BBTag/Yosuke Hanamura

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Overview[edit]
Overview

Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone, and his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.


"Leave it all to me, yeah!
The important things are never far off... They're all around you."
Lore:Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be.
Playstyle
Pros Cons
  • Has great air mobility, as well as several air tools to help him out.
  • High solo damage
  • One of the fastest characters in the game.
  • Great assist kit.
  • Weak pokes/midrange game
  • Struggles against characters with strong air control
  • Fastest air normal is 10f.
Air Actions

Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs.

His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring.

  • Hitting A during Moonsault / Dash Spring will give you V Slash
  • Hitting B or C during Dash Spring will give you Moonsault or EX Crescent Slash
  • Hitting B or C during Moonsault will give you Crescent Slash
  • Hitting B or C AFTER Crescent Slash will give you another Moonsault
  • You can also do manual inputs or 6/4+Button to change directions
  • You are able to cancel the start up for jC into air actions also using manual inputs.
3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.

Normal Moves[edit]

4A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 5 6 8 -2 -
4AA 1300 All 8 3 20 -6 -
4AAA 1700 All 10 3 22+0L -6 -
4AAAA 600*6 All 14 - Total: Until L+6L - -

[edit]

  • This is one of Yosuke's three jump cancelable on block ground normals.
  • You can cancel 4A into itself. This makes it useful for pressure or hit confirms.

  • 4AA is a pressure tool

  • On block, 4AAA sends Yosuke flying backwards, creating somewhat safe space.
  • Special cancelable on hit and block.

  • As the only "projectile" Yosuke has, 4AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 630*3 All 7 2,2,2 16 -1 -
5AA 1300 All 9 4 14 -1 -
5AAA 750*3 All 10 2,2,2 27+3L -13 -
5AAAA 600*6 All 14 - Total: Until L+6L - -

[edit]

  • Jump cancelable on hit and block.

Always try to let all 3 hits land of 5A. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.


  • Large forward hitbox
  • Jump cancelable on hit
  • If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos

  • 5AAA is special cancelable after the 3rd hit on hit and block.
  • Unsafe on block because it leaves Yosuke airborne (unless special canceled).
  • Jump cancelable on hit.
  • Can combo into Moonsault on hit except on small characters (e.g. Linne)

  • As the only "projectile" Yosuke has, 5AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 12 3 30 -14 -
5BB 1700 All 17 2 22 -5 -
5BBB 0, 2400 All 18 2 Total: 47 - -

[edit]

  • Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit).
  • Mainly used as combo filler or corner relaunching.
  • Jump cancelable on hit

  • 5BB is mainly used as combo filler
  • Jump cancelable on hit

  • Disables Cross Burst on hit similar to a throw.
  • Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away.

The long animation time and launch makes it easy to extend combos with an assist move or even an Active Switch into follow-up combo with the incoming character.

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.2A[edit]

j.C[edit]


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Dodge[edit]

5A+D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Taunt - - - - 45 - 1-25 Catch All
Kick 2200 Air Unblockable 15 3 28 -12 1-22 All

[edit]

Yosuke’s Reversal Action has 2 parts, “Taunt” and “Kick”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Kick” is when Yosuke’s Reversal Action is triggered causing Jiraiya to come out and kick the opponent away. If it’s not triggered, Yosuke sighs and becomes punishable.

When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions.

  • Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing
  • When triggered, Jiraiya will target the active character.


Skills[edit]

Dash Spring[edit]

236A/B

Flying Flash Cut[edit]

j.236A j.214A

Moonsault[edit]

j.236B j.214B

Crescent Slash[edit]

(during Moonsault) A/B/C

Extra Skills[edit]

EX Dash Spring[edit]

236C

EX Moonsault[edit]

j.236C j.214C


Partner Skills[edit]

5P[edit]

Dash Spring

6P[edit]

P4A 5D

4P[edit]

5AAA


Distortion Skills[edit]

Garudyne[edit]

236B+C (air OK)

Shippu - Nagareboshi[edit]

214B+C (air OK)


Distortion Skill Duo[edit]

Garudyne[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Brave Blade[edit]

222B+C


External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Yosuke Hanamura/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.