BBTag/Yu Narukami

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Overview[edit]
Overview

Narukami is a well-rounded character who's versatile moveset allows for Offensive and Defensive playstyles.

He has amazing ground and air normals that can be converted into combos easily. To separate him from Jin and Hyde, Yu has a solid High/Low mix-up from j.C and Swift Strike which lead to good damage with an assist,making him extremely scary once he gets in. His 5P assist is also one of the best pressure tools in BBTag,it can be used to lock down an opponent and set up Active Switch mix-up or Cross Combo mix-up.


"This is a battle we can't lose..."
Lore:Yu Narukami is the protagonist of Persona 4. He is a high school student who moves away to the countryside of Inaba to live with his uncle Ryotaro Dojima and cousin Nanako Dojima for a year as a result of his parents working abroad, and attends Yasogami High School. Establishing the "Investigation Team" with his high school friends they were able to solve a series of homicide cases that was happening in the town of Inaba. Before moving to Inaba, Yu felt cold and distant towards those around him. However, this changes after he starts building friendships with the Investigation Team as well as the residents of Inaba. As a result, Yu becomes more cordial in his interactions with others - opening himself up more and gaining a sense of maturity throughout the events of Persona 4. Now, Yu realizes his need to draw strength from the bonds he forges in order to persevere through life.
Playstyle
In general, Narukami can do everything incredibly well and truly shines with good fundamentals.
Pros Cons
  • Good balance of damage, range, and mobility.
  • Has multiple full-screen projectiles.
  • Access to many jump cancel and throw cancel options, making his mix-up game flexible.
  • Excellent extended combo potential with assists or meter.
  • EX Zio oki greatly improves Yu's pressure and mix-up game while protecting him from reversals.
  • Swift Strike and Raging Lion have excellent corner carry, so much that both combined can guarantee a corner position.
  • His Ziodyne distortion can punish from fullscreen and has high damage. It also lasts a very long time, so Duo Distortions with low cooldown can follow up for a combo.
  • Cross slash is a great combo ender, having high minimum damage as well as allowing a safe jump after.
  • If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 2.5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed.
  • All of his specials (except EX Zio and EX Swift Strike) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings.
  • Needs assists to make Raging Lion and Swift Strike mix ups safe / convert them into a combo.
  • Very resource hungry, his offense relies on constant EX Zio usage.

Normal Moves[edit]

4A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 6 3 14 -5 -
4AA 1500 All 7 4 18 -5 -
4AAA 1700 All 9 3 22 -6 -
4AAAA 900*3 All 14 2,2,2 Total 56 -17 -

[edit]

  • Jump cancelable on both hit and block.
  • Throw cancelable on both hit and block.

As 4A is Yu's fastest normal it is vital for interrupting opponents and starting pressure. This move will stop all of Yu's forward momentum, making it difficult to do out of a dash. It can combo from EX Zio after 2C in the corner, but with good timing 5A can be used instead which is more optimal.


  • Jump cancelable on hit.
  • Throw cancelable on both hit and block.

4AA is used almost exclusively as blockstring and grounded combo filler. Can whiff if the opponent was hit by 5A too high in the air.


  • Jump cancelable on both hit and block.
  • Knocks down on air hit.

4AAA's knock down properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Also grants safe-jump oki if used against airborne opponents. Can't cancel into other A or B normals so use 5A to extend blockstrings instead.


  • Counts as a projectile.
  • Knocks down on hit.

4AAAA is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 9 3 26 -12 -
5AA 1500*2 All 11 12, 3 23 -26 -
5AAA 2000 All 13 3 40 -22 -
5AAAA 900*3 All 14 2,2,2 Total 56 -17 -

[edit]

  • Jump cancelable on both hit and block.
  • Throw cancelable on both hit and block.

Fantastic speed and range makes this move Yu's go to button in neutral. This is Yu's most reliable jump-cancel option for blockstrings as it can be rebeat into and from 2B, 5B, and 5BB. Jump towards opponents for a high/low mix-up by utilizing either j.A or empty jump-in 2A if the opponent is respecting Yu's offense. Jump away to disengage and return to neutral.


  • Second hit is jump cancelable on hit.
  • Second hit is throw cancelable on both hit and block.

Izanagi quickly charges forward, dragging his sword along the ground for one hit then thrusting forward for a second hit. Fantastic in blockstrings as Izanagi is unaffected by Reject Guards and will reach the opponent even if 5A was blocked at max range. 5AA's speed allows it to combo after 5A even if it hit at max range. The 1st hit may whiff against airborne opponents, but the 2nd hit will catch them.


  • Jump cancelable on hit.
  • Knocks down airborne opponents on hit.

Knocks aerial opponents into the ground. Can true blockstring into 5B even if it is Reject Guarded. Gives Yu a guaranteed safe-jump set-up by forward jump canceling, doing a delayed air dash, and attacking with j.A. This works against forward, back, and neutral tech so long as Yu isn't too close or too far from the opponent when 5AAA connects.


  • Counts as a projectile.
  • Knocks down on hit.
  • Opponent cannot Cross Burst during this attack.

5AAAA is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 13 3 35 -21 -
5BB 1700 All 15 2 36 -20 -
5BBB 2000 High 23 7 19L -3 -

[edit]

  • Jump cancelable on hit.

5B rebeats into and from 5A, making it a staple of his combos and blockstrings. Can be used as blockstring filler even after Yu is Reject Guarded.


  • Launches opponents on hit.

5BB is not jump cancelable on its own but can chain into 2B for ground-to-air combos. Huge hitstun, high launch height, and low knockback make this Yu's best move for extending combos with EX Zio. By partially charging it, Yu can close the distance and combo into a variety of different attacks, including a solo, non-Resonance Blaze double Cross Slash combo.


  • Ground slides opponents on hit.

5BBB's startup is long, but it's safe on block, hits overhead, and can be special-canceled on hit. The angle Yu dives at allows him to connect this move from almost full-screen, greatly improving his mix-up potential. Can create 50/50's with Active Switches and Cross Combos, even true unblockable set-ups depending on partner choice.

5C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 22 3 24 -10 -

[edit]

  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Decently fast overhead that is unsafe on block. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki. Perfect timing deals max damage and grants one free bar of meter. Yu has a better overhead in Raging Lion, which can be lead into a full combo on hit or a pressure reset with the use of an assist. Sees more use once Yu is on his own, though this move is never used in combos regardless of his available resources.

=

2B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1100*2 All 8 2,3 31 -17 5~9 H

[edit]

  • Hits twice, once near the beginning of the swing and once more near the end.
  • Jump cancelable on either hit, both on hit and on block.
  • Head invulnerable.
  • Becomes standing state during recovery.

This is his go to anti-air, which can be jump canceled for combo follow-ups or mix-ups. Is not air unblockable or fully invincible like his other anti-air, Big Gamble, but is much safer on block and whiff thanks to having cancel options and the ability to burst. Can pick up opponents who are flat on the ground which is crucial for his double Cross-Slash combos.

2C[edit]

j.A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1000*2 High 8 3, 6 14 - -
j.AA 1500 High 7 3 15 - -

[edit]

  • Hits twice.
  • Double jump cancelable on either hit, both on hit and on block.

This is Yu's best jump-in and safest overhead. By changing up the timing of his follow-ups (j.AA, j.B, and j.C) and using 2A upon touching the ground, Yu can decide to hit only once with this move and go into a low to break through guards or he can let it rip to go for additional overheads, up to four by doing IAD j.A > j.AA > j.C. This makes Yu's air game incredibly oppressive, which can then be used to bait reversals for big damage. However, Yu needs an assist to cover him in order to safely set-up a jump-in and to convert Raging Lion into a combo.


  • Double jump cancelable on both hit and block.

j.AA is no longer a command normal, making it difficult to use its amazing hit box for ambiguous cross-ups or to contest other similar air normals with less range like it could in the P4AU. Is mostly used as blockstring and air combo filler, though j.B leads into better damage and metergain.

j.B[edit]

j.C[edit]

Raging Lion

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 High 12 Until L 29L/39L/44L -12 -

[edit]

  • Knocks down and groundslides on hit.
  • Special and Super cancelable on hit.
  • Landing recovery based on height j.C was performed, expand chart below for details
  • On any hit or block j.C has 29f landing recovery
  • Frame advantage based on soonest possible j.C

Unlike previous entries where Raging Lion was a special move that had a light, heavy, and EX version which each had different properties in the air for a grand total of six variations, Yu now only has the heavy versions in 5BBB and j.C. It is used in combos to bring airborne opponents to the ground to end them with Swift Strike or Cross Slash, providing both fantastic corner carry and oki. Using EX Zio after Raging Lion puts opponents into the corner allows Yu to act freely as Izanagi covers all possible tech options, making it easy for Yu to shut down any wake-up attacks. However, it is difficult to use this move as a mix-up tool if assists are unavailable, as Raging Lion is very unsafe on block. Note that the 16 frame start-up is misleading for ground blockstrings as it doesn't account for a jump's start-up frames.

Expand for j.C Height Diagram

Narukami jC heights.png


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Big Gamble[edit]

5A+D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1700*2 Air Unblockable 10 3, 10 Until L+9 -38 1~22 All
Air 1700*2 All 4 3, 3 Until L+9 - 1~9 All

[edit]

  • Invincible on start-up.
  • Ground version is air unblockable.
  • Hits twice, once near the beginning of the swing and once more at the end.
  • Yu cannot Cross Burst if he is hit during the recovery of this move.
  • 5% Minimum Damage: 85x2 = 170.

This is his go to reversal as well as his anti-air against air blocking opponents. The minimum damage makes this his most damaging meterless combo ender, but as it provides absolutely no Okizeme, it should only be used when it will kill the opponent. Note that while Raging Lion is the better air combo ender, hitstun may not allow Yu to end a combo with it which means Big Gamble should be used instead. For combo extensions or for making reversals safe, assists can be called preemptively, through only certain assists will work so choose your partner carefully. Also note that Yu cannot burst if he is hit during end lag so consider using a super instead if both meter and an assist is available.


Skills[edit]

Zio[edit]

236A/B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A 1300 All 13 Until Hit Total 50 -10 -
Ground B 1500 All 13 Until Hit Total 55 -15 -
Air A 1300 All 13 Until Hit Total 50+8L -10 -
Air B 1500 All 13 Until Hit Total 50+8L - -

[edit]

A / Light Version:

  • Fastest meterless version of Zio.
  • Slowest moving version of Zio.
  • Lowest damage version of Zio.

The best version to use during neutral, as it has the lowest start-up and end lag while producing a projectile that stays on screen longer. Effective poke against opponents who lack the tools or resources to evade or blow through projectiles. Be careful as there are projectile invincible attacks and multi-hit projectiles that can punish this attack, including most supers. In combos, Yu can use this against airborne opponents to bring them lower to the ground and into his 5A, though they must be as high as possible when they are hit by the grounded Light Zio. The window to link Light Zio to 5A is incredibly small and can only be achieved through both tight execution and an assist, making it more trouble than it is worth.


B / Heavy Version:

  • Slowest version of Zio.
  • Fastest moving meterless version of Zio.
  • Highest meterless damage version of Zio.
  • Knock down on hit.

This version doesn't see much use during neutral, but is valuable in combos where neither Swift Strike or a super would be viable. Knocks down standing opponents while bringing airborne opponents back down to the ground. The long recovery makes it difficult for Yu to continue his pressure safely, though assists can mitigate the risks.


The air version of Zio has endlag that lasts until reaching the ground on top of having additional landing lag. Note that Izanagi is placed where Yu launches Zio. Additional uses of Zio will be fired from that spot until Izanagi returns, gets hit, Yu recalls Izanagi by using a move that requires him, or if Yu gets hit.


A / Light Version:

  • Mostly the same as the ground version.
  • Least amount of landing lag among the meterless versions of Zio.
  • Begins falling on frame 32

Used often after an IABD right before touching the ground to zone out opponents while retreating. By placing Izanagi slightly off the ground, following Zios can deny both dashes and IAD's, forcing opponents to either retreat or jump-in from higher up which sets Yu up for easy anti-airs. Also used in Resonance Blaze combos right before using Ziodyne in air combos.


B / Heavy Version:

  • Mostly the same as the ground version.
  • Most amount of landing lag.
  • Begins falling on frame 32

Slow to start and end with little reward for a successful hit. Shouldn't be used other than to punish hilariously slow air actions by your opponents.

Swift Strike[edit]

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1700 Low 15 8 20 -9 -
B 1100*3 Low 18 9,9,3 29 -13 -

[edit]

  • Hits low.

Staple ground combo ender. Launches opponents high enough to combo into most characters' 5P assist for easy combo extensions. Doesn't low profile versus mids or projectiles, so don't use this to blow through zoning.


A / Light Version:

  • Hits once.
  • Fastest start-up among the meterless versions.
  • Safest version on block.

Used to end almost all of Yu's meterless ground combos. Also used in pressure for a final low at the end of blockstrings. Can be made somewhat safe by hitting with only the tip of the attack.


B / Heavy Version:

  • Hits three times.
  • Slowest version.
  • Least safe version on block.

Used to drag opponents into the corner and to tack on damage before using an assist. In Resonance Blaze, this move is usually followed up with a super, primarily Cross Slash.


Extra Skills[edit]

EX Zio[edit]

236C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1500, 400*3 All 13~102 Until Hit [2*3] Total 38+8L +7~+96 -
Air 1500, 400*3 All 13~102 Until Hit [2*3] Total 38+8L - -

[edit]

  • Lowest start-up and cool-down, fastest traveling projectile, and most damaging version of Zio that hits 4 times.
  • Has the hitbox of the regular version during flight, but on impact it shares the autocombo's version's hitbox.
  • Holding C has Izanagi charge the projectile. The Zio is launched after a set amount of time or after the C button is released.
  • Can be held for up to 102f, regain control of character at 56f; frame advantage measured at point blank
  • Yu is free to move and attack during the charge but cannot use his B Smart Combo, j.B., Swift Strike, or Zio.
  • Using 5C, 2C, Raging Lion, Ziodyne, or Cross Slash with forcibly release the charge.
  • Using 4AAAA or 5AA during the charge will recall Izanagi without firing the Zio. Canceled charges won't refund the spent meter.
  • 10% minimum damage. 150 + 40x3 = 270.

Yu's best metered move and his best special in general. In neutral, the attack is lightening fast and can destroy multi-hitting projectiles. The charge allows Yu to control the screen and cover his approach options (offensive) or use both Izanagi and the Zio as a meat shield (defensive). During pressure, this move gives Yu fantastic frame trapping, pressure resetting, and mix-up covering capabilities that he desperately needs. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. Lastly, EX Zio gives Yu the ability to put opponents into a juggle state without the help of an assist which greatly improves his solo damage. This tool's potential further increases with assists, though note that constant use of EX Zio could deprive Yu of key defensive options (such as Reject Guard or reversal supers).

EX Swift Strike[edit]

214C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Swift Strike
214C
700*5 Low 12 6,6,6,6,3 20 -4 -
Followup
214C > A/B/C
700*3 All 4 3,5,5 41 -27 -

[edit]

  • Hits 5 times, all of which knockdown on hit.
  • Fastest start-up and travel speed among all versions of Swift Strike.
  • Can follow-up with Big Gamble by pressing A/B/C after the final hit of the slide successfully connects.
  • Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down.
  • 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560.

Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions can't. In Resonance Blaze, this move allows Yu to preform cross-up Cross Slash which can be followed up with additional attacks, most notably a second Cross Slash. The high speed and range of this move allows it to be used as a long range punish that, with assists, can be converted into much greater damage than a full-screen Zio. As of 2.0, the final hit of the slide is safe on block.


Partner Skills[edit]

5P[edit]

Lightning Flash

6P[edit]

Zio

4P[edit]


Distortion Skills[edit]

Ziodyne[edit]

236B+C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 260*34 [320*34] All 5+(33 Flash)+13 3*34 52 -34 1~20 All
Air 260*34 [320*34] All 5(+33)+13 3*34 46+6L - 1~20 All

[edit]

  • Values in [] for Enhanced version
  • 12.8% minimum damage: 33 * 34 = 1122 [(RB) 41 * 34 = 1394]
  • Hard knockdown for 34 frames on air version.
  • Wallsticks for 40 frames if the opponent is launched into the corner.
  • Recalls Izanagi from his current position to wherever Yu is.

Start-up is fully invincible and the beam travels full screen, making this a fantastic tool for punishing opponents for doing basically anything. While some characters struggle to punish this move at full screen, it is always unsafe at close range. This super's long active frames are perfect for partners with a short Duo Distortion Skill, allowing for combo extensions on hit or free set-ups on block. Doesn't gain any notably different traits in Resonance Blaze other than an increase in damage. Level 4 RB grants this super massive amounts of chip damage which is useful against opponents who lack either the tools or the resources to punish it. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki.

Cross Slash[edit]

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2500, 4800
[2500, 230*7, 4700]
All 11(+70)+5 7 36 -22 1~22 All

[edit]

  • Values in [] for Enhanced version
  • Follow-up only comes out on hit.
  • 25%, 30% minimum damage: 625 + 1440 = 2065
  • (RB) 25% minimum damage: [625 + (57*7) + 1175 = 2199]

Landing this super "backwards" on an airborne opponent by using Yu's forward step during the move leaves him close enough to follow up with 2B. While this can serve as a potential match ending combo, unlike in Arena, BBTAG's combo timer system stops combos from lasting too long regardless of whether or not all hitstun has been used. By the time the super's animation is over, Yu will barely have enough time for 2B into either Big Gamble or another Cross Slash. A short air combo can be done but only if the super landed really early on. It's still a valid option to keep in mind, but not something that should be relied upon: Yu can easily deal much higher damage and use less meter by utilizing more practical combo routes.

While the enhanced version can also be followed-up, the longer animation eats up more of the combo timer. Because of this, the potential to followup is weaker than the base version. However, the extra meter from Resonance Blaze makes it easy to follow-up with a 2B into another Cross Slash. This technique can earn clutch wins if used capitalized on correctly, but it's still not something that should be relied upon much.


Distortion Skill Duo[edit]

Cross Slash[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Myriad Truths[edit]

222B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5000, 32000 All 7+(90 Flash)+14 6,24 52 -43 1~50 All

[edit]

  • Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left.
  • Ends match in a victory on hit.
  • Opponent experiences 12 hitstop on block and 6 on hit

Yu's Astral charges the floor with electricity, instantly killing any opponent who lands in it. As this super instantly grants Yu victory on hit, it should be used whenever possible. Extremely easy to combo into (for example; 214B, throw, 5AAA on airborne opponents). This super is fully invincible which allows Yu to use this as a full screen punish, however it is lacking as a reversal because Yu must commit all of his meter and it is very unsafe on whiff or block.


External References[edit]

Navigation[edit]


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