P4AU/Frame Data

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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

P4AU Aigis portrait.png P4AU Akihiko portrait.png P4AU Chie portrait.png P4AU Elizabeth portrait.png P4AU Junpei portrait.png P4AU Kanji portrait.pngP4AU Ken portrait.png

P4AU Labrys portrait.png P4AU Margaret portrait.png P4AU Marie portrait.png P4AU PSho portrait.png P4AU Mitsuru portrait.png P4AU Naoto portrait.png P4AU Rise portrait.png P4AU SLabrys portrait.png

P4AU Sho portrait.png P4AU Teddie portrait.png P4AU Adachi portrait.png P4AU Yosuke portrait.png P4AU Yu portrait.png P4AU Yukari portrait.png P4AU Yukiko portrait.png


Character Comparisons

Character Data
Character Health Combo Rate Persona Cards
Adachi 9,500 60% 4
Aigis 9,000 65% 4
Akihiko 10,000 80% 2
Chie 9,500 60% 3
Elizabeth 8,000 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 70% 4
Mitsuru 9,500 70% 4
Naoto 8,500 60% 4
Shadow Labrys 8,000 60% 6
Sho 8,500 65% -
Rise 9,000 70% 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 have +2000 Health than their normal counterparts and do 20% less Base Damage on all attacks.
    • Elizabeth, Shadow Labrys, Sho, Minazuki, Adachi, Marie, and Margaret do not have Shadow Types.

System Data

  • All backdashes are fully invincible from 1-6F.
  • 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 invinicible from 1-5F.
  • 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.
  • Throws: 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.
  • 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.
    • When performing actions during a dash, crouching attacks have 1 frame additional start-up. All other values are unaffected.

Attack Level

Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Hitstun 11F 13F 15F 17F 19F
Blockstun 10F 12F 14F 16F 18F
Air Hitstun
(aka Untechable Time)
??F ??F ??F ??F ??F
Hitstop ??F ??F ??F ??F ??F
Counter Hit Hitstun +??F +??F +??F +??F +??F
  • Hitting a crouching opponent adds 2F of hitstun

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

All Out Attack Followups
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

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