P4AU/Frame Data: Difference between revisions

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== System Data ==
== System Data ==
<center>
[[File:systemDataLogo.png|200px|link=System Data (P4AU)]]
</center><br />
<br />


----
{| 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

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



System Data

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