 200 100 50 4 (J)SpSOD 16 12 17 23 29 43
2C 1200 All 19 2 26 -11 Body Persona 1~Until Active All 0 600 300 4 SpSODB 16 12 Launch 41 Launch 61
5D 600 All 39 9, 3 Total 52 +28 Body 400 100 500 4 16 12 17 19 29 39
5D~D 700 All 19 3 Body 400 100 500 4 16 12 17 19 29 39
2D 900 All 102 8,3 Total 52 Head - 0 100 500 5 18 6, 5 19, Launch 36 + Down 8, 36 31, Launch 56 + Down 8, 56
j.C 700 All 10 2 32 Head Persona 1~Until Active All 200 100 50 4 SpSO 16 12 17 21 29 41
j.D 900 All 32 Until L,3 Total 67+0L Head, Body - 0 100 500 5 18 6, 5 19, Launch 36 + Down 8, 36 31, Launch 56 + Down 8, 56


Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 1400 Throw 5 3 25 Throw - 0 1000 0 0, 4 O 0, 12 Launch 34 Launch 54
Air Throw j.CD 0, 1500 Throw 4 3 19 Throw - 0 1200 50 0, 2 O 0 25 + Down 25 37 + Down 25
Big Gamble BD 1050 All 10 3,10 37+9L -39 Body 1~22 All 1000 100 50 4 S 16 12 Launch 39 Launch 59
Air Big Gamble j.BD 900 All 4 3,3 Until L+14 Head 1~9 All 1000 100 50 4 S 16 12 Launch 44 Launch 64
Guard Cancel Attack 6AB 0 All 16 3 29 -15 Body 1~21 Guard All 1200 100 50 4 O 16 12 Launch 19 Launch 39
Dash Cancel 66 21


Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Heroic Bravery 236A 700 All 17~25 5 20 -5 Body 100 100 50 4 SpSO 16 4 17 19 29 39
B Heroic Bravery 236B 0,0,1100 Throw 30 1 26 Throw 0 1000 50 0,1,5 SO 0×2, 12 Launch 75, 71 Launch 87, 91
SB Heroic Bravery 236AB 700 All 15 5 16 +3 Body 100 100 50 4 SO 16 6 20 19 32 39
A Raging Lion 214A 1000 High 23 5 16L -4 Head 300 100 300 4 SO 16 12 19 19 31 39
Air A Raging Lion j.214A 1000 High 19 Until L 18L -6 Head 300 100 500 5 SO 18 13 Launch 36 Launch 56
B Raging Lion 214B 1500 High 30 7 10L +2 Head 300 300 600 5 SO 18 13 Launch 19 + Slide 16 Launch 29 + Slide 16
B Raging Lion Feint 214[B] Total 26+5L
Air B Raging Lion j.214B 1100 High 21 Until L 18L -4 Head 300 100 50 5 SO 18 13 Launch 36 + Down 27 Launch 56 + Down 27
SB Raging Lion 214AB 1200 High 21 4 12L +1 Head 300 100 50 4 SO 16 12 Launch 19 + Down 19 Launch 39 + GBounce
Air SB Raging Lion j.214AB 1400 High 17 Until L 18L -2 Head 300 100 50 5 SO 18 13 Launch 34 + Down 27 Launch 54 + Down 27
C Zio 236C 900 All 13 Until Hit Total 47 -9 Chest+Projectile Persona 1~Until Active All 300 100 50 3 SO 14 0/+11 15 17 27 29
D Zio 236D 900 All 13 Until Hit Total 47 -9 Chest+Projectile Persona 1~Until Active All 300 100 50 3 SOD 14 0/+11 15 17 27 29
SB Zio 236CD 1000 All 18 Total 36 +12 Projectile Persona 1~Until Active All 300 100 50 4 SO 16 0/+6 17 19 29 39
C Swift Strike 214C 800 Low 15 6 21 -10 Foot 6~20 Very Low Profile 0 600 50 4 SO 16 12 Launch 34 Launch 54
D Swift Strike 214D 1400 Low 17 6, 10, 7 29 -19 Foot 6~42 Very Low Profile 500 100 50 4 SO 16 1×2,12 17×2, Launch 19×2, 34 29×2, Launch 39×2, 54
SB Swift Strike 214CD 1800 Low 13 6,6,6,10,6 24 -13 Foot 8~59 Very Low Profile 300 300 50 4 SO 16 1×4,12 17×4, Launch 37×4, 33 29×4, Launch 57×4, 53


SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Lightning Flash 236236A 2060 All 5+(66 Flash)+1 1×6 (5) 15 25 -21 Body 5~5 All 1000 100 50 3×6, 5 O 14×6, 18 1×6, 13 Crumple×6, Launch Stand×6, 41 + Slide 13 + Down 5 Crumple×6, Launch Stand×6, 61 + Slide 13 + Down 5
B Lightning Flash 236236B 2520 All 5+(65 Flash)+5 1×8 (5) 15 25 -21 Body 4~4 All 1000 100 50 3×8, 5 O 14×8, 18 1×8, 13 Crumple×8, Launch Stand×8, 41 + Slide 13 + Down 5 Crumple×8, Launch Stand×8, 61 + Slide 13 + Down 5
SB Lightning Flash 236236AB 2500 All 4+(65 Flash)+1 16 (5) 15 25 -21 Body 4~4 All 1000 100 40 3, 5 O 14, 18 6, 13 Crumple, Launch Stand, 21 + Slide 17 + Down 5 Crumple, Launch Stand, 41 + Slide 17 + Down 5
C Ziodyne 236236C 2345 All 5+(33 Flash)+14 3×34 Total: 186 -53 Projectile 1~21 All 600 500 50 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
Air C Ziodyne j.236236C 2345 All 19+(39 Flash)+4 3×34 Total: Until L+9 Projectile 1~25 All 600 500 50 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
D Ziodyne 236236D 2345 All 5+(33 Flash)+32 3×34 Total: 127 +25 Projectile 1~38 All 600 500 50 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
Air D Ziodyne j.236236D 2345 All 19+(39 Flash)+22 3×34 Total: Until L+9 Projectile 1~30 All 600 500 50 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
SB Ziodyne 236236CD 2345 All 5+(33 Flash)+14 3×34 Total: 150 -17 Projectile 1~32 All 600 500 50 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
Air SB Ziodyne j.236236CD 2345 All 19+(39 Flash)+4 3×34 Total: Until L+9 Projectile 1~23 All 600 500 50 4 O 16 0 Launch 66 + WStick 40 Launch 86 + WStick 40
C Cross Slash 214214C 2844 All 11+(80 Flash)+5 7 32 -20 Body 1~26 All 300 200 50 5,4 O 18 13, 12 119, Crumple Stand 131, Crumple Stand
D Cross Slash 214214D 3516 All 20+(60 Flash)+25 7 32 -20 Body 1~54 All 300 200 50 5,4 O 18 13, 12 119, Crumple Stand 131, Crumple Stand
SB Cross Slash 214214CD 2844 All 11+(80 Flash)+5 7 32 -20 Body 1~25 All 300 200 50 5,4 O 18 13, 12 119, Crumple Stand 131, Crumple Stand
Thunder God Dance 214214A+B 4800 All 4+(60 Flash)+18 3 41 -27 Body 1~23 All - 100×8, 1000, 100×8 - 4 - 16 20 - - - -


Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Myriad Truths 222CD K.O. All 23+(70 Flash)+38 32 44 -57 Projectile 1~92 All 5 18 0


P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A
Error: Table MoveData_P4U2 not found.
[3]
5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special, Super
5AA
Error: Table MoveData_P4U2 not found.
5AAA 5B, 2B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super
5AAA Normal
Error: Table MoveData_P4U2 not found.
- - - - - Jump, Special, Super
5AAA Shadow
Error: Table MoveData_P4U2 not found.
- - - - Sweep Jump[-], Special, Super, Dash
2A
Error: Table MoveData_P4U2 not found.
[3]
5A, 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special, Super
5B
Error: Table MoveData_P4U2 not found.
[2*]
- 2B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super
2B
Error: Table MoveData_P4U2 not found.
[2*]
- 5B 5C, 2C 5D AoA, Sweep Jump[-], Special, Super
5C
Error: Table MoveData_P4U2 not found.
[2*]
- 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
2C
Error: Table MoveData_P4U2 not found.
- - - 2D AoA, Sweep Special, Super, Dash
5D
Error: Table MoveData_P4U2 not found.
- - - 5DD[+] - -
5D~D
Error: Table MoveData_P4U2 not found.
- - - - - -
All-out Attack
Error: Table MoveData_P4U2 not found.
- - - - - -
Sweep
Error: Table MoveData_P4U2 not found.
- - - 5D - Special, Super
Air P Combo Table
A B C D Cancels
j.A
Error: Table MoveData_P4U2 not found.
j.A[+], j.2A j.B j.2B j.C j.D Jump, Special, Super
j.2A
Error: Table MoveData_P4U2 not found.
- - - j.D -
j.B
Error: Table MoveData_P4U2 not found.
j.2A j.BB j.C j.D Jump, Special, Super
j.BB
Error: Table MoveData_P4U2 not found.
j.2A - - j.D Jump, Special, Super
j.2B
Error: Table MoveData_P4U2 not found.
j.A j.B j.C j.D Jump, Special, Super
j.C
Error: Table MoveData_P4U2 not found.
- - - j.D Special, Super
j.D
Error: Table MoveData_P4U2 not found.
- - - - -
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[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
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string


Navigation

Yu Narukami
Ambox notice.png To edit frame data, edit values in P4U2R/Yu Narukami/Data.

System Explanations

Essentials
ControlsHUDFAQ
The Basics
Movement/CancelingOffenseDefenseAttack AttributesSP/Persona/Burst Gauge UsageStatus Ailments
Detailed & Advanced Information
Damage/Combo SystemFrame Data & System DataUniversal StrategyMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary