P4AU/Mitsuru Kirijo/Frame Data

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System Data

Health: 9,500

Combo Rate: 70%

Persona Cards: 4

Backdash Time: 23

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 300 All 8 3 19 -9 Chest 200 200 50 SpSOD - 2
  • Backdash Cancel is -8 on block
5AA
Normal
500 All 10 3 18 -4 Body 0 100 50 SpSO - 4
5AAA
Normal
200, 100x4 All 10 4,3,3,3,3 21 -7 Body 0 400 50 SpSO - 4
5AA
Shadow
300 All 5 4 22 -9 Body 0 100 50 SpSO - 4
5AAA
Shadow
300 All 4 5 26 -14 Body 0 100 50 (J)SpSO - 4
5AAAA
Shadow
300 All 5 4 22 -9 Body 0 100 50 SpSO - 4
5AAAAA
Shadow
600 All 4 5 26 -14 Body 0 400 50 (J)SpSO - 4
5B
no/partial charge
700 All 17-26 3 28 -12 Body 200 100 100 SpSOD 4-(16-25) foot 5
  • Dash Cancel is -3 on block
5B
max charge
910 All 29 3 28 -5 Body 200 100 100 SpSOD 4-28 foot 5
  • Dash Cancel is +4 on block
  • foot invincibility ends right before the first active frame, meaning it loses foot inv. when the attack becomes active
  • Hold for more than 20F to get max charge
  • Fatal Counter
  • Max charge CH will cause crumple state
  • After 20f in, you can cancel this move into All Out Attack, Furious Action, and most other skills.
2A 300 (250 for followups) L 9 3 15 -7 Foot 500 100 50 CSpSO - 1
2B
no/partial charge
500 HL 11~15 3 31 -17 Body 200 100 200 JSpSO 8-(13~17) head 4
2B
just frame release
1000 HL 16 3 31 -17 Body 200 100 200 JSpSO 8-18 head 4
2B
max charge
650 HL 17 3 31 -17 Body 200 100 200 JSpSO 8-19 head 4
  • Hold for 12F to get just frame version. Hold for longer to get max charge version.
j.A 300 H 7 12 16 - Head 200 100 50 JO - 3
j.B
no/partial charge
400 H 11~15 6 25 - Head 300 100 50 O - 4
j.B
just frame
800 H 16 6 25 - Head 300 100 50 O - 4
j.B
max charge
520 H 17 6 25 - Head 300 100 50 O - 4
  • Hold for 12F to get just frame version. Hold for longer to get max charge version.
Guard Cancel Attack 000 All - - - - - - - - O - -
All Out Attack 300 Head 30 1 34 -16 Body 0 1000 10000 O 11-30(guard) 5
All Out Rush 200xN All - - - - Body 1900 100 50 O - 5
All Out Finish (C) 1800 All - - - - Body 500 300 50 O - 4
  • Forces Fatal status on normal hit
All Out Finish (D) 1000 All - - - - Body 500 100 50 JOD - 5
  • Forces Fatal status on normal hit if All Out Rush did 18 hits
  • Corner Bounces if All Out Rush did 18 hits
Sweep 900 L 21 2 20 -3 Foot 200 100 50 SpSO 4-22 chest 5
Sweep (feint) - -- -- -- 25 - - - - - - 4-25 chest -
Dash Cancel - -- -- -- 21 - - - - - - - -

Persona Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5C 300, 60xN All 17 2(4)2(4)3[(6)2(4)2(4)3]*4 39 -27 Body 200 300 500 SpSODB - 3x5, 2x3, 1x6, 3
  • Dash Cancel is -6 on block for the 3rd and 15th hit, -8 on the 6th and 12 hit, -10 on the 9th hit
  • Backdash Cancel is -5 on block for the 3rd and 15th hit, -7 on the 6th and 12 hit, -9 on the 9th hit

When pressing the button once, 3 hits will occur. You can keep holding or pressing to release at 6, 9, 12 and 15.

5D 600 All 27 8 46 total - Projectile, Body 200 300 1000 B - 4
5D~D 50 All 4 1
3* Projectile 0 100 0 - - 4
  • Can delay 5D~D
  • Recovery and Frame Advantage changes based on followup timing, followup on block is minimum +13, can be higher if it hits in the later active frames
2C - -- 47 (62) 190 (360) 31 (46) - Projectile - - - - - -
  • 2C can be charged; values in ( ) are at max charge.
2D 600 All 25 10 6 - Projectile, Body 200 300 1000 - - 4
2D~D 50 All 3 1 - - Projectile, Body 0 100 0 - - 4
  • Can delay 2D~D
j.C 700 All 16 8 25 - Head 200 100 50 JO - 4
j.D 600 All 25 10 58 total - Projectile 200 300 1000 - - 4
j.D~D 50 All 6 1 - - Projectile 0 0 1000 - - 4
  • Can delay j.D~D

Throws

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Ground Throw 1000 All 5 3 25 - Throw 0 1200,100 50 O - 0-3
Air Throw 1800 All 4 3 19 - Throw 0 1200.100 50 O - 0-4

Furious Action

Getsu-ei
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
BD 1000 All 10 1 27+20 (Landing) -31 Body 700 100 50 S 1-10 all 4
j.BD 1000 All 10 1 20 (Landing) - Head 700 100 50 S 1-10 all 4

Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Coup Droit
[4]6A 1000 All 9 4 15 -4 ~ -1 Body 200 300 50 SO - 3
[4]6A
through Bufula
1200 All fastest 9 4~6 *11 15 -2 ~ +3 Body 200 300 50 SO - 5
[4]6B
uncharged
1500 All 20 12 15 -4 ~ +7 Body 200 300 1000 UO - 4
[4]6B
charged
1600/1700/2000/2500 All 21 ~ 69 12 25 -14 ~ +3 Body 200 300 1000 UO - 4
[4]6B
through Bufula
2000 All fastest 20 12 ~ 14 *11 15 -4 ~ +9 Body 200 300 1000 SO - 5
[4]6AB 1200 All 7 6 15 -4 ~ +1 Body 200 300 1000 SO - 4
[4]6AB
through Bufula
1500 All fastest 7 8 15 -4 ~ +3 Body 200 300 1000 SO - 5
  • B (uncharged) and SB Version can alter distance traveled by holding 4, 6, or 3
  • B Version can be charged by holding button. Becomes charged version after charging for 17F. Gains additional damage listed at: 25F, 45F, 65F
  • B Version has Fatal Recovery
  • through Bufula versions Freeze the opponent
Bufula
[2]8C 500 All 20 205 44 total - Projectile 0 500 500 SO - 2
[2]8D 500 All 27 3001 47 total -2 Projectile 300 200 500 SO - 2
[2]8CD 500, 250x4 All 31 255 47 total - Projectile 0 500 300 SO - 2
  • Fatal Recovery
  • Freezes opponent
Tentarafoo
[4]6C 0, 1500 L 26 13 56 total -4 Projectile 0 0, 500 0, 1000 SO - 0, 4
[4]6D 0, 1500 L 26 13 64 total -11 Projectile 0 0, 500 0, 1000 SO - 0, 4
[4]6CD 0, 1500 L 22 13 48 total -1 Projectile 0 0, 500 0, 1000 SO - 0, 4
  • Panics opponent
  • Can not hit opponents already in hitstun

SP Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Myriad Arrows
236236A 150, 75 * 12, + kick All 4+2 2x12(2)2 46 -32 Body 0 1000 50 O 1-7 All 3
236236B 150, 75 * 18, + kick All 4+8 2x18(2)2 46 -32 Body 0 1000 50 O 1-13 All 3
236236AB 60, 30 * 48, + SB kick All 4+8 2x48(2)2 46 -32 Body 0 1000 50 O 1-6 All 3
Normal Kick 800/900/1200/2000/4000 All 11 After Flash 5 46 -32 Chest 0 1000 50 O - 5
SB Kick 800/1000/1200/1500/2500/4500 All 11 After Flash 5 46 -32 Chest 0 1000 50 O - 5
  • Can move forward during the slashes by holding InputIcon 6.png
  • Both Kick's proration continues from initial attacks.
  • Both Kick has 50% minimum damage.
  • Both Kicks can be charged. Normal version gains additional damage listed at: 19F, 69F, 99F, 129F
  • SB version gains additional damage listed at: 19F, 39F, 69F, 99F, 129F
Bufudyne
236236C 2500 HL 9+9 10 48 -19 Projectile 0 2000 1000 O 1-29 All 5
236236D 3000 HL 9+18 10 49 -20 Projectile 0 2000 1000 O 1-39 All 5
236236CD 3500 HL 9+31 10 48 -19 Projectile 0 2000 1000 O 1-51 All 5
  • Fatal Recovery
  • Freezes opponent. No further freezes possible in the combo.

Awakened SP Skill Attacks

Mabufudyne
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214C/D - - - - 37 - - - - - - 1-19 All -
per ice shard 400 All - - - - Projectile 200 200 50 - - 4
  • Can not Burst or use any other Persona attacks while Mabufudyne is active
  • Persona is invincible during SB Version
  • Each shot freezes the opponent

Instant Kill

Niflheim
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
222CD K.O. All 31+32 3 69 -53 Projectile 0 100 50 - 1-66 All 5

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Dash
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAA - 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AA (shadow) 5AAA (shadow) 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAA (shadow) 5AAAA (shadow) 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special
5AAAA (shadow) 5AAAAA (shadow) 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5AAAAA (shadow) - - - - AoA Jump[-], Special
2A 2A three times 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B[2] - 2B 5C, 2C 5D, 2D AoA, Sweep Special, Dash
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5C[2] - 5B, 2B 2C 5D, 2D AoA, Sweep Special, Dash
2C - - - - - -
5D - - - 5DD[+] - -
2D - - - 2DD[+] - -
All-out Attack - - - - - -
Sweep - - 2C - - Special
Air P Combo Table
A B C D Cancels
j.A - j.B j.C j.D Jump, Special
j.B - - j.C[-] j.D[-] Special[-]
j.C - - - j.D Jump, Special
j.D - - - j.DD[+] -
  • 5C is cancelable from the third hit onwards. Cancels will come out on every third hit.
For example, inputting 5C > 5B on the 4th hit will cause the 5B to activate on the 6th hit.
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, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)


Navigation

Ambox notice.png To edit frame data, edit values in P4AU/Mitsuru Kirijo/Data.