Pssych Report post Posted November 27, 2013 Talk about the Hero of Junes, Yosuke, here. P4U2 only!Video thread is up! If you wanna talk about P4A, go here: P4A Gameplay discussion Changes to Yosuke in Suplex! New move - Shuntenhishokiri (V Slasher or Ninja Slash): Air236 C or D. Ends in a knockdown, can combo into j2C, can end air combos with V Slasher (Drags opponent all the way to the ground) New Awakening Super - Shippu Nagareboshi (Shooting Star): 214214 C or D (Sukukaja only), requires no meter but ends Sukukaja. "Whoo!" Buffs + Health increased to 8500 + jC is 2 hits + New autocombo while Sukukaja is active (His 5A changes into a teleport slash) + 236AB ground bounces non-CH + New 5AA and 5AAA + Moonsault no longer takes up air actions + B Kunai goes full screen and A Kunai goes P4A B Kunai distance + SB Kunai inflicts poison. + j2C causes FC (but travels a shorter distance), j2D passes through the opponent on blockNerfs - 3 Persona Cards - 236B no longer ground bounces - 2C no longer fatal counters - Sukukaja is much shorter - Kunais do less damage and force the opponent to the ground - Garudyne and Tentarafoo are Fatal Counter RecoveryGeneral Changes +/- Tentarafoo launches opponent slightly +/- 236A sends Yosuke slightly backwards now, 236B sends him forward. +/- Kunai inputs changed to j2A and j2B (j2AB for SB) +/- j2B is now jAB +/- Glide input is now jAB > A+C Sukukaja Changes + An air action can be performed after Kunai + Sukukaja 5A is extremely fast + 2C no longer causes knockback on hit. + 2C causes FCGeneral Information C Garudyne has faster start up than D Garudyne D Garudyne does more damage than C Garudyne SB Garudyne is C's startup plus D's damage SB Garudyne is extremely fast and autotracks SB Sukukaja has the faster start up, followed by C then D D Suku last 10 seconds, C last 6 seconds, SB last 4 seconds. C and SB Shooting Star (Sukukaja Super) has the same start up, D version is slower. SB does the most damage, followed by D than C. SB and D has the longest range (almost corner to corner), C moves about the size of Yu's Cross Slash hitbox More coming soon! Frame Data changes Yosuke P4U2 Frame data changes *AL = After Landing 5B is 0 on block now5B is dash cancelableSweep has a P1 of 0jA start up increased to 7 frames (Sukukaja jA remains at 5)Can backdash jB. (But loses that option and gains forward dash cancel in Suku)Sukukaja jBB start up decreased to 8 framesjAB (formerly j2B) recovery increased to 30 from 25 5D gains Backdash and dash cancel in Sukukaja5D P1 increased to 300 from 0 and P2 increased to 200 from 1005DD P1 increased to 300 from 0 and P2 increased to 200 from 1005DD active frames changed to 3,3,4 (4,4,5 before)jC damage changed to 400, 200 (2 hits now) (formerly 500)jC attack level lowered to 3 from 4jC P1 increased to 300 from 200Sukukaja jC start up increased to 18 from 16 Ground throw P1 changed to 0, P2 is changed to 900, 100Air throw P1 changed to 0, P2 is changed to 1200, 100 Dodge [Taunt] (DP) active frames increased to 49 from 47Dodge [Trip] start up is now 1 frame (2), Active for 28 frames (22), recovery decreased to 6 (22), Invul frame 1-17Dodge [Trip] P1 increased to 900 from 500 Dash Spring A start up changed to 11 frames?Dash Spring A damage changed to 300, 150 from 500, 250Dash Spring A P1 changed to 600 from 0Dash Spring A P2 changed to 200 from 800Dash Spring A recovery changed to 39 + 9 After Landing from 31 + 16 After LandingDash Spring A static diff (frame advantage) changed to -19 from -11Dash Spring A invul changed to 4-19 Feet from 6-21 Feet Dash Spring B start up changed to 14 frames?Dash Spring B damage changed to 400,200 from 500, 250Dash Spring B P1 changed to 600 from 0Dash Spring B P2 changed to 200 from 800Dash Spring B recovery changed to 33 + 9 After Landing from 31 + 16 After LandingDash Spring B static diff (frame advantage) changed to -13 from -21Dash Spring B invul changed to 7-22 Feet from 13-31 Feet SB Dash Spring start up changed to 17 frames from 19SB Dash Spring damage changed to 500,250 from 600, 300SB Dash Spring P1 changed to 600 from 300SB Dash Spring P2 changed to 200 from 100SB Dash Spring SMP changed to 800 from 50SB Dash Spring static diff (frame advantage) changed to -35 from -14SB Dash Spring invul changed to 10-29 Projectile from 13-31 Projectile All Kunai damage changed to 70, 40x11 from 134, 67x19All Kunai P1 changed to 200, 0 from 400All Kunai P2 changed to 0,50 from 100All Kunai SMP changed to 0 from 1000A Kunai recovery changed to 19 After Landing from 23 ALB Kunai recovery changed to 19 After Landing from 27 ALSB Kunai damage changed to 70, 40x11 from 134, 67x19 A and B Moonsault recovery changed to 9 After Landing from 16 and 14 respectivelySB Moonsault damage changed to 1300 from 1500, P2 changed to 600 from 400, Start up changed to 25 from 28, recovery changed to 11 AL from 14 AL A Crescent Slash damage change to 900 from 1400B Crescent Slash damage change to 1100 from 1400Both version P2 changed to 600 from 400, recovery changed to 14 AL from 21 AL. Sukukaja version now has 600 SMP D Mirage Slash (j2D) active frames changed to 9 from 8 Share this post Link to post Share on other sites
Hypermarth Report post Posted November 29, 2013 Don't forget, having less Persona cards is a buff/nerf since your Persona comes back faster after it breaks. Much how Shabrys and Liz's Persona comes back slower(since they have 5) so you have more time to combo them while they can't burst. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 29, 2013 Look at the new glide: https://www.youtube.com/watch?v=Xr9IVjAV3Hg#t=1m18s The DP's hitbox was always this little? https://www.youtube.com/watch?v=Xr9IVjAV3Hg#t=1m58 Looks like j.CD has no falling recovery frames: https://www.youtube.com/watch?v=Xr9IVjAV3Hg#t=3m18s AB Kunais now go full screen, like the B ones: https://www.youtube.com/watch?v=Xr9IVjAV3Hg#t=3m26s 2C can be followed with 2B on block? https://www.youtube.com/watch?v=XRCNT4i-7sM#t=56s Looks like it also works on hit: https://www.youtube.com/watch?v=XRCNT4i-7sM#t=3m7s Share this post Link to post Share on other sites
GreekAngel Report post Posted November 29, 2013 Also, I noticed that after the J2C from V SLASHAR!!! that we actually have a knockdown. AMAZING! Share this post Link to post Share on other sites
Pssych Report post Posted November 29, 2013 He can also V Slasher after jB / jAB (formerly j2B) and score a knockdown....from an air combo. Yosuke is gonna be scary. 2C can be followed with 2B on block? Looks like it also works on hit He always could do that... Share this post Link to post Share on other sites
GreekAngel Report post Posted November 29, 2013 He can also V Slasher after jB / jAB (formerly j2B) and score a knockdown....from an air combo. Yosuke is gonna be scary. yeah, we actually have oki from air combos whenever we want, BARRING SMP, DAMMIT! After looking over the Yosuke buff and nerf table, I can easily say that fatal recovery combos are going to be a thing, since I think that almost all fatal counter property carrying moves have been reworked. Also, EX 236A/B now combos on crouching. EDIT!: I stand corrected on the EX 236 AB thing http://www.youtube.com/watch?feature=player_detailpage&v=iQieDLiPJGU#t=705 Share this post Link to post Share on other sites
Zerashi Report post Posted November 29, 2013 So overall it seems Yosuke is better than last version, but only time will tell. Share this post Link to post Share on other sites
GreekAngel Report post Posted November 30, 2013 DP whiff fatal recovery? Share this post Link to post Share on other sites
Pssych Report post Posted November 30, 2013 No, Mitsuru's 5B is still a FC. Only Garudyne and Tentarafoo are FCR. Share this post Link to post Share on other sites
GreekAngel Report post Posted November 30, 2013 Then what can we Fatal with? It seems kinda weird not having a fatal Share this post Link to post Share on other sites
Pssych Report post Posted November 30, 2013 j2C is confirmed as a FC and jC is a rumored fatal but I haven't really seen it yet. But we can FC certain people with 5A/5B thanks to FCR. Collapsed: FCR: fc recovery moves: narukami new super, d slide yosuke tent, garudyne chie - dp yukiko - maharagi, fire break, 2d3d kanji 214D, j.c, DP teddie - dp (maybe not) mitsu - droit aki - killrush charge (not punches) yukari - super arrow shab - brutal sho - aoa, 2C junpei slide FCR teddie screw FCR yukari movement jump FCR aigis megido FCR Share this post Link to post Share on other sites
SwordsNStuff Report post Posted November 30, 2013 these changes look good. real happy with the new glide and kunai's, but i'm still disapointed with sweep > 5D gone. Share this post Link to post Share on other sites
heavymetalmixer Report post Posted November 30, 2013 https://www.youtube.com/watch?v=hjwv3_hz4GE#t=31m2s He does j.C two times, the first hets a Fatal Counter, the second a Counter, what's up with this? EDIT: Here he gets a Fatal Counter from a 2A: https://www.youtube.com/watch?v=hjwv3_hz4GE#t=31m59s It seems that Fatal Counters come from countering certain moves from the enemy (or because they have "Fatal" recovery). Now, i don't know what happens in the case of j.2C. Share this post Link to post Share on other sites
Pssych Report post Posted November 30, 2013 It seems that Fatal Counters come from countering certain moves from the enemy (or because they have "Fatal" recovery). Now, i don't know what happens in the case of j.2C. Did you even read my earlier post? j2C is confirmed as a FC and jC is a rumored fatal but I haven't really seen it yet. But we can FC certain people with 5A/5B thanks to FCR. Again....look at the FCR (FATAL COUNTER RECOVERY) list: mitsu - droit also, a recent Naoto video surfaced showing her doing 8.4k damage to him...and he's didn't die. In the end..Yosuke got 8.5k HP now. Share this post Link to post Share on other sites
GreekAngel Report post Posted December 1, 2013 also, a recent Naoto video surfaced showing her doing 8.4k damage to him...and he's didn't die. In the end..Yosuke got 8.5k HP now. WHAT!!?? Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted December 1, 2013 WHAT!!?? ...it was shadow yosuke for starters...but that is STILL surprising as hell. XD Share this post Link to post Share on other sites
Pssych Report post Posted December 2, 2013 Yosuke's color 19-22 (Dibs on 22) Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted December 2, 2013 Yosuke's color 19-22 (Dibs on 22) persona color 22 is gladly now my jiraiya color because it's essentially palette 7 but cooler. :P (I use yosuke palette 6) Share this post Link to post Share on other sites
SwordsNStuff Report post Posted December 3, 2013 Yosuke's color 19-22 (Dibs on 22) 20 looks trippy. it's a must Share this post Link to post Share on other sites
Guymam Report post Posted December 5, 2013 I play glorious purple Yosuke because I'm a real successful black man. Share this post Link to post Share on other sites
Phones01 Report post Posted December 6, 2013 jin yosuke always :3 Share this post Link to post Share on other sites
Pssych Report post Posted December 6, 2013 I play glorious purple Yosuke because I'm a real successful black man. I think the real joke here is you saying you'll play Yosuke! Share this post Link to post Share on other sites
diospyros Report post Posted December 18, 2013 Yukari matchup looks like ass. Discuss. Share this post Link to post Share on other sites
GreekAngel Report post Posted December 18, 2013 Yukari matchup looks like ass. Discuss. Needs more Garudyne. Share this post Link to post Share on other sites
diospyros Report post Posted December 18, 2013 SB garu would probably work, but I would conserve meter for ex runs in non awakening. SB garu would probably be costly in this mu, considering the few chances u get for meter gain. It seems like yosuke can't handle this mu so casually like yukiko or naoto. On another note, glide distance hasn't changed all that much. Share this post Link to post Share on other sites