Difference between revisions of "P4U2.5/Yu Narukami"

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* Dash cancelable, -5 on block.
+
* Dash cancelable on connect, -5 on block.
* Back dash cancelable, -4 on block.
+
* Back dash cancelable on connect, -4 on block.
 
* Launches opponent away on hit.
 
* Launches opponent away on hit.
* Forces fatal counter on counter hit.
+
* '''Forces Fatal Counter on Counter Hit.
 
Izanagi does a slow, but far reaching spear thrust. Risky poke that is dificult to combo after mid-screen, though it grants safe-jump oki at any range. Its main use is as a pressure tool as it's easy to frame trap with thanks to the small gap in blockstun when canceled from {{clr|3|5C}}. It can also be forward or backdash canceled, as a either risky pressure reset or to disengage safely, respectively.  
 
Izanagi does a slow, but far reaching spear thrust. Risky poke that is dificult to combo after mid-screen, though it grants safe-jump oki at any range. Its main use is as a pressure tool as it's easy to frame trap with thanks to the small gap in blockstun when canceled from {{clr|3|5C}}. It can also be forward or backdash canceled, as a either risky pressure reset or to disengage safely, respectively.  
  

Revision as of 05:43, 11 May 2022

Overview

Overview

Yu Narukami, or more often referred to as just Narukami, is a "fundamentally balanced" and flexible archetype of character that can play any way he wants with his wide array of tools, in which he boasts almost anything you could want in an all-rounder and then some. He has strong ground and air normals, projectiles via Zio, and a unique low-profiling option via Swift Strike to play out neutral very well. When he gets in, he can pressure and mix-up the opponent by adding his Persona normals and their various cancel options, and his myriad of choices in his Raging Lion series and Heroic Bravery series. Once Narukami lands a hit, he can combine all his moves interchangeably in his stable and numerous combo routes, and finish them off with solid enders that he can convert into from basically any situation, at times opting to finish with big damage from his many SP Skill attacks. He can do all things, through Izanagi, who strengthens him.

Even if Narukami is put on the back line, both his universal options and buttons that cover many angles can help him get out of a defensive pinch very well, such as his universal reversal in Big Gamble that can lead into certain combos on hit, and his highly invulnerable supers in Cross Slash and Ziodyne, each for punishing different situations.

With all of the above considered, his ease of use, range of coverage, and no absence of strength makes him a favorable pick among many players, and a good choice for a beginner.
"The truth is in my hands."
Lore:Yu Narukami, the previously unnamed protagonist from Persona 4, moved to Inaba to live with his uncle and cousin for a year while his parents went overseas on business. While in Inaba, he discovered the existence of a "TV World" as well as a bizarre serial murder case that threatened the lives of everyone in that town. After awakening to his Persona, Yu established the Investigation Team with a group of fellow high school students and sets out to investigate the connection between the TV world and the serial murders. With the help of his friends, Yu is able to a solve the mystery behind the serial murders and defeat the culprit.
Playstyle
Yu Narukami is a jack of all trades (but master of many)/"shoto" character with tools for just about any situation be it zoning, rushdown, pressure or mixups.
Pros Cons
  • Ace of All Trades: Yu 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 & Pressure: His exceptional normals (5B, 2B, j.B, and j.2B in particular) allow him to control space with almost trivial effort in the short to mid range. Once he's in, he has a plethora of specials and options to continue pressure, run mix-ups, or bait options.
  • Meter Efficient: Using meter or OMB rewards Yu in a way unlike most other characters. Metered extensions greatly increase carry and damage output, and he can end many combos with double supers if need be.
  • Defense: Narukami has very strong defensive options between his good Furious Action and options afterward, Cross Slash, Ziodyne, his far-reaching Guard Cancel, and abare tools like 5A, 2A, and 2B.
  • Conversions: Yu has no trouble getting good corner carry, strong knockdowns, or both from almost every hit, and especially Counter Hits. He then can follow up on most of his amazing enders with safe-jump okizeme, allowing him to easily maintain pressure when he gets an opening.
  • 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.
Note: While Narukami isn't considered a top 1 character anymore due to 2.0 rebalances, he's still an overall powerful character that lacks solid weaknesses. For example, while his unassisted midscreen damage might not be that good, his basic BNBs or even just stray hits in general can lead to massive corner carry, forcing the game to the corner consistently. Likewise, even though some of his far-reaching and Persona normals have longer recovery, their potency in ranges and means of usage make this almost irrelevant. And of course, there's the complete exception to the "long whiff recovery" rule called j.2B...

Shall you reach out to the truth of this character, you will find that his few shortcomings are easily, if not completely negligible in his gameplay. Narukami's greatest strength is simply his absence of any major weakness.

Starter Guide


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. 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 700×2 All 12 2,6 11+4L -4 Body -

  • Jump cancelable.
  • Hold 4 to prevent a cancel into 5AA.

5A is a short ranged jab with fast startup and many active frames, and is Narukami's fastest normal. Powerful pressure tool thanks to its safety on block and whiff as well as its myriad cancel options. Can be used interchangeably with 2A up to 3 times per string. High vertical range makes this potentially usable as an emergency anti-air, but is not recommended. Very important for corner combos as it can be linked into from both C Swift Strike and air A Raging Lion. On air Counter Hit, the opponent cannot tech until they land.


  • Jump cancelable on hit.

5AA is a fast kick with moderate range. Used exclusively as blockstring and combo filler, usually to reach 5AAA. Can whiff after an air hit 5A if the opponent floats too high.


  • Hits 2 times.
  • Puts Narukami into an airborne state.
  • Second hit is double jump cancelable.
  • Both hits launch the opponent on hit.
  • Auto-combos into air A Raging Lion (j.214A).

5AAA is a jumping slash that is Narukami's only meterless mid-screen launcher. Jump canceling the second hit into j.C then into air A Raging Lion gives Narukami huge corner carry and safe-jump oki mid-screen or a link into 5A for a full combo in the corner. Letting the auto-combo naturally go into air A Raging Lion, however, gives an extra 10sp and 1/8th of burst gauge. Incredibly important tool for meterless mid-screen Fatal Counter routes, leading into very high damage and corner carry. Avoid using this move on block as even though it is safe on block and can lead into a high/low mix after a double jump cancel, all of its follow-up options have a gap and are reactable. Even worse, against two-thirds of the cast the second hit will whiff on crouch block, making the move unsafe and unable to be jump canceled. 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.

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. 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 1000 All 9 2 22 -7 Body -

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


  • 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.

5AAA is Narukami's 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.

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. 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 -

  • Backdash cancelable, -6 on block
  • Jump cancelable on hit.

Horizontal slash that has a fantastic balance of range, speed, and damage. Strong spacing tool in neutral as it out-ranges most other normals with similar start-up. Thus, 5B is Narukami's go-to normal for starting offense, though be aware that this move can be low-profiled by certain attacks. Can be used twice per string though only if 2B and 5C have also been used in said string. Solid damage, low scaling, and a variety of follow-up options makes this his most frequently used normal in combos.

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. 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 -

  • Cancels into itself up to 2 times in a row, even on whiff.

Low hitting jab that can be used interchangeably with 5A up to three times. Narukami's safest and fastest low, one that doesn't require any resources or the corner to convert into a full combo. Commonly used in mix-ups after dash cancels, empty-jumps, or One More! Cancels. Has poor scaling as a starter, but when used as a combo part the scaling is comparable to Narukami's B normals.

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. 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.
300×2 Air Unblockable 8 2,3 29 -17 Body 5~9 Head

  • Universal anti-air.
  • Hits 2 times.
  • Both hits are jump cancelable on hit and air unblockable.

Vertical slash that acts as Narukami's dedicated anti-air. 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. 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.

Used in most combos as filler, but it's vital for OTGs 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. 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 -

  • Cancels into itself up to 2 times in a row, even on whiff.
  • Double jump cancelable.
  • Has a hitbox behind Narukami that can hit cross-up.

A flying side kick which is Narukami's fastest air normal. Mainly used for close proximity air-to-air situations and for creating ambiguous mix-ups. Strong option after OMC'ing a airborne attack (like Raging Lion), as an immediate air dash can be used to hit an opponent who was expecting a dash-in 2A. 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. 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 Landing 8 After Landing - Head -

  • Plummets airborne opponents on hit.
  • Landing recovery will still occur if canceled with a Shadow Frenzy.

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).

In practice, j.2A is typically used to stop or punish fuzzy defense options, while also being able to reset pressure at the same time if blocked thanks to the frame advantage. Due to its slow startup, it can also be used to bait an opponent's anti-airs by coming down after their attack's active frames have ended.

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

Notes on frame advantage values:
- In its most common use case of 5A > jump cancel > immediate j.2A, it is +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 regardless of block stance.

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. 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.
200×2 High 10 3, 3 15 - Head -

  • Hits 2 times.
  • Both hits are double jump cancelable.

Double-hitting aerial slash with good range and long active frames, making it an excellent tool for hitting meaty for safe-jumps and for applying strong high/low mix-ups off of jump-ins. Used as filler in nearly every air combo, though remember to let both hits occur before canceling it to maximize combo damage.

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. 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 -

  • Jump cancellable on both hit and block.

Narukami's infamous air sword slash command normal that has absurd range and high damage and is significantly versatile in neutral, pressure, and combos. The hitbox almost completely surrounds Narukami, even reaching behind him so it can cross-up opponents or catch opponents trying to run under him without needing to air turn. 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 land cancelled into from j.B(1) for another mix-up option as well. It even hits low enough to OTG opponents who are trying to delay tech against his okizeme. If it hasn't been made clear already, this is one of Narukami's best normals.

Generally used as combo filler in normal combos, but in Fatal routes it can be looped after an air hit 5C for huge damage and corner carry.

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. 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 HBCFP

  • Universal overhead.
  • Hold [A] or [B] on hit to follow up with an attack rush to increase damage.
  • Attack rush can be followed up with C or D finishers at any time.
  • Ground bounces airborne and prone opponents.
  • Guardpoints on frames 15 - 26.

Downward slash that acts as Narukami's universal overhead. Slower and and more unsafe than Raging Lion but leads into a full combo without using resources. Much less rewarding on air hit as the opponent can air tech before Narukami recovers. Its poor scaling means this move should be avoided in combos.

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. 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

  • Knocks down opponents on hit.
  • Can out-prioritize "Chest" and Projectile-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 low profile 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. Combos into SB Zio on counter hit, useful mid-screen where it would otherwise have no follow-ups.


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. 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 -

  • Dash cancelable, -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. 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.

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.

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. 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 400×2 All 39 9, 3 Total 52 +28 Body -
5D~D 700 All 19 3 - - Body -

  • Persona travels up to half screen.
  • Rush attack hits two times.
  • Follow-up attack plummets airborne opponents on hit.
  • THERE IS NO SWEEP > 5D IN P4U2 2.0.

Izanagi drags his spear along the ground until he reaches a certain distance or hits something, then he slashes upward. The follow-up downward slice can be done at any time for a short time afterwards, even if Narukami is in the middle of another action. Strong pressure option that leads into a variety of tricky mix-ups such as jump-ins and cross-ups, some of which can be a true blockstring. However, it is difficult to set up due to its long start-up. 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.

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 in v2.0 is after a meaty Lightning Flash (236236A/B), but it is very meter inefficient.

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. 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 -

  • Dash cancelable on connect, -5 on block.
  • Back dash cancelable on connect, -4 on block.
  • Launches opponent away on hit.
  • Forces Fatal Counter on Counter Hit.

Izanagi does a slow, but far reaching spear thrust. Risky poke that is dificult to combo after mid-screen, though it grants safe-jump oki at any range. Its main use is as a pressure tool as it's easy to frame trap with thanks to the small gap in blockstun when canceled from 5C. It can also be forward or backdash canceled, as a either risky 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 try to only use it once per combo and as late as possible.

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. 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.
600×2 All 102 8,3 Total 52 - Head -

  • Hits 2 times.
  • First hit plummets airborne opponents on hit.
  • Second hit launches opponents on hit.
  • There is no sweep > 2D either. Don't.

Izanagi floats diagonally upward then, after a period of time, lunges downward. VERY slow set-up tool, though it can be canceled into from sweep. However, it is not a real okizeme set-up by any means in this manner; the frame difference between Narukami and the opponent is about even after sweep > 2D and is likely spaced, so pressing the situation until 2D hits is not guaranteed. Due to that and being less rewarding overall in both pressure and combos, 2D isn't normally worth using. If nothing else, at least its under-use opens up the opportunity of it being used as a shock tactic move, as most opponents have likely never seen or practiced against it.

Even worse, it's almost impossible to use mid-combo, even after an OMB. The only way it will work is by OMC'ing Lightning Flash, using 2D, and picking up the staggered opponent with 2B; a very expensive conversion for very inefficient return. You can also get some better conversions off of all Raging Lions on normal hit at midscreen, but set-ups are still fake and riskier than going for a simple 5D set that can reap nearly the same. If you can't find a way to fit 2D into your gameplan, you shouldn't worry, as Narukami can do perfectly fine without ever using this button.

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. 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 -

  • Attacks from Izanagi's previous position.

Izanagi slashes with his spear. Stalls Narukami's air movement. 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. As air D Zio land cancels have been removed in Ver 2.5, using j.C outside of combos is very risky.

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. 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.
600×2 All 32 Until L,3 Total 67+5L - Head, Body -

  • 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

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. 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 -

  • Launches opponents away on hit.

Narukami grabs the opponent and kicks them away. In order to combo after this move at all, you would need to either OMC it or super cancel it into something like 236236D, then continue from there. Even without any sort of cancel, this moves still leads into safejump oki.

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. 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 -

  • Knocks down opponent on hit.

Narukami throws the opponent into the ground. Should be used to discourage opponents from jumping out of pressure. Successful throws don't reset air options, however, the recovery is low enough that you can still use whatever air options you have left before you land, such as air dashing to get a safejump. Requires OMC to convert into a combo.

Big Gamble

B+D (air OK)

No results
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. 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.

  • 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

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. 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~?? Guard All

  • Same animation as 5AA.
  • Guardpoints on start-up.
  • Knocks the opponent away on hit.

Reversal kick that requires 50 SP. Good anti-pressure option, but it's punishable on block. Can be OMC'd to stay safe on block or follow-up with a small combo on hit. Opponent cannot be K.O.'d by a combo that starts with this attack.


Skill Attacks

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. 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 Projectile -
236D 900 All 13 Until Hit Total 47 -9 Projectile -
236CD 200×5 All 18 - Total 36 +12 Projectile -

236C 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 is extremely similar to the C version, main difference being that Izanagi 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.


  • Hits 5 times.
  • Inflicts paralysis on hit.
  • Forces fatal counter on counter hit.

236C+D is a five hit projectile that is fired close to Narukami. With the move's speed and ability to fatal counter, it makes for great frame traps. Also great to use mid combo as an extender to up the damage a little bit and potentially leave with the opponent paralyzed. Along with that, it is very plus on block allowing for an easy way to reset pressure during a blockstring.

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. 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 200×2, 1100 Low 17 6, 10, 7 29 -19 Foot 6~42 Very Low Profile
214CD 600×5 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.
  • As the caption implies, often referred to as "Ziocar."

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


214C travels half screen. Has the lowest frame disadvantage, which can make it safe on block if properly spaced. Leads into safe-jump oki on hit. Can link into 5A in the corner to extend your combo. As a result, this is the most commonly used version.


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

214D travels full-screen and deals more damage. Generally only used if meter is available for an OMC, a super cancel, or Shadow Frenzy to go for a damaging combo.


  • Hits 5 times. Follow-up adds 2 hits.
  • Follow-up can only be done on hit.

214C+D travels beyond full-screen. This is the best version for low profiling predictable pokes and long-range whiff punishes due to it's 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.

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. 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. 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

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

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. 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. Useful as a throw or throw break attempt punish since it takes Yu airborne quickly. Can also be used to go over crouching jabs and lows and punish them with a counter-hit. Combos into any A or B normals or 5C on a grounded counter hit. Rarely used as a combo part outside of 5D starter routes or certain Shadow Frenzy combos.

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


214B

  • Groundslides opponent on hit.
  • Forces fatal counter on counter hit.
  • Fatal recovery.

Slowest version, can reset pressure due to being slightly plus on block. Frame advantage improves if spaced or if it hits meaty, making it more plus. Very slow start-up, making it susceptible to anti-airs and reversals. Low reward mid-screen without meter but it leads into a full combo on hit in the corner. This is Narukami's best corner combo ender thanks to it's massive frame advantage, 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)

  • 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. Go-to oki tool after knock down inducing attacks that are special cancelable like sweep, A Heroic Bravery, and Shadow Narukami's 5AAA.


214A+B

  • Knocks down grounded opponents on hit.
  • Ground bounces on counter hit.
  • Forces fatal counter on counter hit.
  • Fatal recovery.

Fastest version, is plus on block, and leads into incredibly damaging combos on counter hit. 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. Combos into 2B if used after a Fatal Counter, which greatly increases the combo's damage for minimal meter use.

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.

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. 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 16 +3 Body -

  • Plummets airborne opponents on hit.

236A is a vertical electrical slash that is special cancelable into any special except for another 236X. Startup is based on the opponent's distance; if the opponent is out of range, Narukami will run up to half-screen before using the skill. Can be used to safely end blockstrings and set up mix-ups such as a high-low with either 214A or 214C, or with the opponent's respect, a left/right mix-up with 214B or its feint.

Generally only used as combo filler against grounded opponents, but it acts as a strong combo ender in juggles as it gives Narukami a safe-jump when canceled into B Raging Lion Feint. Combos into all grounded versions of Raging Lion and links into all his ground A and B normals on counter hit.


  • Untechable command grab.
  • Launches opponent away on hit.

236B is 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 hit/throw mix-up even at a distance and late into a blockstring. Low reward without meter mid-screen, but it leads into a safe-jump anywhere and a full combo in the corner. The high start-up and long whiff recovery makes it risky to use without conditioning the opponent to block, so only use it when they respect your offense.


  • Plummets airborne opponents on hit.

236A+B is a faster version of 236A with a fixed travel distance. This move can be canceled into another special sooner than 236A so it allows for conversions and blockstrings that aren't normally possible. Also has better frame advantage on hit or block (it is plus on either), allowing for pressure resets.


SP Skill Attacks

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. 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 134, 67×33 All 5+(33 Flash)+13 3×34 Total: 186 -53 Projectile 1~21 All
j.236236C 134, 67×33 All 19+(39 Flash)+3 3×34 Total: Until L+9 - Projectile 1~25 All
236236D 134, 67×33 All 5+(33 Flash)+32 3×34 Total: 127 +25 Projectile 1~38 All
j.236236D 134, 67×33 All 19+(39 Flash)+21 3×34 Total: Until L+9 - Projectile 1~30 All
236236CD 134, 67×33 All 5+(33 Flash)+15 3×34 Total: 150 -17 Projectile 1~32 All
j.236236CD 134, 67×33 All 19+(39 Flash)+3 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 paralysis on hit.
  • Minimum damage: 40%.

Full screen multi-hit horizontal projectile that is unsafe on block. Due to its invulnerability and quick start-up, it can be used to either punish or reversal through distant attacks. If OMC'd, Izanagi will continue to fire the projectile 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 Narukami's only air super, thus it is useful for maximizing combo damage in the air. It grants essentially no oki so avoid using it if it won't finish off the opponent. The D version has slower startup, but it has significantly less recovery. Near the end, Narukami recovers and can act while Izanagi still does the attack for a bit making it plus on block and allowing for a lot of combo extentions. Doing j.BD is a reliable way to combo into it. The SB version also has slightly more startup and less recovery, but it can be used mid-combo for wall stick extensions.

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. 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 160, 80×5, 1500 All 5+(66 Flash)+1 1×6 (5) 15 25 -21 Body 5~5 All
236236B 160, 80×5, 1800 All 4+(65 Flash)+5 1×8 (5) 15 25 -21 Body 4~4 All
236236AB 500, 2000 All 4+(65 Flash)+1 16 (5) 15 25 -21 Body 4~4 All

  • 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. Fast super that covers a large portion of the screen, A and B versions go half-screen while the SB version goes full-screen. Has no invincibility so it cannot be used as a reversal or punish distant pokes or projectiles like Ziodyne can. This is 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. If only the last hit of the super connects against an airborne opponent in the corner, it can link into 2B for a high damage combo extension. The A version is used to tack on extra damage after Cross Slash. The B version has slightly more startup, but deals more damage, making it the preferred version for both ending combos and setting up corner extensions. The SB version has the fast start-up of the A version and higher damage than the B version but can not be extended with OMB due to the high push-back on hit.


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. 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 1500,2800 All 11+(80 Flash)+4 7 32 -20 Body 1~26 All
214214D 1500,4200 All 20+(60 Flash)+24 7 32 -20 Body 1~54 All
214214CD 1500,2800 All 11+(80 Flash)+4 7 32 -20 Body 1~25 All

  • Invincible on start-up.
  • Hits 1 time on block or whiff, hits 2 times on hit.
  • First hit restands the opponent on hit, second hit puts the opponent into a crumple state.
  • Cannot be OMC'd or OMB'd on hit.
  • D version forces Fatal Counter on Counter Hit.
  • SB version inflicts Paralysis on hit.
  • Fatal recovery.

Narukami preforms an electrified slash. If it successfully connects, Izanagi follows up with a falling spear slam. Fast, high damage super with long horizontal range, used primarily as a combo ender or as a reversal. If it connects in such a way that Narukami passes under the opponent after the first hit, it can link into 2B for a combo extension. The C version is almost always the one that should be used. The D version deals more damage, but it has much more startup, limiting its use to reversals through attacks with high recovery. The SB version does the same damage as the C version but has faster start-up and causes paralysis on hit, sees much more use in Shadow Frenzy combos.

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. 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, 400×8, 4000, 400, 200×6, 4080 All 4+(60 Flash)+17 3 41 -27 Body 1~23 All

  • 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

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. 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 Body 1~92 All

  • 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 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

P4U2.5 Yu Narukami color 1.png
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P4U2.5 Yu Narukami color 5.png
P4U2.5 Yu Narukami color 6.png
Color 1
Color 2
Opposite
Color 3
Color 4
Color 5
Color 6
P4U2.5 Yu Narukami color 7.png
P4U2.5 Yu Narukami color 8.png
P4U2.5 Yu Narukami color 9.png
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P4U2.5 Yu Narukami color 11.png
P4U2.5 Yu Narukami color 12.png
Color 7
Color 8
Color 9
Makoto Yuki (P3)
Color 10
Ragna the Bloodedge
Color 11
Ky Kiske
Color 12
P4U2.5 Yu Narukami color 13.png
P4U2.5 Yu Narukami color 14.png
P4U2.5 Yu Narukami color 15.png
P4U2.5 Yu Narukami color 16.png
P4U2.5 Yu Narukami color 17.png
P4U2.5 Yu Narukami color 18.png
Color 13
Color 14
Color 15
Ryoji Mochizuki (P3)
Color 16
Color 17
Color 18
P4U2.5 Yu Narukami color 19.png
P4U2.5 Yu Narukami color 20.png
P4U2.5 Yu Narukami color 21.png
P4U2.5 Yu Narukami color 22.png
P4U2.5 Yu Narukami color 23.png
P4U2.5 Yu Narukami color 24.png
Color 19
Color 20
Color 21
Color 22
Izanagi-no-Okami
Color 23
Velvet Room Attendant
Color 24
P4U2.5 Yu Narukami color 25.png
P4U2.5 Yu Narukami color 26.png
P4U2.5 Yu Narukami color 27.png
P4U2.5 Yu Narukami color 28.png
P4U2.5 Yu Narukami color 30.png
P4U2.5 Yu Narukami color 31.png
Color 25
Color 26
Color 27
Dengeki
Color 28
Nanako Dojima (P4)
Color 30
Color 31

P4U2.5 Yu Narukami Persona color 1.png
P4U2.5 Yu Narukami Persona color 2.png
P4U2.5 Yu Narukami Persona color 3.png
P4U2.5 Yu Narukami Persona color 4.png
P4U2.5 Yu Narukami Persona color 5.png
P4U2.5 Yu Narukami Persona color 6.png
Color 1
Color 2
Opposite
Color 3
Color 4
Color 5
Color 6
P4U2.5 Yu Narukami Persona color 7.png
P4U2.5 Yu Narukami Persona color 8.png
P4U2.5 Yu Narukami Persona color 9.png
P4U2.5 Yu Narukami Persona color 10.png
P4U2.5 Yu Narukami Persona color 11.png
P4U2.5 Yu Narukami Persona color 12.png
Color 7
Color 8
Color 9
Orpheus (P3)
Color 10
Ragna the Bloodedge
Color 11
Ky Kiske
Color 12
P4U2.5 Yu Narukami Persona color 13.png
P4U2.5 Yu Narukami Persona color 14.png
P4U2.5 Yu Narukami Persona color 15.png
P4U2.5 Yu Narukami Persona color 16.png
P4U2.5 Yu Narukami Persona color 17.png
P4U2.5 Yu Narukami Persona color 18.png
Color 13
Color 14
Color 15
Ryoji Mochizuki (P3)
Color 16
Color 17
Color 18
P4U2.5 Yu Narukami Persona color 19.png
P4U2.5 Yu Narukami Persona color 20.png
P4U2.5 Yu Narukami Persona color 21.png
P4U2.5 Yu Narukami Persona color 22.png
P4U2.5 Yu Narukami Persona color 23.png
P4U2.5 Yu Narukami Persona color 24.png
Color 19
Color 20
Color 21
Color 22
Yu Narukami (P4)
Color 23
Velvet Room Attendant
Color 24
P4U2.5 Yu Narukami Persona color 25.png
P4U2.5 Yu Narukami Persona color 26.png
P4U2.5 Yu Narukami Persona color 27.png
P4U2.5 Yu Narukami Persona color 28.png
P4U2.5 Yu Narukami Persona color 30.png
P4U2.5 Yu Narukami Persona color 31.png
Color 25
Color 26
Color 27
Dengeki
Color 28
Nanako Dojima (P4)
Color 30
Color 31


Players To Watch

External References


Navigation

Yu Narukami


Ambox notice.png To edit frame data, edit values in P4U2.5/Yu Narukami/Data.