P4Arena/Mitsuru Kirijo/Frame Data: Difference between revisions

From Dustloop Wiki
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*foot invincibility ends right before the first active frame, meaning it loses foot inv. when the attack becomes active
*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
*Hold for more than 20F to get max charge
*Fatal Counter
*Max charge CH will cause crumple state
  }}
  }}
  {{FrameDataNoHeader-P4M
  {{FrameDataNoHeader-P4M
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  |invuln=-
  |invuln=-
  |hitbox=Mitsuru/AB
  |hitbox=Mitsuru/AB
|description=
*Forces Fatal status on normal hit if All Out Rush did 15 hits
  }}
  }}
  {{FrameDataNoHeader-P4M
  {{FrameDataNoHeader-P4M
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  |hitbox=Mitsuru/AB
  |hitbox=Mitsuru/AB
  |description=
  |description=
*Forces Fatal status on normal hit if All Out Rush did 15 hits
*Corner Bounces if All Out Rush did 15 hits
  }}
  }}
  {{FrameDataNoHeader-P4M
  {{FrameDataNoHeader-P4M
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  |invuln=1-20 (low)
  |invuln=1-20 (low)
  |hitbox=Mitsuru/2AB
  |hitbox=Mitsuru/2AB
|description=
*Fatal Counter
  }}
  }}
  {{FrameDataNoHeader-P4M
  {{FrameDataNoHeader-P4M

Revision as of 19:19, 9 April 2013

Normal Attacks

Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
5A 300 3.1% 2 Body All CS 200 200 50 7 1 21 -9 Click!
5AA 300 1.1% 4 Body All CSO 0 100 50 5 4 22 -9 - Click!
5AAA 300 1.1% 4 Body All C(J)SO 0 100 50 4 5 26 -14 - Click!
5AAAA 300 1.1% 4 Body All CSO 0 100 50 5 4 22 -9 - Click!
5AAAAA 600 12.5% 4 Body All C(J)SO 0 100 50 4 5 26 -14 - Click!
5B
(no/partial charge)
700 4.6% 5 Body All CSO 0 100 100 17-26 3 28 -12 4-25 foot Click!
5B
(max charge)
910 5.3% 5 Body All CSO 0 100 100 27 3 28 -5 4-27 foot Click!
  • 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
2A 300 3.1% 1 Foot L CSO 500 100 50 9 3 15 -7 - Click!
2B
(no/partial charge)
500 3.8% 4 Body HL CJSO 200 100 200 11 3 31 -17 5-7 full

8-13 head

Click!
2B
(just frame release)
1000 ? 4 Body HL CJSO 200 100 200 16 3 31 -17 5-7 full

8-18 head

Click!
2B
(max charge)
650 4.4% 4 Body HL CJSO 200 100 200 17 3 31 -17 5-7 full

8-19 head

Click!
  • Hold for 12F to get just frame version. Hold for longer to get max charge version.
j.A 300 3.1% 3 Head H CJO 200 100 50 7 12 12 - Click!
j.B
(no/partial charge)
400 3.4% 3 Head H (C)O 200 100 50 11 ~ ?? 6 25 - - Click!
j.B
(just frame release)
800 ??% 4 Head H (C)O 200 100 50 16 6 25 - - Click!
j.B
(max charge)
520 3.9% 4 Head H (C)O 200 100 50 17 6 25 - - Click!
  • Hold for 12F to get just frame version. Hold for longer to get max charge version.
Guard Cancel Attack 000 - All O Click!
All Out Attack 300 3.1% 5 Body Head O 0 1000 10000 34 1 33 -15 16-34(guard) Click!
All Out Rush 180xN 1.6%xN 5 Body Head O 500 100 50 - - - - - Click!
All Out Finish (C) 1800 6.5% 4 Body Head O 500 300 50 - - - - - Click!
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 4% 5 Body Head O 500 100 50 - - - - - Click!
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
  • Corner Bounces if All Out Rush did 15 hits
Sweep 1100 6.0% 5 Foot L SO 200 100 50 21 2 20 -3 1-20 (low) Click!
  • Fatal Counter
Sweep (feint) 000 -- -- - - - - -- -- 25 - 1-14 (low) Click!

Persona Attacks

Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
5C (3) 300, 60, 60 3.5% 3 Body All CSO 0 300 500 17 2(4)2(4)3 39 -27 - Click!
5C (15) 60 * 12 12.1% 3 Body All CSO 0 300 500 7 [2(4)2(4)3(6)] * 4 39 -27 - Click!
  • Proration continues from 5C (3)
5D 600 4.2% 4 Projectile All - 200 300 1000 27 8 12 +6 - Click!
5D~D 50 0.2% 4 Projectile All - 0 0 1000 4 1 * * - Click!
  • Can delay 5D~D
  • Recovery and Frame Advantage changes based on followup timing
2C - - Projectile -- - - - - 43 (62) 189 (359) 27 (46) - - Click!
  • 2C can be charged; values in ( ) are at max charge.
2D 600 4.2% 4 Projectile All - 200 300 1000 25 8 8 - - Click!
2D~D 50 0.2% 4 Projectile All - 0 0 1000 4 1 - - - Click!
  • Can delay 2D~D
j.C 700 3.8% 4 Head All CJO 200 100 50 16 8 17 - - Click!
j.D 600 4.2% 4 Projectile All - 200 300 1000 25 10 24 - - Click!
j.D~D 50 0.2% 4 Projectile All - 0 0 1000 6 1 - - - Click!
  • Can delay j.D~D

Throws

Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
Ground Throw 1000 3.6% 0-3 Throw All O 0 1000.100 50 5 3 25 - - Click!
Air Throw 1800 6.7% 0-4 Throw All O 0 700.100 50 4 3 19 - - Click!

Furious Action

Getsu-ei
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
BD 1000 5.7% 4 Body All U 700 100 50 10 1 25+20 (Landing) -29 1-10 Click!
j.BD 1000 5.7% 4 Head All U 700 100 50 10 1 20 (Landing) -- 1-10 Click!

Skill Attacks

Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
Coup Droit
[4]6A 1000 5.7% 3 Body All UO 200 300 50 9 4 15 -4~-1 Click!
[4]6B 1500/1600/1700/2000/2500 7.5%~11.3% 4 Body All UO 200 300 1000 20 12 15 -4~+7 Click!
[4]6AB 1200 - 4 Body All UO 200 300 1000 7 6 15 -4~+1 Click!
  • B and SB Version can alter distance traveled by holding 4, 6, or 3
  • B Version can be charged. Gains additional damage listed at: 25F, 35F, 55F, 75F
Bufula
[2]8C 500 3.8% 2 Projectile All - 300 300 300 20 125 44 - - Click!
[2]8D 500, 250 * 2 5.7% for 3 hits 2 Projectile All - 300 300 300 52 159 57 - - Click!
[2]8CD 500, 250 * 4 - 2 Projectile All - 300 300 300 31 255 47 - - Click!

SP Skill Attacks

Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
Myriad Arrows
236236A 150, 75 * 12, + kick - 3 Body All O 0 1000 50 4+2 2.2.2.... - -10 1-7 Click!
236236B 150, 75 * 18, + kick - 3 Body All O 0 1000 50 4+8 2.2.2.... - -10 1-13 Click!
Kick 800/900/1200/2000/4000 - 5 Body All O 0 1000 50 11 After Arrows 5 46 -32 - Click!
  • Can move forward during the slashes by holding Template:6
  • Kick's proration continues from initial attacks.
  • Kick has 50% minimum damage.
  • Kick can be charged. Gains additional damage listed at: 21F, 69F, 99F, 129F
Bufudyne
236236C 2500 - 5 Projectile HL One More Cancel 0 2000 1000 9+9 10 48 -19 1-28 Click!
236236D 3000 - 5 Projectile HL One More Cancel 0 2000 1000 9+18 10 49 -20 1-39 Click!

Awakened SP Skill Attacks

Mabufudyne
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
214214C/D -- - - - - - - - - - - 37 - 1-19 Click!
per ice shard 400 4 Projectile All - 200 200 50 - - - - - Click!

Instant Kill

Niflheim
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
222CD K.O. - 5 Projectile All - 0 100 50 31+32 3 69 -53 1-66 Click!

P Combo System

Ground P Combo Table
A B C D All-out Attack Sweep Cancels
5A 5AA 5B, 2B 5C, 2C 5D, 2D Yes Yes Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D Yes Yes Special
5AAA 5AAAA 5B, 2B 5C, 2C 5D, 2D Yes Yes Jump, Special
5AAAA 5AAAAA 5B, 2B 5C, 2C 5D, 2D Yes Yes Special
5AAAAA - - - - Yes - Jump, Special
2A 2A three times 5B, 2B 5C, 2C 5D, 2D Yes Yes Special
5B - 2B 5C, 2C 5D, 2D Yes Yes Special
2B - 5B 5C, 2C 5D, 2D Yes Yes Jump, Special
5C - 5B, 2B 2C 5D, 2D Yes Yes Special
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.


Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = can be done twice per string, but can not go from X > Y > X
For example, 5B > 5C > 5B does not work, but 5B > 5C > 2B > 5B does work.
Special = Skill Attacks and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)

Persona 4: Arena
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc