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| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
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| |description= | | |description= |
| *Costs 150 SP | | *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 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. |
|
| |
|
| <span style="text-decoration: underline;">'''The full command for this super:'''</span><br /> | | <span style="text-decoration: underline;">'''The full command for this super:'''</span><br /> |
| 214214AB > 5A > 5A > 5B > 5C > 5B > 5C > 5D > 2AB > 214214CD | | 214214AB > 5A > 5A > 5B > 5C > 5B > 5C > 5D > 5AB > 214214CD > [2]8CD |
| }} | | }} |
| }} | | }} |
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
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
200
|
All
|
5
|
5
|
10
|
-2
|
Body
|
|
5AA
|
400
|
All
|
7
|
2
|
15
|
-2
|
Body
|
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
|
All Out Attack A+B
|
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.
|
|
Persona Attacks
5C
|
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
|
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
|
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
|
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
|
|
j.D
|
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.
|
|
Ground Throw C+D
|
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
|
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.
|
|
Big Gamble B+D air OK
|
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.
|
|
Zio 236C/D (air OK)
|
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 214C/D
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)
|
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
|
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.
|
|
Ziodyne 236236C/D (air OK)
|
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
|
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 214214C/D
|
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.
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Raijin Enbu/Dance of the Lightning God 214214A+B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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1200, 400x8, 4000, 400, 200x6, 4000
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All
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4+18
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3
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41
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-27
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Body
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- 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
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Myriad Truths 222C+D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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K.O.
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All
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23+40
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32
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44
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-46
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Body
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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.
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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:
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- > = 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.
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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
Click [★] for character's full frame data