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(6 intermediate revisions by 5 users not shown) |
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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. |
− | * Limited Gatlings.
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− | * Lost his best voice line.
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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= What if we could do this as a special... | + | |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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| 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. |
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− | * Jiraiya’s kick is not air unblockable like most reversal actions.
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| * 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 > A}} | + | {{#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 |
Yosuke Hanamura
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Health: 16,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
- Playstyle
- Tricky, Mixup, Hit and run
- Team role
- Point
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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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- 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.
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- Lower than Average Health.
- Normals are on the shorter side (even with Jiraya).
- No projectile. Needs assists to help in neutral.
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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
Anti-Airs, Neutral, Pressure, Confirms. This normal does it all! Cool poses for hitconfirming a situation. Yosuke NEVER skips Leg Day. Who's ready for 2.0?
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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4A
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1000
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All
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5
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6
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8
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-2
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- 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.
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4AA
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1300
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All
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8
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3
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20
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-6
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4AAA
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1700
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All
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10
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3
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22+0L
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-6
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- On block, this move sends Yosuke flying backwards, creating somewhat safe space.
- Special cancelable on hit and block.
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4AAAA
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600*6
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All
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14
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-
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Total: Until L+6L
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-
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- 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.
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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!
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5A
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630*3
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All
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7
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2,2,2
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16
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-1
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- 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.
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5AA
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1300
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All
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9
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4
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14
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-1
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- 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
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5AAA
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750*3
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All
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10
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2,2,2
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27+3L
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-13
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- 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)
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5AAAA
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600*6
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All
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14
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-
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Total: Until L+6L
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-
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- 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.
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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.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5B
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1500
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All
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12
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3
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30
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-14
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- 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
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5BB
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1700
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All
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17
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2
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22
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-5
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- Mainly used as combo filler
- Jump cancelable on hit
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5BBB
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0, 2400
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All
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18
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2
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Total: 47
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-
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- 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.
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5C
5C
#NetplayUnblockables
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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800+
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High
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22
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3
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24
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-10
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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.
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2A
2A
It's like Yosuke 4A, except it hits LOW!
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1000
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Low
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6
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3
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15
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-4
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- Hits low
- Good forward hitbox.
- Great for stagger pressure and punishing opponents for not blocking low.
- Great to use to set up tick throws.
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2B
2B
Remember when Hazama 5C was jump cancellable on block?
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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All
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9
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4
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26
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-13
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- 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
- Jump cancelable on hit and block
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2C
2C
Slides under moves like sliding into their DMs.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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Low
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11
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3
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24
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-8
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- Good for low profiling long range pokes.
- Special cancelable on hit / block
- Very unsafe on block (unless special canceled)
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j.A
j.A
The Jump In everyone learned to hate. Just mash the A button, he'll keep on swingin.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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j.A
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1000
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High
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10
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4
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10
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-
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- Can tag crouching opponents if performed low enough from a distance.
- Really long forward range to catch opponents from a fair distance away
- Can be used to perform safe jumps with.
- Jump cancelable on hit and block
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j.AA
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1000
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High
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7
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3
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11
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-
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- Jump cancelable on hit and block
Combo filler.
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j.B
j.B
#ThePssychSpecial
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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720*3
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All
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15
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3*11
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Total: 40
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-
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- Hits 3 times
- Not an overhead
- 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.
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j.C
j.C
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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Low
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36
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7
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25
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-13
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- Can cancel the start up into other aerial specials to bait antiairs or to cross up.
- Travels a short distance.
- Special cancelable on hit and block.
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Universal Mechanics
Ground Throw
Ground Throw 5B+C
What if this throw poisoned again... But special cancels are nice!
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Dodge
Dodge 5A+D
"Come get som---YIKES!".
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Taunt
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-
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-
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-
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-
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45
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-
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Kick
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2200
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Air Unblockable
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15
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3
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28
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-12
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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
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Skills
Dash Spring
Dash Spring 236A/B
Don't use this as a command dash. That ALWAYS ends poorly.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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900*2
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All
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14~25
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5(6)3
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26+4L
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-16
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B
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1100*2
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All
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20~29
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5(6)3
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26+13L
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-23
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- Referred to as Run.
- A Version goes a little over half screen and slightly bounces the opponent
- B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups.
- Allows Yosuke to cancel into Flying Flash Cut using A or Moonsault using B
- You can late cancel into moonsault to negate the landing recovery
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Flying Flash Cut
Flying Flash Cut j.236A or j.214A
V SLASH!! Now an actual knockdown.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1200*2
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All
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13
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Until L(10)5
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Until L
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-11
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- Referred to as V Slash.
- 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.
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Moonsault
Moonsault j.236B or j.214B
The fact that this STILL crosses up in the corner is pretty hilarious.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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-
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-
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-
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-
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Until L+9L
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-
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- Has a wide travel arc.
- Can cross up in the corner.
- Direction depends on input.
- Used in air combos after 236B
- Has invul during the first half of the flip
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Crescent Slash
Crescent Slash (during Moonsault) A/B/C
I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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5
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8
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Until L+9L
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-
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The optional follow up for Moonsault
- Hitting C will do the Moonsault / Crescent combo
- Hits overhead.
- Long vertical hitbox.
- The third Crescent Slash hit in an air action set will cause a Hard Knockdown.
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EX Dash Spring
EX Dash Spring 236C
Remember when this was projectile invuln??
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1300*2
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All
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19~27
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5(6)3
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18+13L
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-15
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- EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
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EX Moonsault
EX Moonsault j.236C or j.214C
When you want to flip in place instead of everywhere at once. This comes out automatically! No timing required!
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Partner Skills
5P
6P 5D
Now everyone can find out how much of a bro Jiraiya actually is.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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700*4
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All
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(18)+31
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15 [(9)3,3,4]
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Total: 94 [Total: +70]
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-
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- 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.
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6P
5P Dash Spring
Green Streak. Speeds By. Yosuke the Frog.
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4P
Distortion Skills
Garudyne
Garudyne 236B+C (air OK)
A Giant Spinny Projectile. What could POSSIBLY go wrong??
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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360*31 [430*31]
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All
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9+7
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5*31
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Total: Until L+38L
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-31
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- 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.
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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.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000*2, 250*18 [2000*2, 200*36]
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All
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4+1
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15
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Until L+18L
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-21
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- 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.
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Distortion Skill Duo
Garudyne P during Main Character's Distortion Skill
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Astral Heat
Brave Blade 222B+C
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!"
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Navigation
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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.
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