BBTag/Yu Narukami: Difference between revisions

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* Ground bounces on air hit.
* Ground bounces on air hit.


Yu's old 5AAA. Its ground bounce properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Can't cancel into other A or B normals, so use 5A instead.
Yu's old 5AAA. Its ground bounce properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Can't cancel into other A or B normals, so use 5A in blockstrings instead.
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  |description=
  |description=
* Counts as a projectile.
* Counts as a projectile.
* Knocks down on hit.


A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. Combo extension is only possible via assist.
A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. The high hitstun of 4AAA, knock 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.
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  |description=
  |description=
* Jump-cancellable on both hit and block.
* Jump-cancellable on both hit and block.
* Lightly pushes airborne opponents away.


Yu's old 5C. Persona follow-up attack that can be jump canceled to extend combos or mix-up opponents, usually with Raging Lion, but IAD j.A or empty jump-in 2A can be used instead if the opponent respects Yu's offense. Can only be used once per block string, so be wary of canceling this move into 2B.
Yu's old 5C. Persona follow-up attack that can be jump canceled to extend combos or mix-up opponents, usually with Raging Lion, but IAD j.A or empty jump-in 2A can be used instead if the opponent respects Yu's offense. Can only be used once per block string, so be wary of canceling this move into 2B. Yu must jump forward to continue into an air combo after this move as it pushes opponents away from him.
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  |description=
  |description=
* Jump-cancellable on hit.
* Jump-cancellable on hit.
* Launches airborne opponents.


Yu's old 2C. Izanagi stabs at the opponent and inflicts a large amount of hitstun on grounded hit while launching them instead if they are airborne. Can extend combos in the corner by canceling into 5B if they were already airborne. Against grounded opponents, 2C into a slightly delayed EX Zio and then 5A leads into a combo with good damage.
Yu's old 2C. Izanagi stabs at the opponent and inflicts a large amount of hitstun on grounded hit while launching them instead if they are airborne. Can extend combos in the corner by canceling into 5B if they were already airborne. Against grounded opponents, 2C into a slightly delayed EX Zio and then 5A leads into a combo with good damage.
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  |description=
  |description=
* Counts as a projectile.
* Counts as a projectile.
* Knocks down on hit.


A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. Combo extension is only possible via assist.
A unique version of Zio that can only be done at the end of autocombos. The projectile is the same produced by EX Zio on impact, but only hits once, does less damage, and is unsafe on block. Combo extension is only possible via assist. Much less useful than its 4AAAA counterpart as it will whiff against airborne opponents mid-screen because of 5AAA's launching properties.  
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|image=BBTag_Yu_jC.png |caption=R.I.P. heavy version feints and corner loops.
|image=BBTag_Yu_jC.png |caption=R.I.P. heavy version feints and corner loops.
|name=j.C
|name=j.C
|input=Raging Lion
|input=Raging Lion/Shishi Funjin
|data=
|data=
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* Slowest moving version of Zio.
* Slowest moving 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 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 most be as high as possible when hit by grounded Light Zio. An example would be (anti air counter hit 2B > Light Zio > 5A).
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 hit by grounded Light Zio. An example would be (anti air counter hit 2B > Light Zio > 5A).
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B / Heavy Version:
B / Heavy Version:
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* 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.
* Canceled charges won't refund the spent meter.
* Canceled charges won't refund the spent meter.
* 10% minimum damage.
* 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. 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).
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. 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).
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* Secondary startup measured at full screen (max range exceeds screen width)
* 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, hits 3 times, and always knocks down.
* Safejump on empty IAD possible.
* Safejump on empty IAD possible.
* 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560.


Used in combos to increase corner carry, allow for easy mid-combo Active Changes, or to continue combos that the other versions couldn't (like after max range 5AAA). 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 this move is unsafe on block regardless of the distance it is used and that Big Gamble can only be used on hit, this move shouldn't be used in pressure.
Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions couldn't (like after max range 5AAA). 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 this move is unsafe on block regardless of the distance it is used and that Big Gamble can only be used on hit, this move shouldn't be used in pressure.
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====== <font style="visibility:hidden" size="0">5P</font> ======
====== <font style="visibility:hidden" size="0">5P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yu_LightningFlash.png |caption=
|image=BBTag_Yu_LightningFlash.png |caption=Devil May Cry Stinger
|name=5P
|name=5P
|input=Lightning Flash
|input=Lightning Flash
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  |startup=33 |active=N/A |recovery=N/A |frameAdv=+46
  |startup=33 |active=N/A |recovery=N/A |frameAdv=+46
  |description=
  |description=
* Wallbounces roughly from midscreen
* Hits twice.
 
* Wallbounces on the second hit.
Detailed description of the usefulness of the move go here


Yu's old persona-less super, a full-screen lunge that is now a powerful assist. The wall bounce grants the point character a free combo and moderate corner carry. This is Yu's fastest assist and thus his most often used, especially for mid-combo Duo Changes. Cross Combo allows Yu to spam this move for easy loops.
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  |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
* Same as Yu's 5B and his 5BB.
 
* Only performs third hit if both of the first two hits connected.
Detailed description of the usefulness of the move go here


Very good lock down assist, unlike the version Yu uses by himself. The long blockstun of this assist allows the point character to do apply mixups safely, making it his best assist for pressure. On hit, the first two hits leave opponents standing while the last one ground bounces.
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Revision as of 23:22, 1 January 2019

Yu Narukami
BBTag Yu Portrait.png

Health:
Prejump:
Backdash Time / Invul:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

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
  • Good balance of damage, range, and mobility, all while having very low execution requirements.
  • Yu has excellent extended combo potential with assists.
  • Balanced mixture of highs and lows thanks to Yu's 2A, Swift Strike (which has quick startup), aerial normals, and 5C.
  • Swift Strike and j.C have excellent corner carry.
  • 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.
  • Has a reversal action that launches him in the air, allowing it to serve as a decent anti-air.
  • Relatively fast startup on 5C, despite its lower range compared to those of other characters.
  • Very long range on Yu's 5BB string, and this move also happens to be his 6P assist.
  • Has multiple full-screen projectiles.
  • Combos and blockstrings are very simple and linear, doesn't have much advanced tech.
  • If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 5% of his max HP.
  • All of his specials (except EX Zio) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings.
  • Requires an assist to convert a grounded hit into an air combo. Yu has poor damage without a launcher.
  • He also requires an assist to convert Raging Lion and Swift Strike mix ups into a combo.
  • Cannot link Yu's 5A normal string into his 5B string through conventional means, resulting in short and easily interrupted blockstings.
  • Although 5B has very long range, it also happen to have very long startup.


Template:CharLinks-BBTag

Normal Moves

4A
4A
BBTag Yu 4A.png
BBTag Yu 4AA.png
BBTag Yu 4AAA.png
BBTag Yu 4AAAA.png
1000 All 6 - - - 1500 All 7 - - - 1700 All 9 - - - 955x3 All 14 - - -
5A
5A
BBTag Yu 5A.png
BBTag Yu 5AA.png
BBTag Yu 5AAA.png
BBTag Yu 5AAAA.png
1500 All 9 - - - 1700 All 13 - - - 1700 All 15 - - - 955x3 All 14 - - -
5B
5B
BBTag Yu 5B.png
BBTag Yu 5BB.png
The Lawnmower
1500x2 All 28~43* - - - 2000 All 13 - - -
5C
5C
BBTag Yu 5C.png
"This is... the power of our bonds!"
800+ High 22 - - -
2A
2A
BBTag Yu 2A.png
1000 Low 7 - - -
2B
2B
BBTag Yu 2B.png
Anti-air of King(pin)s
1100x2 All 8 - - -
2C
2C
BBTag Yu 2C.png
1700 Low 13 - - -
j.A
j.A
BBTag Yu jA.png
Block this!
BBTag Yu jAA.png
Flying Jesus! Sadly no longer a separate move.
1000x2 High 8 - - - 1500 High - - -
j.B
j.B
BBTag Yu jB.png
1700 All 12 - - -
j.C
j.C
Raging Lion/Shishi Funjin
BBTag Yu jC.png
R.I.P. heavy version feints and corner loops.
2000 High 15 - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Yu GroundThrow.png
2000 Throw 7+ - - -
Big Gamble
Big Gamble
5A+D (air OK)
BBTag Yu BigGamble.png
"Like a book."
1700x2 Air Unblockable 10 - - -



Skills

Zio
Zio
236A/B (air OK)
BBTag Yu Zio.png
SUTAN EJJI
1300 All 13 - - - 1500 All 13 - - - 1300 All 13 - - - 1500 All 13 - - -
Swift Strike
Swift Strike
214A/B
BBTag Yu SwiftStrike.png
SUTAN DIPPA
1700 Low 15~22* - - - 1100x3 Low 18~31* - - -


Extra Skills

EX Zio
EX Zio
236C (air OK)
BBTag Yu Zio.png
Everything but the kitchen sink.
1500, 400x3 All 13~102* 56T - - - 1500, 400x3 All 13~102 51T - - -
EX Swift Strike
EX Swift Strike
214C
BBTag Yu SwiftStrike.png
SUTAN DIPPA
BBTag Yu BigGamble.png
INTO VEIPAH THRASTO
700x5 Low 12~25* - - -


Partner Skills

5P
5P
Lightning Flash
BBTag Yu LightningFlash.png
Devil May Cry Stinger
1500x2 All 33 N/A N/A - - -
6P
6P
5BB
BBTag Yu 5B.png
BBTag Yu 5BB.png
1100x3* All 55 N/A N/A - - -
4P
4P
BBTag Yu 4P.png
1100x2 All 32 N/A N/A - - -


Distortion Skills

Ziodyne
Ziodyne
236B+C (air OK)
BBTag Yu Ziodyne.png
And no one ate dinner that night.
4539 All - - - 5334 All - - -
Cross Slash
Cross Slash
214B+C
BBTag Yu CrossSlash.png
The Split
5060 All - - - 6089 All - - -


Distortion Skill Duo

Cross Slash
P during Main Character's Distortion Skill
BBTag Yu CrossSlash.png
All - - -


Astral Heat

Myriad Truths
222B+C
BBTag Yu MyriadTruths.png
"Let's end this."
BBTag Yu MyriadTruths2.png
"A thousand die while a million are born! This is TRUTH!"
All - - -



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