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[P4AU] Yosuke 2.0 Changes

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Yosuke Hanamura - Official 2.0 Translations
Thanks Ohno and Xie for the translations!
 

Standing AAA (Both Forms)

Reduced recovery, can now move while midair

During auto combo, now performs Garudyne after the kunai are thrown


Sukukaja Auto Combo

Added Fatal Recovery state


Sukukaja Standing A (5th Hit)

Now floats higher on hit, reduced untechable time and is now ground techable


Crouching A

Decreased attack active frames


Standing B

Increased recovery time


Standing C or Crouching C

Now counts as a separate move between normal and Sukukaja versions


Jumping A (And Jumping BB)

Increased startup time

Decreased hitbox area of bottom portion


Jumping A+B

Can no longer be canceled during the initial frames to cause a trajectory change


Jumping C

Decreased startup time, increased number of hits

Improved frame difference when blocked

Decreased untechable time

Persona now appears lower


Sweep

Decreased recovery time


All Out Attack

Increased total hitbox area of interior area, making it harder to whiff up close

Reduced recovery time


All Out Attack Finish D

Now blows the opponent farther away


Ground or Air Throw

Decreased total poison time

Increased hitstun on ground throw


Dodge

Decreased active frames

Can now ground teched on air hit


Dash Spring (All Versions)

Decreased recovery on hit for A and B versions

Increased blowback on air hit for A and SB versions, decreased blowback for B version


B Dash Spring

Decreased pushback and ground hit


SB Dash Spring

Decreased startup time

Increased untechable time

Increased blockstun when blocked


Tentarafoo (All Versions)

Decreased startup time

Removed Fatal Recovery state, now causes Fatal Counter on hit

Increased float on hit, floats even higher on counter hit

Can be dash canceled during Sukukaja

No longer pushes the opponent, won’t miss the opponents this way


Flying Kunai (All Versions)

Thrown kunai now spread out while flying

Reduced landing recovery, can be One More Canceled

Changed blowback on hit, can now be followed up in the corner

During Sukukaja, can be air dash canceled


A Flying Kunai

Now flies at a slower speed


Mirage Slash (All Versions)

Now becomes invincible sooner

Persona is invincible during the move

Persona now disappears slower

Changed properties of D and SB version, D version does not attack while SB version does


Moonsault

Invincibility window on the A and B versions is now later


A Moonsault

Changed trajectory, now moves more horizontally


SB Moonsault

Decreased startup time

Decreased landing recovery

Decreased horizontal movement speed, easier to hit the opponent with

Adjusted blowback, making it easier to combo into Crescent Slash


Crescent Slash (All Versions)

Adjusted blowback, making it easier to combo into Crescent Slash

Changed attack property, making it harder to accidentally perform Flying Kunai


A Crescent Slash

Decreased falling speed after attack


B Crescent Slash

Increased startup time


Flying Flash Cut (All Versions)

Adjusted blowback on hit, now easier to hit with the second hit

Reduced untechable time on C and D versions, increased untechable time on SB version

Decreased recovery on D and SB versions, can be canceled into other skills earlier

Can perform Moonsault in either direction after One More Cancel

Persona now disappears slower


SB Flying Flash Cut

Decreased startup time

Projectile invincibility now starts earlier, runs out in the later portion of the attack

Worsened frame difference when blocked


Air Attack/Movement Limitations

All aerial attack limitations are now counted separately

(Moonsault X 3 > Mirage Slash or Flying Kunai etc can be done)

Flying Kunai can be performed up to 3 times per jump

Flying Kunai can now be performed even while kunai are still on the screen

Mirage Slash can only be performed once while airborne


Sukukaja (All Versions)

Invincibility during the superflash now continues


D Sukukaja

Decreased effect time


Shippu Nagareboshi (All Versions)

Added Fatal Recovery state

Changed trajectory (C version is diagonal, D version is straight up, and SB version is horizontal)


Certain Persona Attacks

Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C)

 
 

 

 
(Japanese player Mokke also believes his combo rate was changed to 60% from 70%)
 
 
[Any post before Jan 8th, 2015 are from the loketests and no longer valid]
 

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The ability to do three moonsaults and still continue with v-slash is nice, assuming you can mirage slash afterwards and ok even if you can't.

 

I'm wondering if that means you can do 4 moonsaults in sukukaja and still do v-slash ender. Either way, it has a good possibility of increasing some practical max damage which is always nice.

 

The nerf to tentarafoo is disappointing but given its situational usage, it's not too big of a deal.

 

Throw supercancelable is really nice for unburstable ways to end fights with garudyne or just a good amount of damage with sukukaja.

 

The biggest buff is most definitely that persona invincibility during start up frames as you know there are countless times where you would have otherwise gotten a trade of hit ends up with you with one less persona card. I was already using 5C for neutral footsies and not will be much better now. 

 

Overall, I like what I'm seeing already and he's probably even stronger with this patch if that's all there is to it. 

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No because that's still part of his autocombo (5AAA > V Slash). And no one mentioned it so he still has it.

 

Mokke is just saying that "Yes, we still get a knockdown off things"

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They kept gliding during the transition between 1 and 2 and now they're getting rid of it... IN A PATCH?!

 

This makes no sense. 

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They kept gliding during the transition between 1 and 2 and now they're getting rid of it... IN A PATCH?!

 

This makes no sense. 

 

In the first game, Yosuke had issues elsewhere. In Ultimax, he's much more dangerous and they decided to change that with 2.0.

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I have a little anecdote to help everybody understand my melancholy reaction to these changes.

As many of you may have heard already, when Yosuke hits Yu Narukami while Yosuke falls from a jump attack-- in their matchup in this game, Yosuke says

"I CAN DO IT TOO."

In the first version of Ultimax, that was absolutely true. Yosuke and Yu stood triumphantly together, partner and partner, at the top of the tier list podium, both having great combos.

But with all of those combo changes  and nerfs Yosuke is about to receive, Yosuke will feel weak. He is not supposed to be weak. HE CAN DO IT TOO.

Man, right when Yosuke started to feel fantastic about himself, right when he believed that he "could do it too", just as well as Yu, he appears to be getting wrecked by wrathful developers.

Don't let Yosuke fall to jealousy for Yu, again.

Don't force Yu to have to beat Yosuke up in a park again.

You can take the glide, that's a mess-- but leave Yosuke's combos as they are, please. 

The glide is already a huge takeaway, but it can go.

 

Couldn't the glide just be blown up and made ineffective, by doing this?

https://www.youtube.com/watch?v=Df30vMLsq0M

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I have a little anecdote to help everybody understand my melancholy reaction to these changes.

As many of you may have heard already, when Yosuke hits Yu Narukami while Yosuke falls from a jump attack-- in their matchup in this game, Yosuke says

"I CAN DO IT TOO."

In the first version of Ultimax, that was absolutely true. Yosuke and Yu stood triumphantly together, partner and partner, at the top of the tier list podium, bot having great combos.

But with all of those combo changes  and nerfs Yosuke is about to receive, Yosuke will feel weak. He is not supposed to be weak. HE CAN DO IT TOO.

Man, right when Yosuke started to feel fantastic about himself, right when he believed that he "could do it too", just as well as Yu, he appears to be getting wrecked by wrathful developers.

Don't let Yosuke fall to jealousy for Yu, again.

Don't force Yu to have to beat Yosuke up in a park again.

You can take the glide, that's a mess-- but leave Yosuke's combos as they are, please. 

The glide is already a huge takeaway, but it can go.

 

Couldn't the glide just be blown up and made ineffective, by doing this?

https://www.youtube.com/watch?v=Df30vMLsq0M

 

Come on ASW, we want to say "HE CAN DO IT TOO".

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Like BB, we got changelog videos for 2.0.

 

https://www.youtube.com/watch?v=SQjGykCskMY#t=183

(Note: These are probably not ALL the changes, just some)
 

Changelog video for Yosuke:
-Kunai / j2C after 3 moonsaults
-Better Tentarafoo ranges
-Tent hits FC (3.4k meterles)
-j2C from SB V Slash
-Dash cancelable Tentarafoo in Suku???
 
Tent being a FC (This means, no matter what, Tent will ALWAYS hit Fatal) is nice because it means we no longer have to waste meter to combo from it when we hit it (which is rare).
 
 
Edit: Started translating his official changes from the PDF. Glide is gone, sorry guys.

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First post has been updated with the official 2.0 changes, enjoy.

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The buffed the Specials, but nerfed what I didn't wanted to be nerfed: the Normals. I said earlier, I don't care about the glide but the 5B and j.A nerfs will hurt me.

 

PD: Kunais three times per jump? Prepare your asses for the massive Kunai Spamming :v:

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suku autocombo and whoo got fatal recovery,  not fatal counter

sorry 

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Going to miss the glide but those combos.... They looked beautiful. I feel like Yosuke is going to become like Taokaka, staying airborne throughout almost the entire damn combo.

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Some 2.0 stuff via Saitaku/Mokke:
 

Kunai (They got real damage again)

Aクナイ549dmg(12hit) Bクナイ449dmg(10hit) SBクナイ524dmg+毒(11hit + Poison)
 

Crescent Slash
Aムーン600dmg Bムーン700dmg SBムーン1300dmg

 

Mirage Slash
C変幻1000dmg SB変幻1200dmg

 

V slash

C飛翔600dmg D飛翔800dmg SB飛翔1000dmg
 

Tentarafoo

Cテンタ1000(fc1200)dmg Dテンタ1000(1200)dmg SBテンタ1000(1200)dmg

Garudyne

Cガルダ2325dmg Dガルダ2880dmg SBガルダ2560dmg

 

Whoo (Suku Super)

C流れ星1850dmg D流れ星2000dmg SB流れ星2240dmg
 

Throw

投げ1100dmg(Ground) 空投げ1400dmg (Air)

 

---
 

Minimum Damage (P4U2 1.x > 2.0)

Garudyne

Cガルダイン 837→683
Dガルダイン 960→864
SBガルダイン 993→768
Whoo

C流れ星 783→720
D流れ星 937→792
SB流れ星 1069→900

 

 

jB is still strong

5B is now -2
D Mirage is good
Kunai is back to doing slightly real damage
Suku 2C no longer fatals

and damage is overall lower because of the 60% combo rate. Example:

5A>5B>5C>2C>B駆け>C変幻>A苦無>Dガルダイン 2455dmg (This combo was notated wrong)

5A > 5B > 5C > 2C > B Run > C V Slash > j2C > D Garu

(This combo does 3247 normally)
 

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