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|invuln=1-16 Projectile | |invuln=1-16 Projectile | ||
|hitbox=Narukami/236236A | |hitbox=Narukami/236236A | ||
|description=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 | |description=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. | ||
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Revision as of 07:14, 29 January 2015
Introduction
P-1 Climax Nickname: "The Sister Complex Kingpin of Steel"
Persona: Izanagi
Arcana: Fool
Backstory:
- 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.
Overview
Health: 9500
Persona Cards: 4
Play-style: Well Rounded/Shotokan
Air-Movement Options: 1 Double Jump/Airdash
Run-type: Dash
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.
- Very safe on offense. Does not need to take many risks.
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:
- Japanese Name: 鳴上悠
- Japanese Wiki
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Yu Full Frame Data
Normal Attacks
5A (Normal)
5A Normal |
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5A (Shadow)
5A Shadow |
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5B
5B |
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2A
2A |
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2B
2B |
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j.A
j.A |
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j.2A
j.2A |
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j.B
j.B |
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j.2B and j.BB
j.2B and j.BB |
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All Out Attack
All Out Attack A+B |
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Sweep
Sweep 2A+B |
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Persona Attacks
5C
5C |
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5D
5D |
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2C
2C |
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2D
2D |
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j.C
j.C |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Big Gamble
Big Gamble B+D air OK |
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Guard Cancel Attack
Guard Cancel Attack |
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Skill Attacks
Zio
Zio 236C/D (air OK) |
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Swift Strike
Swift Strike 214C/D |
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Raging Lion
Raging Lion 214A/B (air OK) |
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Heroic Bravery
Heroic Bravery 236A/B |
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SP Skill Attacks
Ziodyne
Ziodyne 236236C/D (air OK) |
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Lightning Flash
Lightning Flash 236236A/B |
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Awakened SP Skill Attacks
Cross Slash
Cross Slash 214214C/D |
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Raijin Enbu/Thunder God Dance
Thunder God Dance 214214A+B |
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Instant Kill
Myriad Truths 222C+D |
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Strategy
Tutorial Videos
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
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Tips and Tricks
Combos
Combo Notation Guide: |
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Midscreen
5A Starter
5A > 5B > 5C > 214C/D -- 1248/1521
-BnB combo into midscreen safejump on most characters for C, D for more damage, and super can be tacked on after. Also, can be started off 5B, j.B, j.Ax2, etc. This is your most basic confirm without meter midscreen, so know it!
5AAA > jc j.C > j.214A -- 1509
-Extension of autocombo. In corner, can be extended after j.214A to 5A > 5C > 2C > 214B.
5B Starter
5B > 5C > 214D > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B -- 3849 & safejump oki
-Must be around P1 starting position and closer to connect 214B > 2B. To connect 214D > OMC > 214B if having trouble, try using 2OMC 14B, or 214OMC B.
5B > 5C > 214D > 236236B > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B -- 5000
-Can be done almost anywhere on screen, with insane corner carry, although using resources.
5B/2B air hit > 5C > j.BB > j.B > j.C > j.214B -- 2079/2185
-Staple anti-air confirm. Gives solid knockdown with 214B right in front of you allowing you to restart offense. May need to do 5C > sj.B > j.C > j.214B at awkward angles/ranges.
5C Starter
Note: 5C is Narukami's best starter, having 0 P1 and only 100 P2. Therefore, any combo that starts with 5A or 5B can be done using 5C for more damage. 5C confirms are largely used for punishes, leading to big damage with resources.
CH 5C > dc 2B > 5B > 5C > 236A > 214D > OMC > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B -- 5172 & safejump oki
-Must be near P1 Start position or closer. See 5B starter section for help on 214D > OMC > 214B.
CH 5C > dc 2B > 5B > 5C > 236A > 214D -- 3023
-Non meter midscreen version of 5C dc punish.
5C > (236A >) 214D > OMB > (5D > 5B > 5DD) > 214B > (2B > 5C > 214AB) > 2B > j.C > j.214A > 5A > 5C > 2C > 214B (> Cross Slash/Shiden/RE) -- 4811 meterless and excl. 236A
-Parentheses are for spacing and meter usage. 236A is based on spacing. 5D series may be omitted, as it only adds minimal damage and is finnicky on some of the characters. 214AB series requires meter that you might use at the end. P1 start and closer, depending on what sections you omit.
5C > 236A > 214D > 214214C > 236236A > OMB > 5D > 5B > 5DD > 214B > 2B > j.C > j.214A > 5A > 5C > 2C > 214B > 214214C -- 9127
-Max meter version of 5C OMB combo. Impractical, but showcases Narukami's damage.
Throw Starter
5C+D CH > dash 5C > IAD delay j.A > delay j.C > j.214A > 5A > 5C > 2C > 214B -- 2976 and safejump oki w/5a series
-Fairly difficult, albeit optimal CH throw confirm midscreen. P1 start and closer for 5A link series.
j.C+D > j.2B > 5B > 5C > j.BB x 2 > j.B+D -- 2824
System Starter
5A+B~C > j.BB > j.A > j.B > j.C > j.214B -- 2810
Fatal Counter Combos
214B FC > dash 2B > 5C > delay IAD j.B > 5C > delay IAD j.BB > 5C > TK 214A(2147A) > 5B > 5C > 2C > 214B -- 4189 and safejump oki
214AB FC > 5B > delay 5C > [delay j.B > 5C] x 2 > IAD j.BB > 5C > TK 214A > 2A > 5C > 2C > 214B -- 4670 and safejump oki
Corner Only
A or B Starters
Note: Both of j.B and j.2B can be used as a meaty for safejump, j.2B having a ridiculous hitbox and higher base damage than j.B, but j.B is easier to safejump with. Also, anything that ends in 214B can have Cross Slash, Shiden, or Dance of the Lightning God tacked on. Combo theory for the corner is to always end in 214C > 5A > 5C > 2C > 214b for Yu's strongest oki and damage without meter. You can virtually use any starter to do these combos, but these are your template per se.
j.2B/j.B > 2B > 5B > 5C > 236A > 214C > 5A > 5C > 2C > 214B -- 3024 and safejump oki -- 3075 -- Maximum damage in the corner without CH, meter, or C starters. If you can't get low enough to link j.2B/j.B > 2B, just use 2A for slightly less damage.
5B air hit > 5C > j.BB > j.B > j.C > j.214B -- 2127
C Starters
CH 5C > dc 2B > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C > 5A > 5C > 2C > 214B -- 4215 -- Yu's strongest meterless punish. Amazing damage and gives oki, as well as allowing super tack-on.
2C dc or bdc > 5B > j.C > j.214A > 5A > 5C > 2C > 214B -- 3104
Fatal Counter Combos
FC 236D > 5C > 5B > 2B > 5C > 5B > 2A+B > 214C > 5A > 5C > 2C > 214B -- Non-loop Fatal combo off D Zio with fairly easy execution.
FC 2C dc or bdc 5B> delay 5C> hop cancel j.2B> 5B> delay 5C> IAD j.BB> 5C> j.214A> 5B> 5C> delay 2C> delay 214B -- 4335 -- Diffcult, but rewarding 2C FC combo. 4.3k meterless with good oki and meter gain.
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data