BBTag/Yu Narukami

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Overview

Overview

Narukami is a well-rounded character who's versatile moveset allows for Offensive and Defensive playstyles.

He has amazing ground and air normals that can be converted into combos easily. To separate him from Jin and Hyde, Yu has a solid High/Low mix-up from j.C and Swift Strike which lead to good damage with an assist,making him extremely scary once he gets in. His 5P assist is also one of the best pressure tools in BBTag,it can be used to lock down an opponent and set up Active Switch mix-up or Cross Combo mix-up.
Yu Narukami


BBTag Yu Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
4A (6F)
Reversals
A+D (10F)
236B+C (18F)
214B+C (16F)
Pros
Cons
  • Yu's greatest strength is a lack of major weaknesses of any kind.
  • Good balance of damage, range, and mobility.
  • Has multiple full-screen projectiles, including Ex Zio which is +7 point blank, and can be delayed for up to ~90F.
  • Flexible mix-up game with many gatlings as well as jump and throw cancel options.
  • Excellent extended combo potential with assists or meter.
  • Swift Strike and Raging Lion have excellent corner carry, so much that both combined can guarantee a corner position.
  • His Ziodyne distortion can punish from fullscreen and has high damage, it lasts long enough that short distortion duos can be followed up for a combo.
  • Cross slash is a great combo ender, having high minimum damage and time for a safe jump after.
  • Above average recovery on nearly every move. As Izanagi ignores reject guard it is unlikely Yu will whiff so this con is negligible.
  • Relatively poor head invulnerability and hitbox on his 2B.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 6 3 14 -5 B
4AA 1500 All 7 4 18 -5 B
4AAA 1700 All 9 3 22 -6 B
4AAAA 900×3 All 14 2,2,2 Total 56 -17 P1
  • Jump cancelable on both hit and block.
  • Throw cancelable on both hit and block.

As 4A is Yu's fastest normal it is vital for interrupting opponents and starting pressure. This move will stop all of Yu's forward momentum, making it difficult to do out of a dash. It can combo from EX Zio after 2C in the corner, but with good timing 5A can be used instead which is more optimal.


  • Jump cancelable on hit.
  • Throw cancelable on both hit and block.

4AA is used almost exclusively as blockstring and grounded combo filler. Can whiff if the opponent was hit by 5A too high in the air.


  • Jump cancelable on both hit and block.
  • Knocks down on air hit.

4AAA's knock down properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Also grants safe-jump oki if used against airborne opponents. Can't cancel into other A or B normals so use 5A to extend blockstrings instead.


  • Counts as a projectile.
  • Knocks down on hit.

4AAAA is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.

Version Level P1 P2
4A 1 100 70
4AA 3 100 80
4AAA 4 100 85
4AAAA 3 80 80

4A:
4AA:
4AAA:
4AAAA:


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 3 26 -12 B
5AA 1500×2 All 11 12, 3 23 -26 B
5AAA 2000 All 13 3 40 -22 B
5AAAA 900×3 All 14 2,2,2 Total 56 -17 P1
  • Jump cancelable on both hit and block.
  • Throw cancelable on both hit and block.

Fantastic speed and range makes this move Yu's go to button in neutral. This is Yu's most reliable jump-cancel option for blockstrings as it can be rebeat into and from 2B, 5B, and 5BB. Jump towards opponents for a high/low mix-up by utilizing either j.A or empty jump-in 2A if the opponent is respecting Yu's offense. Jump away to disengage and return to neutral.


  • Second hit is jump cancelable on hit.
  • Second hit is throw cancelable on both hit and block.

Izanagi quickly charges forward, dragging his sword along the ground for one hit then thrusting forward for a second hit. Fantastic in blockstrings as Izanagi is unaffected by Reject Guards and will reach the opponent even if 5A was blocked at max range. 5AA's speed allows it to combo after 5A even if it hit at max range. The 1st hit may whiff against airborne opponents, but the 2nd hit will catch them.


  • Jump cancelable on hit.
  • Knocks down airborne opponents on hit.

Knocks aerial opponents into the ground. Can true blockstring into 5B even if it is Reject Guarded. Gives Yu a guaranteed safe-jump set-up by forward jump canceling, doing a delayed air dash, and attacking with j.A. This works against forward, back, and neutral tech so long as Yu isn't too close or too far from the opponent when 5AAA connects.


  • Counts as a projectile.
  • Knocks down on hit.
  • Opponent cannot Cross Burst during this attack.

5AAAA is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.

Version Level P1 P2
5A 3 100 80
5AA 3 90 80×2
5AAA 5 90 90
5AAAA 3 80 80

5A:
5AA:

  • Enters values in [] on hit/block


5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 13 3 35 -21 B
5BB 1700 All 15 2 36 -20 B
5BBB 2000 High 23 7 19L -3 H
  • Jump cancelable on hit.

5B rebeats into and from 5A, making it a staple of his combos and blockstrings. Can be used as blockstring filler even after Yu is Reject Guarded. Knocks airborne opponents away on hit so avoid delaying this attack in combos or risk the opponent falling out of the combo.


  • Launches opponents on hit.

5BB is not jump cancelable on its own but can chain into 5A or 2B for ground-to-air combos. Huge hitstun, high launch height, and low knockback make this Yu's best move for extending combos with EX Zio. By partially charging it, Yu can close the distance and combo into a variety of different attacks, including a solo, non-Resonance Blaze double Cross Slash combo by delaying the super point blank in the corner.


  • Ground slides opponents on hit.

5BBB's startup is long, but it's safe on block, hits overhead, and can be special-canceled on hit. The angle Yu dives at allows him to connect this move from almost full-screen, greatly improving his mix-up potential. Can create 50/50's with Active Switches and Cross Combos, even true unblockable set-ups depending on partner choice. Can loop into itself in the corner by hitting opponents while they are above Narukami, then picking them up with 2B.

Version Level P1 P2
5B 3 90 80
5BB 4 90 85
5BBB 5 80 80

5B:
5BB:
5BBB:

  • Frame Adv listed is tested on standing Yu
  • Maximum Slide duration 3F

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 3 24 -10 B
  • Knockdown on airborne hit.
  • On standing hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.

Decently fast overhead that is unsafe on block. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki. Perfect timing deals max damage and grants one free bar of meter. Yu has a better overhead in Raging Lion, which can be lead into a full combo on hit or a pressure reset with the use of an assist. Sees more use once Yu is on his own, though this move is never used in combos regardless of his available resources.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 3 12 -1 F
  • Cancels into itself, even on whiff.
  • Throw cancelable on both hit and block.

Can chain to and from 4A and itself. Absolutely vital tool in Yu's mix-up game, as it is very non-committal unlike his Swift Strike and Raging Lion. Only low that can be followed up with either a low, high, or throw. It can also easily be used out of a dash, unlike 4A. Terrible scaling both as a combo starter and as a combo part.

Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 All 8 2,3 31 -17 B 5~9 H
  • Hits twice, once near the beginning of the swing and once more near the end.
  • Jump cancelable on either hit, both on hit and on block.
  • Head invulnerable.
  • Becomes standing state during recovery.

A fast versatile button usable as an anti-air. Is not air unblockable or fully invincible like his other anti-air, Big Gamble. Can pick up opponents who are flat on the ground which is crucial for his double Cross-Slash combos.

It's relatively poor head invulnerability and shorter vertical hitbox makes it susceptible to anti-air baits. However, it's fast startup gives it value as an abare button. Press wisely.

Level P1 P2
3 90 80
  • Yu is in standing state during recovery

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 20 -4 F
  • Knocks down on hit.

Universal low that is used in mix-ups as a low that can be made safe with an assist or EX Zio, making it more committal than 2A but less than Swift Strike. High damage starter that requires an assist to convert into a combo. Also used for his double Cross Slash set-up and to add damage at the end of a highly scaled combo before a super (usually Cross Slash).

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000×2 High 8 3, 6 14 H
j.AA 1500 High 7 3 15 H
  • Hits twice.
  • Double jump cancelable on either hit, both on hit and on block.

This is Yu's best jump-in and safest overhead. By changing up the timing of his follow-ups (j.AA, j.B, and j.C) and using 2A upon touching the ground, Yu can decide to hit only once with this move and go into a low to break through guards or he can let it rip to go for additional overheads, up to four by doing IAD j.A > j.AA > j.C. This makes Yu's air game incredibly oppressive, which can then be used to bait reversals for big damage. However, Yu needs an assist to cover him in order to safely set-up a jump-in and to convert Raging Lion into a combo.


  • Double jump cancelable on both hit and block.

j.AA is no longer a command normal, making it difficult to use its amazing hit box for ambiguous cross-ups or to contest other similar air normals with less range like it could in the P4AU. Is mostly used as blockstring and air combo filler, though j.B leads into better damage and metergain.

Version Level P1 P2
j.A 2 80 75
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 12 8 25 H
  • Double jump cancelable on both hit and block.

j.B's decent range and extremely long untech time on counterhit make it an great air-to-air. It's also his highest damage jump-in starter, although keep in mind that it is not a high. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air.

Level P1 P2
4 80 85
  • Landing recovery based on height j.C was done from, see main page for chart
  • On hit or block 29f recovery
  • Frame advantage calculated from soonest possible j.C


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 16 Until L 29L/39L/44L -10 at best H
  • Knocks down and groundslides on hit.
  • Special and Super cancelable on hit.
  • Landing recovery based on height j.C was performed, expand chart below for details
  • On any hit or block j.C has 29f landing recovery
  • Frame advantage based on soonest possible j.C

Unlike previous entries where Raging Lion was a special move that had a light, heavy, and EX version which each had different properties in the air for a grand total of six variations, Yu now only has the heavy versions in 5BBB and j.C. It is used in combos to bring airborne opponents to the ground to end them with Swift Strike or Cross Slash, providing both fantastic corner carry and oki. Using EX Zio after Raging Lion puts opponents into the corner allows Yu to act freely as Izanagi covers all possible tech options, making it easy for Yu to shut down any wake-up attacks. However, it is difficult to use this move as a mix-up tool if assists are unavailable, as Raging Lion is very unsafe on block. Note that the 16 frame start-up is misleading for ground blockstrings as it doesn't account for a jump's start-up frames.

Expand for j.C Height Diagram

Narukami jC heights.png


Level P1 P2
5 80 80
  • Maximum Slide duration 3F


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Grab comes out immediately if done next to an opponent.
  • If Yu isn't near an opponent, he will dash a short distance then grab.
  • Holding back when inputting the grab will result in Yu throwing his opponent behind him.

Combos off of this attack can guarantee a corner position without using meter or assists, making the reward for a successful throw very high. Both forward and backward throw are identical.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Big Gamble

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1700×2 Air Unblockable 10 3, 10 Until L+9 -38 B, H 1~22 All
j.AD 1700×2 All 4 3, 3 Until L+9 H 1~9 All
  • Hits twice, once near the beginning of the swing and once more at the end.
  • Yu cannot Cross Burst if he is hit during the recovery of this move.
  • 5% Minimum Damage: 85x2 = 170.

This is his go to reversal as well as his anti-air against air blocking opponents. The minimum damage makes this his most damaging meterless combo ender, but as it provides absolutely no Okizeme, it should only be used when it will kill the opponent. Note that while Raging Lion is the better air combo ender, hitstun may not allow Yu to end a combo with it which means Big Gamble should be used instead. For combo extensions or for making reversals safe, assists can be called preemptively, through only certain assists will work so choose your partner carefully. Also note that Yu cannot burst if he is hit during end lag so consider using a super instead if both meter and an assist is available.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 85×2 (170)


j.AD:

  • Minimum Damage 85×2 (170)


Skills

Zio

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1300 All 13 Until Hit Total 50 -10 P1
236B 1500 All 13 Until Hit Total 55 -15 P1
j.236A 1300 All 13 Until Hit Total 50+8L -10 P1
j.236B 1500 All 13 Until Hit Total 50+8L P1

A / Light Version:

  • Fastest meterless version of Zio.
  • Slowest moving version of Zio.
  • Lowest damage version of Zio.

The best version to use during neutral, as it has the lowest start-up and end lag while producing a projectile that stays on screen longer. Effective poke against opponents who lack the tools or resources to evade or blow through projectiles. Be careful as there are projectile invincible attacks and multi-hit projectiles that can punish this attack, including most supers. In combos, Yu can use this against airborne opponents to bring them lower to the ground and into his 5A, though they must be as high as possible when they are hit by the grounded Light Zio. The window to link Light Zio to 5A is incredibly small and can only be achieved through both tight execution and an assist, making it more trouble than it is worth.


B / Heavy Version:

  • Slowest version of Zio.
  • Fastest moving meterless version of Zio.
  • Highest meterless damage version of Zio.
  • Knock down on hit.

This version doesn't see much use during neutral, but is valuable in combos where neither Swift Strike or a super would be viable. Knocks down standing opponents while bringing airborne opponents back down to the ground. The long recovery makes it difficult for Yu to continue his pressure safely, though assists can mitigate the risks.


The air version of Zio has endlag that lasts until reaching the ground on top of having additional landing lag. Note that Izanagi is placed where Yu launches Zio. Additional uses of Zio will be fired from that spot until Izanagi returns, gets hit, Yu recalls Izanagi by using a move that requires him, or if Yu gets hit.


A / Light Version:

  • Mostly the same as the ground version.
  • Least amount of landing lag among the meterless versions of Zio.
  • Begins falling on frame 32

Used often after an IABD right before touching the ground to zone out opponents while retreating. By placing Izanagi slightly off the ground, following Zios can deny both dashes and IAD's, forcing opponents to either retreat or jump-in from higher up which sets Yu up for easy anti-airs. Also used in Resonance Blaze combos right before using Ziodyne in air combos.


B / Heavy Version:

  • Mostly the same as the ground version.
  • Most amount of landing lag.
  • Begins falling on frame 32

Slow to start and end with little reward for a successful hit. Shouldn't be used other than to punish hilariously slow air actions by your opponents.

Version Level P1 P2
236A 3 80 80
236B 3 80 80
j.236A 3 80 80
j.236B 3 80 80

236A:

  • Minimum Damage 65


236B:

  • Minimum Damage 75


j.236A:

  • Yu begins falling on frame 32
  • Minimum Damage 65


j.236B:

  • Yu begins falling on frame 32
  • Minimum Damage 75


Swift Strike

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1700 Low 15 8 20 -9 F
214B 1100×3 Low 18 9,9,3 29 -13 F
  • Hits low.

Staple ground combo ender. Launches opponents high enough to combo into most characters' 5P assist for easy combo extensions. Doesn't low profile versus mids or projectiles, so don't use this to blow through zoning.


A / Light Version:

  • Hits once.
  • Fastest start-up among the meterless versions.
  • Safest version on block.

Used to end almost all of Yu's meterless ground combos. Also used in pressure for a final low at the end of blockstrings. Can be made somewhat safe by hitting with only the tip of the attack.


B / Heavy Version:

  • Hits three times.
  • Slowest version.
  • Least safe version on block.

Used to drag opponents into the corner and to tack on damage before using an assist. In Resonance Blaze, this move is usually followed up with a super, primarily Cross Slash.

Version Level P1 P2
214A 4 70 85
214B 4 70 85

214A:

  • Minimum Damage 85


214B:

  • Minimum Damage 55×3 (165)


Extra Skills

EX Zio

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1500, 400×3 All 13~102 Until Hit [2×3] Total 38+8L +7~+96 P1
j.236C 1500, 400×3 All 13~102 Until Hit [2×3] Total 38+8L P1
  • Lowest start-up and cool-down, fastest traveling projectile, and most damaging version of Zio that hits 4 times.
  • Has the hitbox of the regular version during flight, but on impact it shares the autocombo's version's hitbox.
  • Holding C has Izanagi charge the projectile. The Zio is launched after a set amount of time or after the C button is released.
  • Yu is free to move and attack during the charge but cannot use his B Smart Combo, j.B., Swift Strike, or Zio.
  • Using throw, 5C, 2C, Raging Lion, Ziodyne, or Cross Slash will forcibly release the charge.
  • Using 4AAAA or 5AA during the charge will recall Izanagi without firing the Zio. Canceled charges won't refund the spent meter.

Yu's best metered move and his best special in general. In neutral, the attack is lightning fast and can destroy multi-hitting projectiles. The charge allows Yu to control the screen and cover his approach options (offensive) or use both Izanagi and the Zio as a meat shield (defensive). During pressure, this move gives Yu fantastic frame trapping, pressure resetting, and mix-up covering capabilities that he desperately needs. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. Lastly, EX Zio gives Yu the ability to put opponents into a juggle state without the help of an assist which greatly improves his solo damage. This tool's potential further increases with assists, though note that constant use of EX Zio could deprive Yu of key defensive options (such as Reject Guard or reversal supers).

Version Level P1 P2
236C 3 80 80
j.236C 3 80 80

236C:

  • Can be held for up to 102f, regain control of character at 56f
  • Frame advantage measured at point blank
  • Minimum Damage 150, 40×3 (270)


j.236C:

  • Can be held for up to 102f, regain control of character at 51f
  • Minimum Damage 150, 40×3 (270)


EX Swift Strike

214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 700×5 Low 12 6,6,6,6,3 20 -4 F
214C > X 700×3 All 4 3,5,5 41 -27 B
  • Hits 5 times, all of which knockdown on hit.
  • Fastest start-up and travel speed among all versions of Swift Strike.
  • Can follow-up with Big Gamble by pressing A/B/C after the final hit of the slide successfully connects (will only occur on hit, not block).
  • Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down.

Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions can't. In Resonance Blaze, this move allows Yu to preform cross-up Cross Slash which can be followed up with additional attacks, most notably a second Cross Slash. The high speed and range of this move allows it to be used as a long range punish that, with assists, can be converted into much greater damage than a full-screen Zio. As of 2.0, the final hit of the slide is safe on block.

Version Level P1 P2
214C 4 70 85
214C > X 4 80 100

214C:

  • Can cancel into Additional Attack after fifth hit on hit
  • Minimum Damage 70×5 (350)


214C > X:

  • Minimum Damage 70×3 (210)


Partner Skills

5P

Lightning Flash

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18+)15 13 [(2)3] 46 -30 B
  • Hits twice.
  • Lifts grounded opponents on the first hit.
  • Wallbounces on the second hit.

Full-screen lunge. The wall bounce grants the point character a free combo and moderate corner carry. This is Yu's fastest assist and thus his most often used, especially for mid-combo Duo Changes. Cross Combo allows Yu to spam this move for easy loops. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect.

Level P1 P2
4 70 85×2
  • Minimum Damage 75×2 (150)


6P

Zio

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18+)13 Until Hit Total: (18+)55 -26 P1
  • Knocks down on hit.

His best neutral assist thanks to its decent speed and excellent range. Full screen projectile that helps the point character approach the opponent safely.

Level P1 P2
3 70 80
  • Minimum Damage 75


4P

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 All (18+)14 7,3 Total: (18+)93 H, B
  • Groundbounces both grounded and airborne opponents.
  • Izanagi is recalled if a Duo Change is performed.

His weakest assist by far as it lacks range, damage, and screen control without being the effective anti-air that most other 4P's are. Used only in specific combos and never in neutral.

Level P1 P2
4 70 85
  • Chip damage 55×2
  • Minimum Damage 55×2 (110)


Distortion Skills

Ziodyne

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 260×34 [320×34] All 5+(33 Flash)+13 3×34 52 -34 P 1~20 All
j.236BC 260×34 [320×34] All 5(+33)+13 3×34 46+6L P 1~20 All
  • Recalls Izanagi from his current position to wherever Yu is.

Start-up is fully invincible and the beam travels full screen, making this a fantastic tool for punishing opponents for doing basically anything. While some characters struggle to punish this move at full screen, it is always unsafe at close range. This super's long active frames are perfect for partners with a short Duo Distortion Skill, allowing for combo extensions on hit or free set-ups on block. Doesn't gain any notably different traits in Resonance Blaze other than an increase in damage. Level 4 RB grants this super massive amounts of chip damage which is useful against opponents who lack either the tools or the resources to punish it. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki.

Version Level P1 P2
236BC 4 80 98×34
j.236BC 4 80 98×34

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 33×34 (1122) [41×34 (1394)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 33×34 (1122) [41×34 (1394)]


Cross Slash

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500, 4800
[2500, 230×7, 4700]
All 11(+70)+5 7 36 -22 B 1~22 All

A single target, yet versatile super that can be used as a reversal that can be harder to punish for some characters at a longer ranges.

This super can be followed up on in various ways with 2B, though the player must be cognizant of the combo timer when attempting to do so. There are 3 primary ways without Resonance Blaze one could do this; picking up a ground splatted opponent with a running 2B directly into the super, spacing yourself off of an airborne opponent (whether it be from an assist or riskily doing so in neutral) or alone by delaying a Cross Slash after a point blank 5BB in the corner, though losing the corner in the process. Additionally, Yu Narukami gets follow ups on a select few characters with a close Cross Slash in the corner without needed to reverse it. These characters are Ragna, Noel, Naoto Kurogane, Tager, and Blitztank with a 2B. It is up to the player to be cognizant in their combo structure, as these can be expensive routes and use meter that can be used on his great EX moves such as 236C, yet can lead to some of his best solo damage and prohibit your opponents burst effectively.

With Resonance Blaze, one can simply follow this move up by super cancelling from a launched opponent being hit by the first hit of 214C's follow up, commonly prefaced with 2C. Prior concepts apply as well except for the character specific routes.

Additionally, the knockdown this super causes leads to a safejump in the corner, but it can be beaten by forward ground tech.

Level P1 P2
5 80 100, 60
[100×8, 60]
  • Values in [] are for Enhanced version
  • Minimum damage: 625, 1440 (2065)
  • [Minimum damage: 625, 57×7, 1175 (2199)]
  • Crumple Duration 300F, Crumple Fall 43F


Distortion Skill Duo

Cross Slash

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 1500
[1000, 100×7, 1300]
All 1(+101)+1 7 36 -22 B 1~8 All
  • Identical to Yu's solo version of Cross Slash except it deals slightly higher minimum damage, at the cost of less frame advantage on hit, making him lose his safejump and character specific follow ups.

Only use this if it will kill, otherwise meter should be conserved for EX Zio use. Because of how Yu enters the screen, it is almost impossible to land the reverse hit on this super and the scaling will be to high to do much with it anyway.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]
  • Crumple Duration 300F, Crumple Fall 43F



Astral Heat

Myriad Truths

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5000, 32000 All 7+(90 Flash)+14 6,24 52 -43 P3 1~50 All

Yu's Astral charges the floor with electricity, instantly killing any opponent who lands in it. As this super instantly grants Yu victory on hit, it should be used whenever possible. Extremely easy to combo into (for example; 214B, throw, 5AAA on airborne opponents). This super is fully invincible which allows Yu to use this as a full screen punish, however it is lacking as a reversal because Yu must commit all of his meter and it is very unsafe on whiff or block.

Level P1 P2
5 100 100



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