P4AU/Yu Narukami/Frame Data

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System Data

Health: 9,500

Combo Rate: 60%

Persona Cards: 4

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F


Normal Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5A 200 All 5 5 10 -2 Body 300 200 50 JSpSO - 2
5AA 400 All 7 2 15 -2 Body 0 100 50 (J)SpSO - 3
5AAA
Normal
700・350 All 12 2・6 15 -4 Body 300 400 50 JSpSO - 4
5AAA
Shadow
1000 All 9 2 22 -7 Body 300 400 50 (J)SpSODB - 4

-5 on dash cancel

5B 500 All 9 3 21 -9 Chest 300 100 50 (J)SpSOB - 3
  • Backdash Cancel is -6 on block
2A 160 Low 7 3 11 -3 Foot 500 100 50 SpSO - 1
2B 300, 150 AUB 8 2,3 29 -17 Body 200 100 50 (J)SpSO 5F-9F Head 3
j.A 200 High 7 7 8 - Head 200 100 50 JSpSO - 1
j.2A 450 All 16 Until Landing 8 After Landing - Head 200 100 50 O - 3
j.B 200, 100 High 10 3, 3 15 - Head 200 100 50 JSpSO - 2
j.BB 450 High 7 3 12 - Head 200 100 50 JSpSO - 3
j.2B 450 High 11 3 12 - Head 200 100 50 JSpSO - 3
Guard Cancel Attack 0 All 20 4 22 -15 Body 1200 100 50 O 1-24 Unthrowable Autoguard 1
All Out Attack 300 High 26 1 41 -23 Body 1100 1100 10000 O 15F-26F Guard 5
All Out Rush 200xN Head - - - -9 Body 1900 100 50 O - 5, 3
All Out Finish (C) 1800 Head - - - -13 Body 500 300 50 (J)O - 4
  • Forces Fatal status on normal hit regardless of the number of hits during the All Out Rush.
All Out Finish (D) 1000 Head - - - -9 Body 500 100 50 JSpSOD - 5
  • Forces Fatal status on normal hit if All Out Rush did 17 hits.
  • Corner bounces if All Out Rush did 17 hits.
Sweep 700 Low 13 3 18 -6 Foot 200 100 50 SpSO -4-15 chest invuln 4
Dash Cancel - - - - 21 - - - - - - - -
  • Frame Data is for moves canceled by a dash.

Persona Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5C 900 All 13 3 33 -17 Body 0 100 50 (J)SpSOD - 4
  • Dash Cancel is -3 on block
5D 400, 200, All 39 9, 3 Total 52 +28 Body 300 200 500 - - 4
5D~D 700 All 19 3 - - Body 300 200 500 - - 4
2C 1200 All 19 2 26 -11 Body 500 600 300 SpSODB - 4
  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block
2D 600,300 All 102 8,3 15 - Head 300 200 500 - - 5
j.C 700 All 10 2 32 - Head 300 200 50 SpSO - 4
j.D 600, 300 All 32 Until hitting ground +3 Total 67/Landing 5 - Head, Body 300 200 500 - - 5

Throws

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

Furious Action

Big Gamble
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
BD 750,350 All 10 3,10 37,9 After landing -39 Body 800 100 50 S 1F-22F 4
j.BD 600,300 All 4 3,3 9 After landing - Head 800 100 50 S 1F-9F 4

Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Zio
236C 900 All 13 - 23,47(Izanagi) -9 Projectile 0 100 50 SO - 3
236D 620*2 All 31~? 2,4 ?,47(Izanagi) +10~+? Projectile 200 300 50 SOD - 4
236CD 800*2 All 16 - 19,47(Izanagi) -3 Projectile 0 100 50 SO - 4
  • 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 Low 15 6 21 -10 Foot 400 500 50 SO 6F-20F Chest 4
214D 200, 100, 1100 Low 17 6, 10, 7 29 -19 Foot 500 100 50 SO F6-42F Chest 4
214CD 600, 300 x4 Low 13 6,6,6,10,6 24 -13 Foot 300 300 50 SO 8F-59F Low 4
  • SB version can be canceled into a special variation of Furious Action on hit.
  • D and SB versions Fatal Recovery.
Raging Lion
214A 1000 High 23 5 16 -4 Head 300 100 50 SO 5F onward Air 4
j.214A 1000 High 19 To Landing 18 After Landing -6 Head 300 100 500 SO - 5
214B 1500 High 30 7 10 +0 Head 500 300 600 SO 5F onward Air 5
214[B] - - - - Total 26 - - - - - - 5F onward Air -
j.214B 1100 High 21 To Landing 18 After Landing -4 Head 300 100 50 SO - 5
214AB 1200 High 21 4 12 +1 Head 300 100 50 SO 5F onward Air 4
j.214AB 1400 High 17 To Landing 18 After Landing -2 Head 300 100 50 SO - 5
  • 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 All 17~25 5 20 -5 Body 200 100 50 SpSO 5F onward Air 4
236B 0,0,1100 Throw 30 1 26 - Throw 0 1000,100 50 SO - 0,1,5
236AB 0,0,1000 Throw 28 1 26 - Throw 0 1000,100 50 SO - 0,1,5
  • 236A can be special cancelled into any other move barring 236A/B/AB.

SP Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Lightning Flash
236236A 160, 80x5m 1500 All 5+1 1x6 (5) 15 25 -21 Body 400 100 50 O - 3x6, 5
236236B 160, 80x7m 1800 All 5+5 1x8 (5) 15 25 -21 Body 400 100 50 O - 3x8, 5
236236AB 500, 2500 All 5+1 16 (5) 15 25 -21 Body 400 100 40 O 4-5 Projectile 3, 5
  • 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 All 5+14 102 (34 Hits) 67 -53 Projectile 400 1000 50 O 1F-22F 4
j.236236C 134, 67x33 All 19+4 102 (34 Hits) Until landing +9 - Projectile 400 1000 50 O 1F-23F 4
236236D 134, 67x33 All 5+38 102 (34 Hits) 34 -20 Projectile 400 1000 50 O 1F-43F 4
j.236236D 134, 67x33 All 26+4 102 (34 Hits) Until Landing +9 - Projectile 400 1000 50 O 1F-30F 4
236236CD 134, 67x33 All 5+20 102 (34 Hits) 41 -27 Projectile 400 1000 50 O 1F-32F 4
j.236236CD 134, 67x33 All 19+10 102 (34 Hits) Until Landing +9 - Projectile 400 1000 50 O 1F-23F 4

Awakened SP Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Cross Slash
214214C 1500,2800 All 11+5 7 32 -20 Body 400 200 50 O 1F-26F 5,4
214214D 1500,4200 All 20+25 7 32 -20 Body 400 200 50 O 1F-55F 5,4
214214CD 1500,2800 All 8+5 7 32 -20 Body 400 200 50 O 1F-23F 5,4
Thunder God Dance
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214A+B (etc.) 1200,400x8,4000,400,200x6,4000 All 4+18 3 41 -27 Body 1100 1000,100x8,1000,100x8 50 - 1F-24F 4

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 Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
222CD K.O. All 23+40 32 44 -46 Body - - - - 1F-94F 5

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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