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== System Data == | == System Data == | ||
---- | {| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;" | ||
|+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. | |||
*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. | |||
==Navigation== | |||
{{Navbar-P4AU}} | {{Navbar-P4AU}} | ||
[[Category:Persona 4: Arena Ultimax]] | [[Category:Persona 4: Arena Ultimax]] | ||
[[Category:Frame & System Data]] | [[Category:Frame & System Data]] |
Revision as of 00:56, 1 April 2019
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
System 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.
- 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.
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data