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[P4AU] Adachi VS Yu Narukami

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Here are my initial thoughts on the Narukami matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play.

Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration.

Underlined text is hyperlinked; click to view a video demonstration.

 

Collapsed: General Punish List:

http://youtu.be/16KM46L6YiI

5B > 5C > 2AB > 214A or 236BB

 

http://youtu.be/tIoKxDt34FE

CH 5B > 5C > 2AB > 214A or 236BB

CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/cwHyOa00Kaw

CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/8Z9jiKf_sO4

2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/GxsJ8KW4Tzs

5C > 2AB > 214A or 236BB

 

http://youtu.be/kSRBEYRbaC0

CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB

 

http://youtu.be/1FtbjHkkJ_Y

CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/BC4SEnRFHkw

FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner)

 

http://youtu.be/ILfFJmsAmmE

236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C

 

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"Good reads!" is the name of the game with Narukami. He has a variety of tools for multiple situations and no real glaring weaknesses- so the intent here will be studying your opponent carefully, then calling them out hard when the time is right. Always be aware of your surroundings and don't make rash decisions, or Narukami can simply sit back and punish your mistakes.

 

5A/2A - Narukami's pressure tools. It's important to note that when left uncanceled, both attacks are negative on block- so carefully watch your opponent's habits, and then 2A or 5A interrupt them back when the time is right. (Do not mash if you do not have a good read, as you will probably be frame trapped for your trouble.) You may DP if you need to breathe (for a more flexible but more risky option), but remember that you'll be kicking Narukami back out to neutral where you'll have to deal with his 5B and Zio, so think carefully about this choice.

 

5B - Relatively fast, amazing range, recovers quickly, has somewhat of a vertical hitbox... 5B can be a pain to deal with, as Narukami can harass you with it fairly safely. Get a read, and then preemptively sweep under the blade to make Narukami change his habits. Doing this will force Narukami to use 2B more often in neutral, which will open him up to actual whiff punishment.

 

2B - A wicked anti-air. Try to curtail any jC use in this matchup unless it is of the IAD or safe-jump kind, as Narukami can anti-air you quite easily. Using j2D as an anti-anti-air here takes very specific spacing and you must structure your jumps carefully to make the mixup seamless.

 

If you have been dissuading use of 5B with low profile, Narukami may start using 2B instead, which will counterhit your sweep. However, 2B when whiffed (which is what will happen if they are expecting you to slide forward and sweep) leaves Narukami open for quite some time. You'll need good reactions, but try throwing a 5C, 236AA, or 214B their way. (Hitting Narukami during his recovery should result in a counterhit.)

 

jB - Two-hit overhead jumping attack. The downward hitbox is not actually that great, so don't always try to block this standing. Narukami may sail over your head more often than not if his aim is sloppy. Stay crouching, force them to delay their jB, and then 2B them anyway.

 

jB is often used in safe jump setups, so be wary if Narukami charges in with a jB on your wakeup.

 

5C - Usually one of the end points to Narukami blockstrings. Beware, as the heavy blockstun forces you to deal with whatever Narukami cancels into next and limits your options (e.g. if Narukami does 5C > Raging Lion A, you will not be able to jump out of it.) If your opponent has a habit of freezing after getting 5C blocked, you can actually go for a 5C or SB Atom Smasher punish- but don't make doing that a habit.

 

Dash cancels - Both 5C and 2C are dash cancelable, and Narukami may use the dash to restart his blockstrings. It's important to note that the dash cancels always leave Narukami at disadvantage- so watch your opponent carefully and see what they do. If they are always restarting their blockstring, simply interrupt them. If they are truly varying their tactics, it may be hard to defend.

 

AOA - Massively unsafe, but no counterhit recovery. Punish with ④ or whatever you'd like. Watch out for it when you're cornered.

 

Big Gamble (Furious Action/DP) - A literal Shoryuken-type move, and yet another reason why you shouldn't jump in on Narukami. It is not Air Unblockable anymore, but it will still chew through your jC quite easily. If you bait it out, quickly dash behind Narukami and punish with ⑧. (This will work because Narukami recovers crouching, though you may have to omit the 2D ender in the corner.) Dashing behind Narukami will prevent him from being able to hit you by canceling his recovery into a super.

 

Consistently punishing Narukami's DP for 4k will really make him rethink about when he will attempt to escape your pressure, which will give you a much needed advantage when you are on the offensive.

 

Zio (236C/D) - Narukami's projectile. The C and SB versions are the ones most commonly used. Zio checks your forward movement, and how you deal with it will determine whether or not you are in good condition to fight Narukami on the inside when you do get in. You have a number of options:

 

Preemptively jump/airdash

Roll (may not be the best idea at midrange)

Low profile with sweep

2D (not recommended)

 

They all have their pros and cons. Ultimately, however, your goal is not to intercept and counter Zio, but to simply get close enough to force Narukami to take to the air or start using 5B/2B. Otherwise, you should be content to either sit back and instant block Zio for meter.

 

Narukami can use Zio in the air, which will seal your jumping approach. Other methods are still available for use, however.

 

If you have the meter, Atom Smasher C/CD is always an option. Try to execute before the projectile hits you, or otherwise make the projectile whiff (i.e. by neutral jumping).

 

Swift Strike (214C/D) - A long-range low. Swift Strike, like Zio, can be used to check your grounded movement.

 

The C version can normally be punished with ② (Narukami recovers crouching, so this works). However, it is important to note that at a certain spacing 5B will completely whiff, and you will have to spend meter in order to punish. In this position, even though Narukami is -9, 5C will be beaten by Narukami's 5B. You may be able to use your gunshot (or sweep) to check this.

 

The C version also leads to a safe jump setup for Narukami (check this topic to see the rest of the documented ones). Block, don't DP, don't try for a Gold Burst- but if you have the meter, you can call this out with either Atom Smasher CD or Ghastly Wail D.

 

Regarding Narukami's safe jumps in general, if you are unsure, Atom Smasher CD will usually work due to its high speed (and it is safe if you guess wrong). Just try not to get hit while you are buffering.

 

The D version hits three times (remember to guard low throughout) and has Fatal Recovery. (Be aware of players who may try to use OMC or super to cover themselves.) Punish with ⑥, ⑦, or ⑧. Be aware that you will probably IAD over Narukami's head and cross yourself up if you choose to use that route, so remember to microdash 5B in the other direction.

 

Technically, the D version has a safe jump against your DP as well.

 

Raging Lion (214A/B) - Narukami's command overhead. Combos on counterhit, stops you from throwing him out of his pressure, and a high-damage component of corner combos.

 

The A version must be instant blocked to be punished. You get a 5A punish, but Narukami recovers crouching, giving you some more damage. If you are not quick enough to instant block it, don't worry, as Narukami is still at heavy disadvantage right in your face.

 

The B version is +0 on block, but it's so absurdly telegraphed that it should be easy to intercept with 2B, or an instant block for advantage. Be aware, however, that Narukami can feint his attack to get you to overcommit.

 

Heroic Bravery (236A/B) - A command dash, followed by either a strike or throw.

 

Narukami's command grabs, both B and SB versions, are both fairly slow and have no invincibility. This means they can be interrupted if you choose to do so.

 

You can also choose to up-back or neutral jump upon hearing Narukami start his command grab (he will normally yell, "Closing in!" or something of that nature). If you start to jump to avoid the command grab, however, Narukami may start mixing in dash cancel 2B to catch you. With some practice, you should be able to tell the difference between a dash cancel and a command grab.

 

Interrupting will beat both options as well, but may leave you open to frame traps and delayed 236A. (Or perhaps not?)

 

Narukami must be relatively close, or have you in the corner, for the command grabs to actually hit.

 

Shiden Issen (236236A/B) - "Aku Soku Zan!" Narukami's new super. It has absolutely no invincibility, so it's unlikely you'll be blocking this. Fatal Recovery- punish with ⑧.

 

Ziodyne (236236C/D) - The original fullscreen super. (In case you were wondering, Narukami's Ziodyne will override yours every time.) The C version is very unsafe, being 2D punishable from anywhere on the screen. The D version you will probably have to be close to do anything about (⑨ is probably your best bet). Always instant block for free meter and watch for Narukami using OMC to begin mixups.

 

Cross Slash (Awakened 214214C/D) - Unsafe, but no counterhit recovery. Try for ⑨, keeping in mind your spacing and pushback on block. Watch for OMC.

 

Thunder God Dance (Awakened 214214AB) - If you block this Narukami must be betting the farm. ⑥ or ⑦ will do.

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Because of Narukami's Zio you will not be able to set Mandala with 2C, realistically.

If you are looking to set Mandala you will probably have to land a hit first.

 

IADing Narukami may not be so effective outside of setups or reads. 5B has a bit of a vertical hitbox and it's likely that you'll be clipped trying to fly in.

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Im having a bit of an issue with Yus 2B (For good reason).

 

I understand that baiting it with J.D is manageable, but I dont understand why J.C is rendered moot by it.  Doesn't it only have head invulnerability from overhead attacks?  His AA is one of the only ones that tends to completely invalidate my IAD approaches regardless.  Also sucks that its basically the same length as 5C and it usually trades.

 

Thanks

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Head invul is head invul, as long as an attack has the 'Head' attribute, head invulnerability would kick in. So 2B will have invul against Adachi's j.A (an air overhead Head), Chie's Rampage (a ground mid Head), and Teddie's j.A (an air mid Head), but not Akihiko's 5C (a grounded overhead Body) or Chie's j.C (an air mid Body). Adachi's j.C is (presumably) Head attribute, so 2B blows it up.

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Head invul is head invul, as long as an attack has the 'Head' attribute, head invulnerability would kick in. So 2B will have invul against Adachi's j.A (an air overhead Head), Chie's Rampage (a ground mid Head), and Teddie's j.A (an air mid Head), but not Akihiko's 5C (a grounded overhead Body) or Chie's j.C (an air mid Body). Adachi's j.C is (presumably) Head attribute, so 2B blows it up.

 

I thought meant it couldn't be head based on how its a mid in itself.

 

Guess Im wrong then.  Its even more confusing cause the wiki page on him isnt up to date on most of his moves/frames data :(

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Head/Foot/Body/Chest is completely different from overhead/mid/lows. Most air attacks are head attribute, regardless of whether or not they're overheads (exceptions exist, like Chie's j.C). And an attack can be a Head move even if they're on the ground (again, Chie's Rampage).

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Head/Foot/Body/Chest is completely different from overhead/mid/lows. Most air attacks are head attribute, regardless of whether or not they're overheads (exceptions exist, like Chie's j.C).

 

 

Ok

 

Thanks for the clarification.  Im too used to other games where AA give you overhead invulnerability lol.

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To add to Drake's old post here are some other punishes for when he DP's in the corner. Adding to the blue health his own DP causes this hits for over 5K.

 

It's possible to do more damage with meter changing the J2.D ender for either smasher or GW, as well as using Heat Riser in the combo, but I think that this is still pretty good damage meterless.

 

https://youtu.be/8kCV_o4mHKw

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