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[P4AU] Yu Narukami Pressure/Mixup Theory Thread

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Welcome to the P4AU Yu Narukami pressure/mixup theory thread. In this thread, we'll be going over Yu's options against a blocked opponent, as well mixup choices. Combo threads are quite common, but threads that are strictly dedicated for offense/pressure are practically nonexistent. That's why I decided to make this thread, because while learning how to execute combos is important, learning what to do against a blocking opponent is arguably even more important. Now, let's get started.
 
Blockstring theory
5A: Your basic combo starter that cancels into pretty much anything. Due to the fact that it's Narukami's fastest ground normal, you typically want to start blockstrings with this move.
5AA: It's similar to 5A as a pressure tool. It can extend blockstrings, and it's preferable to 2A if Yu is at a distance.
5AAA: Can be jump cancelled on block, but it pretty much ends your blockstring. You want to avoid using performing this normal on blocks move. 
2A: This attack goes hand in hand with 5A. It's typically used after 5A to force people to block low and it extends your blockstrings.
5B: It's relatively fast speed and long reach makes it an excellent pressure option. It can be cancelled into 5C to continue the string or a backdash, for an easy retreat. For this reason, it's one of Yu's most versatile blockstring tools. 
2B: Similar to 5B as blockstring tool; it has less range and it can't be backdashed cancelled, but it can catch opponents who try to Jump or air backdash away from your pressure. Going from 2B > 5B gives Yu plenty of distance.
5C: This move has excellent range and it can be canceled into other normals and specials, though Izanagi stays out for quite some time. It's best if you use this move early on in a blockstring. 5C > 5B > 2C is a frame trap.
2C: This move is primarily used after 5C to end blockstrings. The farther away Yu is after using this move, the better as it makes harder to punish it. It can be forward AND backward dash canceled on block. Backward dash cancel is more safe, but the forward dash cancel can be useful against opponents who are constantly blocking. 2C can beat backwards air dodges and rolls. 
5D: If Yu is at a suitable distance away from the opponent after using 5C, 5D is a valid followup. It's particularly useful in the corner
2A+B: Yu's sweep. You're pretty much only going want to use this to end your blockstring. It's advantage lies in its good range and the fact that it can be special cancelled.
C+D (Throw): Opponents who respect Narukami can be potentially become vulnerable to throws.  For example, you can throw an opponent who anticipates 5A > 2A > 5A but throwing after 2A. 
5A+B: Your standard All out attack. Using this will immediately end your blockstring and lead into a damaging combo if it hits, or cause you to get punished. Your definition of a high-risk, high-reward blockstring tool. [/table]
 
There are a couple of key things to consider when pressuring an opponent with Narukami: Are you dealing with a mashes buttons or a respectful opponent? What is your distance from your opponent? Do you opt for the safe pressure string, or do you go for the riskier mixup in an attempt to open them up? The most important thing to take away from Yu's gatlings is that nearly all of them can be delayed. For example, performing a 5A > (small delay) 2A > (delay) 2A combo string. This is known as "stagger" pressure and it's used to create frame traps (ie: it looks like your opponent can punish Yu, but they can't). Learning how to do this properly can make your pressure game extremely scary.
 
Examples
 
Basic blockstring:
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Intermediate blockstring:
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A more advanced version would be 
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Unlike combos, there's no "formula" for blockstringing; it's more like an art form. You're going to have to be able to perform blockstrings on the fly without giving them much thought (as any significant delay can result in a counterattack) and you have to be able to mix them up. It sounds daunting at first, but it's nothing that can't be ironed out with some practice. Here are some blockstrings to get you started.
 
Some basic blockstrings
5B > 5C > 2C (extremely basic)
5A > 2A > 5A > 2B > 5B > 5C > 2C > 236A > 214B (feint)
5A > 2A > 5A > 5C > 5B > 2C
5A > 5C > 2B > 5B > backdash cancel
 
Things to avoid
-Being predictable. Using the same blockstrings will make it easier for your opponent to adapt and prevent you from opening them up. Be sure to constantly switch up it up to throw your opponent off balance. As I mentioned earlier, you can throw opponents who are expecting 5A > 2A > 5A, but opponents who anticipate even that will can get stuffed by 5A > 2A > 5C. Mixing up your blockstrings is the key to succeeding with Narukami.
-Using Persona normals when you're close to your opponent. Yu continually pushes himself away from the opponent as he attacks, so it's best to use them when you're at a farther distance.
-Try to avoid specials that can't be cancelled.

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Mixups:
 
Lows
2A: A fast low that outright forces your opponent to constantly block low. The quickest and safest way to set up a mixup.
Sweep: A long ranged low. Slower than 2A, but special cancellable. Use this when Yu is at a reasonable distance away from the opponent.
Swift Strike (all versions): Do NOT use this as a mixup tool unless you have meter to cancel it.
 
Highs
j.B: A relatively fast high with long active frames. Used after after 214C, throw, or counter hit B+D for a safejumps.
j.2B: An even faster high with absurd range. It has less vertical range than j.B however.
Raging Lion A: A risky high. The reward for landing this is pretty great, but the risk is just as great, since while it does lead to high damage combos (on counterhit), it also has fairly significant recovery. It becomes safe with meter though.
Raging Lion B: A safer high on block, but it requires distance, since Yu will fly over the opponent if used to close to them. Furthermore, he's vulnerable to anti-airs are close ranges. Can set up devastating combos near the corner. Resets pressure if blocked.
Raging Lion SB: Yu's strongest grounded overhead. It's relatively quick and can be used after jumping attacks for a deceptively fast overheard. Best of all, it's +1, which gives Yu the advantage even if it's blocked.
All Out Attack: Standard risky universal overhead. Try to avoid using this unless you know it will land.
 
Other
Ground throw: A FANTASTIC mixup tool. Yu's blockstrings excel at locking opponents down, which makes them vulnerable to throws since they're conditioned to block for long periods of time. Throws lead to incredible damage in the corner, since they can be followed up. 
Heroic Bravery: Yu's command grab. The significant startup makes it easy for opponents to avoid, but it's got good range, so opponents who are respecting Yu may get hit by it. The SB version has even more range and faster startup.
 
Here are some mixups to get you started.
 
Mixup formula
j.B/j.2B/j.A >>> Raging lion (AB) OR 2A
j.B/j.2B/j.A >>> j.A (fuzzy) OR j.B
Raging Lion (OMC) >>> j.A (fuzzy) OR 2A
2A > 2A >>> Throw OR (continue pressure)
Raging Lion B [feint] >>> J.2B OR 2A
Raging Lion (OMC) >>> IAD > j.A > j.B > j.214a (triple overhead; if you land a hit you can use B Lightning Flash + OMB)
 
Tips:
 
-Like with blockstrings, avoid being predictable with your mixups
-Patience is key. It's better to chip away at their defence than to make risky plays in an attempt to open your opponent up

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hmm although its an ok thread, i may or may not overhaul and make a new thread, while leaving this one available, going more in-depth with his pressure.

all depending whether i have time or not.

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