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.
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. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect.
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Revision as of 05:42, 5 March 2019
Yu Narukami
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.
Yu's old 5A, but one frame slower. As this 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 from sweep in the corner, leading into good damage without an assist.
4AA
4AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
7
4
18
-5
B
-
CST(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Jump-cancellable on both hit and block.
Yu's old 5AA. Used almost exclusively as blockstring and grounded combo filler. Can whiff if the opponent was hit by 5A too high in the air.
4AAA
4AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
9
3
22
-6
B
-
CSJP
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
22
19 + Down 23
27
34 + Down 23
12
-3
+2
Jump-cancellable on both hit and block.
Knocks down on air hit.
Yu's old 5AAA. Its 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). Can't cancel into other A or B normals so use 5A to extend blockstrings instead.
4AAAA
4AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
900×3
All
14
2,2,2
Total 56
-17
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
30
22
44
0/+5
+5
+5
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. 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.
Yu's old 5B. Fantastic speed and range makes this move Yu's go to button in neutral. It is also his best move for starting meterless combos and is used in almost every combo.
5AA
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500×2
All
11
12, 3
23
-26
B
-
CST(J)P
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80×2
3
16
17
17
32
46
9
+0
+2
Enters values in [] on hit/block
Did you think you could pushblock me?
5AA, 1st hit • 5AA, 2nd hit
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 must jump cancel forward to continue into an air combo after this move hits airborne foes as it pushes opponents away from him.
5AAA
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
13
3
40
-22
B
-
CS(J)P
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20
21
21 + Down 23
27
37 + Down 23
13
+0
+8
5AAA
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, though IAD j.A can also work for more technical combos. Against cornered grounded opponents, this move can lead into (2C > (delay) EX Zio > 4A) for big damage, though it may whiff if 5A wasn't used at point-blank range.
5AAAA
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
900×3
All
14
2,2,2
Total 56
-17
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
30
22
44
0/+5
+5
+5
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. Much harder to use than its 4AAAA counterpart as it will whiff against airborne opponents mid-screen because of 5AAA's launching properties.
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.
5BB
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
15
2
36
-20
B
-
CS(J)P
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
17
Launch
45
Launch
60
12
+0
+5
Long Awaited Launcher
5BB
Knocks down on air hit.
Yu's old 5DD. As this follow-up now puts Yu into a lengthy startup and recovery animation, this move cannot lead into the set-ups and mix-ups it previously had. Used to plummet opponents back into the ground during corner combos. Can also combo into 5A if it hit a grounded opponent but 5B must have been used point-blank for this to work mid-screen. Outside of 5A's range, only EX Swift Strike, Ziodyne, and any version of Zio can follow-up 5BB mid-screen.
Follow-up damage, meter gain, oki, and timing changes if partner is available.
Yu's old 5AB, his All-Out Attack. 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.
Yu's old 2A. Can chain to and from 4A and itself. Absolutely vital tool in Yu's mix-up game, as it is very non-committal unlike his Swift Strike and Raging Lion. Only low that can be followed up with either a low, high, or throw. It can also easily be used out of a dash, unlike 4A. Terrible scaling both as a combo starter and as a combo part.
Hits twice, once near the beginning of the swing and once more near the end.
Jump cancellable on either hit, both on hit and on block.
Head invulnerable but not air unblockable.
Yu's old 2B. 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. 5AA leads into more optimal damage for jump cancel combos, so use that instead.
Yu's old 2AB, his sweep. Universal low that is used in mix-ups as a low that can be made safe with an assist or EX Zio, making it more committal than 2A but less than Swift Strike. High damage starter that requires an assist to convert into a combo. Also used for his double Cross Slash set-up and to add damage at the end of a highly scaled combo before a super (usually Cross Slash).
Double jump cancelable on either hit, both on hit and on block.
Yu's old j.B. 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.
j.AA
j.AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
High
7
3
15
-
H
-
SJP
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
20
22
34
11
+0
+2
Double jump cancelable on both hit and block.
Yu's old j.BB/j.2B. This move 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.
Landing recovery based on height j.C was done from, see main page for chart On hit or block 29f recovery Frame advantage calculated from soonest possible j.C
Double jump cancelable on both hit and block.
Yu's old j.C. Used in blockstrings to add more overheads to an IAD. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air.
Yu's old 214X. 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 Air Heavy version. It is used to end air combos with good corner carry and decent oki, as well as a mix-up tool if he still has an assist available, as Raging Lion is unsafe on block and cannot lead into a combo on hit without help. Note that the 15 frame start-up is misleading for ground blockstrings as it doesn't account for a jump's start-up frames. Also note that due to the potential corner carry this move has when used at high heights, many assists will fail to connect if they are used to extend midscreen combos.
Grab comes out immediately if done next to an opponent.
If Yu isn't near an opponent, he will dash a short distance then grab.
Holding back when inputting the grab will result in Yu throwing his opponent behind him.
Yu grabs his opponent and kicks them high into the air. Vital for both mix-ups and combos, as this is the only move Yu has that can put opponents into an airborne state without meter, an assist, or the corner. Both forward and backward throw are identical.
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.
Yu's old BD, Furious Action. Yu preforms an uppercut with his sword that launches opponents into air. 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.
Yu summons his persona, which creates a spear of lightning energy. Travels horizontally from Izanagi's current position and hits once.
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 hit by grounded Light Zio. An example would be (anti air counter hit 2B > Light Zio > 5A).
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.
Air A
j.236AAir A Ziospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1300
All
13
Until Hit
Total 50+8L
-10
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
30
Launch
44
0/+11
+11
+13
Yu begins falling on frame 32 Minimum Damage 65
Air B
j.236BAir B Ziospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
13
Until Hit
Total 50+8L
-
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
Launch
30
Launch
44
0/+11
+11
+13
Yu begins falling on frame 32 Minimum Damage 75
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.
A / Light Version:
Mostly the same as the ground version.
Least amount of landing lag among the meterless versions of Zio.
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.
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.
Secondary startup and advantage measured at max range.
B
214BB Swift Strikespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1100×3
Low
18
9,9,3
29
-13
F
-
P
70
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19×2, Launch
60 + Down 23×2, 60
24×2, Launch
75 + Down 23×2, 75
1×2, 12
+0
+5
Minimum Damage 55×3 (165)
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.
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.
Can be held for up to 102f, regain control of character at 56f Frame advantage measured at point blank Minimum Damage 150, 40×3 (270)
Same Zio, more power.
Air
j.236CAir EX Zioex
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500, 400×3
All
13~102
Until Hit [2×3]
Total 38+8L
-
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
Launch
30
Launch
44
0/+5, 0/+3×3
+5, +3×3
+7, +5×3
Can be held for up to 102f, regain control of character at 51f Minimum Damage 150, 40×3 (270)
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 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.
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. 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).
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 or 5BB). 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.
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. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect.
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.
Values in [] are for Enhanced version Minimum damage: 33×34 (1122) [41×34 (1394)]
A hitbox fit for a king(pin).
Recalls Izanagi from his current position to wherever Yu is.
Izanagi fires a large beam of electricity that pushes opponents back to the other side of the screen. 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.
Values in [] are for Enhanced version Minimum damage: 625, 1440 (2065) [Minimum damage: 625, 57×7, 1175 (2199)] Crumple Duration 300F, Crumple Fall 43F
Second strike comes out only on hit
Has a Safejump
Yu does his Cross Slash super from P4A : a curving slash, followed by his Persona descending from the sky upon the opponent for an electrifying hit. 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 finisher/match ender in certain situations, unlike in Arena, where the hitstun decay system allowed longer followups after this method, in BBTag, untech time will really quickly decay during the somewhat long animation. By the time it's over, Yu will barely have time for 2B -> Big Gamble/another Cross Slash in most cases, or a short air combo if the super landed really early (at max after a few hits).
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 via assists, or via more practical combo routes.
Second strike comes out only on hit
Launches opponent instead of crumpling, similarily to last hit of Thunder God Dance from P4AU
While the same potential to followup like after the base version applies to the Resonance version also, the animation takes even longer to finish due to the change to the last hit. Because of this, the potential to followup is even lower than the base version. However, if, for some reason, it ever lands after a hit, or raw against a crossup attempt, it can be followed up with a 2B into another Cross Slash with moderate ease. 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
Cross Slash P during Main Character's Distortion Skill
"Let's end this." • "A thousand die while a million are born! This is TRUTH!"
Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left.
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.
To edit frame data, edit values in BBTag/Yu Narukami/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.