BBTag/Yosuke Hanamura/Combos

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 Yosuke Hanamura
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5606 / 6705 [1] Very Easy Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
2 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 5242 [2] Easy Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
- 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5439 [1] Very Easy Yosuke's most basic combo from 2A.
_ 2A > 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A Any 5936 [2] Easy Yosuke's most basic damaging combo from 2A.
_ 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A Any 7195 [3] Medium Moderate damaging combo that ends with aerial Moonsault.
_ 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A Any 4873 [2] Easy Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
_ j.C > 236B~BBBA Any 5082 [1] Very Easy Yosuke's basic mixup combo.
_ j.C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 5910 [3] Medium An advanced version of the previous combo that requires delaying Moonsault.
_ Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5286 [1] Very Easy Basic throw combo.
_ 5A(3) > 5BBB > 236B > (land cancel) > 5BB.dlB > 236B.BB.BB.BB~A Any 7438 [3] Medium Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
_ 5A(3) > 5BBB > 236C > (land cancel) > 236B.dlBB > 5A(2) > 2C > 236B.BB.BB.BB~A Any 7579 / 7754 [4] Hard Single meter combo that consists of land cancelling. For more damage, do not use 5A(2), and delay the Moonsault slightly more.
_ 5A(3) > 5BBB > 236C > 6A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 7946 [3] Medium Moderate damage combo that uses Tentarafoo loops. Doing 6A(3) after 236C has strict timing.
_ CH 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 6607 [3] Medium One of Yosuke's 2C starters without resources.
_ CH 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A Any 7291 [4] Hard Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
_ CH 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A Any 6217 [3] Medium Basic counter-hit anti-air combo.
_ CH j.C > dl236B.dlBB > 2C > 236B.dlBB > 2C 236B.BB.BB.BB~A Any 6446 [4] Hard Advanced counter-hit combo starting with Mirage Slash. You'll be able to hit 2C after 236B when the opponent hits the ground during delayed 236B.
_ 5A(3) > 5BBB > 236B.dlBB > 5AA(4) > 2C > 214BC Any 8178 [3] Medium Standard Moonsault delay combo with a super ender.
_ 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > j.2A > j.214BC Any 8367 [3] Medium Begins the same as the previous combo, but is used as an air super ender.
_ 5A(3) > 5BBB > 236B.BdlB.BB.BB > 5A(3) > 2C > 236B.BB.BB.BB~A Any 7604 [3] Medium Yosuke's best BNB from 5A in terms of damage and execution.
_ 5A(3) > 5BBB > 236B.BdlB.BB.BB > (land cancel) > 5BB > 236B.BB.BB.BB~A Any 7644 [4] Hard Best meterless damage from 5A
_ 2B > jc > j.A > j.2A > j.236BB.BdlB.BdlB > 5A(3) > 5BBdlB > 236B.BB.BB.BB~A Any 6647 [4] Hard Most damaging meterless anti-air route. Works as an Air-to-Air route starting from j.A.
_ j.236BB.BdlB.BB > {5A(3) > 2C > 236B.BB.BdlB.BB}x2~A Any 6894 [3] Medium Practical and damaging confirm off of Crescent Slash. First delay can very based on height.
_ j.236BB.BdlB.BB > {5BB > 236B.BdlB.BB}x2~A Any 7027 [4] Hard Only works off of air hits, biggest damage from Crescent Slash.
_ j.236BB.BdlB.BB > 5A(3) > 5BB > 236B > (land cancel) > 5BBdlB > 236B.BB.BB.BB~A Any 6819 [3] Medium Corner carry confirm off of Crescent Slash.
_ 2C > 236C.BB.BdlB.BB > 5A > 5BBdlB > 236B.BB.BB.BB~A Any 8060 [3] Medium 1 Meter confirm off of 2C.
With Assists


Corner

Solo
# Combo Position Damage Difficulty Notes
_ 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 7438 [3] Medium Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B using Moonsault(~B) before he lands to the ground
_ 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 6112 [3] Medium Same variation to the combo above, with the only difference being it starts with 4A.
_ 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 5932 [3] Medium Same variation to the combo above, with the only difference being it starts with 2A.
_ 5A > 5BBB > 236B.BB.BdlB.A(1) > j.A > j.2A > j.236BB Corner 6969 [3] Medium Corner route that doesn't side switch, works off most starters except Throw.
_ Throw > 5AAA > jc > j.2A > j.236BdlB.BdlB.A(1) > j.A > j.2A > j.236BB Corner 5045 [4] Hard Previous Corner route that works off of Throw.


With Assists


Combo Theory

Big thanks to Pssychh for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to Chandela for finding the basic bread and butter combos Yosuke has.

Video Examples

Yosuke combos in version 2.0 by Meno

Yosuke's Late Cancel Moonsault

External Documents and References


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