P4AU/SHO Minazuki/Frame Data

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System Data

Health: 8,500

Combo Rate: 65%

Persona Cards: -

Backdash Time: Placeholder

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run, Command Dash

  • 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 200 Any 9 5 9 +1 Body 200 200 50 JSpSO - 3
  • Backdash cancel is -6 on block
5AA 400 Any 10 3 15 -1 Body 0 100 50 SpSO - 4
5AAA 500 Any 17 2 9+18 -10 Head 0 400 50 SpSO - 5
5B 300,150 Any 10 2(8)3 20 -8 Body 300 100 50 (J)SpSO - 3
5C 300,150 Any 15 3 21 -7 Body 300 100 50 (J)SpSO - 3
5D - - - - 33 total - - - - - - 1-24 strike -
2A 160 Low 7 3 9 -1 Foot 500 100 50 SpSO - 1
2B 300,150 AUB 10 4(10)2,3 18 -6 Body 200 100 50 (J)SpSO 7-13 Head 3
2C 800 All 30 3 5+6 after landing +6 Head 300 100 500 SpSO - 5
  • Fatal Counter and Fatal Recovery
j.A 200 High 7 7 12 - Head 200 100 50 JSpO - 2
j.B 300,150 High 12 3(9)3 12 - Head 200 100 50 JSpO - 3
j.C 400 High 12 3(4)3 11 - Head 300 100 50 JSpO - 4
j.2C 400 High 28 3 12 - Head 300 100 50 SO - 4
j.D - - - - 33 total + 16 after landing - - - - - - 4-24 strike -
Guard Cancel Attack - - - - - - - - - - - - -
All Out Attack 300 High 31 during each attack 3 38 -22 Body 0 1000 10,000 O 22F-33F Guard 5
  • If Sho passes through the opponent, startup goes to 40 frames.
All Out Rush 200×N Any - - - - Body 1900 100 50 O - 5, 3
All Out Finish (C) 1800 Any - - - - Body 500 300 50 O - 4
  • Forces Fatal status on normal hit.
All Out Finish (D) 1000 Any - - - - Body 500 100 50 JSpSOD - 5
  • Forces Fatal status on normal hit if All Out Rush did 17 hits.
  • Corner Bounces if All Out Rush did 17 hits
Sweep 200,500 Low 10 3(8)3 15 -3 Foot 200 100 50 SpSO 4F-12F Chest 3

Throws

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Ground Throw 0,500×3 Throw 5 3 25 - Throw 0 1000, 100 50 O - 0,3,5
Air Throw 0,700,800 Throw 4 3 18 - Throw 0 1200, 100 50 O - 0,3


Furious Action

Izayoi
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
BD 700,350 Any 10 3(3)3 39+15 Landing Recovery -40 Body 800 100 50 S 1F-18F All 4
j.BD 600 Any 11 4 22 Landing Recovery -14 during each attack Head 800 100 50 - 1-14 All 4


Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Survival Knife
[4]6A 400 Any 13 - Total of 43 -18 Projectile 0 100 50 SO - 2
[4]6B 400 Any 13 - Total of 43 -18 Projectile 0 100 50 SO - 2
[4]6AB 400×2 Any 13 - Total of 34 -9 Projectile 0 100 50 SO - 2
Moon Crushing Slash: Flash Fang
236A 600 Any 12 3 24 -12 Body 900 100 100 SpSO - 3
236B 600 Any 16 3 24 -12 Body 900 100 100 SpSO - 3
236AB 600 Any 10 3 18 0 Body 400 100 100 SpSO during each attack - 3
Moon Crushing Slash: Soaring Fang
214A 500 Any 8 3 28 -14 Body 800 200 100 SpSO - 4
214B 100,50,650 Any 10 5,2,3 21 -7 Body 800 200 100 SpSO - 2,2,4
214AB 100,50×5,550 Any 6 1×6,3 7 +7 Body 300 200 100 SpSO - 2×6,4
Moon Crushing Slash: Destruction Fang
j.236A 1000 High 18 until landing 16 Landing Recovery - Head 900 100 100 SO - 4
j.236B 1000 High 22 until landing 16 Landing Recovery - Head 900 100 100 SO - 4
j.236AB 1000 High 14 until landing 0 - Head 900 100 100 SO - 4
  • A and B versions are Fatal Counter
High Speed Movement
236C - - - - 35 total - - - - -
- -
236D - - - - 49 total - - - - - - - -
j.236C/D - - - - 21 after landing - - - - - - - -
236CD - - - - 29 total - - - - - - 9-23 All -
j.236CD - - - - 6 after landing - - - - - - 13-landing All -


SP Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Blazing Moon Barrage
236236A 100×13,1200 Any 4+4 16 20 -17 Body 0 1000 50 O 1-15 All 5
236236B 100×13,1200 Any 4+14 16 20 -17 Body 0 1000 50 O 1-33 All 5
236236AB 100×13,1700 Any 4+4 18 20 -19 Body 0 1000 50 O 1-17 All 5
  • All versions have Fatal Recovery


Awakened SP Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Moon Smasher
214214A 700,2000 AUB 4+2 6(28)11 32 -24 Body 0 1000 50 O 1-11 All 5
214214B 700,2500 AUB 4+7 12(30)11 40 -32 Body 0 1000 50 O 1-22 All 5
214214AB 700,3000 AUB 4+2 12(30)11 40 -32 Body 0 1000 50 O 1-17 All 5


P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5A, 5AA 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
5AA - 5B, 2B 5C - AoA, Sweep Special
5AAA - - - - - Special
2A 5A, 2A 5B, 2B 5C, 2C - AoA, Sweep Special
5B[2] - 2B 5C, 2C - AoA, Sweep Jump[-], Special
2B[2] - 5B 5C, 2C - AoA, Sweep Jump[-], Special
5C[2] - 5B, 2B 2C - AoA, Sweep Jump[-], Special
2C - - - - - Special
5D - - - - - -
All-Out Attack - - - - - -
Sweep - - - - - Special
Air P Combo Table
A B C D Cancel
j.A - j.B j.C, j.2C j.D Jump, Special
j.B - - j.C, j.2C - Jump, Special
j.C - - - - Special
j.2C - - - - 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.
  • 5C can only be done a max of one time per string total.
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, 5B > 2B > 5B does not work, but 5B > 2B > 5C > 5B and 5B > 5C > 5B do work.
Special = Skill Attacks, Hops, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)


Navigation

To edit frame data, edit values in P4AU/SHO Minazuki/Data.