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Amadeous

[P4A] Chie Satonaka Vs. Yu Narukami

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This thread is for discussion of the Matchup against Yu Narukami. Please post any relevant information here. The OP will be updated regularly with any information posted in the thread that could aide the summary of the matchup.

Matchup Ranking:

Your Plan:

Their Plan:

Openers:

Punishes:

Neutral Game:

Character Specific Notes:

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I am having an incredibly difficult time with this match up. When Yu gets his momentum going I find it really hard to start my momentum going. Even the typical 2DD wake-up game seems to be ineffective against him because of his incredibly fast jab. How should I deal with this match up? Any and all advice is welcome.

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Same here, it seems like if I don't end it quick, I'm most definitely gonna lose. I find his b and 2b beat my approach and his jab beats my oki at times.

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Btw Chie can pose Yuu a tons of problems by using 2A because it beats all of his pokes, including the almighty 5B, except sweep and 2B and they both have big flaws as pokes, sweep is not safe on block and Yuu doesn't have a safe special cancel, while 2B is heavily punishable on whiff. It's a good way to make Yuu change up his neutral game and makes it much easier for you to get in. Even if you're at max range, if you counter hit 5B with 2A and can't do a combo, you have enough frame advantage to run in and start your mixup.

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Btw Chie can pose Yuu a tons of problems by using 2A because it beats all of his pokes, including the almighty 5B, except sweep and 2B and they both have big flaws as pokes, sweep is not safe on block and Yuu doesn't have a safe special cancel, while 2B is heavily punishable on whiff. It's a good way to make Yuu change up his neutral game and makes it much easier for you to get in. Even if you're at max range, if you counter hit 5B with 2A and can't do a combo, you have enough frame advantage to run in and start your mixup.

I don't know, I don't find 2A is good in this match-up. While it can low-profile his 5B, if he lands 5B that's a bit of damage into nasty oki or quite a bit of damage if he has meter, while if you land mid-range 2A it's virtually nothing, into nothing. I find the only way to punish 5B is to stand just outside its range and whiff punish it with 5C for a counter-hit combo.

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He won't land it. He basically can't use 5B as a neutral poke if you use 2A like this. It's not about your reward and about sealing one of his most important options. Yuus will usually try to contest Chie players air-to-air because of this, as they have an absolute spacing advantage in the air rather than on the ground.

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Im gonna have to agree with Primiera here. 2A is too unreliable in my experience, and even if he thinks 5B isnt working he will just spam projectiles at you since thats a range you cant do anything from or he wont jump at you but use 2B instead. It is a better option cause of the air unblockable property.

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Question, does Chie's 2B generally beat out Yuu's 2B? I went to training mode and tested it out, but I wanna get the opinion of others. Also, aside from 2A, is there any way to beat out 2B at all, 2A is indeed a bit too unreliable at times.

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Question, does Chie's 2B generally beat out Yuu's 2B? I went to training mode and tested it out, but I wanna get the opinion of others. Also, aside from 2A, is there any way to beat out 2B at all, 2A is indeed a bit too unreliable at times.

http://www.dustloop.com/guides/p4arena/hitbox/Narukami/bc251_03.png

http://www.dustloop.com/guides/p4arena/hitbox/Chie/ce231_03.png

Yu's j.B out-ranges Chie's 2B horizontally, so it can beat it. At the applicable range 2B will beat it.

214C+D is armored, into a Fatal Counter on CH, so you can try that. Also, Chie's 5C out-ranges Yu's 5B and 2B, so if he's poking predictably you can stand at your max range and CH 5C them into a full combo. That's far from a consistent answer though, the difference is 5C is plain slower to start-up and recover than Yu's moves and if you both keep trying them he'll eventually jump or Evasive Action to give a true punish combo.

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How do I get out of Yu's corner pressures? This happens to me a lot whenever I play this game online.

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There's no magic solution to this. If you blocked his 5D in the corner, you either need to spend 50 SP on a guard cancel (which can be baited), 100 SP on a guard cancel cancelled into OMC to stay safe, or take your best guess on his mixup.

If he's trying to make you block 5D after a sweep though, 50 SP allows you to pull off wake-up R-action cancelled into Power Charge, which leaves you safe and in some cases will allow you to punish him with an AUB 2B if you see he's jumping in on you during the super flash.

Either way, you need to spend some resources to get out without having to guess high/low. Instead of focusing on how to get out of the corner, I'd put my efforts towards making sure he never puts you in the corner in the first place.

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I wouldn't recommend doing b+d->power charge against narukami. Most of his setups actually put him in a position to punish the power charge, or at least force you to block anyways.

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Any advice on the Narukami-specific combo? I can't manage to get it at all. What's the input, and how is it done?

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The combo is: (vs standing Narukami/Yosuke) stuff > 2B > j.B (delay) B > j.A > j.C. Just delay each hit a bit, you'll get it with some practice.

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The combo is: (vs standing Narukami/Yosuke) stuff > 2B > j.B (delay) B > j.A > j.C. Just delay each hit a bit, you'll get it with some practice.

I know this is really late, but is it possible to jump cancel and do it a second time? I tried it but couldn't get it down, but I was wondering if it was a thing.

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How do you deal with Yu's range? His 5B and 2B have such big hitboxes that it's nigh impossible to get close.

 

Trying to low-profile 5B usually doesn't work, and when I fight online, people are smart enough to use 2B when they think that's what you're going for.

 

And 5C is too dangerous to use, because it ends up making you eat a nasty counter-hit combo.

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