BBTag/Yosuke Hanamura: Difference between revisions

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|-
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;Health: 14,000
{{#lsth:BBTag/Yosuke Hanamura/Data|SystemData}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
;Playstyle
:Tricky, Mixup, Hit and run
;Team role
:Point
|}
|}
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{{CharNav |charMainPage=BBTag/Yosuke Hanamura
|videos=
|forums=
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==Overview==
==Overview==
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===Backstory===
===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 best to be the best 'partner' he can be.
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===
===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.


===Persona: Jiraiya===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* 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.


| style="width: 50%;"|
* Lower than Average Health.
* Normals are on the shorter side (even with Jiraya).
* No projectile. Needs assists to help in neutral.
|-
|}


<br clear=all/>
 
====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.
<br style="clear:both;"/>
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
====== <font style="visibility:hidden" size="0">4A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_4A.png |caption= Anti-Airs, Neutral, Pressure, Confirms. This Normal does it all!
|image=BBTag_Yosuke_4A.png |caption= Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!
|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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=4A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=4A}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|4A}}
|description=
{{!}}-
- This is one of Yosuke's two jump cancel-able ground normals. <br>
{{Description|7|text=* This is one of Yosuke's three jump cancelable on block ground normals. <br>
- You can cancel 4A into itself. This makes it useful for pressure or hit confirms.
* You can cancel 4A into itself. This makes it useful for pressure or hit confirms.


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=4AA}}
|version=4AA
{{#lsth:BBTag/Yosuke Hanamura/Data|4AA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=*Pressure tool
|description=
* Important points go here


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=4AAA}}
|version=4AAA
{{#lsth:BBTag/Yosuke Hanamura/Data|4AAA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
|description=
* Special cancelable on hit and block.
* Important points go here
 


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=4AAAA}}
|version=4AAAA
{{#lsth:BBTag/Yosuke Hanamura/Data|4AAAA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* 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.
|description=
* Important points go here


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=5A}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|5A}}
|description=
{{!}}-
* Important points go here
{{Description|7|text=* Jump cancelable on hit and block.


Detailed description of the usefulness of the move go here
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Yosuke Hanamura/Data|5AA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Large forward hitbox
|description=
* Jump cancelable on hit
* Important points go here
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Special cancelable after the 3rd hit on hit and block.
|description=
* Unsafe on block because it leaves Yosuke airborne (unless special canceled).
* Important points go here
* Jump cancelable on hit.
* Can combo into Moonsault on hit except on small characters (e.g. Linne)


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAAA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* 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.
|description=
* Important points go here


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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|image=BBTag_Yosuke_5B.png |caption= A pretty underrated poke. Send a Boot straight to their heads.
|image=BBTag_Yosuke_5B.png |caption= A pretty underrated poke. Send a Boot straight to their heads.
|image2=BBTag_Yosuke_5BB.png |caption2= Objectively coolest looking normal.
|image2=BBTag_Yosuke_5BB.png |caption2= Objectively coolest looking normal.
|image3=BBTag_Yosuke_5BBB.png |caption3= Tenterafoo's more useful as a normal than as a special... kinda sad.
|image3=BBTag_Yosuke_5BBB.png |caption3= Tentarafoo's more useful as a normal than as a special... kinda sad.
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage= |guard=All
{{AttackVersion|name=5B}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|5B}}
|description=
{{!}}-
* Important points go here
{{Description|7|text=* 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


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Yosuke Hanamura/Data|5BB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Mainly used as combo filler
|description=
* Jump cancelable on hit
* Important points go here


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBB}}
|version=5BBB
{{#lsth:BBTag/Yosuke Hanamura/Data|5BBB}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)
|description=
* Disables Cross Burst on hit similar to a throw.
* Important points go here
* 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.


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
Line 181: Line 201:
|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=H
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|5C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Airborne during the hop


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
Line 196: Line 216:
|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|2A}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Hits low
* Good forward hitbox.
* Great for stagger pressure and punishing opponents for not blocking low.
* Great to use to set up tick throws.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 211: Line 233:
|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|2B}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* 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


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 226: Line 248:
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=L
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|2C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Good for low profiling long range pokes.
* Special cancelable on hit / block
* Very unsafe on block (unless special canceled)


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 242: Line 265:
|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=j.A}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.A}}
|description=
{{!}}-
* Important points go here
{{Description|7|text=* 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


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Yosuke Hanamura/Data|j.AA}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Jump cancelable on hit and block
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Combo filler.
  }}
  }}
}}
}}
Line 268: Line 291:
|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.B}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* 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.


Detailed description of the usefulness of the move go here
Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted.
  }}
   
}}
}}
====== <font style="visibility:hidden" size="0">j.2A</font> ======
{{MoveData
|image=BBTag_Yosuke_j2A.png |caption=
|name=j.2A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yosuke Hanamura/Data|j.2A}}
{{!}}-
{{Description|6|text=
}}
}}
}}


Line 283: Line 322:
|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
Line 303: Line 343:
|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Throw
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|BC}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Special cancelable
* Super cancellable
* Can be followed by normals


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 315: Line 356:
====== <font style="visibility:hidden" size="0">Dodge</font> ======
====== <font style="visibility:hidden" size="0">Dodge</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Dodge.png |caption= Objectively best taunt, but RIP the active frames.
|image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!".
|name=Dodge
|name=Dodge
|input=5A+D
|input=5A+D
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Taunt}}
|description=
{{#lsth:BBTag/Yosuke Hanamura/Data|AD}}
* Important points go here
{{!}}-
{{AttackVersion|name=Kick}}
{{#lsth:BBTag/Yosuke Hanamura/Data|AD Attack}}
{{!}}-
{{Description|7|text=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


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}


 
<br style="clear:both;"/>
<br clear=all/>


==Skills==
==Skills==
Line 339: Line 396:
|name=Dash Spring
|name=Dash Spring
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=A}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|236A}}
|description=
{{!}}-
* Important points go here
{{AttackVersion|name=B}}
{{#lsth:BBTag/Yosuke Hanamura/Data|236B}}
{{!}}-
{{Description|7|text=* 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


Detailed description of the usefulness of the move go here
}}
{{AttackData-BBTag
|header=no
|version=B
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 367: Line 419:
|name=Flying Flash Cut
|name=Flying Flash Cut
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236A}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Referred to as '''V Slash'''.
 
* Send the opponent all the way to the ground on hit regardless of height.
Detailed description of the usefulness of the move go here
* 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.
  }}
  }}
}}
}}
Line 384: Line 438:
|name=Moonsault
|name=Moonsault
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Has a wide  travel arc.
 
* Can cross up in the corner.
Detailed description of the usefulness of the move go here
* Direction depends on input.
 
* Used in air combos after 236B
* Has invul during the first half of the flip
  }}
  }}
}}
}}
Line 401: Line 456:
|name=Crescent Slash
|name=Crescent Slash
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B > X}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=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.


Detailed description of the usefulness of the move go here


  }}
  }}
}}
}}
==Extra Skills==
==Extra Skills==


====== <font style="visibility:hidden" size="0">Dash Spring</font> ======
====== <font style="visibility:hidden" size="0">EX Dash Spring</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption=
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln??
|input=236C
|input=236C
|name=Dash Spring
|name=EX Dash Spring
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|236C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Moonsault</font> ======
====== <font style="visibility:hidden" size="0">EX Moonsault</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Moonsault.png |caption=  
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once.
|image2=BBTag_Yosuke_CrescentSlash.png |caption2=
|image2=BBTag_Yosuke_CrescentSlash.png |caption2= This comes out automatically!  No timing required!
|input=j.236C or j.214C
|input=j.236C or j.214C
|name=Moonsault
|name=EX Moonsault
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* EX Version performs an auto Crescent Slash.
 
* Doesn't switch sides
Detailed description of the usefulness of the move go here


  }}
  }}
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
Line 454: Line 511:
{{MoveData
{{MoveData
|image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is.
|image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is.
|input=6P  
|name=6P  
|name=5D
|input=5D
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|6P }}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* 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.
 
Detailed description of the usefulness of the move go here


  }}
  }}
Line 471: Line 526:
{{MoveData
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak.  Speeds By.  Yosuke the Frog.
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak.  Speeds By.  Yosuke the Frog.
|input=5P  
|name=5P  
|name=Dash Spring
|input=Dash Spring
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|5P }}
|description=
{{!}}-
* Good for extending combos
{{Description|6|text=* Works the same as the A version of Dash Spring
 
Detailed description of the usefulness of the move go here


  }}
  }}
Line 488: Line 541:
{{MoveData
{{MoveData
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!!
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!!
|input=4P
|name=4P
|name=5AAA
|input=5AAA
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|4P}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Launching or Anti-Air assist
 
Detailed description of the usefulness of the move go here


  }}
  }}
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
Line 508: Line 559:
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile.  What could POSSIBLY go wrong??
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile.  What could POSSIBLY go wrong??
|input=236B+C (air OK)
|input=236B+C (air OK)  
|name=Garudyne
|name=Garudyne
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|236BC}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=*Homes in on the opponent, even on block.
 
Everything could go wrong.
Detailed description of the usefulness of the move go here
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.
 
  }}
  }}
}}
}}
Line 526: Line 576:
|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!"
|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!"
|image2=BBTag_Yosuke_ShippuNagareboshi2.png |caption2= Yosuke now saying "Woohoo!" was the worst possible nerf.
|image2=BBTag_Yosuke_ShippuNagareboshi2.png |caption2= Yosuke now saying "Woohoo!" was the worst possible nerf.
|input=214B+C
|input=214B+C (air OK)
|name=Shippu - Nagareboshi
|name=Shippu - Nagareboshi
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
  |startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|214BC}}
  |description=
{{!}}-
* Important points go here
{{Description|6|text=* 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.
 
  }}
}}
 
<br style="clear:both;"/>
 
==Distortion Skill Duo==
{{MoveData
|image=BBTag_Yosuke_Garudyne.png |caption=
|input=P during Main Character's Distortion Skill
|name=Garudyne
|data=
  {{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 539: Line 610:
  }}
  }}
}}
}}
<br style="clear:both;"/>


<br clear=all/>
==Astral Heat==
==Astral Heat==
{{MoveData
{{MoveData
|image=BBTag_Yosuke_BraveBlade.png |caption= EVERYDAY YOUNG LIFE JUNES!!!
|image=BBTag_Yosuke_BraveBlade.png |caption= EVERYDAY'S GREAT AT JUNES!!
|image2=BBTag_Yosuke_BraveBlade2.png |caption2=
|image2=BBTag_Yosuke_BraveBlade2.png |caption2= "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!"
|input=222B+C
|input=222B+C
|name=Brave Blade
|name=Brave Blade
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|222BC}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 558: Line 629:
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
 
{{CharLinks
==Roadmap==
|charMainPage=BBTag/Yosuke_Hanamura
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
|videos=
{{Roadmap}}
}}
 
==Navigation==
{{#lsth:BBTag/Yosuke Hanamura/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Yosuke Hanamura/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Yosuke Hanamura]]
[[Category:Yosuke Hanamura]]

Revision as of 19:29, 20 November 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
BBTag Yosuke 4A.png
Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!
BBTag Yosuke 4AA.png
Cool poses for hitconfirming a situation.
BBTag Yosuke 4AAA.png
Yosuke NEVER skips Leg Day.
BBTag Yosuke 4AAAA.png
Who's ready for 2.0?
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 5 6 8 -2 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Yosuke 4A.png
Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!
BBTAG Yosuke 4A Hitbox.png
  • 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


4AA
normal
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
BBTag Yosuke 4AA.png
Cool poses for hitconfirming a situation.
BBTAG Yosuke 4AA Hitbox.png
  • Pressure tool
4AAA


4AAA
normal
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
BBTag Yosuke 4AAA.png
BBTAG Yosuke 4AAA Hitbox.png
  • On block, this move sends Yosuke flying backwards, creating somewhat safe space.
  • Special cancelable on hit and block.
4AAAA


4AAAA
normal
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
BBTag Yosuke 4AAAA.png
BBTAG Yosuke 5AAAA Hitbox.png
  • 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
BBTag Yosuke 5A.png
3 times the hitboxes for 3 times the fun.
BBTag Yosuke 5AA.png
Why DO we have both of Yosuke's autocombos?
BBTag Yosuke 5AAA.png
It's like Yosuke's a frog or somethin'...
BBTag Yosuke 5AAAA.png
Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers!
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
630×3 All 7 2,2,2 16 -1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 3 +0 +2
BBTag Yosuke 5A.png
3 times the hitboxes for 3 times the fun.
BBTAG Yosuke 5A1 Hitbox.pngBBTAG Yosuke 5A2 Hitbox.pngBBTAG Yosuke 5A3 Hitbox.png
  • 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


5AA
normal
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
BBTag Yosuke 5AA.png
BBTAG Yosuke 5AA Hitbox.png
  • 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


5AAA
normal
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
BBTag Yosuke 5AAA.png
BBTAG Yosuke 5AAA Hitbox.png
  • 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


5AAAA
normal
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
BBTag Yosuke 5AAAA.png
BBTAG Yosuke 5AAAA Hitbox.png
  • 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
BBTag Yosuke 5B.png
A pretty underrated poke. Send a Boot straight to their heads.
BBTag Yosuke 5BB.png
Objectively coolest looking normal.
BBTag Yosuke 5BBB.png
Tentarafoo's more useful as a normal than as a special... kinda sad.
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 3 30 -14 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBTag Yosuke 5B.png
A pretty underrated poke. Send a Boot straight to their heads.
BBTAG Yosuke 5B Hitbox.png
  • 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


5BB
normal
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
BBTag Yosuke 5BB.png
BBTAG Yosuke 5BB Hitbox.png
  • Mainly used as combo filler
  • Jump cancelable on hit
5BBB


5BBB
normal
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
BBTag Yosuke 5BBB.png
Tentarafoo's more useful as a normal than as a special... kinda sad.
BBTAG Yosuke 5BBB Hitbox.png
  • 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
BBTag Yosuke 5C.png
#NetplayUnblockables
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Yosuke 5C.png
  1. NetplayUnblockables
BBTAG Yosuke 5C Hitbox.png
  • 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
BBTag Yosuke 2A.png
It's like Yosuke 4A, except it hits LOW!
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 6 3 15 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Yosuke 2A.png
It's like Yosuke 4A, except it hits LOW!
BBTAG Yosuke 2A Hitbox.png
  • 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
BBTag Yosuke 2B.png
Remember when Hazama 5C was jump cancellable on block?
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 4 26 -13 B 6~12 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 20 22 34 11 +0 +2
BBTag Yosuke 2B.png
Remember when Hazama 5C was jump cancellable on block?
BBTAG Yosuke 2B Hitbox.png
  • 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
BBTag Yosuke 2C.png
Slides under moves like sliding into their DMs.
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 11 3 24 -8 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBTag Yosuke 2C.png
Slides under moves like sliding into their DMs.
BBTAG Yosuke 2C Hitbox.png
  • Good for low profiling long range pokes.
  • Special cancelable on hit / block
  • Very unsafe on block (unless special canceled)
j.A
j.A
BBTag Yosuke jA.png
The Jump In everyone learned to hate.
BBTag Yosuke jAA.png
Just mash the A button, he'll keep on swingin.
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 10 4 10 - H - - 80
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
BBTag Yosuke jA.png
The Jump In everyone learned to hate.
BBTAG Yosuke JA Hitbox.png
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 7 3 11 - H - - 80
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
BBTag Yosuke jAA.png
Just mash the A button, he'll keep on swingin.
BBTAG Yosuke JAA Hitbox.png
  • Jump cancelable on hit and block

Combo filler.

j.B
j.B
BBTag Yosuke jB.png
#ThePssychSpecial
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
720×3 All 15 3×11 Total: 40 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 1/+1 +1 +1
BBTag Yosuke jB.png
BBTAG Yosuke JB Hitbox.png


  • 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.2A
j.2A
BBTag Yosuke j2A.png
Template:AttackDataHeader-BBTag
j.2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×6 All 14 Until Hit Total: Until L + 21L - P1 - - 80
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
BBTag Yosuke j2A.png
BBTAG Yosuke J2A Hitbox.png


j.C
j.C
BBTag Yosuke jC.png
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 36 7 25 -13 F 7~31 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 Launch 45 4 +0 +5
BBTag Yosuke jC.png
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
BBTAG Yosuke JC Hitbox.png


  • 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
BBTag Yosuke GroundThrow.png
What if this throw poisoned again... But special cancels are nice!
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 1000×2 Throw 7-30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4×2 - 40 - - - - +0 -
Minimum damage 2000
BBTag Yosuke GroundThrow.png
What if this throw poisoned again... But special cancels are nice!
BBTAG Yosuke Throw Hitbox.png
  • Special cancelable
  • Super cancellable
  • Can be followed by normals
Dodge
Dodge
5A+D
BBTag Yosuke Dodge.png
"Come get som---YIKES!".
Template:AttackDataHeader-BBTag
Taunt


AD
Dodge (Catch)
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 45 - - 1~25 Catch All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
On Guard Point, hitstop for Yosuke is 0F. Opponent hitstop is 16F
BBTag Yosuke Dodge.png
"Come get som---YIKES!".
BBTAG Yosuke RA1 Hitbox.png
Kick


AD Attack
Dodge (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
BBTag Yosuke Dodge 2.png
BBTAG Yosuke RA2 Hitbox.png

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
BBTag Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
Template:AttackDataHeader-BBTag
A


236A
A Dash Spring
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
900×2 All 14~25 3 [(10)3] 18 [26+4L] -16 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 3 16 20, Launch 60 + Down 23, 60 25, Launch 74 + Down 23, 74 0/+8, 9/+8 +5 +5
Only performs followup (Values in []) on hit/block
When opponent is out of range, does not attack. Total duration 40F
Minimum Damage 45×2 (90)
BBTag Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
BBTAG Yosuke 236A1 Hitbox.pngBBTAG Yosuke 236A2 Hitbox.png
B


236B
B Dash Spring
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×2 All 20~29 3 [(10)3] 18 [26+13L] -23 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8
Only performs followup (Values in []) on hit/block
When opponent is out of range, does not attack. Total duration 44F
Minimum Damage 55×2 (110)
BBTag Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
BBTAG Yosuke 236A1 Hitbox.pngBBTAG Yosuke 236A2 Hitbox.png
  • 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
BBTag Yosuke FlyingFlashCut.png
V SLASH!! Now an actual knockdown.
Template:AttackDataHeader-BBTag
j.236A
Flying Flash Cut
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2 All 13 Until L(10)5 Until L -11 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 Launch 40 + GBounce, 60 Launch 55 + GBounce, 75 6 -1 -1
Minimum Damage 60×2 (120)
BBTag Yosuke FlyingFlashCut.png
V SLASH!! Now an actual knockdown.
BBTAG Yosuke J236A1 Hitbox.pngBBTAG Yosuke J236A2 Hitbox.png


  • 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
BBTag Yosuke Moonsault.png
The fact that this STILL crosses up in the corner is pretty hilarious.
Template:AttackDataHeader-BBTag
j.236B
Moonsault
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Until L+9L - - 4~11 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
Can cancel into followups on 20
BBTag Yosuke Moonsault.png
"Is this neutral?"
  • 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
BBTag Yosuke CrescentSlash.png
I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
Template:AttackDataHeader-BBTag
j.236B > X
Crescent Slash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 5 8 Until L+9L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 32 Launch 47 8 +3 +3
If done from a 3rd Moonsault, knockback trajectory changes to downward angle and also causes Down 24
Minimum Damage 85
BBTag Yosuke CrescentSlash.png
I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
BBTAG Yosuke J236B2 Hitbox.png


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
BBTag Yosuke DashSpring.png
Remember when this was projectile invuln??
Template:AttackDataHeader-BBTag
236C
EX Dash Spring
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 All 19~27 3 [(10)3] 18 [18+13L] -15 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 0/+8, 9/+8 +8 +8
Only performs followup (Values in []) on hit/block
When opponent is out of range, does not attack. Total duration 42F
Minimum Damage 130×2 (260)
BBTag Yosuke DashSpring.png
Remember when this was projectile invuln??
BBTAG Yosuke 236C1 Hitbox.pngBBTAG Yosuke 236C2 Hitbox.png


  • 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
BBTag Yosuke Moonsault.png
When you want to flip in place instead of everywhere at once.
BBTag Yosuke CrescentSlash.png
This comes out automatically! No timing required!
Template:AttackDataHeader-BBTag
j.236C
EX Moonsault
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 20 8 Until L+15L - H 4~10 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 32 + Down 28 Launch 47 + Down 28 8 +8 +8
Minimum Damage 200
BBTag Yosuke Moonsault.pngBBTag Yosuke CrescentSlash.png
When you want to flip in place instead of everywhere at once. • This comes out automatically! No timing required!
BBTAG Yosuke J236C Hitbox.png


  • EX Version performs an auto Crescent Slash.
  • Doesn't switch sides


Partner Skills

5P
6P
5D Now everyone can find out how much of a bro Jiraiya actually is.
Template:AttackDataHeader-BBTag
6P
P4A 5D
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700×4 All (18)+31 15 [(9)3,3,4] Total: 94 [Total: +70] - B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 18, Launch×3 50 - - 0/+12, 0/+1×3 +12, +1×3 -
Only performs followup (Values in []) on hit/block
Minimum Damage 35×4 (140)
BBTag Yosuke 6P.png
BBTAG Yosuke 6P1 Hitbox.pngBBTAG Yosuke 6P2 Hitbox.png
  • 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
BBTag Yosuke DashSpring.png
Green Streak. Speeds By. Yosuke the Frog.
Template:AttackDataHeader-BBTag
5P
Dash Spring
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All (18)+13~24 3 [3(10)3] 18 [26+12L] -14 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 20, Launch 60 + Down 23, 60 - - 0/+8, 9/+8 +8 -
Only attacks if opponent is in range
(Values in [])
When opponent is out of range, does not attack. Total duration 40F
Minimum Damage 75×2 (150)
BBTag Yosuke DashSpring.png
BBTAG Yosuke 5P1 Hitbox.pngBBTAG Yosuke 5P2 Hitbox.png
  • Works the same as the A version of Dash Spring
4P
4P
5AAA
BBTag Yosuke 5AAA.png
YOSUKE UPPAH!!!
Template:AttackDataHeader-BBTag
4P
5AAA
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+10 6 29+3L -19 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 12 +0 -
Minimum Damage 85
BBTag Yosuke 5AAA.png
BBTAG Yosuke 4P Hitbox.png


  • Launching or Anti-Air assist


Distortion Skills

Garudyne
Garudyne
236B+C (air OK)
BBTag Yosuke Garudyne.png
A Giant Spinny Projectile. What could POSSIBLY go wrong??
Template:AttackDataHeader-BBTag
236BC
Garudyne
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
360×31 [430×31] All 9+(53 Flash)+7 5×31 Total: Until L+38L -31 P2 1~17 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
98×31 4 18 Launch 90 Launch 105 0 +0 +6
Values in [] are for Enhanced version
Minimum Damage: 54×31 (1674) [60×31 (1860)]
BBTag Yosuke Garudyne.png
A Giant Spinny Projectile. What could POSSIBLY go wrong??
BBTAG Yosuke 236BC Hitbox.png
  • 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)
BBTag Yosuke ShippuNagareboshi.png
Also known as, "That super where Yosuke goes WHOO!!"
BBTag Yosuke ShippuNagareboshi2.png
Yosuke now saying "Woohoo!" was the worst possible nerf.
Template:AttackDataHeader-BBTag
214BC
Shippu - Nagareboshi
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000×2, 250×18
[2000×2, 200×36]
All 4+(39 Flash)+1 15 Until L+18L -21 H 1~19 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 120, 100, 400 + Down 20×18 [×36] - - 4 4, 8/+10, 0/+10×18 [×36] -
Values in [] are for Enhanced version
Minimum Damage: 400, 600, 40×18 (1720)
[Minimum Damage: 400, 600, 26×36 (1936)]
BBTag Yosuke ShippuNagareboshi.pngBBTag Yosuke ShippuNagareboshi2.png
BBTAG Yosuke 214BC Hitbox.png


  • 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
BBTag Yosuke Garudyne.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Garudyne
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
100×20 [100×25] All 1+(92 Flash)+1 10×11,5×9 [10×6,5×19] Total: Until L+38L - P2 1~3 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 90 Launch 105 0 +0 +5
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Yosuke Garudyne.png
Didn't get the kill? Try spinning. I hear it's a good trick.
BBTAG Yosuke DSD Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Brave Blade
222B+C
BBTag Yosuke BraveBlade.png
EVERYDAY'S GREAT AT JUNES!!
BBTag 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!"
Template:AttackDataHeader-BBTag
222BC
Brave Blade
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 4+(78 Flash)+16 10 Total: 119 -68 - 1~44 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+12 - -
BBTag Yosuke BraveBlade.pngBBTag Yosuke BraveBlade2.png
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!"
BBTAG Yosuke 222BC Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Roadmap

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Navigation

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.