P4Arena/Yu Narukami

From Dustloop Wiki

Overview

Yu Narukami is the previously unnamed protagonist in the RPG Persona 4. Yu moves to Inaba and lives with his uncle and cousin 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 anime adaptation of the video game (He was named Seta Souji in the manga adaptation). In Persona 4: Arena, Yu uses a katana and his Persona is Izanagi.
Yu Narukami

P4U Yu Portrait.png

Health
9,500
Combo Rate
60%
Movement Options
1 Double Jump/Airdash, Run-type Dash

File:P4Arena Yu Narukami Icon.png Yu Narukami 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. His long ranged normals allow him to easily control space, and can hitconfirm into deadly combos. While his damage without meter is only average at best, he's capable of using resources (such as meter or OMB) to extend combos, which results in a significant increase in damage. The crux of his game plan comes in the form of his sweep into 5D combo string. This forces the opponent block, and grants Yu a guaranteed mix-up. When used properly, this oki setup can allow Yu to completely overwhelm his opponents.

Pros
Cons
  • Well-rounded fighter
  • devastating okizeme game
  • proficient at using meter to increase damage
  • None (lacks an outstanding weakness)

Move List

See also: Yu Full Frame Data

Normal Attacks

5A

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 200 All CJSO 5 5 10 -2 Body - Click!
5AA 400 All CSO 7 2 15 -2 Body - Click!
5AAA 1500 All JDSO 9 2 22 -7 Body - Click!
5A

Gut punch. Jump cancel-able on hit or block. Very useful normal for pressuring, escaping pressure, punishing, and anti-airing. Startup is fast, and has many active frames. Can be easily hit confirmed into a combo, especially on counter hit. On air hit, counter hit is untechable til landing.

5AA

Standing kick. Same frame advantage as 5A. Can be used to extend pressure and make hit-confirms off 5A easier. Used in certain corner combos.

5AAA

Downward slice. Jump and dash cancel-able on hit or block. Forward dash cancel is negative on block. Generally should only be used for ending combos in corner. Gains significant SP and Burst on hit.

5B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
500 All C(J)SO 9 3 21 -9 Body - Click!

Far reaching slash. Jump cancel-able on hit only. Very strong normal. Out ranges almost any normal in the game for its speed. Great for spacing, corner pressure, and used in almost every combo. Significantly negative on block, so if done at close range it should normally be canceled into something to avoid getting punished. Can be low-profiled by certain attacks.

2A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
160 Low CSO 7 3 11 -3 Foot - Click!

Standard low punch. Can cancel into itself up to three times. Useful in pressure combined with 5A to catch opponents for not blocking low or trying to jump out. Used commonly in mix-ups as an empty-jump low.

2B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300/150 AUB CJSO 8 2,3 29 -17 Body 5F-9F Head Click!

Two hit rising sword slash. Strong anti-air attack that is air-unblockable. Head attribute invul starts at frame 5. Jump cancel-able on hit or block, on either the first or second hit. Also a strong ground poke since it is relatively fast and cannot be low-profiled. Can be used in block strings to jump cancel away for safety, jump cancel in for continued pressure, attempt airdash cross ups, or cancel to other normals and specials. Used in almost every combo. Air-unblockable property allows for air tech resets into potentially huge damage. Only drawback (and it's a big one) is its significant recovery on whiff. On air hit, counter hit is untechable til landing.

j.A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200 All CJSO 7 3 12 - Head - Click!

Jumping straight kick. Can cancel into itself. Jump cancel-able on hit or block. Fastest jumping normal, so it's good for close proximity air-to-air situations and interrupting slower air normals. Commonly used for fuzzy guards and close-to-ground airdash during 5D pressure (see offense section). Also often used after an airdash following a blocked 214A (OMC) to hit the opponent for crouch blocking. Long untechable time on air counter hit.

j.2A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
450 All - 16 Until Landing 15 After Landing - Head - Click!

Dive kick. Has landing recovery, negative on block unless it connects at the lowest possible height. Can combo after it on crouch or counter hit. Due to its slow startup, it can sometimes be used to punish anti-air attempts by coming down on them during their recovery. Can also be used to punish throw attempts for a counter hit. On air hit, it brings the opponent down to the ground so you can apply oki afterwards, which makes it good to use as an air combo ender when possible.

j.B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200/100 High CJSO 10 3/3 12 - Head - Click!

Two hit horizontal slash. Jump cancel-able on hit or block, on either hit. Amazing air normal which is good for just about everything. Good range and long active frames. Long untechable time on air counter hit. Can be used as a safejump after 214C, throw, and counter hit B+D.

j.BB

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
450 High CJSO 7 3 12 - Head - Click!

Another horizontal slash. Jump cancel-able on hit or block. Used frequently in air combos. Can be used after j.B for an extra overhead hit, usually after an airdash j.B. Also allows canceling of the second hit of j.B.

Guard Cancel Attack

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
- - - - - - - - - Click!

Standing kick, same animation as 5AA. Knocks the opponent far back on hit. Requires 50 SP. Good anti-pressure option, but it's punishable on block.

All Out Attack

A+B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 300 High CO 24 1 41 -23 Body 15F-24F Guard Click!
All Out Rush 180×N Head O - - - - Body - Click!
All Out Finish (C) 1800 Head O - - - - Body - Click!
All Out Finish (D) 1000 Head O - - - - Body - Click!

Downward sword slash with decent startup and subtle animation. Hits overhead and has guard point frames during the middle of the animation. Leads to high damage combos in corner. On air hit, it bounces opponent off the floor and is untechable until landing. This can be followed up with a low damaging combo, or 5D oki. Short range and highly punishable on block.

Sweep

2A+B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 Low CSO 13 6 5 -6 Foot - Click!

Sword sweep. Hits low, special cancel-able on hit or block. Generally should not be used outside of combos since you have limited options after it's blocked. On hit, cancel into 5D (see offense section) to begin oki.

Persona Attacks

5C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
900 All CJS 13 3 31 -17 Body - Click!

Izanagi performs a slash. Jump cancel-able on hit or block. Best move for punishing very unsafe attacks, because it can lead to extremely damaging combos. Used frequently in combos. Offensive options on block are limited and if it isn't canceled, Izanagi stays out for while, so it's generally better to refrain from using it late in block strings. Should rarely be used as a standalone poke due to it's slow start up and significant recovery on whiff.

5D Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400/200/200 All - 44 7/2/3 40 (After Activation) +65 Body - Click!

Izanagi plunges his weapon into the ground, then charges the opponent for three hits. The go to oki option. Allows for strong mix ups after knockdowns from sweep or j.214B in corner (see offense section). Should never be used in block strings. Due to it's extremely slow start up it is can be easily reacted to and punished.

5D~D Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 All - 19 3 - - Body - Click!

Izanagi performs a downward slash. Delay-able follow up to 5D, allowing for continued pressure, mix-ups, or combos after 5D is set (see offense section).

2C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1200 All DS 19 2 21 -6 Body - Click!

Izanagi stabs diagonally upward, blowing the opponent away. Forward and backdash cancel-able on hit or block, forward dash cancel is negative on block. Fatal Counters on counter hit. Excellent long range attack and punisher near corner. Startup is slow, but its range, safety, and reward on hit make up for it. Goes into strong combos near corner. A midscreen hit can be followed by forward dash canceling into safe-jump j.B.

j.C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 All CSO 10 2 32 - Head - Click!

Izanagi performs a quick aerial slash. Rarely used outside of combos, but can be used in some air-to-air situations due to its very long range. Also has mix-up potential if done after 5C and during 5D pressure (see offense section).

j.D Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 All - 106 3 to Ground Yu-15 / Izanagi-43 - Body - Click!

Izanagi hangs in the air for a long time, then performs a diving attack that launches the opponent on hit. Can be canceled into after j.2A. Impractical outside of corner. Should only be used after canceling from a low hitting j.2A in corner. Mix-up and combo options are more limited than from 5D, but you can use it after some combos where 5D does not work.


Throws

Ground Throw

C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0, 1100 Throw O 5 3 25 - Throw - Click!

Kicks the opponent away. Can be followed up midscreen with safe-jump j.B. Wall-bounce in corner allows for combos. Can combo after on counter hit at midscreen as well.

Air Throw

j.C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0, 1800 Throw O 4 3 19 - Throw - Click!

Throws the opponent into the ground straight below. Can lead to strong combos with OMC. Following the air throw's recovery, you can continue air movement, but it does not reset your allowable options.


Furious Action

Big Gamble

B+D air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Ground 750/300 AUB U 10 3/10 37/After landing; 9 -39 Body 1F-22F Click!
Air 750/300 All U 4 3/3 9 After landing - Head 1F-9F Click!

A rising uppercut. First hit of the ground version is air-unblockable. Super cancel-able on block or hit, on either hit (Cross Slash only cancel-able from first hit). A strong DP, but extremely unsafe if baited. Used in many combos ending in Ziodyne. It's worth noting that the air version is his fastest attack at 4 frames.


Skill Attacks

Zio Persona Required

236C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 900 All UO 13 - 47(Izanagi) -9 Projectile - Click!
D 620/310 All UO 34 22 (2 hits) 57(Izanagi) +9 Projectile - Click!
SB 800/400 All UO 16 - (2 hits) 59(Izanagi) -2 Projectile - Click!

C Version has Izanagi throw an electric projectile from his current position that goes full screen quickly. Super cancel-able on hit or block. Useful for zoning, but has significant recovery if jumped or airdashed over.


D Version has Izanagi attack with a close range, two hit lightning ball. Fatal Counter on counter hit. Super cancel-able on hit or block. Huge advantage on block, so it can be used for resetting pressure or oki in certain situations. Used sparingly due to its very slow start up and close range.


SB Version has Izanagi throw a two hit projectile that goes full screen quickly and causes paralysis on hit. Super cancel-able on hit or block. Since it is two hits, it can be used to blow through other projectiles.

Swift Strike Persona Required

214C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 800 Low UO 15 6 21 -10 Foot 7F-20F Click!
D [200/100]1100 Low UO 17 7/8/7 29 -10 Foot F10-42F Click!
SB 600/300(x4) Low UO 13 6/6/6/10/6 24 -13 Foot 8F-48F Click!

Izanagi and Yu perform a sliding attack that hits low and can low-profile certain attacks.


C Version is 1 hit and has quick startup. Super cancel-able on hit or block. Unsafe on block, so generally it should only be used in combos or if you can OMC. On hit at midscreen, it can be followed up with a safe-jump j.B. Can link into 5A in corner for combos.


D Version is 3 hits and reaches farther than C Version. Commonly used in OMC/OMB combos. Super cancel-able on hit or block. Slower startup than C version and more unsafe, so it should never be used on its own without meter to OMC.


SB Version is 5 hits and reaches even farther than D Version. Super cancel-able on hit or block. Unsafe on block, but due to its fast startup and full-screen range, it can be used occasionally to catch the opponent off guard, whiff punish moves with long recovery, and low-profile many projectile type attacks.

Raging Lion

214A/B air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 1000 High UO 23 5 14 -2 Head 4F (After Rise) Click!
A (Air) 1000 High UO 19 To Landing 18 After Landing - Head - Click!
B 1500 High UO 30 7 10 +3 Head 4F (After Rise) Click!
B (Air) 1100 High UO 21 To Landing 18 After Landing - Head - Click!
SB 1200 High UO 21 4 12 +1 Head 4F (After Rise) Click!
SB (Air) 1400 High UO 17 To Landing 18 After Landing - Head - 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. Air versions must also be blocked high. Air versions are generally unsafe on block and have significant recovery on whiff, less so for SB Version.


A Version forces crouch on hit. On counter hit, it causes a long stun which can lead to high damage combos. A decent tool for mix-ups with or without 5D pressure, but opponents with better reactions will block or do an invulnerable attack against it since it is relatively easy to see. On block, it's safe but disadvantage, so in general your offense will stop if it's blocked. It becomes much stronger with meter for OMC (see offense section). Useful as a throw attempt punish since it becomes airborne at 4 frames. Can be used to go over certain attacks and hit the opponent for a counter hit.


B Version is slower but causes a launch on hit and is advantage on block, so you can often reset pressure. Fatal counters on counter hit into high damage combos. Due to its slow startup, it's susceptible to anti-airs and other invulnerable attacks. Travels over opponent when you're close, so it can be used in certain mix-ups (see offense section).


SB Version is a very strong tool for mix-ups. Forces crouch on hit. On counter hit, it causes a long stun which can lead to high damage combos. At 21 frames, it's a pretty fast overhead. The air version is even faster at 17 frames, so it can be used after jump attacks for an unexpected extra overhead. Can be followed up with 5A if done low to the ground in corner (see offense section).

SP Skill Attacks

Ziodyne Persona Required

236236C/D air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 134, 67(×33) All O 5+17 102 (34 Hits) 64 -50 Projectile 1F-22F Click!
C (Air) 134, 67(×33) All O 18+4 102 (34 Hits) 64 -50 Projectile 1F-22F Click!
D 134, 67(×33) All O 5+38 102 (34 Hits) 64 -20 Projectile 1F-43F Click!
D (Air) 134, 67(×33) All O 26+4 102 (34 Hits) 64 -20 Projectile 1F-30F Click!

Izanagi performs a multi-hit full screen projectile that wall-sticks the opponent in corner. A very useful super, often used as a combo ender. Due to its invulnerability and quick startup, it can be used to blow through attacks from anywhere on screen. Extremely unsafe on block. However, using meter to OMC, you can move freely while Ziodyne covers the screen, allowing for practically invisible mix-ups. D version is generally not used since the startup is much slower, but it is much safer on block than C version.


Awakened SP Skill Attacks

Cross Slash Persona Required

214214C/D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1500/2800 All O 13+5 7 32 -20 Body 1F-18F 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. Amazing super. There is almost nothing bad about this attack, except that it is slightly unsafe, more so if the opponent rolls through it. Extremely long range, used frequently in the highest damage combos, invulnerable and relatively quick startup. Can be OMC on block, but not hit. Able to combo after if Narukami passes under the opponent after the first hit (see Combos section).


Instant Kill

Myriad Truths Persona Required

222C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O. All - 23+39 32 44 -45 Body 1F-93F Click!

Yu stabs the ground with his sword and electricity covers the entire ground. On hit, Izanagi transforms into Izanagi-No-Okami and then sends a large lightning bolt to strike down the opponent. Since it's completely invulnerable and hits full screen, it can be used to kill the opponent for attempting certain supers if done during their startup (example: Narukami's Ziodyne). Otherwise, it has limited practical use.

Strategy

Tutorial Videos
This video outlines many important concepts and demonstrates some beginner combos:


For more Narukami strategy videos, please refer to the Dustloop Narukami Video Thread

Offense

The general idea with Narukami offense is to land a hit, combo to sweep, set 5D for oki, rinse and repeat. Once the opponent is low enough on life, go for the kill. It's important to have a good understanding of how much damage you can do with whatever combo you're doing, since most high damaging combos don't allow 5D oki afterwards.


Blockstrings

Narukami blockstrings typically don't last long without 5D set. Since he has no normals that are plus on block, you need to be creative with how you end your strings. Almost all of his normals allow cancels to be delayed, with very significant delay on some, so you can use this to create frame traps and aid in hitconfirming to combos. Normals can also be canceled into specials on block to create mix-ups and lengthen pressure. If you have meter to OMC, using specials is much less risky. The most important thing is to avoid going auto-pilot and being predictable.

  • 5A is only -2 on block, can be canceled into practically anything, and allows for easy hitconfirming to combos. It's commonly used for tick-throw setups. It's a great way to start blockstrings since it is Narukami's fastest ground attack. Be careful not to cancel 5A into itself twice so that 5AAA comes out.
  • 5AA can be used in similar ways as 5A.
  • 5AAA is not good to use in blockstrings often. You are forced to jump cancel or dash cancel. Forward dash cancel is punishable.
  • 2A should be used along with 5A pressure to catch people for not blocking low during your strings, or trying to jump or backdash out.
  • 5B generally should not be used to end blockstrings up close since it's highly negative. It can however cancel into 5C which then allows you to jump or special cancel. From max range 5B, 5C will not reach, so be careful not to cancel into 5C at this range. It gives the opponent a chance to hurt you or begin their offensive. Max range 5B can be cancelled into 2C for a very hard to punish string, which will combo on counter hit.
  • 2B gives many options on block, including cancel to 2A+B for a low, jumping or air-dashing forward to continue offense, jumping or air backdashing away to retreat for safety, crossing up with air-turn air dash j.B, cancel to 5C as a frame trap, or cancel to 214A/AoA for an overhead.
  • 5C is better to use early in blockstrings so it can be canceled to other normals, such as 5B or 2B. Done at the end of strings, your only options are to special cancel, jump cancel or cancel to 2C, so the opponent has less to look out for. 5A > 5C is a tight frame trap.
  • 2C is a useful normal in strings when you're at a distance, such as after max range 5B or 5C. After blocked 5B, if the opponent rolls through 2C, you actually recover in time to punish their roll. This makes it a strong normal in corner pressure against most of the cast. Forward dash cancelling 2C from close range is unsafe, but can be used to restart pressure if the opponent is flustered or not aware of that fact.
  • 2A+B is usually going to end your offense. It can only be cancelled to specials or 5D, and is pretty negative on block.
  • 5A+B should only be used if the opponent has trouble reacting to it, or if you are very confident it will hit given the current state of the match. Unless you have meter to OMC on block, then you can use it more freely.


5D Okizeme

5D Okizeme is a crucial part of Narukami's game plan. The following setups lead into guaranteed 5D oki, meaning the opponent cannot jump, roll, backdash, or hop on wake-up to escape. They can only reversal with an invulnerable attack or burst, or choose not to tech and take more damage to opt for weaker oki (see Opponent Doesn't Tech Solution).

Setups
  • 2A+B > 5D
- An immediate cancel of 2A+B into 5D will usually result in 5D(2). Delaying the cancel to 5D slightly allows the first hit of 5D to connect, giving you 5D(3).
  • corner j.214B > 5D
- The opponent has the option of delaying their ground tech in this situation to avoid the 5D, but you can still safe-jump j.B and have 5DD at your disposal.
  • air hit 5A+B > 5D
- Rarely occurs, but when it does you can get a meaty 5D(3) with no delay required.
  • corner 2C (BDC) > 5D
- Can be used to end certain FC combos, as an alternative to j.214B > 5D.
5D(2) vs. 5D(3)
5D(2) means 5D connects with the last 2 hits after the opponent ground techs, and 5D(3) means 5D connects with all 3 hits. 5D(2) usually gets the job done, but 5D(3) makes oki stronger and safer. With 5D(3), you can confirm how the opponent reacted to the 5D from the first hit connecting, and still have time to go for mix-ups. 5D(2) is more susceptible to the opponent's reversals since you don't have as long to confirm they blocked the 5D, or to perform mix-ups.
You can get 5D(3) off any combo ending in 2A+B, air hit 5A+B, or corner 2C (BDC). However, if the opponent is too far or you delay the cancel 5D too long, they have the option of delay teching through it.
Opponent Doesn't Tech Solution
The opponent can choose not to tech after these 5D setups, causing 5D to hit them on the ground. This hit should be converted into a short combo which ends in 5D again or j.2A, so the opponent still has to deal with oki. After proration in the combo is high, you have to settle for ending with j.2A for a knockdown. Examples:
  • low prorate combo to 5D > jump (opponent stays down, 5D hits) > j.B > 5DD > 2A+B > 5D (opponent techs, resume 5D oki)
  • low prorate combo to 5D > jump (opponent stays down, 5D hits) > j.B > 5DD > 2A+B > 5D > jump (opponent stays down, 5D hits) > j.2A > meaty 5DD
  • high prorate combo to 5D > jump (opponent stays down, 5D hits) > j.2A > meaty 5DD
If the opponent is aware of this reset into oki, they will usually stay down until you need to use j.2A > meaty 5DD oki, since it's not as strong as 5D oki. However, they take extra damage and you still have solid options after a meaty 5DD. If you fail to convert these hits into oki, the opponent air techs out, which can end your offense. It is good to know which combos you can follow up with which non-tech solution.

j.D Okizeme

j.D Okizeme can be used after certain corner combos. After setting j.D, performing a meaty 5A will prevent the opponent from being able to roll or jump on wake-up. However, this is susceptible to reversals, so anticipating the opponent's reaction is important. Once the 5A connects, you can perform a variety mix-ups (see Mix-ups section).

Setups
  • 214B > j.2A > j.D
- Comments
  • 5C > j.2A > j.D
- Comments

During j.D pressure, depending on when you hit the opponent, you can use j.D during the follow up combo. Combo examples are posted in the Post-j.D Starter combo section.

Safe-jump j.B Setups

You can perform a safe-jump j.B after the following attacks, assuming the opponent techs as soon as possible. A safe-jump j.B is doing j.B close enough to the ground that you land in time to block if the opponent reversals. If they tech immediately, it is also meaty from these setups, so it will hit the opponent if they try to roll/hop/backdash/jump on wake-up.

Setups
  • 214C > dash safe-jump j.B
  • C+D > dash > dash safe-jump j.B
  • CH B+D ground/very low air hit > neutral jump safe-jump j.B
  • 2C (DC) > dash safe-jump j.B
  • opponent delays tech after corner j.214B>5D > safe-jump j.B
  • Cross Slash> dash safe-jump j.B

The only way for most characters to avoid the safe-jump j.B is to simply delay their tech until you land. While you lose the safety of the safe-jump j.B, you still have the initiative in this situation and can meaty with other attacks. Certain characters' B+D will counter the j.B unfortunately (Yosuke, Teddie, Kanji). On Naoto and Yukiko, you need to do the j.B at a lower height so only the 1st hit connects, or their B+D will counter you as well.


Mix-ups

High/Low Mix-ups

  • 214A (OMC) > ...
> airdash j.A (high)
> 2A (low)
- An opponent who crouch blocks immediately after blocking 214A will be hit by the airdash j.A (standing hit). On characters with shorter hitboxes, you will need to delay the OMC extremely slighty because if the 214A hits, your j.A will whiff over them. 2A will hit opponents who continue stand blocking immediately after blocking 214A.
  • j.A/j.B/j.BB > ...
> j.214A+B (high)
> land 2A (low)
- Strong mix-up in the corner since j.214A+B can lead to combos. An opponent expecting a low after the jump attack will get hit by the j.214A+B. There is a gap when going for j.214A+B, so if the opponent chooses to reversal, it will counter you.
  • 5D > forward jump/dash-jump/jump over air-turn > ...
> j.A/j.B (high)
> close to ground air-dash j.A/j.B (high)
> close to ground j.214A+B (high)
> land 214A/5A+B (high)
> empty jump 2A (low)
- j.A/j.B catches people for guessing low block. Close to ground air-dash j.A/j.B works as a fake empty jump 2A due to the delay, same idea with close to ground j.214A+B. Landing into 214A/5A+B hits opponents who were blocking low and failed to react in time to switch to high block. Empty jump 2A hits the opponent for expecting a jump attack.
  • 5D > forward jump/dash-jump/jump over air-turn > j.B (at lowest height which both hits connect) ...
> (forward JC) j.A (high) (everyone except Labrys/S.Labrys, Teddie)
> j.214A+B (high)
> blocked 5DD > close to ground j.214A+B (high)
> land 214A/5A+B (high)
> land 2A (low)
> j.BB (cancels 2nd j.B hit) > land 2A (low)
> j.BB (cancels 2nd j.B hit) > land 5A (JC) j.A (high) (Yu, Mitsuru, Yosuke)
- (forward JC) > j.A is the fuzzy j.A, one of Narukami's strongest mix-up tools. It hits the opponent for them expecting a low after the j.B. The 2A vs. (JC) j.A mix-up here is impossible to react to and there is no gap if done correctly (but it fails on Labrys/S.Labrys/Teddie). j.BB (cancels 2nd j.B hit) > land 2A (low) hits an opponent for stand blocking in anticipation of the second j.B hit. > land 5A (JC) j.A hits an opponent for waiting to block the 2nd hit of j.B high, resulting in your 5A being blocked high, then if the opponent switches to crouch blocking, j.A acts as a fuzzy guard. Only works on Yu, Mitsuru, and Yosuke.
  • 5D > jump over air-turn > (j.A/j.B) > dash string to 5C > j.C (OMC) ...
> j.A (high)
> land 2A (low)
- j.C puts Narukami airborne, so depending on how the opponent reacts, you can go high with j.A or low with 2A.

Left/Right Mix-ups (Cross-ups/Fake Cross-ups)

  • 5D > forward jump/dash-jump/jump over air-turn/run/j.A/j.B ...
> A+C > 5DD (cross-up)
> high air-dash > 5DD (cross-up)
> land > jump air-turn air-backdash > 5DD (cross-up)
> close 214B > 5DD (cross-up)
> dash 2A+C over crouching opponent > 5DD (cross-up)
> dash jump over > air-backdash > 5DD (fake cross-up)
- Cross-ups/fake cross-ups which can lead to high damaging combos, but involve a larger gap for the opponent to escape.
  • 5D > forward jump/dash-jump > j.A/j.B ...
> forward (JC) over > 5DD (cross-up)
> neutral (JC) > 5DD (fake cross-up)
- This can be used intentionally or unintentionally. When going for the fuzzy j.A, if you jump cancel to high, your j.A will whiff and cause the 5DD to cross up. Neutral jump cancel causes you to remain on the same side.
  • 5D > cross-up 5DD blocked > ...
> jump over air-turn > j.C (cross-up)
> dash > string to 5C > jump over air-turn > j.C (cross-up)
- Requires meter to OMC or OMB in order to combo after the j.C, but allows you to cross-up the opponent after already using 5DD.

Throw Baits

  • "typical sign of incoming throw" ...
> C+D (throw)
> 214A (throw bait)
> j.2A (throw bait)
- Throw whiff animations leave the opponent in a counter hit state, allowing you to combo off either of these if the opponent guesses with a throw tech. These will not necessarily work if the opponent is not guessing throw tech.
  • 5D > "typical sign of incoming throw" ...
> C+D (throw)
> jump/backdash > 5DD (throw bait)
- Throw whiff animations leave the opponent in a counter hit state, allowing you to combo off either of these if the opponent guesses with a throw tech. These will not necessarily work if the opponent is not guessing throw tech.

Defense

A strong offense is also a great defense. Blocking is always the key to success and with Narukami, he has the range to play a neutral game which adds to his defensive options, which can transition back to his offensive play.

Playing the neutral game allows you to add range to your defense and when you land a hit, confirm off if it and it can lead you back into your offensive strategy of knockdown into oki or going for the large combo to end the round/game.

When applying oki, there are defensive approaches; some may try to disrespect your oki if you're not careful so be wary of what the opponent will do during oki setups and properly punishing them is another key to success for your defense.

Combos

NOTE:
If you have ANY questions about any of the combos listed, please feel free to ask in the Dustloop Narukami Q&A Thread

If you have suggestions on format or combo removal/addition, post in the Dustloop Narukami Wiki Discussion Thread


Combos Summary
- Combos ending in 5D are for the strongest oki.
- Combos involving OMB, or ending in 5AAA, j.B+D, j.214A/B, Ziodyne, or Cross Slash, are for damage.
- Combos ending in j.2A are for oki where getting meaty 5D is not possible.
- Combos ending in j.D are for oki involving j.D near corner, which is not as strong as 5D oki, but can be used in some combos where getting meaty 5D is not possible.
- Below is a list of beginner combos to help players learning Narukami for the first time get a feel for him.


Beginner Combos List

  • 5B > 5C > 214D - (1625)
  • 5B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB (JC) > j.B > j.C > j.B+D - (3072, +Ziodyne 3983)
  • air hit 2B > j.B > j.BB (JC) > j.B > j.C > j.B+D - (1662, +Ziodyne 2573)
  • corner C+D(throw) > 2A > 5C > j.B > j.BB (JC) > j.B > j.C > j.B+D - (2191, +Ziodyne 3102)
  • 5A+B(AoA)~C > j.B > j.BB (JC) > j.B > j.C > j.B+D - (2403, +Ziodyne 3314)


Normal Attack Starter

  • midscreen 5A > 5AA > 5B > 2B > 2A+B > 5D - (1147)
  • 5A > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3295, +Ziodyne 4206)
  • air hit CH 5A > delay 2A+B > 5D - (572)
  • midscreen-to-corner 5A > 5C > 214D (OMC) > 214B > dash 5C > 2C (DC) > 2A+B > 5D - (2970)
  • 5A > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 5D - (2796)
  • 5A > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D (3804,+Ziodyne 4715)
  • 5A > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / 214214C - (3915) / (4686)
  • corner 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (1929)
  • 5A > 5B > 2B > 5C > 214C > 5A > 5C > j.2A > j.D - (1851)
  • CH 5A > 2C > delay 214B > 2A+B - (1574) (for roll punish)
  • midscreen 2A > 5B > 2B > 2A+B > 5D - (866)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (2597, +Ziodyne 3508)
  • midscreen-to-corner 2A > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 5D - (2132)
  • 2A > 5B > 5C > 214D (OMC) > dash 5C > 2C (DC) > 2A+B > 5D - (2306)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3101, +Ziodyne 4012)
  • 2A > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / 214214C - (3231) / (4002)
  • corner 2A > 5B > 5C > 214C > 5A > 5C > j.2A > j.D - (1528)
  • midscreen 5B > 214C - (903) (for max range 5B, can follow 214C with dash j.B safe jump)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3516, +Ziodyne 4472)
  • CH 5B > 2C - (1154) (for max range CH 5B, can follow 2C with dash cancel j.B safe jump)
  • air hit 5B > 5C > airdash j.A > j.B > j.B+D - (1399, +Ziodyne 2344) (for far air hit 5B)
  • midscreen-to-corner 5B > 5C > 214D (OMC) > 214B > dash 5C > 2C (DC) > 2A+B > 5D - (3270)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 5D - (3096)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4065, +Ziodyne 4976)
  • 5B > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4195) / (4996)
  • 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (5209)
  • 5B > 5C > 214D (OMB) > 5D > run (input 5DD when 5D(1) hits) > (5D(2) hits) 2A+B > (input 214B) > (5DD hits) > (214B hits) > run 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (4868, +Ziodyne 5779)
  • 5B > 5C > 214D (OMB) > 5D > run (input 5DD when 5D(1) hits) > (5D(2) hits) 2A+B > (input 214B) > (5DD hits) > (214B hits) > run 2B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash - (5815)
  • CH 5B > 2C (DC) > 5B > j.C > j.214B > 5D - (1899)
  • CH 5B > 2C (DC) > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2184, +Ziodyne 3725)
  • CH 5B > 2C (DC) > 5B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash - (3742)
  • air hit 5B > 5C > 2C > delay 214B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2906, +Ziodyne 3817)
  • air hit 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (3611)
  • corner 5B > 5C > 214C > 5A > 5C > 2C > 214B > j.2A > j.D - (2477)
  • 5B > 5C > 214C > 5A > 5C > 2C > 214B > sj.B+D - (2563, +Ziodyne 3474)
  • 5B > 5C > 214C > 5A > 5C > 2C > delay 214B > j.214A > Cross Slash - (3873)
  • 5B > 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4810, +Ziodyne 5721)
  • crouch hit 5B > 5C > 2C > delay 214B > 2A+B > 5D - (2234)
  • crouch hit 5B > 5C > 2C > delay 214B > 5B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (2927, +Ziodyne 3838)
  • crouch hit 5B > 5C > 2C > 214B > 5B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (3141) / (3912)
  • CH 5B > 2C > delay 214B > 2A+B - (1904) (for max range CH 5B)
  • CH 5B > 2C > delay 214B > 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2717, +Ziodyne 3628) (for max range CH 5B)
  • midscreen air hit 2B > 5C > sj.B > sj.BB > j.2A - (1496)
  • air hit 2B > 5C > j.B > j.BB > j.B > j.C > j.214B - (2151, +Ziodyne 3062)
  • air hit CH 2B > delay 2A+B > 5D - (864)
  • air hit CH 2B > airdash j.B > j.BB > 5C > sj.B > j.BB > j.2A - (1801)
  • midscreen-to-corner air hit CH 2B > airdash j.B > j.C > j.214B > (dash) 5B > 5C > 2C > delay 214B > 5C > sj.B > j.BB > j.B+D - (3505, +Ziodyne 4416)
  • air hit CH 2B > airdash j.B > j.C > j.214B > (dash) 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (4492)
  • air hit CH 2B > airdash j.B > j.C > j.214B > (dash) 2B > j.C > j.214B > 5D - (2335)
  • air hit CH 2B > airdash j.B > j.C > j.214B > (dash) 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D - (3529)
  • air hit CH 2B > airdash j.B > j.C > j.214B > (dash) 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3343, +Ziodyne 4254)
  • corner air hit 2B > j.C > j.214B > 2B > j.C > j.214B > 5D - (2232)
  • air hit 2B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D - (3440)
  • air hit 2B > j.C > j.214B > 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3289, +Ziodyne 4200)
  • air hit 2B > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (4426)
  • midscreen CH j.2A > dash 5C > 2B > 5B > 2A+B > 5D - (1755)
  • CH j.2A > dash 5C > 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4133, +Ziodyne 5044)
  • midscreen-to-corner CH j.2A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BC > j.B+D - (4289, +Ziodyne 5200)
  • CH j.2A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4489) / (5150)
  • corner CH j.2A > dash 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2320)

Persona Attack Starter

Midscreen

  • midscreen 5C > 2B > 5B > 2A+B > 5D - (1803)
  • 5C > 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (4619, +Ziodyne 5530)
  • air hit 5C > j.B > j.BB > j.B > j.C > j.214B - (2330, +Ziodyne 3311) (burst punish)
  • air hit 5C > j.B > j.C > j.214B > Cross Slash - (4161)
  • midscreen-to-corner 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 5D - (4294)
  • 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (5173, +Ziodyne 6084)
  • 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash - (6137)
  • 5C > 214D (OMB) > 5D > run (input 5DD when 5D(1) hits) > (5D(2) hits) 2A+B > (input 214B) > (5DD hits) > (214B hits) > run 2B > j.C > j.214B > 2B > j.C > j.214B > 2B > 5C > sj.B > j.BB > j.B+D - (5998, +Ziodyne 6909)
  • CH/crouch hit 5C > 2C (DC) > 5B > j.C > j.214B > 5D - (2578)
  • CH/crouch hit 5C > 2C (DC) > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3685, +Ziodyne 4596)
  • CH/crouch hit 5C > 2C (DC) > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D/ Cross Slash - (3849) / (4524)
  • air hit 5C > j.B > j.C > j.214B > 5A > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.2A > j.D - (4042)
  • air hit 5C > j.B > j.C > j.214B > 2A > 5C > j.214A+B > 5B > j.C > j.214B > 2B > 5C > 2C > 214B > sj.C > j.B+D - (5115)
  • air hit 5C > j.B > j.C > j.214B > 5A > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (5438)
  • air hit 5C > j.B > j.C > j.214B > 2A > 5C > j.214A+B > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (4822 +Ziodyne 5733)
  • corner 5C > 214C > 5A > 5B > j.C > j.214B > 5D - (2292)
  • 5C > 214C > 5A > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3346, +Ziodyne 4257)
  • 5C > 214C > 5A > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (3468) / (4207)
  • 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (5648,+ Ziodyne 6559)
  • 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (5648, +Ziodyne 6559)
  • 5C > 214D (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 2A > 5C > j.214A+B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (7050) / (7821)
  • CH/crouch hit 5C > 2C > delay 214B > 5B > j.C > j.214B > 5D - (3074)
  • CH/crouch hit 5C > 2C > delay 214B > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (3989, +Ziodyne 4900)
  • CH/crouch hit 5C > 2C > delay 214B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4167) / (4938)
  • midscreen 2C > 236C - (1610, +Ziodyne)
  • 2C > 236C+D - (1746)
  • midscreen-to-corner 2C (DC) > dash 5B > j.C > j.214B > 5D - (2152)
  • 2C (DC) > dash 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3329, +Ziodyne 4240)
  • 2C (DC) > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (3497) / (4139)
  • FC 2C (DC) > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3766)
  • FC 2C (DC) > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > j.B > j.C - (4123, +Ziodyne 5034)
  • FC 2C > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214B > 5AAA / Cross Slash - (4418) / (5223)
  • corner 2C > delay 214B > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3682, +Ziodyne 4593)
  • 2C > delay 214B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (3822) / (4561)
  • FC 2C > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3906)
  • FC 2C > 214B > 5C > j.214B > 5B > 5C > delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 5AAA j.B+D - (4640)
  • FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > sj.B+D - (4560, +Ziodyne 5471)
  • FC 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214A > Cross Slash - (5817)
  • midscreen 5D > j.B > dash 2B > 5B > 5DD > 214B > dash 2A+B > 5D - (2911)
  • 5D > j.B > dash 2B > 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3791, +Ziodyne 4702)
  • 5D > j.B > dash 2B > 5B > 5DD > 214B > dash 5C (OMB) > dash 2A+B > 214A > 5DD > 2B > 5B > 5C > sj.B > j.BB > j.B+D - (4854, +Ziodyne 5765)
  • midscreen-to-corner 5D > dash 5B > 5DD > 214B > dash 5C > 2C (DC) > 2A+B > 5D - (3385)
  • 5D > dash 5B > 5DD > 214B > dash 2B > j.C > j.214B > 5D - (3191)
  • 5D > dash 5B > 5DD > 214B > dash 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4199, +Ziodyne 5110)
  • 5D > dash 5B > 5DD > 214B > dash 2B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4290) / (5061)
  • corner 5D > j.B > 2B > 5B (JC) > 5DD > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (3373)

Skill Attack Starter

Midscreen

  • midscreen CH 214A > dash 5C > 2B > 5B > 2A+B > 5D - (2299)
  • CH 214A > dash 5C > 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4553, +Ziodyne 5464)
  • 214A (OMC) > airdash j.A > j.B > dash 5A > 5C > 2B > 2A+B > 5D - (2126) (j.A acts as fuzzy guard when 214A is blocked)
  • midscreen-to-corner 214A (OMC) > airdash j.A > j.B > 5B > 2B > 5C > 2C > 2A+B > 5D - (2637)
  • CH 214A > dash 5B > 2B > 5C > 2C (DC) > 2A+B > 5D - (2706)
  • CH 214A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 5D - (3696)
  • CH 214A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4704, +Ziodyne 5615)
  • CH 214A > dash 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4847) / (5586)
  • corner 214A (OMC) > airdash j.A > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2709)
  • CH 214A > dash 5B > 2B > 5C > 2C > delay 214B > 2A+B > 5D - (3130)
  • corner j.214A (OMC) > 5C > 2C > 2A+B > 5D - (2264)
  • j.214A (OMC) > 5C > 2C > 214B > j.2A > j.D - (2662)
  • j.214A (OMC) > 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3865, +Ziodyne 4776)
  • j.214A (OMC) > 5B > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (4946)
  • corner close to ground j.214A+B > 5A > 5C > 2C > 214B > j.2A > j.D - (2996)
  • close to ground j.214A+B > 5A > 5B > j.C > j.214B > 5D - (2452)
  • close to ground j.214A+B > 5A > 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (4035, +Ziodyne 4946)
  • close to ground j.214A+B > 5A > 5B > j.C > j.214B > 2B > j.C > j.214B > 5AAA j.B+D / Cross Slash - (3780) / (4445)
  • close to ground j.214A+B > 5A > 5B > j.C > j.214B > 5B > 5C > 2C > delay 214B > j.214A > Cross Slash - (5162)
  • close to ground j.214A+B > 5A > 5B > j.C > 2B > 5C (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > sj.B > j.BB > - j.B+D - (5046, +Ziodyne 5957)
  • midscreen 214B > 5B > 5C > j.B > j.BB > j.B > j.C > j.214A - (2887, +Ziodyne 3798)
  • FC 214B > dash 5C > 214A > Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.C > j.214B - (4979, +Ziodyne 5890)
  • midscreen-to-corner 214B > dash 5B > j.C > j.214B > 5D - (2341)
  • 214B > dash 5B > j.C > j.214B > dash 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3398, +Ziodyne 4309)
  • 214B > dash 5B > j.C > j.214B > dash 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (3549) / (4256)
  • FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214B > 5D - (3801) (full screen carry)
  • FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > 5C > j.B > j.B+D - (3865, +Ziodyne 4776) (full screen carry)
  • FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214B > Cross Slash - (5091) (full screen carry)
  • FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3883)
  • FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > 5C > j.B -> j.B+D (4047, +Ziodyne 4958)
  • FC 214B > dash 5B > 5C > airdash/delay j.B > j.BB > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214B > 5AAA / Cross Slash - (4332) / (5283)
  • corner FC 214B > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (3701)
  • FC 214B > 5C > j.214B > 5B > 5C > delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 5AAA j.B+D - (4476)
  • FC 214B > 5C > j.214B > 2B > 5C > j.214B > 2A > 2B > 5C > j.214A > 2B > 5C > sj.B+D - (4248, +Ziodyne 5270)
  • FC 214B > 5C > j.214B > 2B > (5B) > 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > j.C > j.214A > Cross Slash - (5615)
  • midscreen 236C > 236236C - (2231)
  • midscreen FC 236D > 214A > dash 5A > 5C > 5B > 2A+B > 5D - (2562)
  • midscreen-to-corner FC 236D > dash 5C > 2C (DC) > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 5D - (3671)
  • FC 236D > dash 5C > 2C (DC) > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 2B > 5C > sj.B+D - (4122, +Ziodyne 5033)
  • FC 236D > dash 5C > 2C (DC) > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 2B > j.C > j.214B > 2B > j.C > j.21A > Cross Slash - (5367)
  • FC 236D > dash 5C > 214D (OMC) > 214B > dash 5C > j.214B > 2A > 2B > 5C > j.214A > 5B > 2C (BDC) > 5D - (4930)
  • FC 236D > dash 5C > 214D (OMC) > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 5D - (4590) (full screen carry)
  • FC 236D > dash 5C > 214D (OMC) > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > 5C > sj.B+D - (5069, +Ziodyne 5980) (full screen carry)
  • FC 236D > dash 5C > 214D (OMC) > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214A > Cross Slash - (6325) (full screen carry)
  • corner FC 236D > 5C > 2C > 214B > 5C > j.214B > 2A > 5B > 5C > j.214A > 5B > j.C > j.214A > Cross Slash - (5556)

All-Out-Attack Starter

  • midscreen 5A+B~C > j.B > j.BB > j.A > j.B > j.C > j.B+D > j.236236C - (~3300)
  • 5A+B~FC C > j.B > j.BB > j.B > j.BB > j.2A - (2357)
  • 5A+B~FC C > j.B > j.BB > j.A > j.B > j.C > j.214B - (2601, +Ziodyne 3512)
  • midscreen-to-corner 5A+B~FC D > 5B > 5C > airdash j.B > j.BB > j.214A > 2B > j.C j.214B > 5D - (2981)
  • 5A+B~FC D > 5B > 5C > airdash j.B > j.BB > j.214A > 5B > j.C > j.214B > 5AAA - (3359)
  • 5A+B~FC D > 5B > 5C > airdash j.B > j.BB > j.214A > 2B > 5C > sj.B > j.BB > j.B+D - (3119, +Ziodyne 4030)
  • 5A+B~FC D > 5B > 5C > airdash j.B > j.BB > j.214A > 5B > 2C (BDC) > dash 2A+B > 236C > 214124C - (4425)
  • corner 5A+B~FC D > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 5B > 2C (BDC) > 5D - (2878)
  • 5A+B~FC D > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 2B > j.C j.214B > 5D - (2981)
  • 5A+B~FC D > 5B > 5C > airdash/delay j.B > j.BB > j.214A > 2B > 5C > sj.B > j.BB > j.B+D - (3119, +Ziodyne 4030)
  • 5A+B~FC D > 5B > 2B > 5C > j.214B > 5B > 2C > delay 214B > j.214A > 214124C - (4556)

Throw Starter

  • midscreen C+D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2685, +Ziodyne 3596)
  • CH C+D > dash 5B > j.B > delay j.B > j.B > j.C > j.214A - (2185, +Ziodyne 3096)
  • CH C+D > dash 5B > delay 5C > delay 2C > delay 236C - (2282, +Ziodyne 3193)
  • C+D (OMB) > 5D > run 5B > 5DD > 214B > run 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (3314, +Ziodyne 4287)
  • C+D (OMB) > dash Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A - (4009, +Ziodyne 4920)
  • midscreen-to-corner C+D (late wall bounce) > 214B > 2A+B > 5D - (1850)
  • CH C+D > dash 5B > delay 5C > 2C (DC) > j.B > j.BB > j.C > j.B+D - (2563, +Ziodyne 3474)
  • CH C+D > dash 5B > delay 5C > 2C (DC) > 5C > sj.B > j.BB > j.B+D - (2629, +Ziodyne 3540)
  • C+D (OMB) > 5D > run 5B > 5DD > 214B > run 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (3487) / (4258)
  • corner C+D > 5D - (1100)
  • C+D > 2A > 5B > j.C > j.214A > 5AAA j.B+D - (2496)
  • C+D > 2A > 5C > 2C > delay 214B > j.2A > j.D - (2284)
  • C+D > 2A > 5C > 2C > delay 214B > sj.B > j.B+D - (2425, +Ziodyne 3336)
  • C+D > 2A > 5C > 2C > delay 214B > j.214A > Cross Slash - (3687)
  • CH C+D > 2B > j.C > j.214B > 5D - (1937)
  • CH C+D > 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (2852, + Ziodyne 3763)
  • CH C+D > 5B > 5C > 2C > delay 214B > j.214A > 214214C - (3920)
  • C+D (throw out of corner) (OMB) > dash Cross Slash > 2B > j.C > j.214B > 5AAA j.B+D - (4162)
  • C+D (throw out of corner) (OMB) > dash Cross Slash > 2B(1) > 5C > 2C > delay 214B > j.214A > Cross Slash - (5425)
  • C+D (throw into corner) (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (3642, +Ziodyne 4527)
  • midscreen j.C+D (OMC) > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A - (3242, +Ziodyne 4153)
  • j.C+D (OMC) > 2B > 5C (OMB) > 5D > run 5B > 5DD > 214B > dash 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4726, +Ziodyne 5637)
  • j.C+D (OMC) > 2B > 5C (OMB) > dash Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A - (5382, +Ziodyne 6293)
  • midscreen to corner j.C+D (OMC) > dash 2B > 5C > j.214B > dash 5B > 5C > 2C (DC) > 5C > sj.B+D - (3960, +Ziodyne 4871)
  • j.C+D (OMC) > dash 2B > 5C > j.214B > dash 5B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4006) / (4745)
  • j.C+D (OMC) > 2B > 5C (OMB) > 5D > run 5B > 5DD > 214B > run 2B > j.C > j.214A > 5AAA j.B+D / Cross Slash - (4889) / (5628)
  • corner j.C+D (OMC) > 2B > j.C > j.214B > 5D - (2674)
  • j.C+D (OMC) > 2B > 5C > 2C > 214B > 5C > sj.B > j.BB > j.B+D - (3797, +Ziodyne 4708)
  • j.C+D (OMC) > 2B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / 214214C - (3989) / (4728)
  • j.C+D (OMC) > 2B > j.C > j.214B > 2A > 5C > 2C > delay 214B > j.214A > 214214C - (5191)
  • j.C+D (throw out of corner) (OMC) > 2B > 5C (OMB) > dash Cross Slash > 2B > 5B > j.C > j.214B > 5AAA j.B+D - (5598)
  • j.C+D (throw out of corner) (OMC) > 2B > 5C (OMB) > dash Cross Slash > 2B > 5B > j.C > j.214B > 2B > 5C > sj.B > j.BB > j.B+D - (5814, +Ziodyne 6725)
  • j.C+D (throw out of corner) (OMC) > 2B > 5C (OMB) > dash Cross Slash > 2B(1) > 5C > 2C > delay 214B > j.214A > Cross Slash - (6795)
  • j.C+D (throw into corner) (OMC) > 2B > 5C (OMB) > 5D > 2A+B > 214B > 214A > 5DD > 5B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (5044, +Ziodyne 5955)

Post-5D Starter

Start in Front of Opponent:

Midscreen
  • j.B > 2B > 5B > 5DD > 214B > dash 2A+B > 5D - (2025)
  • j.B > 2B > 5B > 5DD > airdash j.B(1) > j.BB > dash 5B > 5C > 2B > 2A+B > 5D - (2225) (delay j.B and omit j.BB on crouch hit)
  • j.B > 2B > 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2956, +Ziodyne 3867)
  • j.B > 2B > 5B > 5DD > 214B > 214D(1) > Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.B+D - (4221, +Ziodyne 5132) (fails on Yukiko at Cross Slash > 2B)
  • j.B > 2B > 5B > 5DD > 214B > 214D(1) > Cross Slash > 2B > 5C (OMB) > 5D > dash 2A+B > 214A > 5DD > 5B > 5C > j.B > j.B+D - (5028, +Ziodyne 5939) (fails on Yukiko at Cross Slash > 2B)
  • 2A > 2B > 5B > 5DD > 214B > dash 2A+B - (1615)
  • 2A > 2B > 5B > 5DD > airdash j.B(1) > j.BB > dash 5B > 5C > 2B > 2A+B - (1821) (delay j.B and omit j.BB on crouch hit)
  • 2A > 2B > 5B > 5DD > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (2428, +Ziodyne 3339)
  • 2A > 2B > 5B > 5DD > 214B > dash 5C (OMB) > 5D > 2A+B > 214A > 5DD > 5B > 5C > sj.B > j.BB > j.B+D - (3307, +Ziodyne 4218)
  • 2A > 2B > 5B > 5DD > 214B > 214D(1) > Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.B+D - (3508, +Ziodyne 4416) (fails on Yukiko at Cross Slash > 2B)
  • 2A > 2B > 5B > 5DD > 214B > 214D(1) > Cross Slash > 2B > 5C (OMB) > 5D > dash 2A+B > 214A > 5DD > 5B > j.B+D - (4124, +Ziodyne 5035) (fails on Yukiko at Cross Slash > 2B)
  • fuzzy fj.A > 5DD > 5B > 2B > 5C > 5B > 2B > 2A+B > 5D - (2002)
  • fuzzy fj.A > 5DD > 5B > 2B > 5C > 5B > 2B > 5C > 236C > Ziodyne - (3260)
  • fuzzy fj.A > 5DD > 5B > 2B > 5C > 5B > 2B > 5C > 214D > Cross Slash - (3795)
  • fuzzy fj.A > 5DD > 2B > 5C > 5B > 2A+B > 236C (OMB) > 5D > dash 2A+B > dash 5B > 5DD > 214B > 2B > 5C > sj.B > j.BB > j.B+D - (, +Ziodyne 5006)
  • fuzzy fj.A > 5DD > 5B > 2B > 5C > B+D > Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4357, +Ziodyne 5242)
  • fuzzy fj.A > 5DD > 5B > 2B > 5C > B+D > Cross Slash > 2B > 5C (OMB) > 5D > 2A+B > 214A > 5B > 5C > sj.B > j.BB > j.B+D - (5322, +Ziodyne 6233)
  • fuzzy nj.A > 5DD > airdash j.B > j.BB > dash 5A > 5C > 5B > 2A+B > 5D (1746)
  • 214A > 5DD > dash 5A > 5C > 5B > 2A+B > 5D - (2254)
Midscreen-to-Corner
  • j.B > 2B > 5B > 5DD > 214B > dash 5C > 2C (DC) > 2A+B > 5D - (2676)
  • j.B > 2B > 5B > 5DD > 214B > dash 2B > j.C > j.214B > 5D - (2500)
  • j.B > 2B > 5B > 5DD > 214B > dash 2B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (3370, +Ziodyne 4281)
  • j.B > 2B > 5B > 5DD > 214B > dash 5C (OMB) > 5D > dash 2A+B > 214A > 5DD > 2B > 5B > 5C > sj.B > j.C > j.B+D - (4124, +Ziodyne 5035)
  • 2A > 2B > 5DD > 214B > dash 2C (DC) > 2A+B > 5D - (1784)
  • 2A > 2B > 5DD > 214B > dash 5B > j.C > j.214A > 5AAA j.B+D / 214214C - (2614) / (3310)
  • 214A > 5DD > dash 5B > 2B > 5C > 2C (DC) > 5D - (2793)
  • 214A > 5DD > dash 2B > 5B > 5C > 214D (OMC) > dash 5C > 2C (DC) > 5D - (3579)
  • 214A > 5DD > dash 2B > 5B > 5C > 214D (OMC) > dash 5B > j.C > j.214B > 5D - (3421)
  • 214A > 5DD > dash 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > j.C > j.214A > 5AAA j.B+D - (4425)
  • 214A > 5DD > dash 2B > 5B > 5C > 214D (OMC) > 214B > dash 5B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4219, +Ziodyne 5130)
  • 214A > 5DD > dash 5B > 2B > 5C > 214D (OMC) > 5C > 2C > delay 214B > j.214A > Cross Slash - (5287)
Corner
  • j.B > 2B > 5B (JC) > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2506)
  • 2A > 2B > 5B (JC) > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2063)
  • fuzzy j.A > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2178)
  • air dash j.A > j.B > 5B (JC) > 5DD > j.B > dash 5A > 5C > 5B > 2B > 5C > 5B > 2A+B > 5D - (2337)
  • 214A > 5DD > 5B > 2B > 5C > 2C > delay 214B > 2A+B > 5D - (3182)
  • 214A > 5DD > 5B > 2B > 5C > 2C > 214B > 5C > sj.B > j.BB > j.B+D - (3577, +Ziodyne 4488)
  • 214A > 5DD > 5B > 2B > 5C > 2C > delay 214B > j.214A > Cross Slash - (4544)
  • j.214A > 5DD > 5B > 5C > 2C > delay 214B > 5C > sj.B > j.BB > j.B+D - (3482, +Ziodyne 4393)
  • j.214A > 5DD > 5B > 5C > j.214A+B > 5B > j.C > j.214B > 5D - (3326)
  • j.214A > 5DD > 5B > 5C > j.214A+B > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4295, +Ziodyne 5206)
  • j.214A > 5DD > 5B > 5C > j.214A+B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA j.B+D / 214214C - (4425) / (5196)

Start Behind Opponent:

Midscreen
  • crouch hit j.B > 5B > 5DD > 5B > 2B > 5C > 2C > 214B > 5C > j.B > j.BB > j.B+D > j.236236C (4021)
  • 2A > 2B > 5B > 5DD > 5B > 2B > 5C > 5B > 2B > 2A+B > 5D (1892)
  • 2A > 2B > 5B > 5DD > 5B > 2B > 5C > 5B > 2B > 5C > 236C > Ziodyne (3069)
  • 2A > 2B > 5B > 5DD > 5B > 2A+B > 236C (OMB) > 5D > dash 2A+B > 214A > 5DD > 2B > 5B > 5C > sj.B > j.BB > j.B+D - (3267, +Ziodyne 4178)
  • 2A > 2B > 5B > 5DD > 5B > 2B > 5C > B+D(1) > Cross Slash > 2B > 5C > sj.B > j.BB > j.B+D - (3589, +Ziodyne 4500)
  • cross up 5DD > 5B > 2B > 5C > 5B > 2B > 2A+B > 5D - (2133)
  • cross up 5DD > 5B > 2B > 5C > 5B > 2B > 5C > 236C > Ziodyne - (3391)
  • cross up 5DD > 5B > 2B > 5C > B+D > Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4488, +Ziodyne 5399)
  • cross up, crouch hit 5DD > 5B > 2B > 5C > 2C > 214B > dash 5C > j.B > j.BB > j.B+D - (3046, +Ziodyne 3957)
  • 214A > 5DD > 5B > 2B > 5C > 5B > 2B > 2A+B > 5D - (2700)
  • 214A > 5DD > 5B > 2B > 5C > 2C > 214B > dash 5C > j.B > j.BB > j.B+D > Ziodyne - (3577, +Ziodyne 4488)
  • 214A > 5DD > 5B > 2B > 5C > B+D > Cross Slash > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (4922, +Ziodyne 5833)
Midscreen-to-Corner
  • 2A > 2B > 5DD > B+D > Cross Slash > 2B > 5B > j.C > j.214A > Cross Slash - (4458)
  • cross up, crouch hit 5DD > 5B > 2B > 5C > 2C (BDC) > 2A+B > 5D - (2222)
  • cross up 5DD > 5B > 2B > 5C > B+D(1) > Cross Slash > 2B > 5B > j.C > j.214A > Cross Slash - (5456)
  • 214A > 5DD > 5B > 2B > 5C > 2C (BDC) > 2A+B > 5D (2793)
  • 214A > 5DD > B+D > Cross Slash > 2B > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.C > j.B+D - (5341, +Ziodyne 6252)
  • 214A > 5DD > B+D > Cross Slash > 2B > 5B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash - (6221)

Post-j.D Starter

  • 5A (blocked) > 2A (hit) > 2A > 2B(1) > 5B > (j.D hits) > 214B > j.214B > 5D - (1727)
  • 5A (blocked) > 214A (hit) > (j.D hits) > j.214B > 2B > j.C > j.214B > 5D - (3286)
  • 5A (blocked) > 2A (blocked) > 2A (hit) > 2B(1) > 2A+B > (j.D hits) > 214B > j.214B > 5D - (1882)
  • 5A (blocked) > 2A (blocked) > 2A (blocked) > 214A (hit) > (j.D hits) > 5B > j.B > j.BB > j.214A+B > 2B > j.C > j.214B > 5D - ()
  • 5A (blocked) > 2A (blocked) > dash C+D (connects) > 5C > 2C > 2A+B > 5D - (2003)

Character Specific Combos

Naoto, Yu, Liz, Yosuke, Teddie:

  • midscreen (CH 5A / CH j.2A / FC 236D / j.C+D(OMC)) > dash B+D(1) > Cross Slash...

Chie:

  • misdcreen-to-corner CH 5B > 2C > 214C+D > 5A > 5C > j.2A > j.D - (1944)
  • CH 5B > 2C > 214C+D > 5A > j.C > j.214A - (2031)
  • CH 5B > 2C > 214C+D > 5A > j.C > j.214A > 5AAA j.B+D - (2660)
  • CH 5B > 2C > 214C+D > 5A > 5C > j.B > j.BB > j.B > j.C > j.B+D Ziodyne - (3393)
  • CH 5B > 2C > 214C+D > 5A > j.C > j.214A > Cross Slash - (3321)
  • CH/crouch hit 5C > 2C > 214C+D > 5A > 5C > 2C > delay 214B > j.2A - (3224)
  • CH/crouch hit > 5C > 2C > 214C+D > 5A > 5B > j.C > j.214B > 2B > 5C > j.B > j.BB > j.B > j.BB > jB+D - (,+Ziodyne 4721)
  • CH/crouch hit > 5C > 2C > 214C+D > 5A > 5B > j.C > j.214B > 2B > j.C > j.214A > Cross Slash - (4759)
  • FC 2C > 214C+D > 5A > 5C > j.B > delay j.BB > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214B > 5D - (3866)
  • FC 2C > 214C+D > 5A > 5C > j.B > delay j.BB > j.214A > 2B > j.C > j.214B > 5D - (3852)
  • FC 2C > 214C+D > 5A > 5C > j.B > delay j.BB > j.214A > 2B > j.C > j.214B > 2B > j.C > j.214B > Cross Slash - (5142)
  • midscreen CH C+D > 214D > Cross Slash...

Labrys, Shadow Labrys, Aigis, Kanji, Teddie:

  • corner C+D > 2B > j.C > j.214B > 5D - (1827)
  • C+D > 2B > j.C > j.214B > 2A > 5B > 5C > j.B > j.BB > j.B > j.BB > j.B+D - (2761, +Ziodyne 3672)

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Persona 4: Arena
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