P4Arena/Yu Narukami: Difference between revisions

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|data=   
|data=   
  {{FrameData-P4M
  {{FrameData-P4M
|version=C
|damage=1500/2800
|spgain= -
|level=5/4
|attribute=Body
|guard=All
|cancel= -
|p1=0
|p2=100/100
|smp=50
|startup=11+15
|active=7
|recovery=32
|staticDiff=-20
|invuln=1F-26F
|hitbox=Narukami/214214C
}}
{{FrameDataNoHeader-P4M
|version=D
  |damage=1500/2800
  |damage=1500/2800
  |spgain= -
  |spgain= -

Revision as of 18:25, 3 October 2012

Yu Narukami

Overview

Yu Narukami is the previously unnamed protagonist in the RPG Persona 4. Yu moves to Inaba and lives with his uncle and neice for a year due to his parents moving abroad for work. While in Inaba, mysterious murders start occuring and Yu and his friends are pulled into the mystery. Yu was officially named during the manga and anime adaptations of the video game. In Persona 4: Arena, Yu uses a katana and his Persona is Izanagi.

Health
9500
Strengths
Well-rounded fighter, simple-yet-effective okizeme
Weaknesses
Does not excel in any single category
Movement Options
1 Double Jump/Airdash, Run-type Dash
Play-style
Yu works as a beginner-friendly character in the game with simple and effective tools to help him in almost any given scenario. He has a simple projectile for zoning; a sliding slash and a diving sword thrust for additional movement+angles of attack; an uppercut with invincibility for interrupting opponent's attacks; and a full screen super attack to punish opponents who recklessly press buttons.

Move List

Normal Attacks

5A
P4Arena Yu 5A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200 2 Body All SP 200 200 50 5 5 10 -2 Click!

Gut punch

5AA
P4Arena Yu 5AA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
400 3 Body All SP 0 100 50 7 2 15 -2 Click!

Standing kick

5AAA
P4Arena Yu 5AAA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1500 4 Body All J/Dash/SP 0 600 50 9 2 22 -7 Click!

Downward slice, jump cancel-able Forward and backward dash cancel-able.

5B
P4Arena Yu 5B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
500 3.9% 3 Body All (J)/SP 300 100 50 9 3 21 -9 Click!

Far reaching slash, jump cancelable on hit ONLY.

2A
P4Arena Yu 2A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
160 2.6% 1 Foot Low SP 500 100 50 7 3 11 -3 Click!

low punch, short range, can cancel into itself up to three times

2B
P4Arena Yu 2B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
300/150 3/1 3 Body AUB J/SP 200 100 50 8 2,3 29 -17 Click!

two hit rising sword slash. anti-air attack that is air-unblockable, jump cancelable.

Head attribute invul starting from frame 5.

j.A
P4Arena Yu jA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200 2.9% 1 Body All J/SP 200 100 50 7 3 12 Click!

jumping straight kick. Can cancel into itself

j.2A
P4Arena Yu j2A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
450 3.6% 3 Body All - 200 100 50 16 Ground 15(After Landing) Click!

Dive kick has landing recovery. You can combo off it on crouching and counter hit, or if spaced properly. Gives frame advantage on block if performed at the lowest possible height.

j.B
P4Arena Yu jB.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200/100 2 Mid High J/SP 200 100 50 10 3/3 12 Click!

horizontal slash, two hits, jump cancelable

j.BB
P4Arena Yu jBB.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
450 3 Mid High J/SP 200 100 50 7 3 12 Click!

Horizontal slash in the opposite direction, jump cancelable

Guard Cancel Attack
P4Arena Yu 5AA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
Click!

Horizontal Kick, Knocks the opponent away from you(Anti-pressure tool). Requires 50 SP to use.

All Out Attack
A+B
P4Arena Yu AOA.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
All Out Attack 300 5 Mid High 0 1000 10,000 24 1 41 -23 Click!
All Out Rush 180xN 5 Body All 500 100 50 Click!
All Out Finish (C) 1800 4 Body All 500 300 50 Click!
All Out Finish (D) 1000 5 Body All 500 100 50 Click!

a downward sword slash that is short range, but has a very subtle startup animation, making it more difficult to react to

Sweep
2A+B
P4Arena Yu Sweep.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
700 3 Foot Low SP 200 100 50 13 6 5 -6 Click!

a sword sweep. special cancelable


Persona Attacks

5C Persona Required
P4Arena Yu 5C.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
900 4 Body All J/SP 0 100 50 13 3 31 -17 - Click!

Izanagi performs a quick slash. Used mostly in combos. Jump cancel on hit

5D Persona Required
P4Arena Yu 5D.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
400/200/200 4 Body All - 300 200 50 44 7/2/3 40 (After Activation) +65 - Click!

Izanagi plunges his weapon into the ground, then charges the opponent for three hits.

5D~D Persona Required
P4Arena Yu 5DD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
700 4 Body All - 300 200 50 20 3 - - - Click!

Izanagi performs a downward slash. This followup slash can be delayed, making it useful for frame traps, crossups, and to scare your opponent.

2C Persona Required
P4Arena Yu 2C.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1200 4 Body All Dash/SP 0 600 300 19 2 21 -6 - Click!

Izanagi stabs diagonally upward, blowing the opponent away. Fatal Counter.

j.C Persona Required
P4Arena Yu jC.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
700 4 Body All SP 300 200 50 10 2 32 - - Click!

Izanagi performs a quick aerial slash, similar in looks and utility to 5C.

j.D Persona Required
P4Arena Yu jD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
700 5 Body All - 300 200 50 106 3 to Ground Yu-15 / Izanagi-43 - - Click!

Izanagi hangs in the air for a long time, then performs a diving attack that launches the opponent on hit.


Throws

Ground Throw
C+D
P4Arena Yu GroundThrow.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
0/1100 0/4 Body Throw Tech - 0 1000/100 0 5 3 25 - - Click!

Kicks the opponent away, wallbounces in the corner

Air Throw
j.C+D
P4Arena Yu AirThrow.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
0/1800 0/2 Body Throw Tech - 0 0/700 50 4 3 19 - - Click!

Throws the opponent into the ground straight below


Furious Action

Big Gamble
B+D air OK
P4Arena Yu BD.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
Ground 750/300 4 Head AUB SP 800 100 50 10 3/10 37/After landing; 9 -39 F1-22 Click!
Air 750/300 4 Head All SP 800 100 50 4 3/3 9 After landing - F1-9 Click!

A rising uppercut that leaves you airborne. First hit of the ground version is air unblockable. Often super canceled into Ziodyne for a combo.


Skill Attacks

Zio Persona Required
236C/D
P4Arena Yu Zio.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 900 3 Projectile All SP 0 100 50 13 - 47(Izanagi) -9 - Click!
D 620/310 4 Projectile All SP 0 300 50 34 22 (2 hits) 57(Izanagi) +9 - Click!
SB 800/400 4 Projectile All SP 0 100 50 16 - (2 hits) 59(Izanagi) -2 - Click!

C Version has Izanagi throw an electric projectile from his current position that goes full screen.


D Version has Izanagi throw a two hit projectile that does not travel forward and stays in front of Izanagi briefly. Fatal Counter.


SB Version has Izanagi throw a two hit projectile that goes full screen and also causes paralysis on hit.

Swift Strike Persona Required
214C/D
P4Arena Yu SwiftStrike.png
Zio car
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 800 4 Foot Low SP 200 500 50 15 6 21 -10 F7-20 Click!
D [200/100]1100 4 Foot Low SP 500 100 50 17 7/8/7 29 -10 F10-42 Click!
SB 600/300(x4) 4 Foot Low SP 500 100 50 13 6/6/6/10/6 24 -13 F8-48 Click!

Izanagi and Yu perform a sliding attack that can go under high attacks and must be blocked low.


C is 1 hit and can link into 5A in the corner for free.


D is 3 hits and is commonly used as a mid-screen combo ender.


SB is 5 hits and is often used as a full screen punish to slow attacks or as a stronger combo ender.

Raging Lion
214A/B air OK
P4Arena Yu RagingLion.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 1000 4 Head High SP 300 100 50 23 5 14 -2 4F (After Rise) Click!
A (Air) 1000 5 Head High SP 300 100 50 19 To Landing 18 After Landing -2 4F (After Rise) Click!
B 1500 5 Head High SP 500 300 600 30 7 10 +3 4F (After Rise) Click!
B (Air) 1500 5 Head High SP 500 300 600 21 To Landing 18 After Landing +3 4F (After Rise) Click!
SB 1200 4 Head High SP 300 100 50 21 4 12 +1 4F (After Rise) Click!
SB (Air) 1200 5 Head High SP 300 100 50 17 To Landing 18 After Landing +1 4F (After Rise) Click!

Yu jumps into the air and does a diving sword stab that must be blocked high. Performing the aerial versions stops Yu's momentum and he rises in the air before performing the attack.


A Version forces crouch on standing hit.


B Version is a Fatal Counter.


SP Skill Attacks

Ziodyne Persona Required
236236C/D air OK
P4Arena Yu Ziodyne.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 134/67(×33) - 4 Body All - 400 1000 50 5+17 102 (32 Reads) 64 -50 1F-22F Click!
C (Air) 134/67(×33) - 4 Body All - 400 1000 50 18+4 102 (32 Reads) 64 -50 1F-22F Click!
D 134/67(×33) - 4 Body All - 400 1000 50 5+38 102 (32 Reads) 64 -20 1F-43F Click!
D (Air) 134/67(×33) - 4 Body All - 400 1000 50 26+4 102 (32 Reads) 64 -20 1F-30F Click!

Izanagi performs a multi-hit full screen projectile that wallslams the opponent on hit (If in the corner).


Awakened SP Skill Attacks

Cross Slash Persona Required
214214C/D
P4Arena Yu CrossSlash.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1500/2800 - 5/4 Body All - 0 100/100 50 11+15 7 32 -20 1F-26F Click!

Yu charges his sword with electricity then slashes the opponent horizontally. On hit, Izanagi comes from the sky and does a diving sword plunge.

Can One More Cancel on block, but not on hit.


Instant Kill

Myriad Truths Persona Required
222C+D
P4Arena Yu MyriadTruths.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
K.O. - 5 Body All - 0 100 50 23+39 32 44 -45 1F-93F Click!

Yu stabs the ground with his sword and electricity covers the entire ground. Yu is invulnerable during the (long) startup, and the attack is blockable.

On hit, Izanagi transforms into Izanagi-No-Okami and then sends a large lightning bolt to strike down the opponent.


Strategy

Offense

Defense

Combos

Midscreen

5A

  • 5A > 5B > 2B > 2A+B > 5D - (987) (for oki)
  • 5A > 5B > 2B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3005) (50 SP) (for damage, corner carry)
  • 5A > 5B > 2B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (3916) (100 SP)

2A

  • 2A > 5B > 2B > 2A+B > 5D - (866) (for oki)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (2597) (50 SP) (for damage, corner carry)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (3508) (100 SP)

5B

  • 5B > 214C - (903) (for max range 5B, oki)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3516) (50 SP) (for damage, corner carry)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (4472) (100 SP)
  • 5B > 5C > 214D (OMB) > 5D > dash 5B > 5DD > 214B > dash 5B > 5C (JC) > j.B > j.BB (JC) > j.B > j.C > j.B+D - (4279) (Burst) (for OMB damage)
  • 5B > 5C > 214D (OMB) > 5D > dash 5B > 5DD > 214B > dash 5B > 5C (JC) > j.B > j.BB (JC) > j.B > j.C > j.B+D > j.236236C - (5190) (Burst, 50 SP)
  • CH 5B (stand hit) > air dash j.A > j.B > 5B > 2B > 2A+B > 5D - (1452) (CH, max range) (for max range CH 5B, oki)

5C

  • 5C > 2B > 5B > 2A+B > 5D - (1803) (for oki)
  • 5C > 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (4619) (50 SP) (for damage, corner carry)
  • 5C > 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (5530) (100 SP)
  • air hit 5C > j.B > j.BB > j.B > j.C > j.214B > j.236236C - (3311) (50 SP, air hit) (for burst punish damage)
  • air hit 5C (OMB) > 5D > dash 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214B > j.236236C - (5301) (Burst, 50 SP) (for burst punish OMB damage)

2C

  • 2C > 236C - (1610)
  • 2C > 236C+D - (1746) (25 SP) (for paralysis)

5D

  • 5D > dash 214A > 5DD > dash 5B > 2B > 2A+B > 5D - (2686) (for oki)
  • 5D > dash 214A > 5DD > dash 5B > 2B > 5C > 214D > 214214C - (4784) (50 SP, Awakening) (for damage, corner carry)
  • 5D > dash 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3710) (for damage)
  • 5D > dash 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (4621) (50 SP)

5A+B

  • 5A+B~C > j.B > j.BB > j.A > j.B > j.C > j.B+D > j.236236C - (~3300) (Non-FC AoA~C, 50 SP) (for non FC damage)
  • 5A+B~FC C > j.B > j.BB > j.B > j.BB > j.2A > j.D - (2357) (FC AoA>C) (for FC oki)
  • 5A+B~FC C > j.B > j.BB > j.A > j.B > j.C > j.214B - (2601) (FC AoA~C) (for FC damage)
  • 5A+B~FC C > j.B > j.BB > j.A > j.B > j.C > j.214B > j.236236C - (3512) (FC AoA~C, 50 SP)

C+D

  • CH C+D > 214C - (1498) (CH) (for oki)
  • CH C+D > dash 5B > 5C > 2C - (2066) (CH) (for damage, corner carry)
  • CH C+D > dash 5B > 5C > 2C > 236236C- (2977) (CH, 50 SP)
  • C+D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2685) (50 SP) (for damage)
  • C+D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D > j.236236C - (3596) (100 SP)
  • C+D (OMC) > 236236C - (2011) (100 SP) (for unburstable damage)
  • C+D (OMC) > dash 214214C - (2580) (100 SP, Awakening) (for unburstable damage)

j.C+D

  • j.C+D (OMC) > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3242) (50 SP)
  • j.C+D (OMC) > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (4153) (100 SP)

214A (or A+B)

  • CH 214A > dash 5C > 2B > 5B > 2A+B > 5D - (2299) (CH) (for oki)
  • CH 214A > 5C > 214D (OMC) > dash 5B > j.B > j.BB > j.B > j.C > j.214A - (3929) (50 SP) (for damage)
  • CH 214A > 5C > 214D (OMC) > dash 5B > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (4840) (100 SP)
  • meaty, late hit 214A > dash 5A > 5B > 2B > 2A+B > 5D - (1806) (for oki)
  • meaty, late hit 214A > dash 5A > 5B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3537) (50 SP) (for damage)
  • meaty, late hit 214A > dash 5A > 5B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (4448) (100 SP)
  • 214A (OMC) > airdash j.A > j.B > 5B > 2B > 2A+B > 5D - () (50 SP) (for oki)
  • 214A (OMC) > airdash j.A > j.B > 2B > 5C > 214D (OMC) > dash 5B > j.B > j.BB > j.B > j.C > j.214A - (3929) (100 SP) (for damage)
  • 214A (OMC) > airdash j.A > j.B > 2B > 5C > 214D (OMC) > dash 5B > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (4590) (150 SP, Awakening)

214B

  • 214B > 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (2887)
  • 214B > 5B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (3798) (50 SP)
  • FC 214B > 214A > 5A > 5C > j.B > j.BB > j.B > j.C > j.214B - (3219) (CH)
  • FC 214B > 214A > 5A > 5C > j.B > j.BB > j.B > j.C > j.214B > j.236236C - (4130) (CH, 50 SP)

236C (or C+D)

  • 236C > 236236C - (2231) (50 SP)

236D

  • FC 236D > 214A > dash 5A > 5C > 2B > 2A+B > 5D - (2539) (CH) (for oki)
  • FC 236D > dash 5C > 2B > 5B > 5C > 214D (OMC) > 214B > 214A > dash 5A > 5C > j.B > j.BB > j.B > j.C > j.214B - (4882) (CH, 50 SP) (for damage)
  • FC 236D > dash 5C > 2B > 5B > 5C > 214D (OMC) > 214B > 214A > dash 5A > 5C > j.B > j.BB > j.B > j.C > j.214B > j.236236C - (5793) (CH, 100 SP)

Midscreen Post-5D Combos

  • j.B > 2B > 5B > 5DD > 214B > dash 2A+B > 5D - (2025) (5D set) (for oki)
  • j.B > 2B > 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D > j.236236C - (3867) (5D set, 50 SP) (for damage)
  • 2A > 2B > 5DD > 214B > dash 2A+B - (1615) (5D set) (for oki)
  • 2A > 2B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D > j.236236C - (3339) (5D set, 50 SP) (for damage)
  • fuzzy forward j.A > 5DD > 2A > 2B > 5B > 2A+B > 5D - (1350) (5D set) (for sandwich oki)
  • fuzzy forward j.A > 5DD > 2A > 2B > 5B > 5C > 2B > 5B > 2A+B > 5D - (1990) (5D set) (for oki)
  • fuzzy forward j.A > 5DD > 2A > 2B > 5B > 5C > 2B > 5B > 5C > 214D > 236236C- (2898) (5D set, 50 SP) (for damage)
  • fuzzy forward j.A > 5DD > 2A > 2B > 5B > 5C > 2B > 5B > 5C > 214D > 214214C- (3227) (5D set, 50 SP, Awakening)

Midscreen Post-5D Sandwich Combos

  • cross up 5DD > 5B > 2B > 2A+B > 5D - (1446) (5D sandwich) (for sandwich oki)
  • cross up 5DD > 5B > 2B > 5C > 5B > 2B > 2A+B > 5D - (2133) (5D sandwich) (for oki)
  • cross up 5DD > 5B > 2B > 5C > 5B > 2B > 5C > 214D > 214214C - (3926) (5D sandwich, 50 SP, Awakening) (for damage)
  • cross up 5DD (crouch hit) > 5B > 2B > 5C > 2C > 214B > 5C > j.B > j.BB > j.B+D > j.236236C - (3957) (5D sandwich, 50 SP) (for crouch hit damage)
  • 214A > 5DD > 5B > 2B > 5C > 2C > 214B > 5C > j.B > j.BB > j.B+D > j.236236C - (4488) (5D sandwich, 50 SP) (for damage)
  • 214A (OMC) > 5B > 2B(1) > 5C > 2C > 214B > 5C > j.B > j.BB > j.B+D > j.236236C - (4309) (5D sandwich, 50 SP) (for damage)
  • 2A > 2B > 5B > 5DD > 5B > 2B > 2A+B > 5D (1394) (5D sandwich) (for sandwich oki)
  • fuzzy neutral j.A > 5DD > j.B > 5B > 2A+B > 5D (1243) (5D sandwich) (for sandwich oki)
  • crouch hit j.B > 5B > 5DD > 5B > 2B > 5C > 2C > 214B > 5C > j.B > j.BB > j.B+D > j.236236C (4021 dmg) (5D sandwich, 50 SP) (for damage)

Midscreen-to-Corner

5A

  • 5A > 5B > 2B > 5C > 214D (OMC) > dash 5B (JC) > j.C > j.214B > 5D - (2523) (50 SP) (for oki)
  • 5A > 5B > 2B > 5C > 214D (OMC) > dash 5B (JC) > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3563) (50 SP) / (4034) (100 SP) / (4413) (100 SP) (for damage)

2A

  • 2A > 5B > 5C > 214D (OMC) > dash 5C > 2C (DC) > 2A+B > 5D - (2306) (50 SP) (for oki)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B (JC) > j.C > j.214B > 5D - (2132) (50 SP) (for oki when farther from corner)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B (JC) > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3152) (50 SP) / (3623) (100 SP) / (4002) (100 SP, Awakening) (for SP,Burst gain/damage)

5B

  • 5B > 5C > 214D (OMC) > 214B > dash 5C > 2C > (DC) > 2A+B > 5D - (3270) (50 SP)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B (JC) > j.C > j.214B > 5D - (3096) (50 SP)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B (JC) > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4116) (50 SP) / (4587) (100 SP) / (4996) (100 SP, Awakening) (for SP,Burst gain/damage)

5C

  • 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 5D - (4294) (50 SP) (for oki)
  • 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A - (4847) (50 SP) (for damage)
  • 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > j.236236C / 214214C - (5758) (100 SP) / (6137) (100 SP, Awakening)
  • 5C > 214D (OMB) > 5D > dash 5B > 5DD > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (5688) (Burst) / (6084) (Burst, 50 SP) / (6463) (Burst, 50 SP, Awakening) (for OMB damage)
  • 5C > 214D (OMB) > 5D > dash 5B > 5DD > 214B > dash 5B > j.C > j.214B > 2A > 5C > j.214A+B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (6276) (Burst, 25 SP) / (6747) (Burst, 75 SP) / (7126) (Burst, 75 SP, Awakening)
  • CH 5C > 2C (DC) > 5B > j.C > j.214B > 5D - (2578) (CH) (for oki)
  • CH 5C > 2C (DC) > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3749) (CH) / (4145) (CH, 50 SP) / (4524) (CH, 50 SP, Awakening) (for SP,Burst gain/damage)
  • air hit 5C > 2C (DC) > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3552) (air hit) / (3923) (air hit, 50 SP) / (4302) (air hit, 50 SP, Awakening) (for burst punish damage)
  • air hit 5C (OMB) > 5D > dash 5B > 5DD > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (5050) (air hit, Burst) / (5381) (air hit, 50 SP, Burst) / (5800) (air hit, 50 SP, Awakening) (for burst punish OMB damage)

2C

  • 2C (DC) > dash 5B > j.C > j.214B > 5D - (2152) (for oki)
  • 2C (DC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3389) / (3760) (50 SP) / (4139) (50 SP, Awakening) (for SP,Burst gain/damage)
  • FC 2C (DC) > dash 5B > 5C > j.B > j.C > j.214B > 2B > j.C > j.214B > 5D - (3333) (for oki)
  • FC 2C (DC) > dash 5B > 5C > j.B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4147) / (4719) (50 SP) / (5098) (50 SP, Awakening) (for SP,Burst gain/damage)

5D

  • 5D > dash 5B > 5DD > 214B > dash 5C > 2C (DC) > 2A+B > 5D - (3385) (for oki)
  • 5D > dash 5B > 5DD > 214B > dash 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4211) / (4682) (50 SP) / (5061) (50 SP, Awakening) (for SP,Burst gain/damage)

5A+B

  • 5A+B~FC D > dash 5B > j.C > j.214B > 5D - (2234) (FC AoA~D) (for oki)
  • 5A+B~FC D > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3145) (FC AoA>D) / (3667) (FC AoA~D) / (4046) (FC AoA>D) (for SP,Burst gain/damage)

C+D

  • C+D (OMC) > dash 5B > j.C > j.214B > 5D - (1845) (50 SP) (for oki)
  • C+D (OMC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (2859) (50 SP) / (3330) (100 SP) / (3709) (100 SP, Awakening)(for SP,Burst gain/damage)

j.C+D

  • j.C+D (OMC) > 2B > j.C > j.214B > 5D - (2674) (50 SP) (for oki)
  • j.C+D (OMC) > 2B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3920) (50 SP) / (4366) (100 SP) / (4745) (100 SP, Awakening) (for SP,Burst gain/damage)

214A (or A+B)

  • CH 214A > dash 5B > 2B > 5C > 2C > 2A+B > 5D - (2706) (CH) (for oki)
  • CH 214A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 5D - () (50 SP) (for oki when farther from corner)
  • CH 214A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4761) (50 SP) / (5207) (CH, 100 SP) / (5586) (CH, 100 SP) (for SP,Burst gain/damage)
  • meaty, late hit 214A > dash 5A > 5B > 2B > 5C > 2C (DC) > 2A+B > 5D - (2541) (for oki)
  • meaty, late hit 214A > dash 5A > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 5D - (3072) (50 SP) (for oki when farther from corner)
  • meaty, late hit 214A > dash 5A > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4092) (50 SP) / (4563) (100 SP) / (4942) (100 SP, Awakening) (for SP,Burst gain/damage)
  • 214A (OMC) > airdash j.A > j.B > 2B > 5B > 5C > 2C (DC) > 2A+B > 5D - (2685) (50 SP) (for oki)
  • 214A (OMC) > airdash j.A > j.B > 2B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 5D - (3192) (100 SP) (for oki when farther from corner)
  • 214A (OMC) > airdash j.A > j.B > 2B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 2B (JC) > j.C > j.214A > 5AAA / j.236236C / 214214C - (4212) (100 SP) / (4683) (150 SP) / (5062) (150 SP, Awakening) (for SP,Burst gain/damage)

214B

  • 214B > dash 5B (JC) > j.C > j.214B > 5D - (2341) (for oki)
  • 214B > dash 5B (JC) > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3456, 41) / (3877) (50 SP) / (4256) (50 SP, Awakening) (for SP,Burst gain/damage)
  • FC 214B > dash 5B (JC) > j.C > j.214B > 5B > 5C > 2C > 2A+B - (3413) (for oki)
  • FC 214B > dash 5B (JC) > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3944, 50) (CH) / (4516) (CH, 50 SP) / (4895) (CH, 50 SP, Awakening) (for SP,Burst gain/damage)

236D

  • FC 236D > 214A > dash 5A > 5C > 2C (DC) > 5B (JC) > j.C > j.214B > 5D - (3220) (CH) (for oki)
  • FC 236D > 214A > dash 5A > 5C > 2C (DC) > 5B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214A > 5AAA / j.236236C / 214214C - (4055) (CH) / (4627) (CH, 50 SP) / (5006) (CH, 50 SP, Awakening) (for SP,Burst gain/damage)
  • FC 236D > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 5B > 5C > 2C > 2A+B > 5D - (4651) (CH, 50 SP) (for oki when farther from corner)
  • FC 236D > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (5216) (CH, 50 SP) / (5788) (CH, 100 SP) / (6167) (CH, 100 SP, Awakening) (for SP,Burst gain/damage)

Midscreen-to-Corner Post-5D Combos

  • j.B > 2B > 5B > 5DD > 214B > dash 5C > 2C (DC) > 2A+B > 5D - (2676) (5D set) (for oki)
  • j.B > 2B > 5DD > 214B > dash 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3354) (5D set) / (3825) (5D set, 50 SP) / (4204) (5D set, 50 SP, Awakening) (for SP,Burst gain/damage)
  • 2A > 2B > 5DD > 214B > dash 2C (DC) > 2A+B > 5D - (1784) (5D set) (for oki)
  • 2A > 2B > 5DD > 214B > dash 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (2357) (5D set) / (2778) (5D set, 50 SP) / (3157) (5D set, 50 SP, Awakening) (for SP,Burst gain/damage)

Midscreen-to-Corner Post-5D Sandwich Combos

  • cross up, crouch hit 5DD > 5B > 2B > 5C > 2C (BDC) > 2A+B > 5D - (2222) (5D sandwich) (for oki)
  • cross up, crouch hit 5DD > 5B > 2B > 5C > 2C (BDC) > 5B > j.C > j.214A > 214214C - (3900) (5D sandwich, 50 SP, Awakening) (for damage)
  • 214A > 5DD > 5B > 2B > 5C > 2C (BDC) > 2A+B > 5D (2793) (5D sandwich) (for oki)
  • 214A > 5DD > 5B > 5C > 2C (BDC) > 5B > j.C > j.214A > 214214C - (4336) (5D sandwich, 50 SP, Awakening) (for damage)
  • 214A (OMC) > 5B > 2B(1) > 5C > 2C (BDC) > 2A+B > 5D - (2534) (5D sandwich) (for oki)
  • 214A (OMC) > 5B > 2B(1) > 5C > 2C (BDC) > 5B > j.C > j.214A > 214214C - (4229) (5D sandwich, 50 SP, Awakening) (for damage)

Corner

5A

  • 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (1929) (for oki)
  • crouch hit 5A > 5B > 2B > 5C > 2C > 2A+B > 5D - (1806) (crouch hit) (for crouch hit oki)
  • crouch hit 5A > 5B > 2B > 5C > 2C > 214B > j.2A > j.D - (2164) (crouch hit) (for crouch hit j.D oki)
  • crouch hit 5A > 5B > 2B > 5C > 2C > 214B > 5C > j.B > j.BB > j.B > j.C > j.214A > j.236236C - (3704) (crouch hit, 50 SP) (for damage)

2A

  • crouch hit 2A > 5B > 2B > 5C > 2C > 2A+B > 5D - (1601) (crouch hit) (for crouch hit oki)
  • crouch hit 2A > 5B > 2B > 5C > 2C > 214B > j.2A > j.D - (1930) (crouch hit) (for crouch hit j.D oki)
  • crouch hit 2A > 5B > 2B > 5C > 2C > 214B > 5C > sj.B > j.BB > j.B+D > j.236236C - (3296) (crouch hit, 50 SP) (for damage)

5B

  • 5B > 5C > 214C > 5A > 5C > 2C > 214B > j.2A > j.D -(2477) (for j.D oki)
  • 5B > 5C > 214C > 5A > 5C > 2C > 214B > j.236236C - (3302) (50 SP) (for damage)
  • 5B > 5C > 214C > 5A > j.C > j.214A > 5AAA / j.236236C / 214214C - (2430) / (2826) (50 SP) / (3205) (50 SP)
  • crouch hit 5B > 5C > 2C > 214B > j.2A - (2162) (for crouch hit j.D oki)
  • crouch hit 5B > 5C > 2C > 214B > 5B (JC) > j.C > j.214A > 5AAA / j.236236C / 214214C - (3062) / (3533) (50 SP) / (3912) (50 SP) (for crouch hit SP,Burst gain/damage)

5C

  • 5C > 214C > 5A > 5C > 2C > 214B > j.2A > j.D - (2800) (for j.D oki)
  • 5C > 214C > 5A > 5C > 2C > 214B > > sj.B > j.C > j.B+D > j.236236C - (4017) (50 SP) (for damage)
  • 5C > 214C > 5AA > j.C > j.214B > 5D - (2251) (for oki)
  • 5C > 214C > 5AA > j.C > j.214B > 5AAA / j.236236C / 214214C - (3341) / (3787) (50 SP) / (4166) (50 SP) (for SP,Burst gain/damage)
  • 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 2A > 5C > j.214A+B > 5B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214A > 214214C - (7821) (75 SP, Burst) (for OMB damage)
  • CH/crouch hit 5C > 2C > (delay) 214B > j.2A > j.D - (2491) (CH) (for j.D oki)
  • CH/crouch hit 5C > 2C > (delay) 214B > 5B (JC) > j.C > j.214B > 5D - (3074) (CH) (for oki)
  • CH/crouch hit 5C > 2C > (delay) 214B > 5B (JC) > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3074) / (4559) (CH, 50 SP) / (4938) (CH, 50 SP, Awakening) (for SP,Burst gain/damage)

2C

  • 2C > (delay) 214B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3736) / (4182) (50 SP) / (4561) (50 SP, Awakening) (for SP,Burst gain/damage)
  • FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B > j.C > j.214B > 5D - (4048) (CH) (for oki)
  • FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B) > j.C > j.214B > 5AAA / j.236236C - (4437) (CH) / (4959) (CH, 50 SP) (for SP,Burst gain/damage)
  • FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 214214C - (5736) (CH, 50 SP, Awakening) (for damage)
  • FC 2C > 214B > 5C > j.214B > 5B > 5C > delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 5D - (4219) (CH) (for max damage, oki)
  • FC 2C > 214B > 5C > j.214B > 5B (or 2B) > 5C > delay j.B > j.BB > j.214A > 5B > 5C > sj.B > j.BB > j.B+D > j.236236C - (5268) (for max damage when not in awakening)

5A+B

  • 5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 2B > j.C j.214B > 5D - (2981) (FC AoA~D) (for oki)
  • 5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 5B > j.C > j.214B > 5AAA - (3359) (FC AoA~D) (for SP,Burst gain/damage)
  • 5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 2B > 5C > sj.B > j.BB > j.B+D > j.236236C - (4030) (FC AoA~D, 50 SP) (for damage)
  • 5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 5B > 2C (BDC) > 2A+B > 236C > 214124C - (4425) (FC AoA~D, 50 SP, Awakening) (for damage)

C+D

  • C+D > 5D - (1100) (for oki)
  • C+D > 2B > j.C > j.214B > 5D - (1827) (Works on Labrys/ShadowLabrys, Aigis, Kanji, Teddie) (for oki)
  • C+D > 2A > 5C > 2C > (delay) 214B > j.2A > j.D - (2284) (for j.D oki)
  • C+D > 2A > 5C > 2C > (delay) 214B > sj.B > j.B+D > j.236236C - (3336) (50 SP) (for damage)
  • C+D > 2A > 5C > j.214A+B > 5D - (1895) (25 SP) (for oki)
  • C+D > 2A > 5C > j.214A+B > 5B (JC) > j.C > j.214A > 5AAA / j.236236C / 214214C - (2975) (25 SP) / (3421) (75 SP) / (3800) (75 SP, Awakening) (for SP,Burst gain/damage)
  • C+D > 5A (JC) > j.C > j.214A > 5AAA - (2193) (for SP,Burst gain/damage)
  • CH C+D > 5B > j.C > j.214B > 5D - (1955, 12) (CH) (for oki)
  • CH C+D > 5B > j.C > j.214B > 5AAA / j.236236C / 214214C - (2495, 30) (CH) / (2866) (CH, 50 SP) / (3245) (CH, 50 SP, Awakening)
  • CH C+D > 5B > 5C > j.214A+B > 5D - (2128) (CH, 25 SP) (for oki)
  • CH C+D > 5B > 5C > j.214A+B > 5B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3028) (CH, 25 SP) / (3654) (CH, 75 SP) / (4033) (CH, 75 SP, Awakening) (for SP,Burst gain/damage)

j.214A (or B/A+B)

  • j.214A (OMC) > 5C > 2C > 2A+B > 5D - (2264) (50 SP) (for oki)
  • j.214A (OMC) > 5C > 2C > 214B > j.2A > j.D - (2662) (50 SP) (for j.D oki)
  • j.214A (OMC) > 5C > 2C > 214B > 5C > j.B > j.BB > j.B > j.C > j.B+D > j.236236C - (4265) (100 SP) (for damage)
  • j.214A (OMC) > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3392) (50 SP) / (3737, 100 SP) / (4116, 100 SP) (for SP,Burst gain/damage)

214B

  • FC 214B > 5C > j.214B > 2B > 5B > 5C > j.214B > 2B > j.C > j.214B > 5D - (3922) (for oki)
  • FC 214B > 5C > j.214B > 2B > 5B > 5C > j.214B > 2B > j.C > j.214B > 5AAA / j.236236C - (4311) (CH) / (4833) (CH, 50 SP) (for SP,Burst gain/damage)
  • FC 214B > 5C > j.214B > 2B > 5B > 5C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 214214C - (5610) (CH, 50 SP, Awakening) (for damage when in awakening)
  • FC 214B > 5C > j.214B > 5B > 5C > delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 5D - (3994) (CH) (for max damage, oki)
  • FC 214B > 5C > j.214B > 5B (or 2B) > 5C > delay j.B > j.BB > j.214A > 5B > 5C > sj.B > j.BB > j.B+D > j.236236C - (5053) (for max damage when not in awakening)

low as possible j.214A+B

  • low as possible j.214A+B > 5A > 5C > 2C > 214B > j.2A > j.D - (2996) (25 SP) (for j.D oki)
  • low as possible j.214A+B > 5A > 5C > 2C > 214B > 5C > j.B > j.BB > j.B > j.BB > j.B+D > j.236236C - (4484) (75 SP) (for damage)
  • low as possible j.214A+B > 5A > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (3664) (25 SP) / (4060) (75 SP) / (4439) (75 SP, Awakening) (for SP,Burst gain/damage)

214C

  • 214C > 5A > j.C > j.214B > 5D - (1523) (for oki)
  • 214C > 5A > 5C > 2C > 214B > j.2A > j.D - (2161) (for j.D oki)
  • 214C > 5A > 5C > 2C > 214B > sj.B > j.BB > j.B+D > j.236236C - (3317) (50 SP) (for damage)
  • 214C > 5AA > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (2674, 39) / (3145) (50 SP) / (3524) (50 SP) (for SP,Burst gain/damage)

236D

  • FC 236D > 5C > 2C > 214B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4143) (CH) / (4690) (CH, 50 SP) / (5069) (CH, 50 SP, Awakening)

Corner Post-5D Combos

  • j.B > 2B > 5B (JC) > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2506) (5D set) (for oki)
  • 2A > 2B > 5B (JC) > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2063) (5D set) (for oki)
  • fuzzy j.A > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2178) (5D set) (for oki)
  • air dash j.A > j.B > 5B (JC) > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2337) (5D set) (for oki)
  • 214A > 5DD > 5B > 2B > 5C > 2C > 2A+B > 5D - (2793) (5D set) (for oki)
  • 214A > 5DD > 5B > 2B > 5C > 2C > 214B > 5C > sj.B > j.BB > j.B+D > j.236236C - (4488) (5D set, 50 SP) (for damage)
  • j.214A > 5DD > 2A+B > 5D - () (5D set) (for oki)
  • j.214A > 5DD > 5B > 5C > 2C > (delay) 214B > 5C > sj.B > j.BB > j.B+D > j.236236C - (4393) (5D set, 50 SP) (for damage)
  • j.214A > 5DD > 5B > 5C > j.214A+B > 5B > j.C > j.214B > 5D - (3326) (5D set, 25 SP) (for oki)
  • j.214A > 5DD > 5B > 5C > j.214A+B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / j.236236C / 214214C - (4346) (5D set, 25 SP) / (4817) (75 SP) / (5196) (5D set, 75 SP, Awakening) (for SP,Burst gain/damage)

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

HUDControlsFrame DataSystem Data


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