P4AU/Yukiko Amagi/Frame Data

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System Data

Health: 8,500

Combo Rate: 70%

Persona Cards: 5

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 Any 10 4 20 -11 Body 200 200 50 JSpSO - 2
5AA
Normal
400 Any 12 3 12 0 Body 0 100 50 JSpSO - 3
5AAA
Normal
800 Any 15 3 27 -13 Body 0 400 50 (J)SpSO - 4
5AA
Shadow
400 Any 12 5 12 -2 Body 0 100 50 JSpSO - 3
5AAA
Shadow
800 Any 15 3 23 -9 Body 0 400 50 (J)SpSO - 4
5B 300 Any 13 - 49 Total -14 Chest, Projectile 300 100 100 (J)SpSO - 2
4B, 6B 400×3 Any 13 - 52 Total -17 Chest, Projectile 300 100 100 (J)SpSO - 2
5BB, 4BB, 6BB 300 Any 9 - 49 Total -8 Chest, Projectile 300 100 100 JSpSO - 3
2A 160 Low 7 2 14 -5 Leg 500 100 50 MSpSO - 1
2B, 1B, 3B 300 Any 14 - 40 Total -4 Projectile 300 100 100 (J)SpSO - 2
j.A 300 High 10 3 13 - Head 200 100 50 MJSpSO - 3
j.B, j.4B, j.6B 300 Any* 12 - 39 Total - Projectile 300 100 100 JSpO - 2
  • Must guard low if hits legs
Dash Cancel - - - - 21 Total - - - - - - - -
Guard Cancel Attack


No data for Guard Cancel Attacks are currently available.

All Out Attack 300 High 33 4 26 -11 Body 0 1000 10000 O 16-33 Guard 5
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 if All Out Rush did 15 hits
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 400 Low 10 5 15 -5 Leg 200 100 50 (J)SpSO 4-14 Chest 3

Persona Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5C 160, 80×8 Any 17 1×9 29 -15 Body 300 100 50 (J)SpSOD - 3
  • Dash Cancel is -10 on block
5D, 4D, 6D 200, 100×8 Any 37 1×9 39 Total +31 Body 0 100 50 - - 3
  • Fatal Counter
2C 160, 80×7 Low 15 1×8 32 -18 Leg 200 100 50 (J)SpSOD - 3
  • Dash Cancel is -10 on block
2D, 1D, 3D 400, 200×2 High 53 to the ground (3 hits) 39 Total +48 Head 0 300 50 - - 4
  • Fatal Counter
j.C 160, 80×5 Any 14 3, 1×6 23 - Head 0 100 50 JSpO - 4
j.5D, j.4D, j.6D 400, 200×n High 50 to the ground 37 Total - Head 300 50 50 - - 3
  • Fatal Counter

Throws

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Ground Throw 0, 1100 Throw 5 2 23 - Throw 0 1000, 100 50 O - 4
Air Throw 0, 1800 Throw 4 2 17 - Throw 0 1200, 100 50 O - 2

Furious Action

Dia
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
BD 100 Any 22 12 24 -21 Body 800 100 50 S 1-34 Guard 3
  • Can hold button to continue healing and neutralizing projectiles.
  • Heals 300 HP on 33f, plus an additional 10 HP per frame after 38f.

Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Agi
236A 300, 600 Any 13, 27 3, 15 60 Total -12 Body; Projectile 300 100, 200 50, 1000 SO - 3
236B 300, 600 Any 13, 27 3, 15 47 Total +1 Body; Projectile 300 100, 200 50, 1000 SO - 3
236AB 500, 600, 600 Any 27, 45, 45 3, 15, 15 42 Total +24 Body; Projectile; Projectile 300 100, 200, 200 50, 1000, 1000 SO - 3
j.236A/B 300, 600 Any 12, 26 3, 15 53 Total - Projectile 300 100, 200 50, 1000 O - 3
j.236AB 500, 600, 600 Any 21, 39, 39 3, 15, 15 56 Total - Body; Projectile; Projectile 300 100, 200, 200 50, 1000, 1000 O - 3
  • Second number refers to second part of attack that happens when you release the button.
Maragi
236C 500, 800 Low, Any 38 75(9)30 50 Total +12 Projectile, Leg; Projectile 200 100, 100 50 SO - 3
236D 500, 800 Low, Any 31 Full-screen(9)30 59 Total -4 Projectile, Leg; Projectile 200 100, 100 50 SO - 3
236CD (500, 800)*2 Low, Any 31 75(9)30/Full-screen(9)30 46 Total +9 Projectile, Leg; Projectile 200 (100, 100)*2 50×2 SO - 3
  • Fatal Recovery
  • Upon contact with opponent, attack starts up in 11F.
Fire Dance
214A 300, 500 Any 11, 21 2(8)5 19 -3 Body; Projectile, Chest 300 200 50 SO - 3
214B 300, 600 Any 17, 29 2(10)5 21 -5 Body; Projectile, Chest 300 200 500 SO - 3
214AB 600, 600 Any 11, 21 2(8)5 12 Total +4 Body; Projectile, Chest 300 200 500 - - 3
Radiant Phoenix
214214A 2040 Any 29 Full-screen 69 Total -21 Projectile 200 300 1000 - - 5
214214B 2040 Any 37 Full-screen 70 Total -14 Projectile 200 300 1000 - - 5
214214AB 2040 Any 24 Full-screen 51 Total -8 Projectile 200 300 1000 - - 5
j.214214A 2040 Any 31 Full-screen 46 Total - Projectile 200 300 1000 - - 5
j.214214B 2040 Any 39 Full-screen 61 Total - Projectile 200 300 1000 - - 5
j.214214AB 2040 Any 26 Full-screen 36 Total - Projectile 200 300 1000 - - 5
  • Can only be performed if fire counter is at 6 or higher.
Fire Boost
214C - - - - 41 Total - - - - - - - -
  • Levels up fire counter by 1. Increases fire damage by 10% until level 4; levels 5 to 8 increases fire damage by 15% per level; level 9 increases fire damage by 30%
Fire Break
214D - - - - 55 Total - - - - - - - -
  • Fatal Recovery
  • Invokes fire break state during move's animation, making the next fire attack unblockable.
  • After using a fire attack during fire break state, Fire Break gauge appears, set at 9000 points and decreases at a rate of 10 points per frame. Disables Fire Break until gauge reaches 0.
Fire Amp
214CD - - - - 31 Total - - - - - - - -
  • Levels up fire counter by 2. Increases fire damage by 10% until level 4; levels 5 to 8 increases fire damage by 15% per level; level 9 increases fire damage by 30%

SP Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Agidyne
236236C 1400 Any 4+17 Full-screen 71 Total -25 Projectile 0 1000 50 O 1-24 5
236236[C]
partial hold
100, 50×n, 1700 Any 4+23 n(8)Full-screen 51F after release -25 Projectile 0 100, 1000 50 O 1-27 4, 5
236236[C]
full hold
100, 50×12, 2000 Any 4+23 75(8)Full-screen 39F after release -4 Projectile 0 100, 1000 50 O 1-27 4, 5
236236D 150, 75×4, 1400 Any 4+11 27 (5 hits)(8)Full-screen 51F after release -57 Projectile 0 1000 50 O 1-30 4, 5
236236[D]
partial hold
150, 75×n, 1700 Any 4+11 n(8)Full-screen 51F after release - Projectile 0 1000 50 O 1-30 4, 5
236236[D]
full hold
150, 75×14, 1400 Any 4+11 87 (15 hits)(8)Full-screen 39 after release -105 Projectile 0 1000 50 O 1-30 4, 5
236236CD 1400, 1400 Any 4+17 Full-screen 89 Total -32 Projectile 0 1000, 1000 50 O 1-30 5, 5
236236[CD]
partial hold
100, 50, 1700, 1700 Any 4+23 n(8)Full-screen 51F after release -32 Projectile 0 100, 1000, 1000 50 O 1-30 4, 5
236236[CD]
full hold
100, 50, 2000, 2000 Any 4+23 75 (13 hits)(8)Full-screen 39F after release -20 Projectile 0 100, 1000, 1000 50 O 1-30 4, 5

Awakened SP Skill Attacks

Maragidyne
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214C/D 400×n Any 19+11 5* (per pillar) 65 Total +76 Projectile 0 100 50 O 1-22 5
  • Summons pillars every 10 frames, each pillar is active for 5 frames
214214CD 450, 225×9 Any 19+9 10 (10 hits) 89 Total -26 Projectile 0 500 50 O 1-22 5

Instant Kill

Full Bloom
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
222CD K.O. Any 36+16 4 66 -50 Body 0 100 50 - 1-60 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 Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAA - - - - AoA Jump[-], Special
Shadow 5AA Shadow 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
Shadow 5AAA - - - - AoA Jump[-], Special
2A 5A, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B[2] - 5BB[+], 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special
5BB - 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special
5C[2] - 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash
2C[2] - 5B, 2B 5C 5D, 2D AoA, Sweep Jump[-], Special, Dash
5D - - - - - -
2D - - - - - -
All-out Attack - - - - - -
Sweep - - - - - Jump[-], Special
Air P Combo Table
A B C D Cancels
j.A j.A[+] j.B j.C j.D Jump, Special
j.B - - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - - -
  • 2A can only be done a max of 3 times per string total.
  • 5B, 5BB, 2B, 5C, and 2C can only be done a max of 2 times per string total, and must have a different button normal or 5BB between repetitions.
For example, 5B > 5C > 5B, 5B > 2B > 5C > 5B, 5B*B > 2B > 5B, and 2B > 5C > 5B > 2B work, but 5B > 2B > 5B will not, and 5C > 2C > 5C will not.
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
Special = Skill Attacks, Hops, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)


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To edit frame data, edit values in P4AU/Yukiko Amagi/Data.