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[P4AU] Yosuke Gameplay Discussion

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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 block

Nerfs
- 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 Recovery

General 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 FC

General 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 now
5B is dash cancelable
Sweep has a P1 of 0
jA 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 frames
jAB (formerly j2B) recovery increased to 30 from 25
 
5D gains Backdash and dash cancel in Sukukaja
5D P1 increased to 300 from 0 and P2 increased to 200 from 100
5DD P1 increased to 300 from 0 and P2 increased to 200 from 100
5DD 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 4
jC P1 increased to 300 from 200
Sukukaja  jC start up increased to 18 from 16
 
Ground throw P1 changed to 0, P2 is changed to 900, 100
Air throw P1 changed to 0, P2 is changed to 1200, 100
 
Dodge [Taunt] (DP) active frames increased to 49 from 47
Dodge [Trip] start up is now 1 frame (2), Active for 28 frames (22), recovery decreased to 6 (22), Invul frame 1-17
Dodge [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, 250
Dash Spring A P1 changed to 600 from 0
Dash Spring A P2 changed to 200 from 800
Dash Spring A recovery changed to 39 + 9 After Landing from 31 + 16 After Landing
Dash Spring A static diff (frame advantage) changed to -19 from -11
Dash 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, 250
Dash Spring B P1 changed to 600 from 0
Dash Spring B P2 changed to 200 from 800
Dash Spring B recovery changed to 33 + 9 After Landing from 31 + 16 After Landing
Dash Spring B static diff (frame advantage) changed to -13 from -21
Dash Spring B invul changed to 7-22 Feet from 13-31 Feet

 
SB Dash Spring start up changed to 17 frames from 19
SB Dash Spring damage changed to 500,250 from 600, 300
SB Dash Spring P1 changed to 600 from 300
SB Dash Spring P2 changed to 200 from 100
SB Dash Spring SMP changed to 800 from 50
SB Dash Spring static diff (frame advantage) changed to -35 from -14
SB Dash Spring invul changed to 10-29 Projectile from 13-31 Projectile
 
All Kunai damage changed to 70, 40x11 from 134, 67x19
All Kunai P1 changed to 200, 0 from 400
All Kunai P2 changed to 0,50 from 100
All Kunai SMP changed to 0 from 1000
A Kunai recovery changed to 19 After Landing from 23 AL
B Kunai recovery changed to 19 After Landing from 27 AL
SB Kunai damage changed to 70, 40x11 from 134, 67x19
 
A and B Moonsault recovery changed to 9 After Landing from 16 and 14 respectively
SB 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 1400
B Crescent Slash damage change to 1100 from 1400
Both 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

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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.

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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

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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...

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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

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No, Mitsuru's 5B is still a FC. Only Garudyne and Tentarafoo are FCR.

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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

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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.

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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.

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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!!??

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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!

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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.

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