(→5A: as of the new update, it's now jump cancellable on block) |
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* Normals are on the shorter side (even with Jiraya). | * Normals are on the shorter side (even with Jiraya). | ||
* No projectile. Needs assists to help in neutral. | * No projectile. Needs assists to help in neutral. | ||
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====Persona: Jiraiya==== | |||
===Air Actions=== | ===Air Actions=== | ||
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|image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation. | |image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation. | ||
|image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day. | |image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day. | ||
|image4=BBTag_Yosuke_4AAAA.png |caption4= | |image4=BBTag_Yosuke_4AAAA.png |caption4= Who's ready for 2.0? | ||
|name=4A | |name=4A | ||
|data= | |data= | ||
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|image2=BBTag_Yosuke_5AA.png |caption2= Why DO we have both of Yosuke's autocombos? | |image2=BBTag_Yosuke_5AA.png |caption2= Why DO we have both of Yosuke's autocombos? | ||
|image3=BBTag_Yosuke_5AAA.png |caption3= It's like Yosuke's a frog or somethin'... | |image3=BBTag_Yosuke_5AAA.png |caption3= It's like Yosuke's a frog or somethin'... | ||
|image4=BBTag_Yosuke_5AAAA.png |caption4= Give us Kunai as a special, please! | |image4=BBTag_Yosuke_5AAAA.png |caption4= Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers! | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Yosuke Hanamura/Data|5A}} | {{#lsth:BBTag/Yosuke Hanamura/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Jump cancelable on hit. | {{Description|7|text=* Jump cancelable on hit and block. | ||
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. | 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Large forward hitbox | {{Description|7|text=* Large forward hitbox | ||
* Jump cancelable on hit | * 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 | * If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos | ||
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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 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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B > | {{#lsth:BBTag/Yosuke Hanamura/Data|j.236B > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=The optional follow up for Moonsault | {{Description|6|text=The optional follow up for Moonsault |
Revision as of 22:30, 8 October 2019
Yosuke Hanamura |
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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 |
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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.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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2B
2B | Template:AttackDataHeader-BBTag | ||||
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2C
2C | Template:AttackDataHeader-BBTag | ||||
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted. |
j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Dodge
Dodge 5A+D |
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Skills
Dash Spring
Dash Spring 236A/B |
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Flying Flash Cut
Flying Flash Cut j.236A or j.214A |
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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 |
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Crescent Slash
Crescent Slash (during Moonsault) A/B/C |
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The optional follow up for Moonsault
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Extra Skills
EX Dash Spring
EX Dash Spring 236C |
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EX Moonsault
EX Moonsault j.236C or j.214C |
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Partner Skills
5P
6P 5D |
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6P
5P Dash Spring |
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4P
4P 5AAA |
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Distortion Skills
Garudyne
Garudyne 236B+C (air OK) |
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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) |
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Distortion Skill Duo
Garudyne P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Brave Blade 222B+C |
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Detailed description of the usefulness of the move go here |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •