Combo Rate: 60%
Backdash Time: 23
Backdash Invincibility: 1-6
Movement Options: 1 Double Jump/Airdash, Dash type: Run
P-1 Climax Nickname: "The Sister Complex Kingpin of Steel"
- Yu Narukami, the previously unnamed protagonist from Persona 4, moved to Inaba to live with his uncle and cousin for a year while his parents went overseas on business. While in Inaba, he discovered the existence of a "TV World" as well as a bizarre serial murder case that threatened the lives of everyone in that town. After awakening to his Persona, Yu established 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.
- Jump cancelable.
- Hold 4 to prevent a cancel into 5AA.
5A is a short ranged jab with fast startup and many active frames. Powerful pressure tool thanks to its safety on block and whiff as well as its myriad cancel options. Can be used interchangeably with 2A up to 3 times per string. High vertical range makes this a fast and non-committal anti-air, albeit one that lacks any invincibility. Very important for corner combos as it can be linked into from both C Swift Strike and air A Raging Lion. On air counter hit, the opponent cannot tech until they land.
- Jump cancelable on hit.
5AA is a fast kick with moderate range. Used exclusively as blockstring and combo filler, usually to reach 5AAA. Can whiff after an air hit 5A if the opponent floats too high.
- Hits 2 times.
- Puts Narukami into an airborne state.
- Second hit is double jump cancelable.
- Second hit grants a bonus of 10 SP and 1/8th of the burst meter on hit, but only does so once per combo.
- Both hits launch the opponent on hit.
- Auto-combos into air A Raging Lion (j.214A).
5AAA is a jumping slash that is Narukami's only meterless mid-screen launcher. Jump canceling the second hit into j.C then into air A Raging Lion gives Narukami huge corner carry and safe-jump oki mid-screen or a link into 5A for a full combo in the corner. Incredibly important tool for meterless mid-screen fatal counter routes, leading into very high damage, corner carry, and meter gain. Avoid using this move on block as even though it is safe on block and can lead into a high/low mix after a double jump cancel, all of its follow-up options have a gap and are reactable. Even worse, against two-thirds of the cast the second hit will whiff on crouch block, making the move unsafe and unable to be jump canceled. Second hit connects against Narukami, Yosuke, Yukiko, Teddie, Aigis, Mitsuru, and Ken when crouching.
- Dash cancelable, -5 on block.
- Back dash cancelable, -4 on block.
- Jump cancelable on hit.
- Plummets airborne opponents on hit.
- Grants a bonus of 10 SP on hit, but only does so once per combo.
- Auto-combos into D Swift Strike (214D) if a persona is available.
5AAA is Narukami's original auto-combo ender from P4A, a downward sword slash that can be forward and back dash cancelable for pressure resets on block and for better follow-ups on counter hit. While the opponent can tech as soon as they touch the ground on air hit, the jump cancel gives Narukami access to safe-jump oki that can cover multiple tech timings based on when an air dash is used. The bonus meter is extremely important for getting Shadow Frenzy ready so this move is often used to end mid-screen combos where it will deal similar damage and gain more meter than conventional routes.
- Backdash cancelable, -6 on block
- Jump cancelable on hit.
Horizontal slash that has a fantastic balance of range, speed, and damage. Strong spacing tool in neutral as it out-ranges most other normals with similar start-up. Thus, 5B is Narukami's go-to normal for starting offense, though be aware that this move can be low-profiled by certain attacks. Can be used twice per string though only if 2B and 5C have also been used in said string. Solid damage, low scaling, and a variety of follow-up options makes this his most frequently used normal in combos.
- Cancels into itself, even on whiff.
Low hitting jab that can be used interchangeably with 5A up to three times. Narukami's safest and fastest low, one that doesn't require any resources or the corner to convert into a full combo. Commonly used in mix-ups after dash cancels, empty-jumps, or Once More Cancels. Has atrocious scaling as a starter but when used as a combo part the scaling is comparable to Narukami's B normals.
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.
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.
|450||All||16||Until Landing||8 After Landing||-||Head|
- Frame advantage is highly variable depending on whether the opponent is crouching or standing while blocking, whether the opponent Instant Blocks, and the height at which j.2A is performed.
- Frame advantage values: -1 on IB (both standing and crouching); +1 on standing block; +3 on crouching block.
- If performed at the lowest possible height, j.2A > 5A is a blockstring on crouching opponents.
Dive kick. Has landing recovery. Always positive if the opponent blocks it crouching and does not Instant Block, as noted above. Can combo on crouch or counter hit. Due to its slow startup, it can sometimes be used to punish anti-air attempts by coming down on opponents during the recovery of their anti-air. Can also be used to punish throw attempts for a counter hit. On air hit, it brings the opponent down to the ground.
|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
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 incredibly large, with its hitbox almost completely covering Narukami on both sides. Also great for crossups. Jump cancel-able on hit or block.
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.
- Dash Cancel is -3 on block
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 noticeably more range and is dash cancel-able, but in exchange, it also has more recovery. It's now Jump cancel-able on hit only.
|5D||400, 200,||All||39||9, 3||Total 52||+28||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.
- Dash Cancel is -5 on block
- Backdash Cancel is -4 on block
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, though on the flipside, it now has more recovery.
|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 an air combo with OMC provided you're in a corner. It can also combo into 5C on counter hit, as long as Yu is close enough to the ground.
It now directly combos into 5B when used next to the corner. It can combo when using the backwards version (performed as 4C+D) or on counter hit at midscreen, and can be followed up midscreen with a safe-jump j.B.
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.
B+D (air OK)
|ground||750,350||All||10||3,10||37,9 After landing||-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.
236C/D (air OK)
C version is 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 travels at slower speed and has more recovery. If Narukami uses the air version of Zio and lands, he can still continue to shoot at the opponent from the same position as Izanagi stays in place. ---
- Dash Cancel is +12 on block
D version 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 move during the charge period). It can now be used in the air.
SB version is 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.
|D||200, 100, 1100||Low||17||6, 10, 7||29||-19||Foot|
|SB||600, 300 x4||Low||13||6,6,6,10,6||24||-13||Foot|
C version is 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 version 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 version hits 5 times and reaches even farther than D Version. Super cancel-able on hit or block. Can also be canceled into DP in a Grand Viper-like fashion. 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.
214A/B (air OK)
|A Air||1000||High||19||To Landing||18 After Landing||-6||Head|
|B Air||1100||High||21||To Landing||18 After Landing||-4||Head|
|SB Air||1400||High||17||To Landing||18 After Landing||-2||Head|
- B and SB versions Fatal Counter.
A diving sword stab that must be blocked high. Forces crouch on hit. Performing the aerial versions stops Yu's momentum as he rises in the air before performing the attack. On counter hit, it causes a long stun which can lead to high damage combos. Raging Lion received a complete overhaul in P4AU: it no longer launches the opponent on hit, now causing groundslide. This makes it a terrific knockdown tool for corner combos. Furthermore, Yu can now perform a feint by holding down B.
A Version: A decent tool for mix-ups, but opponents with better reactions will block or do an invulnerable attack against it since it is relatively easy to see. This version is now more negative on block, which makes it a riskier move to use during pressure; however, it becomes much stronger with meter to OMC due to its mixup potential. Useful as a throw attempt punish since it takes Yu airborne quickly, though Yu is still vuinerable to air throws. Can be used to go over certain attacks and punish their recovery for a counter-hit.
B Lion Feint: performed by holding down B. Yu retains his double jump and air dash. This grants him several options, such as the ability to cross up opponents, particularly by using another air normal (such as j.B or j.2B) to hit the opponent after the cross-up. Now the go-to oki tool after knock down. Fantastic move, with numerous applications.
SB Version: Despite the meter cost, it's a very strong tool for mix-ups. Causes a ground bounce on counter-hit. At 21 frames, it's a 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, making it a dangerous mixup option. The move also grounds bounces airborne opponents, allowing for combo extensions. Fatal Counters on counter hit.
A version 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. Startup is based on the opponent's distance; if the opponent is slightly out of range, Yu will close in on the opponent before using the skill. In blockstrings, consider using 214B as a 50/50 right afterwards: Feint to crossup with j.2B or airturn j.B or let it rip to stay on the same side.
B version is 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. Risky, but the reward for landing this move in the corner is quite high. Best used against opponents who are completely respecting your offense.
- Throw connects after 21-22f when done at point-blank range.
SB version functions as a faster version of 236B with more range, but more recovery. It can throw off opponents who are expecting 236A or 236B.
236236C/D (air OK)
|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.
|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+1||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 and is a useful combo ender due to its excellent corner carry. The SB version has the advantages of both the A and B version (fast startup and damage) and is immune to projectiles, but can not be extended with OMB due to pushback, leaving the A version to combo after Cross Slash and B for damage. Aside from the projectile immunity found in the SB version, this super is completely devoid of invincibility. Fatal Recovery.
- SB version has confirmed projectile invuln on frames 4-5. Invuln does not begin on first frame.
Awakened SP Skill Attacks
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 used as reversal/punishing tool. The SB version, while weaker than the D version of Cross Slash, is extremely fast and causes paralysis on hit.
|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. Furthermore, screwing up the inputs will force Yu into a whiff animation (that cannot be cancelled). 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, you should consider using it. Its incredible unburstable damage can win games.
The full command for this super:
214214AB > 5A > 5A > 5B > 5C > 5B > 5C > 5D > 5AB > 214214CD > 8CD
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.
|To edit frame data, edit values in P4AU/Yu Narukami/Data.|
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data