P4AU/Chie Satonaka/Frame Data

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


Persona Attacks

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


Throws

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


Furious Action

Counter
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
BD (Catch) - - - 1-9 Catch 24 Total - - - - - - 1-9 Catch -
Attack (ground) 720, 190x4 Low, All 7 2(9)3(5)3(5)3(5)3 18+15 after landing -24 Body 600 100 50 S 1-19 All 2, 4
j.BD 320, 160x3 All 6 3(5)3(5)3(5)3 15 after landing - Head 600 100 50 S 1-7 All 4
  • Ground (Catch) and Air versions have Fatal Recovery


Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Rampage
236A 240,120*2 All 11 2(6)3(6)3 3+17 after landing -8 Head 0 200 50 SO - 3
j.236A 240,120*N All 6 2(6)3(6)3... 17 after landing -8 Head 0 200 50 SO - 2
236B 320,160*4 All 19 2(6)3(6)3(6)3(6)3 1+11 after landing +2 Head 0 100 900 SO - 4
j.236B 200,100*N All 9 2(4)2(4)2... 11 after landing - Head 0 100 1000 SO - 2
236AB 320,160*5 All 12 2(4)2(4)2(4)2(4)2(4)2 11 after landing +6 Head 0 400 500 SO - 4
j.236AB 320,160*N All 7 2(4)2(4)2... 11 after landing - Head 0 400 500 SO - 4
Skull Cracker
236A after Rampage 400, 200 H,L 6 2(9)3 26 -12 Body, Foot 500 300 50 SO - 4
236B after Rampage 800, 400 H,L 10 2(9)3 21 -7 Body, Foot 500 300 50 SO - 4
236AB after Rampage 800, 400 H,L 5 2(9)3 25 -11 Body, Foot 300 200 50 SO - 4
Dragon Kick
236C 200 All 18 21 23+9 after landing -34 Head 1000 400 50 SO - 5
j.236C 1800 All 14 17 23 + 9 after landing - Head 1000 400 50 SO - 5
236D 3000 All 30 18 23+9 after landing -31 Head 1000 400 50 SO - 5
j.236D 2520 All 16 16 16 after landing - Head 1000 400 50 SO - 5
236CD 2400 All 30 17 4+9 after landing -2 Head 1000 700 300 SO - 5
j.236CD 2400 All 13 16 4+9 after landing - Head 1000 700 300 SO - 5
Herculean Strike
214A 600 All 15 6 23 -14 ~ -9 Chest 600 300 50 SO - 3
214B 1000 All 31 10 21 -11 ~ -3 Chest 600 300 1000 SO - 3
214AB 900, 450 All 17 10,1 15 +3 Chest 600 500 1000 SO - 5
  • SB Version has Fatal Recovery
Black Spot
214C 800 All 13 12 24 -7 Projectile, Chest 0 100 50 SO - 4
  • Dash Cancel is -6 on block
214D 1200 All 26 12 18 +2 Projectile, Chest 0* 100 50 SO - 5
  • Dash Cancel is -3 on block
214CD 1400 All 21 12 26 -6 Projectile, Chest 0* 100 50 SO 9-32 Guard 5
  • 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 Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Power Charge
236236A - - - - 5 Total - - - - - - ??? (est. 2-5 All) -
236236B - - - - 20 Total - - - - - - 1-8 All -
236236AB - - - - 35 Total - - - - - - 1-23 All -
  • 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 H 4+11 6 42 -16 Body 1000 100 50 O 1-23 All 5
236236D 3360 H 4+19 6 42 -16 Body 1000 100 50 O 1-31 All 5
236236CD 3000, 3000 H 4+19 6(276) 42 -16 Body 1000, 1000 500, 100 50, 50 O 1-31 All 5
  • All versions have Fatal Recovery


Awakened SP Skill Attacks

Agneyastra
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214C 520*N All 11+~8 - 35 Total - Projectile, Body 0 200xN 0 O 1-20 5
214214D 520*N All 11+~14 - 34 Total - Projectile, Body 0 200xN 0 O 1-20 5
214214CD 520*N All 11+~6 - 34 Total - Projectile, Body 0 200xN 0 O 1-20 5
  • Air versions are in recovery until landing


Instant Kill

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


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)


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