P4U2R/Yu Narukami

From Dustloop Wiki

Overview

Overview

Yu Narukami, or more often referred to as just Narukami, is still the protagonist in this spin-off series. As a result, it only makes sense that with his JRPG protagonist privilege, he has just about anything in his toolkit that you could want in a character and more as an all-rounder.

When we say Narukami has everything, it's no exaggeration. On the surface, some may call him a "shoto" because he has the baseline tools of a projectileP4Arena Yu Zio.pngGuardAllStartup13RecoveryTotal 47Advantage-9 + zone-breaking advancing specialP4Arena Yu SwiftStrike.pngGuardLowStartup15Recovery21Advantage-10 + a good DPP4Arena Yu BD.pngGuardAllStartup10Recovery37+9LAdvantage-39, but that's doing a great disservice to what he is actually capable of at any time. The fact of the matter is that he straight-up has some of the game's best normals, neutral, abare, offense, frametraps, Fatal starters, pressure resets, mix-ups, conversions, combos, corner carry, defense, defensive option baits, supers, safejumps, SB skills, cash-outs, and so on... The point is that he excels in just about everything, so there is almost nothing that Narukami can't do, as he is a thoroughly gifted character.

Out of Narukami's blatant strengths, his greatest strength of them all is simply the absence of any major weakness, no matter what you could ever try to find "bad" about him. He can force the game to the corner consistently to mitigate his notably weaker midscreen damage, and it's unlikely for him to be whiffing his normals where it matters. He also pulls great utility out of his Persona, yet is not particularly helpless without it.

The one thing that keeps Narukami in check compared to similar or stronger characters, is the fact that he doesn't really have unique mechanics or resources like status effects or installs to trip up the opponent or give him new win conditions. This may be beneficial to players who don't like have to worry about playing or optimizing such mechanics, as Narukami is just plain GOOD all of the time.

Between his ease of use, range of utility, and no absence of strength, he is a favorable main or pocket pick among many players, and a good choice for a beginner.
P4U2R Yu Narukami Nameplate.png
P4U2R Yu Narukami Portrait.png
Health
9,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
60%
Fastest Attack
5A (5F)
Reversal Type
Attack (10F)
Fatal Starters
2C
214B/A+B
236C+D
214214D
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
All Ground 214A/B
All 214214C/D

 Yu Narukami is a jack of all trades (and master of many) character who is notable for his consistent strength in just about every area of the game.

Pros
Cons
  • Ace of All Trades: Narukami is not only extremely versatile, but strong at every style of play. His match-up spread is also very consistent and favorable as a result.
  • Neutral Game & Pressure: His exceptional normals (5B, 2B, j.B, and j.2B in particular) allow him to play or control neutral with trivial effort. Once he's in, he has many more options and specials to run some of the most effective pressure in the game.
  • Conversions: Yu has no trouble getting good corner carry, strong knockdowns, or both from almost every hit in the right conditions, and especially Counter Hits.
  • Defense: Narukami has very good defensive options between his good Furious Action, his far-reaching Guard Cancel, his supers, and abare tools like 5A and 2B.
  • Meter Efficient: Yu is also efficient in using SP and OMB to improve his combos and damage, giving him much greater extensions and enders.
  • Safe-Jump Master: A large majority of Narukami's moves give him reliable safe-jump okizeme that can also cover delay techs, and he even still has options for this while Persona broken.
  • Weak Midscreen Damage: Needs resources or the corner to reliably convert into average damage, because his unassisted midscreen damage is nothing to write home about.

Starter Guide

Starter Guide
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Attacks

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 5 3 12 -2 Body
5AA 400 All 7 2 15 -2 Body
5AAA Normal 1050 All 12 2,6 11+4L -4 Body
5A
Total: 19

Narukami's jab, short ranged but fast and is his only jump-cancellable normal. Sees a lot of use, as Narukami's autocombo as a whole is widely applicable, and this is the first excellent piece of it.

Gifted in all fields, it's great for everything. Thanks to its safety on block and whiff as well as its myriad cancel options, 5A is a staple pressure tool for enforcing stagger and mixups. The speed and hitbox can make it tempting to use as an anti-air, but 2B is typically a much better choice. On air Counter Hit, the opponent cannot tech until they land.

Commonly seen in corner combos, 214C and j.214A both link into 5A and expand Narukami's routes greatly.

Can be used interchangeably with 2A up to 3 times per string. Hold 4 to prevent a cancel into 5AA.


5AA
Total: 23

Fast kick with moderate range. Not a bad button at all, but it's unfortunately locked on the autocombo which dooms it into blockstring and combo filler, usually to reach 5AAA.

Can whiff after an air hit 5A if the opponent floats too high.


5AAA
Total: 34

Narukami's only meterless mid-screen launcher, a jumping slash that hits twice. Incredibly important tool for Narukami's combos, putting him and the target airborne.

The second hit is jump-cancellable, and gives Narukami's autocombo so, so much utility. 5AAA > 9 > j.C > j.214A gives Narukami huge corner carry and safe-jump oki mid-screen or a link into 5A for a full combo in the corner. On Fatal Counter, 5AAA's potential explodes and gives Narukami huge damage and corner carry without asking for any meter.

Avoid using this move on block. Despite being seemingly safe, against two-thirds of the cast the second hit will whiff on crouch block, making the move unsafe and unable to be jump canceled, along with all other options leaving a telegraphed gap. Second hit connects against Narukami, Yosuke, Yukiko, Teddie, Aigis, Mitsuru, and Ken when crouching.

Out of the two autocombos, Normal Narukami's autocombo sequence is often considered better than Shadow Narukami's, due to the fact that it can be used as a combo piece in Raging Lion loops in the corner to build bonus meter.

  • Auto-combos into Air A Raging Lion (j.214A).
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 5 3 12 -2 Body
5AA 400 All 7 2 15 -2 Body
5AAA Shadow 1000 All 9 2 22 -7 Body

Shadow-type Narukami's 5A and 5AA are the same as the Normal version's.


Shadow 5AAA

Total: 32
  • Dash cancelable, -5 on block.
  • Back dash cancelable, -4 on block.
  • Jump cancelable on hit.
  • Plummets airborne opponents on hit.
  • Auto-combos into D Swift Strike (214D) if a persona is available.

Shadow Narukami's 5AAA is his original auto-combo ender from P4U, a downward sword slash that can be forward and back dash canceled 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. Letting the auto-combo naturally continue into D Swift Strike grants Narukami an extra 10 sp and some burst making it your go-to combo midscreen for those benefits when playing Shadow Narukami.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 3 11 -3 Foot
Total: 20
  • Cancels into itself up to 2 times in a row, even on whiff.

2A is a low-hitting jab that can be used interchangeably with 5A up to three times. It is Narukami's safest and fastest low, and is valuable as it's his only one that doesn't require any resources or the corner to convert into a full combo. For these reasons, it's commonly used in mix-ups after dash cancels, empty-jumps, or One More! Cancels.

2A has poor scaling as a starter, but when used as a combo part the scaling is comparable to Narukami's B normals.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 All 9 3 24 -14 Chest
Total: 35
  • Backdash cancelable on connect, -6 on block.
  • Jump cancelable on hit.

Narukami's 5B is an infamous button for a reason; a horizontal slash that has a fantastic balance of range, speed, and damage.

It's a strong spacing tool as it out-ranges most other normals with similar start-up, and outspeeds other normals with similar range, even going toe-to-toe with some Persona normals. Thus, 5B is Narukami's go-to normal for playing neutral and starting offense, with often times the only thing stopping it being moves that are hard-coded to out-prioritize it (such as 2A+Bs).

5B's backdash cancel property is also great, because Narukami can use it to greatly cut the recovery of the move in addition to baiting reversals and Guard Cancel options during his pressure and then punish. This is also while he is able to immediately resume pressure on a respectful opponent who does not react fast enough to the cancel to challenge it.

Solid damage, low scaling, and a variety of follow-up options makes this his most frequently used normal in combos.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
450 Air Unblockable 8 2,3 29 -17 Body 5~9 Head
Total: 41
  • Universal anti-air.
  • Hits 2 times, both hits are Air Unblockable and jump cancelable on hit

2B is a vertical slash that acts as Narukami's dedicated anti-air, and is another great multi-use normal.

The head-attribute invulnerability starts at frame 5, but it stops on frame 9 before it fully extends to the air, which makes it prone to trading if timed slightly late. It can also be used to punish opponents for chicken-blocking, or to reset airborne opponents thanks to its Air Unblockable property. Very unsafe on whiff, so if used poorly or its baited by the opponent, expect a strong punish. Regardless of this, it's still a great ground button since it has low start-up, cannot be low-profiled and covers in front of Narukami both on the ground and in the close air space.

2B is used in most combos as filler, but it's vital for OTG combos (such as air hit 214A+B or reverse hit Cross Slash) as it can pick up completely prone opponents for conversions. On air Counter Hit, the opponent cannot tech until they land.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 7 8 Head
Total: 21
  • Cancels into itself an unlimited number of times on connect, and even on whiff.
  • Double jump cancelable on connect.
  • Has a hitbox behind Narukami that can hit cross-up.

Basically airborne 2A, blockstrings and mashing and all.

j.A is a flying side kick which is Narukami's fastest air normal, mainly used for close proximity air-to-air situations as Narukami can either easily confirm to an air combo on hit, or drag the opponent all the way down to the ground to start pressure on air block. j.A also does well in helping Narukami push ambiguous and un-reactable mix-ups, such as after OMC'ing an airborne attack (like Raging Lion), into an immediate air dash j.A, or during F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. mix-ups.

Also used in some combos, usually in cases where no other air normal would be fast enough like air hit 5C > jc > IAD j.A. Long untechable time on air counter hit.

j.2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
450 All 16 Until L 8L Head
Total: 23
  • Plummets airborne opponents on hit.
  • Landing recovery will still occur if canceled with a Shadow Frenzy.

j.2A is a dive kick whose frame advantage is highly variable depending how high or low it hits the opponent, and is also additionally dependent on its spacing (see notes at the bottom). In typical divekick fashion, this move can be used to alter Narukami's air trajectory to make his air movement a little more unpredictable in neutral, or to bait an opponent's anti-airs by coming down after their attack's active frames have ended for a CH punish since its startup is slow.

In pressure is where j.2A is seen the most, as divekick is typically used to stop or punish fuzzy defensive options such as fuzzy throws and fuzzy jumps, while also being able to reset pressure at the same time if blocked thanks to the frame advantage.

Combos into 5A on VERY LOW or meaty hit, or into 5B/2B on Counter Hit.


- In its most common use case of 5A > jump cancel > immediate j.2A, it is always +1 on block.
- When used to come down on the opponent's head: ±0 on standing block, +2 on crouching block. On taller characters, subtract 1F of advantage on standing block.
- When spaced to hit as late as possible, or as a meaty in certain okizeme setups, frame advantage can reach up to +5 on block.



j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 10 3, 3 15 Head

j.2B and j.BB

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.BB 450 High 7 3 12 Head
j.2B 450 High 11 3 12 Head
Total: 21
Total: 25
  • This attack can be performed on its own as a command normal with any downward input (j.1/2/3B), or as a follow-up to j.B
    • The two moves share the same animation, but have very different use cases and the game considers them separate for SMP purposes.
  • Jump cancellable on connect.

j.2B is Narukami's infamous and Almighty air sword slash command normal that has absurd range, good damage for an air normal and is significantly versatile in neutral, pressure, and combos. There is never any kind of exaggeration too big when it comes to discussing how good this button is.

The first thing to go over is that the hitbox almost completely surrounds Narukami. It's disjointed far enough in front of him to outspace many Furious Actions when used in pressure, reaches far enough behind him to where it can cross-up opponents or catch them trying to run under him without needing to air turn, and also low enough to OTG opponents after CH air throws or to convert off of no-tech. j.2B is also used after j.B for an extra overhead hit, usually after an air dash, but it some cases it can be cancelled into and then landing cancelled from j.B(1) for another mix-up option as well. It also has low recovery for an air normal, allowing him to perform it rising and still recover in time to either do it again, or use his other air options before landing.

If it hasn't been made clear already, this is one of Narukami's top normals and one of the best in the entire game. Characters and opponents who cannot reliably deal with inbound and defensive j.2Bs will have a bad time in neutral versus him, as he can hit and Counter Hit opponents surprisingly quickly with IAD j.2B, and keep himself safe from many approach attempts with pre-emptive ones.

j.BB is used as combo filler in every air combo for Narukami, while standalone j.2B is seen often in Fatal routes. A staple Fatal combo is either looping air hit 5C > IAD j.2B for huge damage and corner carry, or instead doing air hit 5C > hop cancel delay j.2B > j.214A... to route into a combo ender in the corner.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 13 3 33 -19 Body Persona 1~Until Active All
Total: 48
  • Dash cancelable on connect, -5 on block.
  • Jump cancelable on hit.

Izanagi moves forward and slices the opponent. Very good range and space coverage, but is also unsafe on whiff or on block on its own, which may lead to a painful punish and the loss of a Persona card if uncancelled. As a result, don't use it too aimlessly as a poke and always cancel into something else on block. Can be dash-canceled to reset pressure once the opponent is conditioned, but this of course loses to DP's and reversal jabs / throws.

Aside from what was previously stated, some other strengths of this move are its high damage and fantastic scaling, making it a staple of all of Narukami's combos. Vital combo tool for juggles, as it's the only move that allows for important combos such as 5C > A Heroic Bravery > B Raging Lion Feint anywhere for safe-jump oki, 5C > 2C > B Raging Lion for ending corner combos, and 5C > jc > IAD j.2B loops for Fatal Counter routes.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1200 All 19 2 26 -11 Body Persona 1~Until Active All
Total: 46
  • Dash and backdash cancelable on connect; dash cancel is -5 on block, backdash cancel is -4 on block.
  • Launches opponent away on hit.
  • Forces Fatal Counter on Counter Hit.

Izanagi does a slow, but far reaching spear thrust for a button that is difficult to combo after when not close to the corner, but grants safe-jump oki anywhere. Due to being a poor poke, 2C's main use is as a pressure tool, as 5C > 2C is an automatic frame trap against even 5F buttons that will Fatal Counter if successful. It can also be forward or backdash cancelled on connect as either a pressure reset or to disengage safely, respectively.

2C is used in nearly every corner combo to end combos with B Raging Lion. Beware that it has extremely poor combo scaling and SMP, so it's ideally used only once per combo and as late as possible.

5D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 600 All 39 9, 3 Total 52 +28 Body
5D~D 700 All 19 3 Body
5D
Total: 52
  • Travels up to half screen and hits two times, immediately performing second hit if the opponent is in range
  • Notably displaces Izanagi

Izanagi drags his spear along the ground until he reaches a certain distance or hits something, then he slashes upward. Incredibly slow set-up tool, but can prove to be valuable if Narukami can get it out.

If 5D connects with an opponent, it is a strong pressure option that grants great plus frames and can lead into a variety of tricky mix-ups such as jump-ins and cross-ups, some of which can be a true blockstring thanks to its follow-up attack. However, its fatal flaw is its difficulty to set up due to the long start-up, making opportunities to use it against competent opponents few and far between. Therefore, there will always be some risk when using this attack, so try to condition the opponent to block first or stick to specific set-ups to be able to get it out. Narukami's pressure is already top-class without needing 5D though, so he does not lose much if you are unable to fit it into your pressure game and choose to forgo its usage instead.

5D as a starter or combo tool leads into better damage than normal ground BNBs, especially since the follow-up allows for full conversions off moves that normally need a resource to do so (i.e. A Raging Lion). 5D is also the go-to combo part after an OMB.

The only known air-tight 5D setup is after a meaty Lightning Flash (236236A/B), but it is very meter inefficient.


5DD
Total: 21
  • Can be used during any action of Narukami's
  • Plummets airborne opponents on hit.

Izanagi slashes back downward as a follow-up attack to 5D, only usable after the previous one fully plays out. Since Narukami can use this move even in the middle of any other action he is performing and with no commitment, it's incredibly useful for post-5D pressure and mix-ups, serving to make attacks safe, plus, or even comboable when timed properly.

2D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 102 8,3 Total 52 Head -
  • Hits 2 times.
    • First hit plummets airborne opponents on hit.
    • Second hit launches opponents on hit.

2D is the Bongcloud Attack of Narukami's moveset that is only ever used in neta Japanese term that roughly translates to "gimmick". Describes combos and pressure sequences that are typically unconventional or inefficient in nature, but are purposefully used anyway for style points or mental damage. combos and nowhere else.

More specifically: Izanagi floats diagonally upward, and then after a period of time, lunges downward while Narukami himself recovers about halfway through the startup. It's intended to be a set-up tool, but it's agonizingly slow and Narukami has basically no real and worthwhile strings for it, whether metered or meterless. Due to that and also hardly being rewarding in either pressure or combos if it ever does land compared to other options, 2D might as well not exist. It's not even good as a shock tactic move, since the opponent can just run, jump, or mash out of "pressure" that contains it.

Can't even be used as a combo tool without spending 125 SPGround combo > 236236A+B(1) OMC, 2D, 2B > Izanagi hits... for middling reward. Don't even bother.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 10 2 32 Head Persona 1~Until Active All
Total: 43
  • Attacks from Izanagi's previous position if a Persona-displacing move was used prior.
  • Stalls Narukami's air momentum.

Izanagi does another disjointed slash with his spear. Functions as an essential combo tool, and sometimes as a pressure and spacing tool.

j.C has good range and Izanagi is invulnerable until the move goes active, making it somewhat useful as an air-to-air and after air backdashes for footsies. Its most important use in such a manner is as a throw/DP bait and pressure reset in the middle of Narukami's pressure, via 5A > jc IABD j.C.

It should also be noted that j.C's range can be extended when performed while air-turned away from the opponent, making it range reach further than half a screen away while keeping Narukami safe. Cancels into other normals or Zio for long-range pressure is very effective when used in this manner, due to the far displacement.

Additionally, j.C is a strong combo tool as it has high enough hitstun to combo into any version of air Raging Lion, though which versions work depends on how much hitstun has decayed. This makes it useful for both Raging Lion loops in the corner, and damage optimization in air combos anywhere.

j.D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 32 Until L,3 Total 67+0L Head, Body -
Total: 67
  • Hits 2 times.
  • First hit plummets airborne opponents on hit.
  • Second hit launches opponents on hit.
  • Attacks from Izanagi's previous position if Izanagi was in front of Narukami.

Izanagi lunges downwards. Stalls Narukami's air movement, making this useful for punishing an opponent's anti-air attempts. Leads into a full, high damaging combo on hit provided that Narukami reaches the ground in time to catch the opponent. Used in anti-air combos after OMC'ing air A Raging Lion in the corner to convert into a full ground combo. Shadow Narukami can replace OMC with Shadow Frenzy activation.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 26 1 32 -14 Body 10~26 Guard Strike
Total: 58
  • Universal overhead.
  • Ground bounces airborne and prone opponents.

Narukami does an overhead slash that is slower, has poorer range and is much more easily punishable on block compared to A Lion (214A), but makes up for it by leading into full combos without using resources via the built-in followup on hit. AoA Shorthand for "All-Out Attack", the command attack that serves as the universal overhead of the P4Arena games. can also guard point against some abare An attack during the opponent's pressure, intended to interrupt it., and this is especially useful against options that Raging Lion would normally lose to. For the most part, if the opponent can react to overheads, it is ideal for Narukami to hold off on using AoA until he has meter to OMC in case it gets blocked.

Can be combo'd into from CH normals, or from 5D~D once another move opens the opponent up if Narukami is close enough, such as 5D (blocked) > 214A > delay 5D~D, 66 AoA.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 Low 13 3 18 -6 Foot 4-15 Chest
Total: 33
  • Knocks down opponents on hit.
  • Can out-prioritize "Chest"-attribute attacks

Low hitting sword swipe, used to mix-up opponents later into a blockstring or get a knockdown to set up oki. Narukami can sweep under some attacks using this move, although the reward on hit without meter or the corner is extremely low. Can only normal cancel into 2D which has far too slow start-up, so the only real set-ups on hit are a late B Raging Lion Feint to do a safe-jump, or a well spaced meaty SB Zio for plus frames.

Sweep can combo into SB Zio on Counter Hit for an air combo, which is useful mid-screen where it would otherwise have no follow-ups. In the corner, cancelling into 214C and then a 5A pick-up leads to a combo without spending resources.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1400 Throw 5 3 25 Throw -

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1500 Throw 4 3 19 Throw -

Big Gamble

B+D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD 1050 All 10 3,10 37+9L -39 Body 1~22 All
j.BD 900 All 4 3,3 Until L+14 Head 1~9 All
Total: 68
Total: 23
  • Universal reversal.
  • Hits 2 times.
  • Puts Narukami into an airborne state.
  • Both hits launch the opponent on hit.
  • Counter Hit state recovery.

Rising sword uppercut that acts as Narukami's universal reversal. Very punishable on whiff or block, so use it sparingly. High vertical range makes it a decent anti-air, though the opponent can air tech before reaching the ground if it didn't Counter Hit, making it somewhat unrewarding. Super cancel-able on block or hit, on either hit. Doing so on block can catch the opponent attempting to punish Narukami's DP, though this can always be beaten if the opponent rolls through him, making the super whiff. Used in combos to maximize damage before ending a combo with a super, or to set-up certain combo extensions like late hit Lightning Flash or cross-up Cross Slash.

Narukami's Furious Action is especially dangerous to the opponent because on normal hit at point blank, it can be cancelled into Cross Slash for a cross-up hit to start a combo. On Counter Hit, it can be cancelled into either Ziodyne on the second hit, with combo and/or safe-jump potential off of the D version.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 29 -15 Body 1~21 Guard All

Skill Attacks

Heroic Bravery

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 700 All 17~25 5 20 -5 Body
236B 0,0,1100 Throw 30 1 26 Throw
236AB 700 All 15 5 18 +3 Body
236A
Total: 41
  • Plummets airborne opponents on hit.

A Heroic Bravery is a vertical electrical slash that is special cancelable into any special except for another 236A/B. Its startup is also based on the opponent's distance; if the opponent is out of range, Narukami will run up to half-screen before using the skill. For this reason, it's very useful for getting him in to start or extend pressure when paired with his longer-ranged normals and SB skills. He can place multiple frametraps into his plus-on-block moves where the opponent cannot mash or roll, or even set up mix-ups. A basic example is a high-low with either 214A or 214C, or even left-rights with 214B or its feint.

When it comes to combos, 236A is typically only used as combo filler against grounded opponents, except only in specific strings since it is prone to dropping at longer ranges due to the run before swinging. The corner is the most reliable for this, thanks to the reduced pushback. However, 236A acts as a strong combo ender in low juggles anywhere as it gives Narukami a safe-jump when canceled into B Raging Lion Feint.

On Counter Hit, it combos into all grounded versions of Raging Lion (B Lion only in the corner) and links into all of Narukami's ground A and B normals, making his frametrap reward good and consistent.


236B
Total: 56
  • Launches opponent away on hit.

With B Heroic Bravery, Narukami runs in on the opponent for a delayed command grab. The dash during the start-up extends the move's effective range, but has no unique invulnerability. The strength of this move is that it allows Narukami to threaten the opponent with a strike/throw mix-up almost any time in a string, even at a distance and late into a blockstring. Note that the high start-up and long whiff recovery makes it risky to use without conditioning the opponent to block, which is no problem since Narukami precisely excels at such conditioning with his pressure. In Narukami's mix-up tree, this option is normally saved for when the opponent learns to respect his offense, or to close out a round when the opponent forgets that this technique exists since he doesn't use it that often.

Even though the grab has low reward without meter mid-screen, it does give some corner carry and lead into a safe-jump afterward anywhere. In the corner, it grants a short combo instead.


236A+B
Total: 37
  • Plummets airborne opponents on hit.

SB Heroic Bravery is a faster version of 236A with a fixed travel distance. This move makes the opponent suffer extra hit/block stun/stop compared to 236A, so it allows for combos and blockstrings that aren't normally possible. It also has better frame advantage on hit or block (it is plus on either), allowing for pressure resets.

Raging Lion

214A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 1000 High 23 5 16L -4 Head
j.214A 1000 High 19 Until L 18L -6 Head
214B 1500 High 30 7 10L +2 Head
214[B] Total 26+5L
j.214B 1100 High 21 Until L 18L -4 Head
214AB 1200 High 21 4 12L +1 Head
j.214AB 1400 High 17 Until L 18L -2 Head
  • Puts Narukami into an airborne state on frame 5 on-wards.
  • For all air versions, landing recovery increases the higher the move is executed from.
    • Starts at 18F around ground level, then 28F from a greater height, and then caps at 38F from even greater heights.
  • Often referred to as just "Lion".

All Versions are a diving sword thrust that hits overhead, and they all help to make up the core of Narukami's pressure/mix-up, okizeme, and combos.

As the air versions have their own unique properties and the grounded B version has a feint option, there is a grand total of 7 versions of this special move. While similar in appearance, each one has different intended uses. Performing the aerial versions stalls Yu's momentum, rising higher into the air before performing the attack. All the grounded versions have Fatal Recovery as well.


214A

Total: 43
  • Forces crouch on grounded hit.
  • Plummets airborne opponents on hit.
  • Fatal recovery.

As the fastest meterless version, this is Narukami's main overhead mix-up option, especially late into a blockstring where All-Out-Attack would usually whiff due to pushback. Opponents with good reactions will block and punish it or do an invulnerable attack through, so look for situations where this move is unexpected, such as after a cross-up/under or after a jump-in. Narukami is +1 on hit, letting this potentially be used as a pressure reset against opponents who fail to block it consistently and/or have weaker frame data.

214A becomes much stronger when an OMC is available, as it can lead into even more mix-ups on block or into a full combo on hit. It is also useful as a throw or throw break attempt punish, since it takes Yu airborne quickly and can be turned into an extended combo once it Counter Hits. It can also be used to go over crouching jabs and lows and punish them in the same manner.

Combos into any A or B normals or 5C on a grounded CH. Rarely used as a combo part outside of 5D starter routes or certain Shadow Frenzy combos otherwise.

j.214A

  • Launches the opponent away on hit.
  • Normal Narukami's 5AAAA, auto-combos into Ziodyne (236236C) or Cross Slash (214214C) in Awakening State if his Persona is available.

This version is generally used as an additional overhead after an IAD j.BB or to punish distant opponents who are either throwing projectiles or setting up resources (like Yukiko's Flame Boost or Ken's Mediarama). Can also be used as a movement tool, notable for escaping the corner.

In the corner, j.214A is a powerful combo tool that makes up Narukami's "Raging Lion loops", as when used at certain heights, Narukami can link into 5A, 2A, 2B, or 5B to extend combos.


214B

Total: 46
  • Groundslides opponent on hit.
  • Forces Fatal Counter on Counter Hit.
  • Fatal recovery.

This is the slowest version and thus is the most reactable and punishable, but it can reset pressure due to being slightly plus on block. The frame advantage improves if spaced or if it hits meaty, making it even more plus. Conditioning the opponent with your other options is key to getting away with this, as B Lion is vulnerable to rolls and even some option selects, and you will be hit by a Fatal combo if the opponent is ready to contest it with a 2B.

214B has relatively low reward mid-screen without meter, but it leads into a full combo on hit in the corner. This is also Narukami's best corner combo ender thanks to its massive frame advantage on hit, leading into safe-jump oki with a simple dash jump or the Feint version.

j.214B

  • Knocks down grounded opponents on hit.
  • Plummets airborne opponents on hit.

The air version is never used outside of combos, and even then only to end anti-air combos and mid-screen fatal routes as it is Narukami's only meterless option that leads into oki. Can convert air combos into ground combos by using either an OMC or activating Shadow Frenzy on hit then hitting the opponent with an air normal before they reach the ground.


214[B] (Feint)

Total: 31
  • Performed by holding down [B].

Narukami rises just like the B version, but doesn't do the diving thrust. Once the recovery ends, Narukami is free to preform any action, such as double jumping or air dashing. This grants him several follow-up options, such as a falling j.2B, empty jump 2A or throw, delayed air dash into j.B, and so on. As Narukami travels further than the B version, he can potentially cross-up opponents for even more mix-ups. The feint helps turn Narukami's otherwise easily punishable 214B into a guessing game for the opponent, as it's not easy for them to know whether or not their defensive option will be intercepting the overhead, or get baited and punished by the feint.

This is a go-to oki tool after certain knockdown-inducing attacks that are special cancelable like sweep, A Heroic Bravery, and Shadow Narukami's 5AAA, helping give Narukami even more solid safe-jump setups out of every combo.


214A+B

Total: 36
  • Knocks down grounded opponents on hit.
  • Ground bounces on Counter Hit.
  • Forces Fatal Counter on Counter Hit.
  • Fatal recovery.

This is the fastest version, is plus on block, and leads into incredibly damaging combos on Counter Hit due to being a Fatal starter; Narukami's best Fatal starter, as a matter of fact. Fantastic option for finishing off low health opponents.

Combos into 2A if it hits as a meaty or against airborne opponents for a full combo. The ground bounce of CH also allows this to combo into just about anything Narukami wants, while also giving him immediate access to his high damage corner carry loops.

j.214A+B

  • Knocks down grounded opponents on hit.
  • Plummets airborne opponents on hit.

This is used almost exclusively as an extra overhead following a jump-in, usually to close out a round.

If done low enough to the ground, it is possible to combo out of it with 2A, leading to a high damaging combo in the right scenario. There are many easy and practical set-ups into such a scenario that are detailed on the Strategy page.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214A 300 100 300 4
j.214A 300 100 500 5
214B 300 300 600 5
214[B]
j.214B 300 100 50 5
214AB 300 100 50 4
j.214AB 300 100 50 5

214A:

  • Fatal Recovery


j.214A:

  • Recovery depends on how high the move was done
  • Recovery starts at 18, 28 if higher, and 38 if higher still.


214B:

  • Fatal Counter
  • Fatal Recovery


j.214B:

  • Fatal Counter
  • Recovery depends on how high the move was done
  • Recovery starts at 18, 28 if higher, and 38 if higher still.


214AB:

  • Fatal Counter
  • Fatal Recovery


j.214AB:

  • Fatal Counter
  • Recovery depends on how high the move was done
  • Recovery starts at 18, 28 if higher, and 38 if higher still.

Zio

Persona Required 236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 900 All 13 Until Hit Total 47 -9 Chest+Projectile Persona 1~Until Active All
236D 900 All 13 Until Hit Total 47 -9 Chest+Projectile Persona 1~Until Active All
236CD 1000 All 18 Total 36 +12 Projectile Persona 1~Until Active All
236C
Total: 47

C Zio is a horizontal traveling full-screen projectile. The aerial version travels at a slower speed and has more recovery. If Izanagi was already present when the command was input, he will fire the projectile from wherever he is currently located. Useful for zoning, but can be punished if the opponent jumps over it, slides under it, uses invulnerability to go through it, or beats it with a higher priority projectile.


236D

D Zio is extremely similar to the C version, main difference being that Izanagi always sends the Zio from Narukami's current position instead and that it moves a bit faster than the C version. Has more use for punishing something fullscreen because of the speed.


236C+D
Total: 36
  • Hits 5 times.
  • Inflicts Shock on hit.
  • Forces Fatal Counter on Counter Hit.

Unlike the other versions of Zio, SB Zio is a close-range only, 5-hit projectile. Amazing tool for pressure as it's yet another respectably plus on block but also fast Fatal starter on this character, and is thus solid for frame traps and pressure resets. Typically sees use after a 236A on block to close in on the opponent, or after long range buttons connect to allow Narukami to dash in and flex offense.

Also great to use mid combo as an extender to up the damage a little bit and potentially leave with the opponent paralyzed.

Swift Strike

Persona Required 214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 800 Low 15 6 21 -10 Foot 6~20 Very Low Profile
214D 1400 Low 17 6, 10, 7 29 -19 Foot 6~42 Very Low Profile
214CD 1800 Low 13 6,6,6,10,6 24 -13 Foot 8~59 Very Low Profile
  • Low profiles from frame 6 (C and D) or 8 (EX) until the end of active frames.
  • Final hit launches the opponent on hit.

All versions of Swift Strike are a sliding attack done in tandem with Izanagi, which can go under many pokes and projectiles to counterpoke and punish the opponent.


214C
Total: 41

C Swift Strike travels half screen and is the more commonly used version due to the speed and relative safety. It has the lowest frame disadvantage, which is still unsafe on block at point blank but can potentially be spaced to be safe versus some characters (Labrys, the Shos). On hit, it leads into safe-jump oki with an immedate 66~9 jump afterward, or Narukami can link into a 5A at the corner for a combo extension, which is a staple corner BNB.


214D
Total: 68
  • Hits 3 times.
  • Shadow Narukami's 5AAAA, auto-combos into C Ziodyne (236236C) if a persona is available.

D Swift Strike travels full-screen and deals more damage, but is unsafe on block no matter what spacing. Generally only used if meter is available for an OMC, a super cancel, or Shadow Frenzy to go for a damaging combo.


214C+D
Total: 70
  • Hits 5 times. Follow-up adds 2 hits.
  • Follow-up can only be done on hit.

SB Swift Strike travels beyond full-screen. This is the best version for low profiling predictable pokes and long-range whiff punishes due to its speed, range, and damage. Can be canceled into Big Gamble on hit for more damage and safe-jump oki. By super canceling the first hit of the follow-up Big Gamble into Lightning Flash (236236A/B) in the corner, he can continue to combo after it for massive damage. Can also set-up a cross-up Cross Slash (214214C) by canceling into the super just as Narukami travels underneath a juggled opponent, though this only works mid-screen.

SP Skill Attacks

Lightning Flash

236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 2060 All 5+(66 Flash)+1 1×6 (5) 15 25 -21 Body 5~5 All
236236B 2520 All 5+(65 Flash)+5 1×8 (5) 15 25 -21 Body 4~4 All
236236AB 2500 All 4+(65 Flash)+1 16 (5) 15 25 -21 Body 4~4 All
  • Has no invincibility.
  • Launches opponent away on hit.
  • All hits before the last put the opponent into crumple state on hit, final hit ground slides the opponent.
  • Often referred to as "Issen".

Narukami lunges forward with a sword thrust. This is an extremely fast super with a good effective range, but has no invincibility so it cannot be used as a reversal or punish distant pokes or projectiles like Ziodyne can. It is mostly used as Narukami's main super for ending combos when not in Awakening thanks to its massive corner carry and decent oki if the move corners the opponent.

With any version of Lightning Flash: if the move hits as a meaty where only the last hit connects on an airborne opponent in the corner, you can continue a combo off of it with a 5B or dash 2B while they are in the ground slide animation.


236236A
Total: 56
  • Travels half screen

This version shares the fastest start-up with the SB version. Mostly only used to tack on extra damage after Cross Slash, as it can link into it due to its speed.


236236B
Total: 60

Travels the same distance as the A version, but deals more damage at the cost of start-up. This is one is more important, as the better damage makes it more ideal for conversion situations such as off of throws in the corner.


236236A+B
Total: 65
  • Travels full-screen

Deals the most damage while matching A version's speed. Typically meter inefficient in the middle of a game, mostly only used to secure a kill if the extra damage is necessary

Ziodyne

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2345 All 5+(33 Flash)+14 3×34 Total: 186 -53 Projectile 1~21 All
j.236236C 2345 All 19+(39 Flash)+4 3×34 Total: Until L+9 Projectile 1~25 All
236236D 2345 All 5+(33 Flash)+32 3×34 Total: 127 +25 Projectile 1~38 All
j.236236D 2345 All 19+(39 Flash)+22 3×34 Total: Until L+9 Projectile 1~30 All
236236CD 2345 All 5+(33 Flash)+14 3×34 Total: 150 -17 Projectile 1~32 All
j.236236CD 2345 All 19+(39 Flash)+4 3×34 Total: Until L+9 Projectile 1~23 All
  • Invincible on start-up.
  • Cannot be OMB'd.
  • Launches opponent away on hit.
  • Wall sticks opponent in the corner.
  • SB version inflicts Shock on hit.

Ziodyne is a a full screen, multi-hit, shoop-da-woop laser beam. Due to its invulnerability and quick start-up, it can be used to either punish or reversal through distant attacks. It's even more useful when OMC'd, as Izanagi will continue to fire the beam allowing Narukami to move freely and apply mix-ups while under the cover of Ziodyne's animation, making it difficult for the opponent to react. This is also Narukami's only air super, thus it is useful for maximizing combo damage in the air.

Similar to Adachi's 5D, this move can give the opponent a lot of meter if they Instant Block all of the hits.


236236C / j.236236C

This is the fastest version of Ziodyne and thus can be used to punish or reversal through distant attacks, but it's also horrendously unsafe on block, to where certain supers can still punish it, even with the pushback. Okay super, but usage is typically avoided if it won't finish off the opponent or without OMC to make it safe.

The air version is used as an air combo ender, but gives terrible okizeme so it is typically not used unless it will kill.


236236D / j.236236D

The D version has slower startup, but longer invincibility and significantly less recovery, allowing it to beat out some other supers to give Narukami the advantage. Near the end, Narukami recovers and can act while Izanagi continues doing the attack for a bit making it not only safe but plus on block and allowing for a lot of combo extensions on hit.

Doing the air version after j.B+D is a reliable way to combo into it.


236236C+D / j.236236C+D

The SB version has the startup of the C version and reduced recovery, allowing for it to be used mid-combo for wall stick extensions. The Shock status is of negligible use.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C 600 500 50 4
j.236236C 600 500 50 4
236236D 600 500 50 4
j.236236D 600 500 50 4
236236CD 600 500 50 4
j.236236CD 600 500 50 4

236236C:

  • Minimum Damage 53, 26×33 (911)


j.236236C:

  • Minimum Damage 53, 26×33 (911)


236236D:

  • Minimum Damage 53, 26×33 (911)


j.236236D:

  • Minimum Damage 53, 26×33 (911)


236236CD:

  • Inflicts Shock for 360F
  • Minimum Damage 53, 26×33 (911)


j.236236CD:

  • Inflicts Shock for 360F
  • Minimum Damage 53, 26×33 (911)

Awakened SP Skill Attacks

Cross Slash

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 2844 All 11+(80 Flash)+5 7 32 -20 Body 1~26 All
214214D 3516 All 20+(60 Flash)+25 7 32 -20 Body 1~54 All
214214CD 2844 All 11+(80 Flash)+5 7 32 -20 Body 1~25 All
  • Invincible on start-up and through all active frames.
  • Izanagi only does follow-up cleave on hit.
  • First hit restands the opponent, second hit puts the opponent into a crumple state.
  • Cannot be OMC'd or OMB'd.
  • Fatal Recovery.

Narukami preforms an electrified slash. If it successfully connects, Izanagi follows up with a falling spear slam. Only has average speed for a reversal super, but makes up for it with its high damage and very long horizontal range that is strong as a combo tool, combo ender, or as a reversal.

Interestingly, Cross Slash has a large enough hitbox to where it can connect in such a way that Narukami passes under the opponent after the first hit (referred to as a "reverse" Cross Slash). If this happens, he can link into 2B for a combo extension.


214214C
Total: 54

The C version is almost always the one that should be used in combos, or for counterpoking lazy neutral, and in reversal situations.

This can be combo'd into from almost all of Narukami's ground moves in one way or another, and is especially used in his cash-out "Double / Triple Cross Slash" combo routes.


214214D
Total: 83
  • Forces Fatal Counter on Counter Hit.

The D version deals more damage, but it has much more startup, limiting its use to hard punishing reversals through attacks (most likely other supers) with very long active or recovery or with OMB from 214D.

D Cross Slash also does very nice damage as a hard punish, as the Fatal starter properties on it means that it deals 30% more damage when it lands as a CH instead of the standard 20%, being able to deal nearly 4000 damage alone.


214214C+D
Total: 54
  • Inflicts Shock on hit.

This super spends 25 extra meter to do nothing different from the C version except apply Shock and a bit additional minimum damage, which Narukami usually won't need. There's rarely any point in using this version of Cross Slash over the C version, except to end a Frenzy combo for extra damage and in case it won't kill to get the bonus debuff, since it will be at no cost then.

Thunder God Dance

Persona Required 214214A+B > A, A, B, C, B, C, D, A+B > 214214C+D > [2]8C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
4800 All 4+(60 Flash)+18 3 41 -27 Body 1~23 All
Total: 65
  • Invincible on start-up.
  • Cannot be OMC'd or OMB'd.
  • Consists of three parts; the Persona Card attack, the Sword Slashes, and the Lightning Strike.
  • Requires 150 SP to use, each part individually consumes 50 SP.
  • Persona Card restands and crumples the opponent on hit.
  • Sword Slashes require multiple rhythmic inputs to complete. Narukami enters a long recovery state if the final part is not reached.
  • Lightning Strike launches the opponent on hit.
  • Cannot be used by Shadow Narukami.
  • Minimum damage: 3240.

Narukami creates a persona tarot card and cuts it in half. If the opponent is hit, he follows up with multiple sword attacks, then summons Izanagi to electrify the opponent. This is Narukami's most damaging attack, capable of dealing 5000 damage raw or over 3000 damage minimum during a combo. Requires certain set-ups for mid-screen combos but can be used to end just about any corner combo. The crumple from the Persona Card can be used to link into most of Narukami's other moves, though this is impractical due to its terrible proration. Unfortunately, this super is only usable in Awakening State and has a steep meter requirement of 150 SP. Furthermore, dropping an input during the Sword Slashes will force Yu into a long animation that cannot be cancelled in any way, giving the opponent a free punish. That said, should a situation where this move is available present itself and you have the guts, skill, and determination to pull it off, consider using it. Its incredible un-burstable damage can win games.

Instant Kill

Myriad Truths

Persona Required 222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 23+(70 Flash)+38 32 44 -57 Projectile 1~92 All
Total: 136
  • Invincible on start-up.
  • Cannot hit opponents who are in hitstun.

Narukami thrusts his katana into the floor, covering the entire ground with electricity. If the opponent is hit, Izanagi-No-Okami appears and strikes them with a column of light. Its humongous range and long invincibility allows Narukami to punish certain moves, most often supers done in neutral or as reversals as the input can be buffered during the super freeze. However, it costs 100 SP and has long startup and recovery, making the penalty of its misuse extremely high.

Colors


Navigation

 Yu Narukami



To edit frame data, edit values in P4U2R/Yu Narukami/Data.