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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=4A | |version=4A | ||
|damage= |guard=All | |damage=1000 |guard=All | ||
|startup=6 |active= |recovery= |frameAdv= | |startup=6 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* Jump-cancellable on both hit and block. | * Jump-cancellable on both hit and block. | ||
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|header=no | |header=no | ||
|version=4AA | |version=4AA | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=4AAA | |version=4AAA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup=9 |active= |recovery= |frameAdv= | |startup=9 |active= |recovery= |frameAdv=-6 | ||
|description= | |description= | ||
* Jump cancellable on hit. | * Jump cancellable on hit. | ||
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|header=no | |header=no | ||
|version=4AAAA | |version=4AAAA | ||
|damage= |guard=All | |damage=955x3 |guard=All | ||
|startup=14 |active= |recovery= |frameAdv=-17 | |startup=14 |active= |recovery= |frameAdv=-17 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5A | |version=5A | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=9 |active= |recovery= |frameAdv= | |startup=9 |active= |recovery= |frameAdv=-12 | ||
|description= | |description= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv=-21 | ||
|description= | |description= | ||
* Jump-cancellable on both hit and block. | * Jump-cancellable on both hit and block. | ||
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|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup=15 |active= |recovery= |frameAdv= | |startup=15 |active= |recovery= |frameAdv=-19 | ||
|description= | |description= | ||
* Jump-cancellable on hit. | * Jump-cancellable on hit. | ||
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|header=no | |header=no | ||
|version=5AAAA | |version=5AAAA | ||
|damage= |guard=All | |damage=955x3 |guard=All | ||
|startup=14 |active= |recovery= |frameAdv=-17 | |startup=14 |active= |recovery= |frameAdv=-17 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5B | |version=5B | ||
|damage= |guard=All | |damage=1500x2 |guard=All | ||
|startup=28 |active= |recovery= |frameAdv= | |startup=28~43* |active= |recovery= |frameAdv=-20~9 | ||
|description= | |description= | ||
* 43f startup occurs if first hit whiffs at max range | |||
Yu's old 5D. Solid poke with long range at the cost of slow startup. Does not normally combo from his A normals due to the slow start up, but it can combo in the corner if the opponent is airborne at a certain height. | Yu's old 5D. Solid poke with long range at the cost of slow startup. Does not normally combo from his A normals due to the slow start up, but it can combo in the corner if the opponent is airborne at a certain height. | ||
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|header=no | |header=no | ||
|version=5BB | |version=5BB | ||
|damage= |guard=All | |damage=2000 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-22 | |startup=13 |active= |recovery= |frameAdv=-22 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=800+ |guard=High | ||
|startup=22 |active= |recovery= |frameAdv=-10 | |startup=22 |active= |recovery= |frameAdv=-10 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1000 |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
* Hits low. | * Hits low. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1100x2 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=8 |active= |recovery= |frameAdv=-17 | ||
|description= | |description= | ||
* Hits twice, once near the beginning of the swing and once more near the end. | * Hits twice, once near the beginning of the swing and once more near the end. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1700 |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Hits low. | * Hits low. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.A | |version=j.A | ||
|damage= |guard=High | |damage=1000x2 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup=8 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hits twice. | * Hits twice. | ||
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|header=no | |header=no | ||
|version=j.AA | |version=j.AA | ||
|damage= |guard=High | |damage=1500 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=12 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Double jump cancelable on both hit and block. | * Double jump cancelable on both hit and block. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=2000 |guard=High | ||
|startup=15 |active= |recovery= |frameAdv= | |startup=15 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage=2000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup=7+ |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Grab comes out immediately if done next to an opponent. | * Grab comes out immediately if done next to an opponent. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1700x2 |guard=Air Unblockable | ||
|startup=10 |active= |recovery= |frameAdv=-38 | |startup=10 |active= |recovery= |frameAdv=-38 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=A | |version=A | ||
|damage= |guard=All | |damage=1300 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-7 | |startup=13 |active= |recovery= |frameAdv=-7 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=B | |version=B | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-15 | |startup=13 |active= |recovery= |frameAdv=-15 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Air A |header=no | |version=Air A |header=no | ||
|damage= |guard=All | |damage=1300 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Air B | |version=Air B | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Same as the grounded version, but now the endlag 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. | Same as the grounded version, but now the endlag 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. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=A | |version=A | ||
|damage= |guard=Low | |damage=1700 |guard=Low | ||
|startup=15 |active= |recovery= |frameAdv=-9 | |startup=15~22* |active= |recovery= |frameAdv=-9~-2* | ||
|description= | |description= | ||
* Hits low | |||
* Secondary startup and advantage measured at max range | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=B |header=no | |version=B |header=no | ||
|damage= |guard=Low | |damage=1100x3 |guard=Low | ||
|startup=18 |active= |recovery= |frameAdv=-13 | |startup=18~31* |active= |recovery= |frameAdv=-13 | ||
|description= | |description= | ||
* Hits low. | * Hits low. | ||
* Secondary startup measured at full screen (max range exceeds screen width) | |||
Yu and Izanagi team up to do a sliding attack. 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. | Yu and Izanagi team up to do a sliding attack. 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. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage= | |damage=1500, 400x3 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-5 | |startup=13~102* |active= |recovery=56T |frameAdv=-5~+84* | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage=1500, 400x3 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13~102 |active= |recovery=51T |frameAdv= | ||
|description= | |description= | ||
* Lowest start-up and cool-down, fastest traveling projectile, and most damaging version of Zio that hits 4 times. | * 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. | * 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. | * 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 4AAAA, 5B, 5BB, or j.B. | * Yu is free to move and attack during the charge but cannot use 4AAAA, 5B, 5BB, or j.B. | ||
* Using 5AA, 5AAA, Ziodyne, or Cross Slash (on a successful hit) during the charge will recall Izanagi without firing the Zio. | * Using 5AA, 5AAA, Ziodyne, or Cross Slash (on a successful hit) during the charge will recall Izanagi without firing the Zio. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=700x5 |guard=Low | ||
|startup=12 |active= |recovery= |frameAdv=-13 | |startup=12~25* |active= |recovery= |frameAdv=-13 | ||
|description= | |description= | ||
* Hits 5 times. | * Hits 5 times. | ||
* Fastest start-up and travel speed among all versions of Swift Strike. | * Fastest start-up and travel speed among all versions of Swift Strike. | ||
* Secondary startup measured at full screen (max range exceeds screen width) | |||
* Pressing A/B/C during the slide will automatically do Big Gamble as a follow-up. | * Pressing A/B/C during the slide will automatically do Big Gamble as a follow-up. | ||
* Follow-up Big Gamble lacks the normal version's invincibility but has enough hitstun to result in a knock down. | * Follow-up Big Gamble lacks the normal version's invincibility but has enough hitstun to result in a knock down. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1500x2 |guard=All | ||
|startup=33 |active=N/A |recovery=N/A |frameAdv=+46 | |startup=33 |active=N/A |recovery=N/A |frameAdv=+46 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1100x3* |guard=All | ||
|startup=55 |active=N/A |recovery=N/A |frameAdv= | |startup=55 |active=N/A |recovery=N/A |frameAdv= | ||
|description= | |description= | ||
* | * Only performs third hit if both of the first two hits connected | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1100x2 |guard=All | ||
|startup=32 |active=N/A |recovery=N/A |frameAdv=+41 | |startup=32 |active=N/A |recovery=N/A |frameAdv=+41 | ||
|description= | |description= |
Revision as of 19:01, 10 December 2018
Yu Narukami |
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Health:
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Overview
"This is a battle we can't lose..."
Backstory
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
Narukami is considered to be a well-rounded character that can be played both Aggressively and Defensively due to how versatile he is.
He has amazing ground and air normals that can be confirmed into the combo 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 assist is also one of the best pressure assists that can be used to lock down an opponent and set up Active Switch mix-up or Cross Combo mix-up.
In general, Narukami can do everything and very good at them as long as he has assists available.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
4A
4A |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C Raging Lion |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Big Gamble
Big Gamble 5A+D (air OK) |
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Skills
Zio
Zio 236A/B (air OK) |
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Swift Strike
Swift Strike 214A/B |
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Extra Skills
EX Zio
EX Zio 236C (air OK) |
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EX Swift Strike
EX Swift Strike 214C |
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Partner Skills
5P
5P Lightning Flash |
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6P
6P 5BB |
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4P
4P |
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Distortion Skills
Ziodyne
Ziodyne 236B+C (air OK) |
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Cross Slash
Cross Slash 214B+C |
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Distortion Skill Duo
Cross Slash P during Main Character's Distortion Skill |
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Astral Heat
Myriad Truths 222B+C |
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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •