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




Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 300 2 Body Any JSpSO 200 200 50 10 4 20 -11 -
5AA
Normal
400 3 Body Any JSpSO 0 100 50 12 3 12 0 -
5AAA
Normal
800 4 Body Any (J)SpSO 0 400 50 15 3 27 -13 -
5AA
Shadow
400 3 Body Any JSpSO 0 100 50 12 5 12 -2 -
5AAA
Shadow
800 4 Body Any (J)SpSO 0 400 50 15 3 23 -9 -
5B 300 2 Chest, Projectile Any (J)SpSO 300 100 100 13 - 49 Total -14 -
4B, 6B 400*3 2 Chest, Projectile Any (J)SpSO 300 100 100 13 - 52 Total -17 -
5BB, 4BB, 6BB 300 3 Chest, Projectile Any JSpSO 300 100 100 9 - 49 Total -8 -
2A 160 1 Leg Low MSpSO 500 100 50 7 2 14 -5 -
2B, 1B, 3B 300 2 Projectile Any (J)SpSO 300 100 100 14 - 40 Total -4 -
j.A 300 3 Head High MJSpSO 200 100 50 10 3 13 - -
j.B, j.4B, j.6B 300 2 Projectile Any* JSpO 300 100 100 12 - 39 Total - -
  • 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 5 Body High O 0 1000 10000 33 4 26 -11 -
All Out Rush 200*N 5, 3 Body Any O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body Any O 500 300 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 5 Body Any JSpSOD 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 17 hits
  • Corner Bounces if All Out Rush did 17 hits
Sweep 400 3 Leg Low (J)SpSO 200 100 50 10 5 15 -5 -

Persona Attacks

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

Throws

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

Furious Action

Dia
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 100 3 Body Any S 800 100 50 22 12 24 -21 -
  • 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 Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Agi
236A 300, 600 3 Body; Projectile Any SO 300 100, 200 50, 1000 13, 27 3, 15 60 Total -12 -
236B 300, 600 3 Body; Projectile Any SO 300 100, 200 50, 1000 13, 27 3, 15 47 Total +1 -
236AB 500, 600, 600 3 Body; Projectile; Projectile Any SO 300 100, 200, 200 50, 1000, 1000 27, 45, 45 3, 15, 15 42 Total +24 -
j.236A/B 300, 600 3 Projectile Any O 300 100, 200 50, 1000 12, 26 3, 15 53 Total - -
j.236AB 500, 600, 600 3 Body; Projectile; Projectile Any O 300 100, 200, 200 50, 1000, 1000 21, 39, 39 3, 15, 15 56 Total - -
  • Second number refers to second part of attack that happens when you release the button.
Maragi
236C 500, 800 3 Projectile, Leg; Projectile Low, Any SO 200 100, 100 50 38 75(9)30 50 Total +12 -
236D 500, 800 3 Projectile, Leg; Projectile Low, Any SO 200 100, 100 50 31 Full-screen(9)30 59 Total -4 -
236CD (500, 800)*2 3 Projectile, Leg; Projectile Low, Any SO 200 (100, 100)*2 50*2 31 75(9)30/Full-screen(9)30 46 Total +9 -
  • Fatal Recovery
  • Upon contact with opponent, attack starts up in 11F.
Fire Dance
214A 300, 500 3 Body; Projectile, Chest Any SO 300 200 50 11, 21 2(8)5 19 -3 -
214B 300, 600 3 Body; Projectile, Chest Any SO 300 200 500 17, 29 2(10)5 21 -5 -
214AB 600, 600 3 Body; Projectile, Chest Any - 300 200 500 11, 21 2(8)5 12 Total +4 -
Radiant Phoenix
214214A 2040 5 Projectile Any - 200 300 1000 29 Full-screen 69 Total -21 -
214214B 2040 5 Projectile Any - 200 300 1000 37 Full-screen 70 Total -14 -
214214AB 2040 5 Projectile Any - 200 300 1000 24 Full-screen 51 Total -8 -
j.214214A 2040 5 Projectile Any - 200 300 1000 31 Full-screen 46 Total - -
j.214214B 2040 5 Projectile Any - 200 300 1000 39 Full-screen 61 Total - -
j.214214AB 2040 5 Projectile Any - 200 300 1000 26 Full-screen 36 Total - -
  • 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 Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Agidyne
236236C 1400 5 Projectile Any O 0 1000 50 4+17 Full-screen 71 Total -25 -
236236[C]
partial hold
100, 50*n, 1700 4, 5 Projectile Any O 0 100, 1000 50 4+23 n(8)Full-screen 51F after release -25 -
236236[C]
full hold
100, 50*12, 2000 4, 5 Projectile Any O 0 100, 1000 50 4+23 75(8)Full-screen 39F after release -4 -
236236D 150, 75*4, 1400 4, 5 Projectile Any O 0 1000 50 4+11 27 (5 hits)(8)Full-screen 51F after release -57 -
236236[D]
partial hold
150, 75*n, 1700 4, 5 Projectile Any O 0 1000 50 4+11 n(8)Full-screen 51F after release - -
236236[D]
full hold
150, 75*14, 1400 4, 5 Projectile Any O 0 1000 50 4+11 87 (15 hits)(8)Full-screen 39 after release -105 -
236236CD 1400, 1400 5, 5 Projectile Any O 0 1000, 1000 50 4+17 Full-screen 89 Total -32 -
236236[CD]
partial hold
100, 50, 1700, 1700 4, 5 Projectile Any O 0 100, 1000, 1000 50 4+23 n(8)Full-screen 51F after release -32 -
236236[CD]
full hold
100, 50, 2000, 2000 4, 5 Projectile Any O 0 100, 1000, 1000 50 4+23 75 (13 hits)(8)Full-screen 39F after release -20 -

Awakened SP Skill Attacks

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

Instant Kill

Full Bloom
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Body Any - 0 100 50 36+16 4 66 -50 -

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)