P4AU/Yu Narukami

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Yu Narukami

Overview

Yu Narukami is the previously unnamed protagonist from Persona 4. Yu moves to Inaba and lives with his uncle and cousin for a year as a result of his parents going overseas on business. While in Inaba, Yu discovers the existence of a "TV World" and a bizarre serial murder case. After awakening to his Persona, Yu establishes the Investigation Team with a group of fellow high school students and sets out to investigate the connection between the TV world and the serial murders. With the help of his friends, Yu is able to a solve the mystery behind the serial murders and defeat the culprit.


Health: 9500
Play-style: Well Rounded
Movement Options: 1 Double Jump/Airdash, Run-type Dash

Persona: Izanagi

  • Number of Persona cards: 4


Pros/Strengths:

  • Extremely versatile. He has the tools to deal with just about any situation.
  • Has access to powerful offensive and defensive normals (such as 5B, 2B, j.B, j.2B) that allow him to control space.
  • Very proficient at using resources (such as meter or OMB) to extend combos, which result in a significant increase in damage.
  • Most of his combos have excellent corner carry and lead into knockdown, which allows him to maintain offensive pressure.
  • His new tools give him a strong pressure game.


Cons/Weaknesses:

  • Can be susceptible to Persona break due to long recovery on his Persona attacks.
  • Unremarkable damage without meter or corner usage.


External References:


Move List

See also: Yu Full Frame Data

Normal Attacks

5A
Normal
P4Arena Yu 5A.png
P4Arena Yu 5AA.png
P4AU Yu 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 All 5 5 10 -2 Body

A short ranged jab that's jump cancel-able on hit or block. Very useful normal for pressuring, escaping pressure, punishing, and anti-airing. Startup is fast, and has many active frames. Can be easily hit confirmed into a combo, especially on counter hit. On air hit, counter hit is untechable til landing.

5AA 400 All 7 2 15 -2 Body

Same frame advantage as 5A. Can be used to extend pressure and make hit-confirms off 5A easier. Used in certain corner combos.

5AAA 700・350 All 12 2・6 15 -4 Body

Launches the opponent into the air. Jump cancel-able on hit or block. Leads directly into Raging Lion, which makes it a useful corner carrying tool. Grants 13SP and 1/8th of the burst meter on hit.

5A
Shadow
P4Arena Yu 5A.png
P4Arena Yu 5AA.png
P4Arena Yu 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 All 5 5 10 -2 Body

Identical to Yu's 5A.

5AA 400 All 7 2 15 -2 Body

Identical to Yu's 5AA.

5AAA 1000 All 9 2 22 -7 Body

The final hit from Yu's old autocombo. Forward dash cancel is negative on block. Unlike the P4A version, it's only Jump cancel-able on hit. It can now cause a knock down when striking aerial opponents. Gains 13 SP and 1/8th Burst on hit.

5B
P4Arena Yu 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 All 9 3 21 -9 Chest

Very strong normal. Outranges almost any normal in the game for its speed. Great for spacing, corner pressure, and used in almost every combo. Significantly negative on block, so if done at close range it should normally be canceled into something to avoid getting punished. Can be low-profiled by certain attacks. It's now backdash cancel-able on block, though it can only be Jump cancelled on hit now.

2A
P4Arena Yu 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 3 11 -3 Foot

Can cancel into itself up to three times. Useful in pressure combined with 5A to catch opponents for not blocking low or trying to jump out. Used commonly in mix-ups as an empty-jump low.

2B
P4Arena Yu 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 150 AUB 8 2,3 29 -17 Body

Strong anti-air attack that is air-unblockable. Head attribute invul starts at frame 5. Also a strong ground poke since it is relatively fast and cannot be low-profiled. Used in almost every combo. Air-unblockable property allows for air tech resets into potentially huge damage. Only drawback (and it's a big one) is its significant recovery on whiff. On air hit, counter hit is untechable til landing. It's now only Jump cancel-able on hit.

j.A
P4Arena Yu jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 All 7 7 8 - Head

Fastest jumping normal, so it's good for close proximity air-to-air situations and interrupting slower air normals. It can be used after an airdash following a blocked 214A (OMC) to hit the opponent for crouch blocking. Long untechable time on air counter hit.Can cancel into itself. Jump cancel-able on hit or block.

j.2A
P4Arena Yu j2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
450 All 16 Until Landing 8 After Landing - Head

Dive kick. Has landing recovery, negative on block unless it connects at the lowest possible height. Can combo after it on crouch or counter hit. Due to its slow startup, it can sometimes be used to punish anti-air attempts by coming down on them during their recovery. Can also be used to punish throw attempts for a counter hit. On air hit, it brings the opponent down to the ground so you can apply oki afterwards, which makes it good to use as an air combo ender when possible.

j.B
P4Arena Yu jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200, 100 High 10 3, 3 15 - Head

Amazing air normal that's good for just about everything. It has good range and long active frames, making it an excellent approach tool. Can be used as a safejump after 214C, throw, and counter hit B+D. Jump cancel-able on hit or block, on either hit and has long untechable time on air counter hit.

j.2B and j.BB
P4Arena Yu jBB.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.2B 450 High 11 3 12 - Head
j.BB 450 High 7 3 12 - Head

Used frequently in air combos. Can be used after j.B for an extra overhead hit, usually after an airdash j.B. Also allows canceling of the second hit of j.B. As of P4AU, this move can be outside of j.B (via j.2B). A very strong normal that's great for crossups. Jump cancel-able on hit or block.

Guard Cancel Attack
P4Arena Yu 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Same animation as 5AA. Knocks the opponent far back on hit. Requires 50 SP. Good anti-pressure option, but it's punishable on block.

All Out Attack
A+B
P4Arena Yu AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High 26 1 41 -23 Body

Hits overhead and has guard point frames during the middle of the animation. Leads into devastating combos in corner. On air hit, it bounces opponent off the floor and is untechable until landing. This can be followed up with a low damaging combo, or 5D oki. Short range and highly punishable on block. Has slightly more startup in P4AU.

Sweep
2A+B
P4Arena Yu Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Low 13 3 18 -6 Foot

Hits low, special cancel-able on hit or block. Can no longer cancel into 5D, and has significantly more recovery.


Persona Attacks

5C Persona Required
P4Arena Yu 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 All 13 3 33 -17 Body

Best move for punishing very unsafe attacks, because it can lead to extremely damaging combos. Used frequently in combos. Offensive options on block are limited and if it isn't canceled, Izanagi stays out for while, so it's generally better to refrain from using it late in block strings. Should rarely be used as a standalone poke due to it's slow start up and significant recovery on whiff. This move now has more range and is dash cancel-able, but in exchange, it also has more recovery. Jump cancel-able on hit or block.

5D Persona Required
P4Arena Yu 5D.png
P4Arena Yu 5DD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5D 400, 200 All 39 9, 3 Total 52 +28 Body
5D~D 700 All 19 3 - - Body

No longer the go-to oki option after the removal of 2A+B>5D, but it's still a decent move overall. It can be used after corner knockdowns for oki. Compared to P4A, this move has less startup and is a somewhat viable move in blockstrings. That said, the recovery on this move is still fairly significant, so use it with caution.

2C Persona Required
P4Arena Yu 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1200 All 19 2 26 -6 Body

Forward and backdash cancel-able on hit or block, forward dash cancel is negative on block. Fatal Counters on counter hit. Excellent long range attack and punisher near corner. Startup is slow, but its range, safety, and reward on hit make up for it. Staple corner combo tool. A midscreen hit can be followed by forward dash canceling into safe-jump j.B. It can now cancel into specials and OMC/OMB can be used. On the flipside, it now has more recovery.

2D Persona Required
P4AU Yu 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
600,300 All 102 8,3 15 - Head

After a period of time, Izanagi lunges downward. It functions identically to P4A's j.D, though Yu is on the ground. You can use after corner knockdown as a mixup tool.

j.C Persona Required
P4Arena Yu jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 All 10 2 32 - Head

Rarely used outside of combos, but can be used in some air-to-air situations due to its very long range.

j.D Persona Required
P4Arena Yu jD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
600, 300 All 32 Until hitting ground +3 Total 67/Landing 5 - Head, Body

Causes Izanagi to lunge downwards. It has significantly less startup in P4AU, and can be combo'd into from a OMC provided you're in a corner. It can also combo into 5C on counter hit, provided that Yu is close enough to the ground.


Throws

Ground Throw
C+D
P4Arena Yu GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1100 Throw 5 3 25 - Throw

It now directly combos into 5B when used next to the corner. It can combo on counter hit at midscreen, and can be followed up in midscreen with a safe-jump j.B.

Air Throw
j.C+D
P4Arena Yu AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1800 Throw 4 3 19 - Throw

It can now be followed by j.2B on hit/counter hit at a certain distance from ground. It leads to strong combos with OMC. Following the air throw's recovery, you can continue air movement, but it does not reset your allowable options.


Furious Action

Big Gamble
B+D air OK
P4Arena Yu BD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
ground 750/350 All 10 3/10 37/After landing; 9 -39 Body
air 600, 300 All 4 3/3 9 After landing - Head

Super cancel-able on block or hit, on either hit (Cross Slash only cancel-able from first hit). A strong DP, but extremely unsafe if baited. Used in many combos ending in Ziodyne. It's worth noting that the air version is his fastest attack at 4 frames. It now combos into Cross Slash on counter hit. First hit of the ground version is no longer air-unblockable.


Skill Attacks

Zio Persona Required
236C/D (air OK)
P4Arena Yu Zio.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 900 All 13 - Total 47(Izanagi) -9 Projectile

A horizontal projectile that's super cancel-able on hit or block. Useful for zoning, but has significant recovery if jumped or airdashed over. It can now be used in the air (to greater success as it's harder to avoid), though the aerial version has more recovery.

D 620/310 All 34~123 22 (2 hits) Total 57 +10 Projectile

In comparison to 236C, this is a short ranged attack. It causes Fatal Counter on counter hit and is Super cancel-able on hit or block. Huge advantage on block, so it can be used for resetting pressure or oki in certain situations. It can now charged to increase damage, and can be used to feint opponents out (Yu can moved during the charge period). It can now be used in the air.

SB 800/400 All 16 - (2 hits) Total 52 -1 Projectile

A two hit projectile that goes full screen quickly and causes paralysis on hit. Super cancel-able on hit or block. Since it is two hits, it can be used to blow through other projectiles.

Swift Strike Persona Required
214C/D
P4Arena Yu SwiftStrike.png
Zio car
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 800 Low 15 6 21 -10 Foot

A sliding attack that hits low and can low-profile certain attacks. C Version is 1 hit and has quick startup. Super cancel-able on hit or block. Unsafe on block, so generally it should only be used in combos or if you can OMC. On hit at midscreen, it can be followed up with a safe-jump j.B. Can link into 5A in corner for combos.

D 200, 100, 1100 Low 17 6, 10, 7 29 -19 Foot

Hits 3 times and reaches farther than C Version. Commonly used in OMC/OMB combos. Super cancel-able on hit or block. Slower startup than C version and extremely unsafe, so it should never be used on its own without meter to OMC. Fatal Recovery.

SB 600, 300 x4 Low 13 6,6,6,10,6 24 -13 Foot

Hits 5 times and reaches even farther than D Version. Super cancel-able on hit or block. Unsafe on block, but due to its fast startup and full-screen range, it can be used occasionally to catch the opponent off guard, whiff punish moves with long recovery, and low-profile many projectile type attacks. Fatal Recovery.

Raging Lion
214A/B (air OK)
P4Arena Yu RagingLion.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1000 High 23 5 16 -4 Head
A air 1000 High 19 To Landing 18 After Landing -6 Head
B ground 1500 High 30 7 10 +0 Head
B feint - - - - Total 26 - -
B air 1100 High 21 To Landing 18 After Landing -4 Head
SB ground 1200 High 21 4 12 +1 Head
SB air 1400 High 17 To Landing 18 After Landing -2 Head

A diving sword stab that must be blocked high. Forces crouch on hit. Performing the aerial versions stops Yu's momentum and he rises in the air before performing the attack. On counter hit, it causes a long stun which can lead to high damage combos. A decent tool for mix-ups with or without 5D pressure, but opponents with better reactions will block or do an invulnerable attack against it since it is relatively easy to see. This move is now more negative on block, which makes it a riskier move to use during blockstring. It becomes much stronger with meter for OMC due to its mixup potential. Useful as a throw attempt punish since it becomes airborne at 4 frames. Can be used to go over certain attacks and hit the opponent for a counter hit.


This move received a complete overhaul in P4AU. It no longer launches the opponent on hit but in exchange, it now causes slide on it, which makes it a terrific knockdown tool for corner combos. Furthermore, Yu can now perform a feint by holding down B. Due to its slow startup, it's susceptible to anti-airs and other invulnerable attacks. Travels over opponent when you're close, so it can be used in certain mix-ups. Fatal Counters on counter hit.


A feint that is performed by holding down B. This moves grants Yu several options, such as the ability to cross up opponents and is the go-to oki tool after knock down. Fantastic move.


SB Version is a very strong tool for mix-ups. On counter hit, it causes a ground bounce. At 21 frames, it's a pretty fast overhead. The air version is even faster at 17 frames, so it can be used after jump attacks for an unexpected extra overhead. It now forces knockdown on hit with grounded opponents, and combos into 2A, which makes it a very dangerous mixup tool. The move also grounds bounces on opponents in the air, making it useful to extend combos. Fatal Counters on counter hit.

Brave and Daring
236A/B
P4AU Yu BraveAndDaring1.png
P4AU Yu BraveAndDaring2.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
236A 700 All 17~25 5 20 -5 Body

A new skill that works as a combo move and safe pressure tool. It can special cancel into any other move (barring 236A/B/AB) and causes knockdown on air hit.

236B 0, 0, 1100 Throw 30 1 26 - Throw

Yu's new command grab. If successful, Yu performs a slash that launches the opponent into the air. It has significant startup, which means it can be punished by air attacks or beaten by faster moves. Since the animation of this skill is visually similar to Yu's dash cancel, you can dash cancel (ie: from a 5C) to bait the opponent into attacking or jumping due to the fear of being grabbed.

236AB 0, 0, 1100 Throw 25 1 34 -5 Throw

Functions as a faster version of 236B with more recovery. It can throw off opponents who are expecting 236B.


SP Skill Attacks

Ziodyne Persona Required
236236C/D (air OK)
P4Arena Yu Ziodyne.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C ground 134, 67x33 All 5+14 102 (34 Hits) 67 -53 Projectile
C air 134, 67x33 All 19+4 102 (34 Hits) Until landing +9 - Projectile
D ground 134, 67x33 All 5+38 102 (34 Hits) 34 -20 Projectile
D air 134, 67x33 All 26+4 102 (34 Hits) Until Landing +9 - Projectile
SB ground 134, 67x33 All 5+20 102 (34 Hits) 41 -27 Projectile
SB air 134, 67x33 All 19+10 102 (34 Hits) Until Landing +9 - Projectile

A multi-hit full screen projectile that wall-sticks the opponent in corner. A very useful super, often used as a combo ender. Due to its invulnerability and quick startup, it can be used to blow through attacks from anywhere on screen. Extremely unsafe on block. However, using meter to OMC, you can move freely while Ziodyne covers the screen, allowing for practically invisible mix-ups. The D version has slower startup in comparison to the C version, but it is much safer on block and has significantly less recovery. The SB version has slightly more startup than the C version, but less recovery and can cause paralysis.

Shiden Issen
236236A/B
P4Arena Yu ShidenIssen.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 160, 80x5m 1500 All 5+1 1x6 (5) 15 25 -21 Body
B 160, 80x7m 1800 All 5+5 1x8 (5) 15 25 -21 Body
SB 500, 2500 All 5+0 16 (5) 15 25 -21 Body

Yu's new SP Skill. A relatively fast super that covers a large portion of the screen. A solid combo extender in the corner, as unlike Ziodyne, Yu can continue attacking after use. The B version has more startup, but deals more damage. The SB version has the advantages of both the A and B version (fast startup and damage) and it's immune to projectiles. Aside from the projectile immunity in the SB version, this super completely lacks invincibility. Fatal Recovery.


Awakened SP Skill Attacks

Cross Slash Persona Required
214214C/D
P4Arena Yu CrossSlash.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 1500, 2800 All 11+5 7 32 -20 Body
D 1500, 4200 All 20+25 7 32 -20 Body
SB 1500, 4200 All 8+5 7 32 -20 Body

On hit, Izanagi comes from the sky and does a diving sword plunge. Amazing super. There is almost nothing bad about this attack, except that it is slightly unsafe, more so if the opponent rolls through it. Extremely long range, used frequently in the highest damage combos, invulnerable and relatively quick startup. Can be OMC on block, but not hit. Able to combo after if Narukami passes under the opponent after the first hit (see Combos section). The D version does more damage than the C version, but it has more startup making it strictly useful for combos. It also has Fatal Recovery. The SB version, while weaker than both the C and D versions of Cross Slash, is extremely fast and causes paralysis on hit.

Raijin Enbu/Dance of the Lightning God Persona Required
214214A+B
P4Arena Yu RaijinEnbu.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1200, 400x8, 4000, 400, 200x6, 4000 All 4+18 3 41 -27 Body
  • Costs 150 SP
  • Shadow Narukami can not use this move

The most powerful weapon in Yu's arsenal. It's capable of dealing at least 5000 damage raw, and it can be combo'd into from just about anything. Unfortunately, it has a steep requirement of 150SP, and due to Yu's reliance on meter, it's generally not ideal. That said, should you find yourself in a situation where you have 150SP, and you have the guts, skill and determination to pull it off, consider using it. It can win games.

The full command for this super:
214214AB > 5A > 5A > 5B > 5C > 5B > 5C > 5D > 5AB > 214214CD > [2]8CD


Instant Kill

Myriad Truths Persona Required
222C+D
P4Arena Yu MyriadTruths.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. All 23+40 32 44 -46 Body

Instant kill super that covers the entire ground with electricity, allowing Yu to punish certain supers (ie: Akihiko's Maziodyne). It has full invincibility, but a very long startup and recovery. Usable, but not very viable.


Strategy

Tutorial Videos


General Tactics

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.


Tips and Tricks

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only