P4AU/Yu Narukami/Frame Data: Difference between revisions

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{{CharNav |charMainPage=P4AU/Yu Narukami
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|image=P4AU_Yu_portrait.png
|videos=http://horibuna.web.fc2.com/P4U2/index.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/194-yu-narukami/
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==[[System Data (P4AU)|System Data]]==
==[[System Data (P4AU)|System Data]]==
{{CharData-P4AU
{{CharData-P4AU|Yu}}
|health=9,500
|comboRate=60%
|personaCards=4
|jumpStartup=3
|backdashTime=23
|backdashInv=1-6
}}
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==Normal Attacks==
==Normal Attacks==
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{{CharLinks  
{{CharLinks-P4AU|Yu}}
|charMainPage=P4AU/Yu Narukami
|videos=http://horibuna.web.fc2.com/P4U2/index.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/194-yu-narukami/
}}
{{Navbar-P4AU}}
{{Navbar-P4AU}}
[[Category:Persona 4: Arena Ultimax]]
[[Category:Persona 4: Arena Ultimax]]
[[Category:Frame Data]]
[[Category:Frame Data]]
[[Category:Yu Narukami]]
[[Category:Yu Narukami]]

Revision as of 21:33, 8 July 2018

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System Data

Health:

Combo Rate:

Persona Cards:

Backdash Time:

Backdash Invincibility:




Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 200 2 Body All JSpSO 200 200 50 5 5 10 -2 -
5AA 400 3 Body All (J)SpSO 0 100 50 7 2 15 -2 -
5AAA
Normal
700・350 4 Body All JSpSO 0 400 50 12 2・6 15 -4 -
5AAA
Shadow
1000 4 Body All (J)SpSODB 0 400 50 9 2 22 -7 -

-5 on dash cancel

5B 500 3 Chest All (J)SpSOB 300 100 50 9 3 21 -9 -
  • Backdash Cancel is -6 on block
2A 160 1 Foot Low SpSO 500 100 50 7 3 11 -3 -
2B 300, 150 3 Body AUB (J)SpSO 200 100 50 8 2,3 29 -17 -
j.A 200 1 Head All JSpSO 200 100 50 7 7 8 - -
j.2A 450 3 Head All O 200 100 50 16 Until Landing 8 After Landing - -
j.B 200, 100 2 Head High JSpSO 200 100 50 10 3, 3 15 - -
j.BB 450 3 Head High JSpSO 200 100 50 7 3 12 - -
j.2B 450 3 Head High JSpSO 200 100 50 11 3 12 - -
Guard Cancel Attack - - - - - - - - - - - - -
All Out Attack 300 5 Body High O 0 1000 10,000 26 1 41 -23 -
All Out Rush 200xN 5, 3 Body Head O 1900 100 50 - - - - -
All Out Finish (C) 1800 4 Body Head O 500 300 50 - - - - -
  • Forces Fatal status on normal hit regardless of the number of hits during the All Out Rush.
All Out Finish (D) 1000 5 Body Head JSpSOD 500 100 50 - - - - -
  • Forces Fatal status on normal hit if All Out Rush did 17 hits.
  • Corner bounces if All Out Rush did 17 hits.
Sweep 700 4 Foot Low SpSO 200 100 50 13 3 18 -6 -
Dash Cancel - - - - - - - - - - 21 - -
  • Frame Data is for moves canceled by a dash.

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 900 4 Body All (J)SpSOD 0 100 50 13 3 33 -17 -
  • Dash Cancel is -3 on block
5D 400, 200, 4 Body All - 300 200 500 39 9, 3 Total 52 +28 -
5D~D 700 4 Body All - 300 200 500 19 3 - - -
2C 1200 4 Body All SpSODB 0 600 300 19 2 26 -6 -
  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block
2D 600,300 5 Head All - 300 200 500 102 8,3 15 - -
j.C 700 4 Head All SpSO 300 200 50 10 2 32 - -
j.D 600, 300 5 Head, Body All - 300 200 500 32 Until hitting ground +3 Total 67/Landing 5 - -

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 0, 1100 0, 4 Throw Throw O 0 1000, 100 0 5 3 25 - -
Air Throw 0, 1800 0, 2 Throw Throw O 0 1200, 100 50 4 3 19 - -

Furious Action

Big Gamble
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD 750/350 4 Body All S 800 100 50 10 3/10 37/After landing; 9 -39 -
j.BD 600, 300 4 Head All S 800 100 50 4 3/3 9 After landing - -

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Zio
236C 900 3 Projectile All SO 0 100 50 13 - Total 47(Izanagi) -10 -
236D 900 4 Projectile All SOD 0 300 50 13 - Total 47(Izanagi) -10 -
236CD 600, 100*4 4 Projectile All SO 0 100 50 18 ??? (2 hits) ??? +11 -
  • SB version inflicts Shock.
  • D version is Fatal Counter. Dash Cancel is +12 on block.
  • Air version of C Zio has 55 total recovery, otherwise identical.
  • Air version of D Zio has 62 total recovery, otherwise identical.
  • D Zio damage increases with 1-6 levels of charge: 670,335/720,360/770,385/820,410/870,435/920,460 respectively.
Swift Strike
214C 800 4 Foot Low SO 200 500 50 15 6 21 -10 -
214D 200, 100, 1100 4 Foot Low SO 500 100 50 17 6, 10, 7 29 -19 -
214CD 600, 300 x4 4 Foot Low SO 300 300 50 13 6,6,6,10,6 24 -13 -
  • SB version can be canceled into a special variation of Furious Action on hit.
  • D and SB versions Fatal Recovery.
Raging Lion
214A 1000 4 Head High SO 300 100 50 23 5 16 -4 -
j.214A 1000 5 Head High SO 300 100 500 19 To Landing 18 After Landing -6 -
214B 1500 5 Head High SO 500 300 600 30 7 10 +0 -
214[B] - - - - - - - - - - Total 26 - -
j.214B 1100 5 Head High SO 300 100 50 21 To Landing 18 After Landing -4 -
214AB 1200 4 Head High SO 300 100 50 21 4 12 +1 -
j.214AB 1400 5 Head High SO 300 100 50 17 To Landing 18 After Landing -2 -
  • B and SB version Fatal Counter.
  • Air variations gain additional recovery based on how high the move was done; starting at 18, 28 if higher, and 38 if higher still.
Heroic Bravery
236A 700 4 Body All SpSO 200 100 50 17~25 5 20 -5 -
236B 0, 0, 1100 0, 1, 5 Throw Throw SO 0 1000, 100 50 30 1 26 - -
236AB 700 0, 1, 5 Throw All SO ??? ??? ??? ?? ??? ??? +3 -
  • 236A/AB can be special cancelled into any other move barring 236A/B/AB.
  • 236AB: grab does not become active until frame 21/22 (estimated) when performed at point-blank.

SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Lightning Flash
236236A 160, 80x5m 1500 3x6, 5 Body All O 400 100 50 5+1 1x6 (5) 15 25 -21 -
236236B 160, 80x7m 1800 3x8, 5 Body All O 400 100 50 5+5 1x8 (5) 15 25 -21 -
236236AB 500, 2500 3, 5 Body All O 400 100 40 5+1 16 (5) 15 25 -21 -
  • All versions Fatal Recovery.
  • SB version has confirmed projectile invuln on frames 4-5. Invuln does not begin on first frame.
Ziodyne
236236C 134, 67x33 4 Projectile All O 400 1000 50 5+14 102 (34 Hits) 67 -53 -
j.236236C 134, 67x33 4 Projectile All O 400 1000 50 19+4 102 (34 Hits) Until landing +9 - -
236236D 134, 67x33 4 Projectile All O 400 1000 50 5+38 102 (34 Hits) 34 -20 -
j.236236D 134, 67x33 4 Projectile All O 400 1000 50 26+4 102 (34 Hits) Until Landing +9 - -
236236CD 134, 67x33 4 Projectile All O 400 1000 50 5+20 102 (34 Hits) 41 -27 -
j.236236CD 134, 67x33 4 Projectile All O 400 1000 50 19+10 102 (34 Hits) Until Landing +9 - -

Awakened SP Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Cross Slash
214214C 1500, 2800 5, 4 Body All O 300 100 50 11+5 7 32 -20 -
214214D 1500, 4200 5, 4 Body All O 300 100 50 20+25 7 32 -20 -
214214CD 1500, 4200 5, 4 Body All O 300 100 50 11+5 7 32 -20 -
Thunder God Dance
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214A+B (etc.) 1200, 400x8, 4000, 400, 200x6, 4000 4 Body All O 0 1000, 100x8, 1000, 100x8 50 4+18 3 41 -27 -

Narukami's new 150 meter super. Continual input super, similar to Geese Howard's deadly rave. On raw hit, does over 5k damage. Minimum damage: 3240. If the input sequence is dropped, Narukami is forced into an uncancellable whiff animation. Full super requires 150 meter, with 50 spent at the start, middle, and end of the super (214214AB will immediately spend 50 meter, etc.).

Instant Kill

Myriad Truths
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Body All - - - - 23+40 32 44 -46 -

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 5AA, 2A 5B, 2B 5C, 2C 5D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D AoA, Sweep Jump[-], Special
5AAA - - - - - Jump, Special
Shadow 5AAA - - - - - Jump[-], Special, Dash
2A 5A, 2A[+] 5B, 2B 5C, 2C 5D AoA, Sweep Special
5B[2] - 2B 5C, 2C 5D AoA, Sweep Jump[-], Special
2B[2] - 5B 5C, 2C 5D AoA, Sweep Jump[-], Special
5C[2] - 5B, 2B 2C 5D, 2D AoA, Sweep Jump[-], Special, Dash
2C - - - 2D AoA, Sweep Special, Dash
5D - - - 5DD - -
5DD - - - - - -
All-out Attack - - - - - -
Sweep - - - 5D - Special
Air P Combo Table
A B C D Cancels
j.A j.A[+], j.2A j.B j.2B j.C j.D Jump, Special
j.2A - - - j.D -
j.B j.2A j.BB, j.2b j.C j.D Jump, Special
j.BB j.2A - - j.D Jump, Special
j.2B j.A j.B j.C j.D Jump, Special
j.C - - - j.D Special
j.D - - - - -
  • 5A and 2A can only be done a max of 3 times per string total.
For example, 2A > 5A > 2A work, but 5A > 2A > 5A > 2A will not.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
For example, 5B > 2B > 5B does not work, but 5B > 2B > 5C > 5B does work.
Special = Skill Attacks, Hops, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)



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