P4AU/Yu Narukami/Strategy

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General Tactics

Narukami is a well rounded character who has a tool for just about any situation. Therefore, the main goal is to utilize this flexibility to exploit the opponent's weakness, whether they cannot handle zoning, aggressive rush-down, or safe and consistent poking.

Neutral

  • Narukami's A normals are very fast and safe but they lack range. Useful for taking control of the neutral during scramble situations.
  • B normals have moderately fast start-up and long range, perfect for attacking outside the opponents effective range while minimizing the risk of being punished. They all lead into respectable damage, even more so if 50 SP is available or the corner is close by.
  • C normals have similar range but are much more unsafe on whiff so avoid using them outside of punish situations.
  • D normals should never be used in neutral as their long start-up leaves Narukami wide open for a punish. If you're determined to use them anyway, it might be possible to get away with it if the opponent is currently suffering from the shock aliment.
  • C Zio is a fast projectile, perfect for harassing distant opponents without needing to approach. A poor option against dedicated zoners (Yukiko, Yukari) or highly mobile characters (Yosuke, Akihiko), but a decent choice against most other characters.
  • Raging Lion and Swift Strike can be used as a long range block check, though without 50 SP they are very risky and not very rewarding.
  • Ziodyne can be OMC'd to forcibly swing momentum back into Narukami's favor. Expensive option, but one that is difficult to counter, the opponent must use an option that has enough invincibility frames to either evade or beat it, such as a roll or super.

Pressure

  • A normals are very safe and have many options, including tick-throws, jump cancels, and staggers. Note that due to the combination of their stubby range and push-back on block, risks will eventually have to be taken to maintain pressure.
  • B and C normals have unique reset options via forward and back dash cancels, as well as a high reward for landing a hit during stagger pressure. They are extremely easy to use thanks to their range and varied cancel options. However, these moves are unsafe on block and lack any truly ambiguous mix-ups, relying on conditioning to land committal options such Narukami's high/low hitting specials and his command grab.
  • D normals are primarily set-up tools, granting Narukami the chance to apply tricky mix-ups that would normally be unsafe without them. However, their long start-up requires the opponent to be put into an unfavorable situation first (such as waking up from a knockdown or stuck in blockstun from a plus on block attack) to use them without having the opponent escape from or attack through the set-up.
  • A Heroic Bravery leads into most of his special move mix options and is safe on block. Can only go into a high/low mix or pressure reset without a OMC.
  • B/EX Heroic Bravery is a command grab with good range but reactable start-up. Still a strong choice for opening up complacent opponents.
  • A/EX Raging Lion is a fast overhead that lacks follow-ups on normal hit but leads into a full combo on counter hit. The jump at the beginning allows it to beat grounded throws and most lows, making it a great option for catching an opponent for mashing 2A or trying to tech throws.
  • B Raging Lion is a safe overhead that can even reset pressure against opponents who lack fast jabs, like Minazuki. It can also be feinted for much more ambiguous mix-ups like empty jump low/throw or late air dash into multiple overheads.
  • Swift Strike should only be used as a last resort low when 50 SP is available. The reward is low and the risk is high, do so at your own risk.
  • D Zio can reset pressure or be used to meaty the opponent's oki. Can be easily disrespected so try to condition the opponent first before using this.

Defense

  • 5A is Narukami's fastest attack and thus the best option for mashing out of pressure. Safe on block or whiff but going for this out of pressure may result in a frame trap. Sometimes, just blocking and waiting for an opening is a better option.
  • 2B is a fast head-invul anti-air that leads into decent damage and oki. Has huge recovery on whiff so this should only be used against committal air approaches.
  • Big Gamble is his meterless reversal, one with high vertical range so it doubles as an anti-air. Very unsafe on block or whiff, but it can be super canceled to catch opponents who attempt go for a punish after blocking it.
  • Swift Strike's long range, speed, and low profile makes it a strong choice for blowing through spacing and zoning. All versions are unsafe on block so its best saved for when OMC's are available.
  • Ziodyne is a strong reversal thanks to its speed and range. OMC's can convert it into either pressure or a short combo depending on whether or not the super successfully hit the opponent.
  • Cross Slash is a highly committal but also very damaging reversal super. Generally a weaker choice in this regard compared to Ziodyne.

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