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{| class="wikitable" style="float:right; margin-left: | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yu Narukami}} | ||
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%" | |||
|- | |- | ||
!Yu Narukami | !Yu Narukami | ||
|- | |- | ||
|| | || | ||
[[File:BBTag_Yu_Portrait.png| | [[File:BBTag_Yu_Portrait.png|300x500px|center]] | ||
|- | |- | ||
||{{# | ||{{#lst:BBTag/Yu Narukami/Data|System Data}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
{{Bio | |||
| name = Yu Narukami | |||
| game = BBTag | |||
= | | icon = BBTag_Yu_Icon.png | ||
| quote = This is a battle we can't lose... | |||
| lore = | |||
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. | 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. | 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=== | ===Playstyle=== | ||
Narukami is | {{StrengthsAndWeaknesses | ||
|intro= | |||
Narukami is a well-rounded character who's versatile moveset allows for Offensive and Defensive playstyles. | |||
He has amazing ground and air normals that can be converted into combos 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 5P assist is also one of the best pressure tools in BBTag,it 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 incredibly well and truly shines with good fundamentals. | |||
|pros= | |||
| | |||
*Good balance of damage, range, and mobility. | *Good balance of damage, range, and mobility. | ||
*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. | *Access to many jump cancel and throw cancel options, making his mix-up game flexible. | ||
* | *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. | *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. | *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. | *Cross slash is a great combo ender, having high minimum damage as well as allowing a safe jump after. | ||
| | |cons= | ||
*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 2.5% 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 and EX Swift Strike) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings. | ||
*Needs assists to make Raging Lion and Swift Strike mix ups safe / convert them into a combo. | *Needs assists to make Raging Lion and Swift Strike mix ups safe / convert them into a combo. | ||
*Very resource hungry, | *Very resource hungry, his offense relies on constant EX Zio usage. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">4A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_4A.png |caption= | |image=BBTag_Yu_4A.png |caption= | ||
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|image3=BBTag_Yu_4AAA.png |caption3= | |image3=BBTag_Yu_4AAA.png |caption3= | ||
|image4=BBTag_Yu_4AAAA.png |caption4= | |image4=BBTag_Yu_4AAAA.png |caption4= | ||
|name=4A | |name=4A | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4A}} | {{AttackVersion|name=4A}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on both hit and block. | * Jump cancelable on both hit and block. | ||
* Throw cancelable on both hit and block. | * Throw cancelable on both hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AA}} | {{AttackVersion|name=4AA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Throw cancelable on both hit and block. | * Throw cancelable on both hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AAA}} | {{AttackVersion|name=4AAA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on both hit and block. | * Jump cancelable on both hit and block. | ||
* Knocks down on air hit. | * Knocks down on air hit. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AAAA}} | {{AttackVersion|name=4AAAA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. 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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 4A Hitbox.png | |||
BBTAG Yu Narukami 4AA Hitbox.png | |||
BBTAG Yu Narukami 4AAA Hitbox.png | |||
BBTAG Yu Narukami A Ender Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_5A.png |caption=Yu's single most important move. | |image=BBTag_Yu_5A.png |caption=Yu's single most important move. | ||
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|image3=BBTag_Yu_5BB.png |caption3=Reject Guards won't allow you to escape from crossing fate! | |image3=BBTag_Yu_5BB.png |caption3=Reject Guards won't allow you to escape from crossing fate! | ||
|image4=BBTag_Yu_5AAAA.png |caption4= | |image4=BBTag_Yu_5AAAA.png |caption4= | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on both hit and block. | * Jump cancelable on both hit and block. | ||
* Throw cancelable on both hit and block. | * Throw cancelable on both hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Second hit is jump cancelable on hit. | * Second hit is jump cancelable on hit. | ||
* Second hit is throw cancelable on both hit and block. | * Second hit is throw cancelable on both hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Knocks down airborne opponents on hit. | * Knocks down airborne opponents on hit. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Counts as a projectile. | * Counts as a projectile. | ||
* Knocks down on hit. | * Knocks down on hit. | ||
Line 182: | Line 164: | ||
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 an assist or a Cross Raid. If the first hit of 5AA is Reject Guarded, this becomes the only option after 5AAA that will keep Izanagi close to the opponent and the only way Yu can keep opponents in a true blockstring. Leads into respectable damage within Cross Combos. | 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 an assist or a Cross Raid. If the first hit of 5AA is Reject Guarded, this becomes the only option after 5AAA that will keep Izanagi close to the opponent and the only way Yu can keep opponents in a true blockstring. Leads into respectable damage within Cross Combos. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 5A Hitbox.png|swords have feelings too | |||
BBTAG Yu Narukami 5B_1_Hitbox.png|5AA, 1st hit | |||
BBTAG Yu Narukami 5B_2_Hitbox.png|5AA, 2nd hit | |||
BBTAG Yu Narukami 5BB_Hitbox.png|5AAA | |||
BBTAG Yu Narukami A Ender Hitbox.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_5AA.png |caption=No longer whiffs after max range 5A. | |image=BBTag_Yu_5AA.png |caption=No longer whiffs after max range 5A. | ||
|image2=BBTag_Yu_5AAA.png ||caption2=Long Awaited Launcher | |image2=BBTag_Yu_5AAA.png ||caption2=Long Awaited Launcher | ||
|image3=BBTag_Yu_jC.png |caption3=Grounded Heavy Raging Lion | |image3=BBTag_Yu_jC.png |caption3=Grounded Heavy Raging Lion | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
Yu's old 5C returns as | Yu's old 5C returns as 5B in 2.0. Rebeats into and from 5A, making it a staple of his combos and blockstrings. Can be used as blockstring filler even after Yu is Reject Guarded. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches opponents on hit. | * Launches opponents on hit. | ||
Yu's old 2C returns as 5BB. Izanagi thrusts his sword forwards, launching opponents on hit. Not jump cancelable on its own but can chain into 2B for ground-to-air combos. Huge hitstun, high launch height, and low knockback make this Yu's best move for extending combos with EX Zio. By partially charging it, Yu can close the distance and combo into a variety of different attacks, including a solo, non-Resonance Blaze double Cross Slash combo. | Yu's old 2C returns as 5BB. Izanagi thrusts his sword forwards, launching opponents on hit. Not jump cancelable on its own but can chain into 2B for ground-to-air combos. Huge hitstun, high launch height, and low knockback make this Yu's best move for extending combos with EX Zio. By partially charging it, Yu can close the distance and combo into a variety of different attacks, including a solo, non-Resonance Blaze double Cross Slash combo. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Ground slides opponents on hit. | |||
Yu now has a grounded version of Raging Lion as 5BBB. Startup is long, but it's safe on block, hits overhead, and can be special-canceled on hit. The angle Yu dives at allows him to connect this move from almost full-screen, greatly improving his mix-up potential. Can create 50/50's with Active Switches and Cross Combos, even true unblockable set-ups depending on partner choice. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 5AA Hitbox .png|5B | |||
BBTAG Yu Narukami 5AAA_Hitbox.png|5BB. | |||
BBTAG Yu Narukami j.C_Hitbox.png|5BBB. same hitbox as j.C. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_5C.png |caption=''"This is... the power of our '''bonds'''!"'' | |image=BBTag_Yu_5C.png |caption=''"This is... the power of our '''bonds'''!"'' | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Knockdown on airborne hit. | * Knockdown on airborne hit. | ||
* On standing hit, leads into a timed follow-up. | * On standing hit, leads into a timed follow-up. | ||
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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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 5C Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_2A.png |caption= | |image=BBTag_Yu_2A.png |caption= | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits low. | * Hits low. | ||
* Cancels into itself, even on whiff. | * Cancels into itself, even on whiff. | ||
* Throw cancelable on both hit and block. | * 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 2A Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_2B.png |caption=Anti-air of King(pin)s | |image=BBTag_Yu_2B.png |caption=Anti-air of King(pin)s | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
* Jump cancelable on either hit, both on hit and on block. | * Jump cancelable on either hit, both on hit and on block. | ||
Line 288: | Line 272: | ||
* Becomes standing state during recovery. | * Becomes standing state during recovery. | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 2B 1 Hitbox.png | |||
BBTAG Yu Narukami 2B 2 Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_2C.png |caption= | |image=BBTag_Yu_2C.png |caption= | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits low. | * Hits low. | ||
* Knocks down on hit. | * Knocks down on hit. | ||
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). | 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). | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 2C Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_jA.png |caption=Block this! | |image=BBTag_Yu_jA.png |caption=Block this! | ||
|image2=BBTag_Yu_jAA.png |caption2=Flying Jesus! Sadly no longer a separate move. | |image2=BBTag_Yu_jAA.png |caption2=Flying Jesus! Sadly no longer a separate move. | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits twice. | * Hits twice. | ||
* Double jump cancelable on either hit, both on hit and on block. | * Double jump cancelable on either hit, both on hit and on block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Double jump cancelable on both hit and block. | * 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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami j.A Hitbox.png | |||
BBTAG Yu Narukami j.AA Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_jB.png |caption= | |image=BBTag_Yu_jB.png |caption= | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Double jump cancelable on both hit and block. | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami j.B Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
|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 | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Knocks down on hit. | * Knocks down and groundslides on hit. | ||
* Special and Super cancelable on hit. | * Special and Super cancelable on hit. | ||
* Landing recovery based on height j.C was performed, expand chart below for details | * Landing recovery based on height j.C was performed, expand chart below for details | ||
Line 383: | Line 368: | ||
Expand for j.C Height Diagram | Expand for j.C Height Diagram | ||
<div class="mw-collapsible-content">[[File:Narukami_jC_heights.png|800px]]</div> | <div class="mw-collapsible-content">[[File:Narukami_jC_heights.png|800px]]</div> | ||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami j.C Hitbox.png | |||
</gallery> | |||
<br style="clear:both;"/> | |||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_GroundThrow.png |caption= | |image=BBTag_Yu_GroundThrow.png |caption= | ||
Line 397: | Line 387: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 100% minimum damage. (2000) | * 100% minimum damage. (2000) | ||
* Grab comes out immediately if done next to an opponent. | * Grab comes out immediately if done next to an opponent. | ||
Line 407: | Line 397: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Big Gamble</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_BigGamble.png |caption=''"Like a book."'' | |image=BBTag_Yu_BigGamble.png |caption=''"Like a book."'' | ||
|name=Big Gamble | |name=Big Gamble | ||
|input=5A+D (air OK) | |input=5A+D (air OK) | ||
Line 420: | Line 407: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Invincible on start-up. | * Invincible on start-up. | ||
* Ground version is air unblockable. | * Ground version is air unblockable. | ||
Line 432: | Line 419: | ||
* 5% Minimum Damage: 85x2 = 170. | * 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'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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami Reversal Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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==Skills== | ==Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Zio</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_Zio.png |caption=SUTAN EJJI | |image=BBTag_Yu_Zio.png |caption=SUTAN EJJI | ||
|input=236A/B (air OK) | |input=236A/B (air OK) | ||
|name=Zio | |name=Zio | ||
Line 450: | Line 437: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground A}} | {{AttackVersion|name=Ground A}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground B}} | {{AttackVersion|name=Ground B}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Yu summons his persona, which creates a spear of lightning energy. Travels horizontally from Izanagi's current position and hits once. | Yu summons his persona, which creates a spear of lightning energy. Travels horizontally from Izanagi's current position and hits once. | ||
------- | ------- | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air A}} | {{AttackVersion|name=Air A}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air B}} | {{AttackVersion|name=Air B}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | ||
------- | ------- | ||
Line 493: | Line 480: | ||
* Begins falling on frame 32 | * Begins falling on frame 32 | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 236X Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Swift Strike</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA | |image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA | ||
|input=214A/B | |input=214A/B | ||
|name=Swift Strike | |name=Swift Strike | ||
Line 508: | Line 496: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits low. | * Hits low. | ||
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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* Least safe version on block. | * 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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 214X Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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==Extra Skills== | ==Extra Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Zio</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_Zio.png |caption=Everything but the kitchen sink. | |image=BBTag_Yu_Zio.png |caption=Everything but the kitchen sink. | ||
|input=236C (air OK) | |input=236C (air OK) | ||
|name=EX Zio | |name=EX Zio | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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 | * 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 | * Yu is free to move and attack during the charge but cannot use his B Smart Combo, j.B., Swift Strike, or Zio. | ||
* Using | * Using 5C, 2C, Raging Lion, Ziodyne, or Cross Slash with forcibly release the charge. | ||
* Using 4AAAA or 5AA during the charge will recall Izanagi without firing the Zio. Canceled charges won't refund the spent meter. | |||
* 10% minimum damage. 150 + 40x3 = 270. | * 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. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. 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). | 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. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. 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). | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 236X Hitbox.png|same Zio, more power | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Swift Strike</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA | |image=BBTag_Yu_SwiftStrike.png |caption=SUTAN DIPPA | ||
|image2=BBTag_Yu_BigGamble.png |caption2=INTO VEIPAH THRASTO | |image2=BBTag_Yu_BigGamble.png |caption2=INTO VEIPAH THRASTO | ||
|input=214C | |input=214C | ||
|name=EX Swift Strike | |name=EX Swift Strike | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Swift Strike|subtitle=214C}} | {{AttackVersion|name=Swift Strike|subtitle=214C}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Followup|subtitle=214C > A/B/C}} | {{AttackVersion|name=Followup|subtitle=214C > A/B/C}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|214C X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits 5 times. | * Hits 5 times, all of which knockdown on hit. | ||
* Fastest start-up and travel speed among all versions of Swift Strike. | * Fastest start-up and travel speed among all versions of Swift Strike. | ||
* | * Can follow-up with Big Gamble by pressing A/B/C after the final hit of the slide successfully connects. | ||
* Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down. | * Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down. | ||
* 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560. | * 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560. | ||
Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions | Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions can't. 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 of 2.0, the final hit of the slide is safe on block. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 214X Hitbox.png|almost looks like it could low profile | |||
BBTAG Yu Narukami Reversal Hitbox.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_LightningFlash.png |caption=Devil May Cry Stinger | |image=BBTag_Yu_LightningFlash.png |caption=Devil May Cry Stinger | ||
|name=5P | |name=5P | ||
|input=Lightning Flash | |input=Lightning Flash | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits twice. | * Hits twice. | ||
* Lifts grounded opponents on the first hit. | * Lifts grounded opponents on the first hit. | ||
* Wallbounces on the second hit. | * 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. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 5P 1 Hitbox.png|Lunges, | |||
BBTAG Yu Narukami 5P 2 Hitbox.png|then wallbounces. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Yu_Zio.png |caption= | |image=P4Arena_Yu_Zio.png |caption= | ||
|name=6P | |name=6P | ||
|input=Zio | |input=Zio | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|6P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Knocks down on hit. | * Knocks down on hit. | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 236X Hitbox.png| | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_4P.png |caption=Wasn't that good in P4AU either. | |image=BBTag_Yu_4P.png |caption=Wasn't that good in P4AU either. | ||
|name=4P | |name=4P | ||
|input= | |input= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Groundbounces both grounded and airborne opponents. | * Groundbounces both grounded and airborne opponents. | ||
* Izanagi is recalled if a Duo Change is performed. | * Izanagi is recalled if a Duo Change is performed. | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 4P Hitbox.png|help | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Ziodyne</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_Ziodyne.png |caption=And no one ate dinner that night. | |image=BBTag_Yu_Ziodyne.png |caption=And no one ate dinner that night. | ||
|input=236B+C (air OK) | |input=236B+C (air OK) | ||
|name=Ziodyne | |name=Ziodyne | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|j.236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Values in [] for Enhanced version | * Values in [] for Enhanced version | ||
* | * 12.8% minimum damage: 33 * 34 = '''1122''' [(RB) 41 * 34 = '''1394'''] | ||
* 34 | * Hard knockdown for 34 frames on air version. | ||
* Wallsticks for 40 frames if | * Wallsticks for 40 frames if the opponent is launched into the corner. | ||
* Recalls Izanagi from his current position to wherever Yu is. | * 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. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki. | 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. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 236BC Hitbox.png|A hitbox fit for a king(pin). | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Cross Slash</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yu_CrossSlash.png |caption=The Split | |image=BBTag_Yu_CrossSlash.png |caption=The Split | ||
|image2=BBTag_Yu_CrossSlash2.png |caption2= | |image2=BBTag_Yu_CrossSlash2.png |caption2=The Drop | ||
|input=214B+C | |input=214B+C | ||
|name=Cross Slash | |name=Cross Slash | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Values in [] for Enhanced version | * Values in [] for Enhanced version | ||
* Follow-up only comes out on hit. | * Follow-up only comes out on hit. | ||
* | * 25%, 30% minimum damage: 625 + 1440 = '''2065''' | ||
* (RB) 25% minimum damage: [625 + (57*7) + 1175 = '''2199'''] | |||
While the | 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 match ending combo, unlike in Arena, BBTAG's combo timer system stops combos from lasting too long regardless of whether or not all hitstun has been used. By the time the super's animation is over, Yu will barely have enough time for 2B into either Big Gamble or another Cross Slash. A short air combo can be done but only if the super landed really early on. 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 and use less meter by utilizing more practical combo routes. | ||
While the enhanced version can also be followed-up, the longer animation eats up more of the combo timer. Because of this, the potential to followup is weaker than the base version. However, the extra meter from Resonance Blaze makes it easy to follow-up with a 2B into another Cross Slash. This technique can earn clutch wins if used capitalized on correctly, but it's still not something that should be relied upon much. | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 214BC Hitbox.png|A hitbox fit for a king(pin). | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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{{# | {{#lst:BBTag/Yu Narukami/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Values in [] for Enhanced version | * Values in [] for Enhanced version | ||
* | * Identical to Yu's solo version of Cross Slash except it deals slightly higher minimum damage. | ||
* | * 100% minimum damage: 1000 + 1500 = '''2500''' | ||
* | * (RB) 100% minimum damage: 1000 + (100*7) + 1300 = '''3000''' | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 214BC Hitbox.png|A hitbox fit for a king(pin). | |||
</gallery> | |||
}} | }} | ||
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|image=BBTag_Yu_MyriadTruths.png |caption=''"Let's end this."'' | |image=BBTag_Yu_MyriadTruths.png |caption=''"Let's end this."'' | ||
|image2=BBTag_Yu_MyriadTruths2.png |caption2=''"A thousand die while a million are born! '''This is TRUTH!'''"'' | |image2=BBTag_Yu_MyriadTruths2.png |caption2=''"A thousand die while a million are born! '''This is TRUTH!'''"'' | ||
|input=222B+C | |input=222B+C | ||
|name=Myriad Truths | |name=Myriad Truths | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left. | * Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left. | ||
* Ends match in a victory on hit. | * Ends match in a victory on hit. | ||
* Opponent experiences 12 hitstop on block and 6 on hit | * Opponent experiences 12 hitstop on block and 6 on hit | ||
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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Yu Narukami 222BC Hitbox.png|The Floor Is Your Maker | |||
</gallery> | |||
}} | }} | ||
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{{Roadmap}} | {{Roadmap}} | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:BBTag/Yu Narukami/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBTag/Yu Narukami/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[BBTag/Yu Narukami/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] | ||
[[Category:Yu Narukami]] | [[Category:Yu Narukami]] |
Revision as of 05:04, 20 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Yu Narukami |
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Overview
"This is a battle we can't lose..." | |
Lore: | 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
Yu Narukami Narukami is a well-rounded character who's versatile moveset allows for Offensive and Defensive playstyles.
He has amazing ground and air normals that can be converted into combos 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 5P assist is also one of the best pressure tools in BBTag,it 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 incredibly well and truly shines with good fundamentals.
- Good balance of damage, range, and mobility.
- Has multiple full-screen projectiles.
- Access to many jump cancel and throw cancel options, making his mix-up game flexible.
- 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.
- 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.
- If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 2.5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed.
- All of his specials (except EX Zio and EX Swift Strike) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings.
- Needs assists to make Raging Lion and Swift Strike mix ups safe / convert them into a combo.
- Very resource hungry, his offense relies on constant EX Zio usage.
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C Raging Lion |
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Universal Mechanics
Ground Throw 5B+C |
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Big Gamble 5A+D (air OK) |
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Skills
Zio 236A/B (air OK) |
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Swift Strike 214A/B |
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Extra Skills
EX Zio 236C (air OK) |
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EX Swift Strike 214C |
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Partner Skills
5P Lightning Flash |
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6P Zio |
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4P | Template:AttackDataHeader-BBTag |
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Distortion Skills
Ziodyne 236B+C (air OK) |
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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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Roadmap
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 •