When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions.
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’s kick is not air unblockable like most reversal actions.
* Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing
* Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing
* When triggered, Jiraiya will target the active character.
* When triggered, Jiraiya will target the active character.
Revision as of 17:59, 3 October 2019
Yosuke Hanamura
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Tricky, Mixup, Hit and run
Team role
Point
Overview
"Leave it all to me, yeah!"
"The important things are never far off... They're all around you."
Backstory
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
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. He is missing a projectile but 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.
Strengths/Weaknesses
Strengths
Weaknesses
Has great air mobility, as well as several air tools to help him out.
High solo damage, especially in the corner.
One of the fastest characters in the game.
Decent Assists.
Lower than Average Health.
Normals are on the shorter side (even with Jiraya).
No projectile. Needs assists to help in neutral.
Limited Gatlings.
Persona: Jiraiya
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.
Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!
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
4AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1300
All
8
3
20
-6
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Cool poses for hitconfirming a situation.
Pressure tool
4AAA
4AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
10
3
22+0L
-6
H
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
4
18
Launch
60
Launch
75
12
+0
+5
On block, this move sends Yosuke flying backwards, creating somewhat safe space.
Special cancelable on hit and block.
4AAAA
4AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
600×6
All
14
-
Total: Until L+6L
-
P
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
2
13
Launch
45
Launch
57
0/+13
+13
+13
Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
5A
5A
3 times the hitboxes for 3 times the fun.
Why DO we have both of Yosuke's autocombos?
It's like Yosuke's a frog or somethin'...
Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers!
Always try to let all 3 hits land. 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.
5AA
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1300
All
9
4
14
-1
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17 + GBounce
22
31 + GBounce
11
+0
+2
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
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
750×3
All
10
2,2,2
27+3L
-13
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
4
18
Launch
30
Launch
45
4
+0
+5
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)
5AAAA
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
600×6
All
14
-
Total: Until L+6L
-
P
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
2
13
Launch
45
Launch
57
0/+13
+13
+13
Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
5B
5B
A pretty underrated poke. Send a Boot straight to their heads.
Objectively coolest looking normal.
Tentarafoo's more useful as a normal than as a special... kinda sad.
A pretty underrated poke. Send a Boot straight to their heads.
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
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
17
2
22
-5
B
-
-
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19
30
24
45
12
+0
+5
Mainly used as combo filler
Jump cancelable on hit
5BBB
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
0, 2400
All
18
2
Total: 47
-
F
-
-
90
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
60, Launch
Stand, 60
75, Launch
Stand, 75
0
0
+5
Tentarafoo's more useful as a normal than as a special... kinda sad.
Yosuke's special called Tentarafoo (doesn't cause confusion in this game)
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.
Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category.
Remember when Hazama 5C was jump cancellable on block?
Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range, at the cost of having a shorter forward horizontal range than other 2Bs
The blockstun and hitstun of j.B depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are.
Even though j.B has 3F of recovery after landing, Jiraya covers those 3 frames with blockstun so it feels like the move doesn’t have any recovery at all.
Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted.
j.C
j.C
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
On Guard Point, hitstop for Yosuke is 0F. Opponent hitstop is 16F
"Come get som---YIKES!".
Kick
AD AttackDodge (Attack)other
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2200
Air Unblockable
15
3
28
-12
B
1~22 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
4
18
Launch
50
Launch
65
12/+0
-8
-8
Minimum Damage 110
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.
DP Triggers on:
Normals
Throws
Command Throws
Burst
Assist
Projectiles
Skills
Dash Spring
Dash Spring 236A/B
Don't use this as a command dash. That ALWAYS ends poorly.
Send the opponent all the way to the ground on hit regardless of height.
Can’t directly cancel into other air actions.
Can extend combos from with when paired with an assist.
Direction depends on input.
If j.236A/j.214A is blocked on the ground Yosuke gets pushed back enough for the second hit to whiff. The framedata here it’s when the move is blocked or hits on a grounded opponent. It’s punishable on both cases.
Moonsault
Moonsault j.236B or j.214B
The fact that this STILL crosses up in the corner is pretty hilarious.
Only performs followup (Values in []) on hit/block Minimum Damage 35×4 (140)
Jiraiya rushes forward with his fist extended. Goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.
Values in [] are for Enhanced version Minimum Damage: 54×31 (1674) [60×31 (1860)]
A Giant Spinny Projectile. What could POSSIBLY go wrong??
Homes in on the opponent, even on block.
Everything could go wrong.
However, it works well as a Distortion Duo Skill follow up, since the move doesn't scale as much as other supers. Plus it drags opponents to the corner. Very unsafe as a DHC on block, though.
Shippu - Nagareboshi
Shippu - Nagareboshi 214B+C (air OK)
Also known as, "That super where Yosuke goes WHOO!!"
Yosuke now saying "Woohoo!" was the worst possible nerf.
Values in [] are for Enhanced version Minimum Damage: 400, 600, 40×18 (1720) [Minimum Damage: 400, 600, 26×36 (1936)]
Referred to as Whoo.
Decent Invincibility.
Travels slightly over half screen.
This move has a stupidly large hitbox making it easy to hit from awkward angles.
Since this move doesn't scale as much as the other super, as well as being a lot stronger, it is considered to be a good (but dangerous) reversal and combo ender.
Distortion Skill Duo
Garudyne P during Main Character's Distortion Skill
EVERYDAY'S GREAT AT JUNES!! • "At Junes, everyday is Customer Appreciation Day. Come see for yourself, and get in touch with our products! Every day's great at your Junes!"
Important points go here
Detailed description of the usefulness of the move go here
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.