P4Arena/System Data

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Character Data
Character Health Combo Rate Backstep Distance Backstep Duration
Aigis 9,000 65% 255,600 23
Akihiko 10,000 75% 255,600 23
Chie 9,500 60% 246,000 19
Elizabeth 7,500 65% 324,500 29
Kanji 10,500 60% 251,900 26
Labrys 9,500 60% 255,600 21
Mitsuru 9,500 70% 255,600 23
Naoto 8,000 60% 255,600 23
Shadow Labrys 8,000 50% 255,600 23
Teddie 9,500 65% 255,600 23
Yosuke 8,300 70% 355,600 23
Yu 9,500 60% 255,600 23
Yukiko 8,500 70% 255,600 29
  • All backsteps are fully invincible from 1-6F.
  • Orgia Mode Aigis' backstep is fully invincible from 1-7F and is airborne afterwards.
  • Backsteps can not be performed for the first 2 frames after a Ground Ukemi with the exception of Aigis in Orgia Mode.
  • All Air Backdashes are fully invinicible from 1-5F
  • All Jumps have startup of 3 frames, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
Walkspeed Data
WalkspeedComparison.png
  • While the frame data did not contain numbers for walkspeeds, a pixel perfect test of walkspeeds was done by Omex and Zankoku, resulting in these numbers (based on the characters walking forward for 30 frames, and backwards for 38 frames. Camera zoom was accounted for and did not affect this test.):
Walkspeed Data
Character PX Back PX Forward PX/sec back PX/sec forward Forward/Back Comparison
Aigis 228 225 360 450 1.25
Akihiko 137 180 216.3 360 1.66
Chie 247 240 390 480 1.23
Elizabeth 190 195 300 390 1.3
Kanji 251 248 396.3 496 1.25
Labrys 228 225 360 450 1.25
Mitsuru 205 203 323.7 406 1.25
Naoto 228 225 360 450 1.25
Shadow Labrys 228 225 360 450 1.25
Sukukaja Yosuke 399 378 630 756 1.2
Teddie 205 203 323.7 406 1.25
Yosuke 285 270 450 540 1.2
Yu 228 225 360 450 1.25
Yukiko 205 203 323.7 406 1.25


Evasive Action Data
P4Arena EvasiveActionDistance.png
  • 1-2F vulnerable
  • 3-24F strike/projectile invincible
  • 33F total duration
  • Counter Hit state from 3F onward


Hop Data
  • 1F-17F Foot attribute and ground throw invul (unconfirmed)
  • Able to input commands after 17F (unconfirmed)
  • 9F landing recovery
  • 43F total duration


Burst Frame Data
Type Startup Total Time Invul (1F~) Frame Adv. P1 P2 SMP
Reversal Burst 16 68 28 -19 ?? ?? ??
Max Burst 14 35 21 +10 ?? ?? ??
One More Burst 14 35 21 +10 ?? -200 ??
Ukemi Data
  • Air Ukemi lasts for 15 frames, invincible the entire time
  • Ground Ukemi lasts for 33 frames, invincible the entire time


Attack Level
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Hitstun 11F 13F 15F 17F 19F
Blockstun 10F 12F 14F 16F 18F
Untechable Time
(aka Air Hitstun)
??F ??F ??F ??F ??F
Hitstop ??F ??F ??F ??F ??F
Counter Hit Hitstun +??F +??F +??F +??F +??F
  • Crouching Hit adds 2F of hitstun


Proration and Damage Scaling
Proration Tally Effective Proration Untechable Time Modifier
1200 52% -2F
1600 44% -3F
1800 40% -4F
1900 38% -5F
2000 36% -6F
2100 34% -7F
2200 32% -8F
2300 30% -10F
2400 28% -12F
2500 26% -14F
2600 24% -16F
2700 22% -18F
2800 20% -20F
2900 18% -22F
3000 16% -24F
3100 14% -26F
3200 12% -28F
3300 10% -30F
3400 8% -9999F
  • Prior to 52% proration, untechable time is not reduced.

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

HUDControlsFrame DataSystem Data


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