Difference between revisions of "BBTag/Yosuke Hanamura"

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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.
 
* 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...
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|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!
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|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.
  
* 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.
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B > A}}
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{{#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
BBTag Yosuke Portrait.png
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.


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
P4Arena Yosuke 5A.png
Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!
P4AU Yosuke 5AA.png
Cool poses for hitconfirming a situation.
P4AU Yosuke 5AAA.png
Yosuke NEVER skips Leg Day.
P4Arena Yosuke FlyingKunai.png
Who's ready for 2.0?
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
  • 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
  • Pressure tool
4AAA
  • On block, this move sends Yosuke flying backwards, creating somewhat safe space.
  • Special cancelable on hit and block.
4AAAA
  • 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
P4Arena Yosuke 5B.png
3 times the hitboxes for 3 times the fun.
P4Arena Yosuke 5AA.png
Why DO we have both of Yosuke's autocombos?
P4Arena Yosuke 5AAA.png
It's like Yosuke's a frog or somethin'...
P4Arena Yosuke FlyingKunai.png
Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers!
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
  • 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.

5AA
  • 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
  • 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
  • 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
P4Arena Yosuke 5C.png
A pretty underrated poke. Send a Boot straight to their heads.
P4Arena Yosuke 2C.png
Objectively coolest looking normal.
P4Arena Yosuke Tentarafoo.png
Tentarafoo's more useful as a normal than as a special... kinda sad.
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
  • 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
  • Mainly used as combo filler
  • Jump cancelable on hit
5BBB
  • 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.


5C
5C
P4Arena Yosuke AOA.png
#NetplayUnblockables
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.
  • Airborne during the hop

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
P4Arena Yosuke 2A.png
It's like Yosuke 4A, except it hits LOW!
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.
  • Hits low
  • Good forward hitbox.
  • Great for stagger pressure and punishing opponents for not blocking low.
  • Great to use to set up tick throws.


2B
2B
P4Arena Yosuke 2B.png
Remember when Hazama 5C was jump cancellable on block?
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.
  • 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


2C
2C
P4Arena Yosuke Sweep.png
Slides under moves like sliding into their DMs.
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.
  • Good for low profiling long range pokes.
  • Special cancelable on hit / block
  • Very unsafe on block (unless special canceled)


j.A
j.A
P4Arena Yosuke jB.png
The Jump In everyone learned to hate.
P4Arena Yosuke jA.png
Just mash the A button, he'll keep on swingin.
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.
j.A
  • 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
j.AA
  • Jump cancelable on hit and block

Combo filler.


j.B
j.B
P4Arena Yosuke jC.png
#ThePssychSpecial
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.
  • 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.


j.C
j.C
P4Arena Yosuke MirageSlash.png
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
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.
  • 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.



Universal Mechanics

Ground Throw
Ground Throw
5B+C
P4Arena Yosuke GroundThrow.png
What if this throw poisoned again... But special cancels are nice!
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.
  • Special cancelable
  • Super cancellable
  • Can be followed by normals


Dodge
Dodge
5A+D
P4Arena Yosuke BD.png
"Come get som---YIKES!".
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
Kick

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
P4Arena Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
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.
A
B
  • 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


Flying Flash Cut
Flying Flash Cut
j.236A or j.214A
P4AU Yosuke VSlash.png
V SLASH!! Now an actual knockdown.
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.
  • 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.


Moonsault
Moonsault
j.236B or j.214B
P4Arena Yosuke Moonsault.png
The fact that this STILL crosses up in the corner is pretty hilarious.
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.
  • 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


Crescent Slash
Crescent Slash
(during Moonsault) A/B/C
P4Arena Yosuke CrescentSlash.png
I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
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.

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.


Extra Skills

EX Dash Spring
EX Dash Spring
236C
P4Arena Yosuke DashSpring.png
Remember when this was projectile invuln??
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.
  • EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.


EX Moonsault
EX Moonsault
j.236C or j.214C
P4Arena Yosuke Moonsault.png
When you want to flip in place instead of everywhere at once.
P4Arena Yosuke CrescentSlash.png
This comes out automatically! No timing required!
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.
  • EX Version performs an auto Crescent Slash.
  • Doesn't switch sides



Partner Skills

5P
6P
5D
P4Arena Yosuke 5D.png
Now everyone can find out how much of a bro Jiraiya actually is.
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.
  • 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.


6P
5P
Dash Spring
P4Arena Yosuke DashSpring.png
Green Streak. Speeds By. Yosuke the Frog.
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.
  • Works the same as the A version of Dash Spring


4P
4P
5AAA
P4Arena Yosuke 5AAA.png
YOSUKE UPPAH!!!
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.
  • Launching or Anti-Air assist



Distortion Skills

Garudyne
Garudyne
236B+C (air OK)
P4Arena Yosuke Garudyne.png
A Giant Spinny Projectile. What could POSSIBLY go wrong??
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.
  • 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)
P4AU Yosuke ShippuNagareboshi1.png
Also known as, "That super where Yosuke goes WHOO!!"
P4AU Yosuke ShippuNagareboshi2.png
Yosuke now saying "Woohoo!" was the worst possible nerf.
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.
  • 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
P4Arena Yosuke Garudyne.png
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.
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Brave Blade
222B+C
P4Arena Yosuke BraveBlade.png
EVERYDAY'S GREAT AT JUNES!!
P4Arena Yosuke BraveBlade2.png
"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!"
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.
  • Important points go here

Detailed description of the usefulness of the move go here


Navigation


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