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*Good balance of damage, range, and mobility | *Good balance of damage, range, and mobility. | ||
* | *Has very low execution requirements. | ||
*Has multiple full-screen projectiles. | *Has multiple full-screen projectiles. | ||
*Access to many jump cancel and throw cancel options, making his mix-up game flexible. | |||
*Yu has 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. | *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. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed. | *If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed. | ||
*All of his specials (except EX Zio) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings. | *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. | *Requires an assist to convert a grounded hit into an air combo. Yu has poor damage without a launcher. | ||
* | *Needs assists to make Raging Lion and Swift Strike mix ups safe / convert them into a combo. | ||
* | *Very resource hungry, needs meter for full corner combos or for good oki. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Jump | * Jump cancelable on both hit and block. | ||
* Throw cancelable on both hit and block. | |||
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 after 2C in the corner, but with good timing 5A can be used instead which is more optimal. | 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 after 2C in the corner, but with good timing 5A can be used instead which is more optimal. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Jump | * Jump cancelable on hit. | ||
* Throw cancelable 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. | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Jump | * Jump cancelable on both hit and block. | ||
* Knocks down on air hit. | * 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. | 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). 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Throw cancelable on both hit and block. | |||
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. | 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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Jump | * Jump cancelable on both hit and block. | ||
* Throw cancelable on both hit and block. | |||
* Lightly pushes airborne opponents away. | * 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. | 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. May whiff if 5A connected at max range. Yu must jump cancel forward to continue into an air combo after this move hits airborne foes as it pushes opponents away from him. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Jump | * Jump cancelable on hit. | ||
* Launches airborne opponents. | * 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 | 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. Corner launch also allows for rejump combos via jump-cancel IAD. Combos directly into 5B on grounded counter hit. | ||
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* Counts as a projectile. | * Counts as a projectile. | ||
* Knocks down on hit. | * 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. | 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. Leads into respectable damage within cornered Cross Combos but requires particular partners for mid-screen usage due the aforementioned launch on 5AAA. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* 43f startup occurs if first hit whiffs at max range | * 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. Can be combed into mid-screen via assists. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Knocks down on air hit. | * 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 | 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 combos, which can lead into either into sweep followed by Swift Strike (EX Zio oki or Cross Slash work if meter is available) or into a relaunch with 2B mid-screen or 5AAA in the corner. 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. | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Knockdown on airborne hit. | |||
* On standing hit, leads into a timed follow-up. | * On standing hit, leads into a timed follow-up. | ||
* Follow-up damage, meter gain, oki, and timing changes if partner is available. | * Follow-up damage, meter gain, oki, and timing changes if partner is available. | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Hits low. | * Hits low. | ||
* Cancels into itself, even on whiff. | |||
* Throw cancelable on both hit and block. | |||
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. | 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. | ||
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{{Description|6|text=* Double jump cancelable on both hit and block. | {{Description|6|text=* Double jump cancelable on both hit and block. | ||
Yu's old j.C. | Yu's old j.C. This move's decent range and extremely long untech time on counterhit make it an great air-to-air. It's also his highest damage jump-in starter, although keep in mind that it is ''not a high''. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air. | ||
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|input=5A+D (air OK) | |input=5A+D (air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
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{{AttackVersion|name=Followup|subtitle=214C > A/B/C}} | {{AttackVersion|name=Followup|subtitle=214C > A/B/C}} | ||
{{#lsth:BBTag/Yu Narukami/Data|214C > | {{#lsth:BBTag/Yu Narukami/Data|214C > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= |
Revision as of 00:39, 12 October 2019
Yu Narukami |
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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 | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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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. |
2B
2B |
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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. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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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). |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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Yu's old j.C. This move's decent range and extremely long untech time on counterhit make it an great air-to-air. It's also his highest damage jump-in starter, although keep in mind that it is not a high. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air. |
j.C
j.C Raging Lion |
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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 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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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. |
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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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. |
6P
6P Zio |
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Yu's heavy Zio, his best neutral assist thanks to its decent speed and excellent range. Full screen projectile that helps the point character approach the opponent safely. |
4P
4P |
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Yu's old 2D/j.D. Izanagi dives down from above Yu, dragging airborne opponents downward before impacting the ground and launching them. His weakest assist by far as it lacks range, damage, and screen control without being the effective anti-air that most other 4P's are. Used only in specific combos and never in neutral. |
Distortion Skills
Ziodyne
Ziodyne 236B+C (air OK) |
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Cross Slash
Cross Slash 214B+C |
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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.
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 |
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Tag-in version of Cross Slash that calls Yu to the opponents location for the attack. Only use this if it will kill, otherwise meter should be conserved for EX Zio use. Thanks to how Yu enters the screen, it is almost impossible to land the reverse hit on this super and the scaling will be to high to do much with it anyway. |
Astral Heat
Myriad Truths 222B+C |
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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. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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 •