(→Zio) |
(→j.C) |
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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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{{AttackData-BBTag | {{AttackData-BBTag | ||
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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. | 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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{{AttackData-BBTag | {{AttackData-BBTag | ||
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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= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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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 | * 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 | * Hits twice. | ||
* Wallbounces on the second hit. | |||
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. | |||
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. | |||
}} | }} | ||
}} | }} |
Revision as of 23:22, 1 January 2019
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/Shishi Funjin |
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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 •