BBTag/Yosuke Hanamura: Difference between revisions

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{{CharData-BBTagList|Yosuke}}
{{#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
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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===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.


===Strengths/Weaknesses===
===Strengths/Weaknesses===
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| style="width: 50%;"|
| style="width: 50%;"|
* Has great air mobility, as well as several air tools to help him out.
* Has great air mobility, as well as several air tools to help him out.
* Like all persona characters, his combos are incredibly strong (more so in the corner).  
* High solo damage, especially in the corner.
* One of the fastest characters in the game.
* Decent Assists.


| style="width: 50%;"|
| style="width: 50%;"|
* Lackluster Reversal Action.
* Lower than Average Health.
* Lower than Average Health.
* Normals are on the shorter side.
* 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.
|-
|-
|}
|}


===Persona: Jiraiya===
 
Yosuke's Persona, Jiraiya, gives him even more aerial movement options by granting him access to Flying Flash Cut and Mirage Slash (jC). He also provides Yosuke with farther reaching normals. During 6P, Yosuke sends Jiraiya moving forward with his fist out (and uppercuts if it connects) to help in neutral or extend combos.
====Persona: Jiraiya====


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


==Normal Moves==
==Normal Moves==
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|image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation.
|image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation.
|image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day.
|image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day.
|image4=BBTag_Yosuke_4AAAA.png |caption4= What if we could do this as a special...
|image4=BBTag_Yosuke_4AAAA.png |caption4= Who's ready for 2.0?
|name=4A
|name=4A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=4A
{{!}}-
|damage= 1000|guard=All
{{AttackVersion|name=4A}}
|startup= 6 |active= |recovery= 22|frameAdv= 1
{{#lsth:BBTag/Yosuke Hanamura/Data|4A}}
|description=
{{!}}-
* This is one of Yosuke's two jump cancelable on block 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= 8 |active= |recovery= 33|frameAdv= -3
{{Description|7|text=*Pressure tool
|description=
*Pressure tool


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=4AAA}}
|version=4AAA
{{#lsth:BBTag/Yosuke Hanamura/Data|4AAA}}
|damage= |guard=All
{{!}}-
|startup= 10 |active= |recovery= 39 |frameAdv= -6
{{Description|7|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
|description=
* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
* Special cancelable on hit and block.
* Special cancelable on hit and block.




  }}
  }}
  {{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=
* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.


  }}
  }}
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|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= 1436 |guard=All
{{AttackVersion|name=5A}}
|startup= 9|active= |recovery= 30|frameAdv= 2
{{#lsth:BBTag/Yosuke Hanamura/Data|5A}}
|description=
{{!}}-
* Jump cancelable on hit.
{{Description|7|text=* Jump cancelable on hit and block.


Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.
Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Yosuke Hanamura/Data|5AA}}
|damage= |guard=All
{{!}}-
|startup= 10|active= |recovery= 27|frameAdv= 2
{{Description|7|text=* Large forward hitbox
|description=
* Large forward hitbox
* Jump cancelable on hit
* Jump cancelable on hit
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAA}}
|damage= |guard=All
{{!}}-
|startup= 10|active= |recovery= 47|frameAdv= -10
{{Description|7|text=* Special cancelable after the 3rd hit on hit and block.
|description=
* Special cancelable after the 3rd hit on hit and block.
* Unsafe on block because it leaves Yosuke airborne (unless special canceled).
* Unsafe on block because it leaves Yosuke airborne (unless special canceled).
* Jump cancelable on hit.
* Jump cancelable on hit.
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  }}
  }}
  {{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=
* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.


  }}
  }}
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|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage= 1500|guard=All
{{AttackVersion|name=5B}}
|startup= 12|active= |recovery= 44|frameAdv= -11
{{#lsth:BBTag/Yosuke Hanamura/Data|5B}}
|description=
{{!}}-
* 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).
{{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.
*Mainly used as combo filler or corner relaunching.
*Jump cancelable on hit
*Jump cancelable on hit


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Yosuke Hanamura/Data|5BB}}
|damage= |guard=All
{{!}}-
|startup= 19|active= |recovery= 35|frameAdv= -2
{{Description|7|text=* Mainly used as combo filler
|description=
* Mainly used as combo filler
* Jump cancelable on hit
* Jump cancelable on hit


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBB}}
|version=5BBB
{{#lsth:BBTag/Yosuke Hanamura/Data|5BBB}}
|damage= |guard=All
{{!}}-
|startup= 14|active= |recovery= 46|frameAdv= -9
{{Description|7|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)
|description=
* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)
* Disables Cross Burst on hit similar to a throw.
* 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.
* 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.
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|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=High
{{!}}-
|startup=22 |active= |recovery=37 |frameAdv=-7
{{#lsth:BBTag/Yosuke Hanamura/Data|5C}}
|description=
{{!}}-
* Airborne during the hop
{{Description|6|text=* 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.
Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category.
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|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Low
{{!}}-
|startup=7 |active= |recovery=27 |frameAdv=-4
{{#lsth:BBTag/Yosuke Hanamura/Data|2A}}
|description=
{{!}}-
* Hits low
{{Description|6|text=* Hits low
* Good forward hitbox.
* Good forward hitbox.
* Great for stagger pressure and punishing opponents for not blocking low.
* Great for stagger pressure and punishing opponents for not blocking low.
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|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=9 |active= |recovery=40 |frameAdv=-10
{{#lsth:BBTag/Yosuke Hanamura/Data|2B}}
|description=
{{!}}-
* 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
{{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
* Jump cancelable on hit and block


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|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Low
{{!}}-
|startup=11 |active= |recovery=38 |frameAdv=-8
{{#lsth:BBTag/Yosuke Hanamura/Data|2C}}
|description=
{{!}}-
* Good for low profiling long range pokes.
{{Description|6|text=* Good for low profiling long range pokes.
* Special cancelable on hit / block
* Special cancelable on hit / block
* Very unsafe on block (unless special canceled)
* Very unsafe on block (unless special canceled)
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|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage= |guard=High
{{AttackVersion|name=j.A}}
|startup=10 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.A}}
|description=
{{!}}-
* Can tag crouching opponents if performed low enough from a distance.
{{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
* Really long forward range to catch opponents from a fair distance away
* Can be used to perform safe jumps with.
* Can be used to perform safe jumps with.
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  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Yosuke Hanamura/Data|j.AA}}
|damage= |guard=High
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{Description|7|text=* Jump cancelable on hit and block
|description=
* Jump cancelable on hit and block


Combo filler.
Combo filler.
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|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=15 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.B}}
|description=
{{!}}-
* Hits 3 times
{{Description|6|text=* Hits 3 times
* Not an overhead
* 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.
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=
}}
}}
}}


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|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Low
{{!}}-
|startup=36 |active= |recovery=31 |frameAdv=-9
{{#lsth:BBTag/Yosuke Hanamura/Data|j.C}}
|description=
{{!}}-
* Can cancel the start up into other aerial specials to bait antiairs or to cross up.
{{Description|6|text=* Can cancel the start up into other aerial specials to bait antiairs or to cross up.
* Travels a short distance.  
* Travels a short distance.  
* Special cancelable on hit and block.
* Special cancelable on hit and block.
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}}
}}


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


==Universal Mechanics==
==Universal Mechanics==
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|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= Both: 1000 |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
  }}
  }}
}}
}}
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|input=5A+D
|input=5A+D
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage= Trip: 500 / Kick: 1920 / Total: 2420|guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Taunt}}
|description=
{{#lsth:BBTag/Yosuke Hanamura/Data|AD}}
Yosuke’s Reversal Action has 2 parts, “Taunt” and “Trip”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Trip” is when Yosuke’s Reversal Action is triggered causing the hitbox to appear. If it’s not triggered, Yosuke sighs and becomes punishable.
{{!}}-
{{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.


Yosuke taunts the opponent while in a counter state. If Yosuke is hit, he proceeds to trip the opponent and then Jiraiya will kick them away if they’re close enough.


DP Triggers on:
DP Triggers on:
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* Command Throws
* Command Throws
* Burst
* Burst
*Assist
*Projectiles


DP doesn’t fully trigger on:
* Projectiles
* Assist Calls
* Evasive Actions
(Full trigger is relative to the opponent's active character's position)
  }}
  }}
}}
}}


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


==Skills==
==Skills==
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|name=Dash Spring
|name=Dash Spring
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=A}}
|startup=14 |active= |recovery=52 |frameAdv=-8
{{#lsth:BBTag/Yosuke Hanamura/Data|236A}}
|description=
{{!}}-
}}
{{AttackVersion|name=B}}
{{AttackData-BBTag
{{#lsth:BBTag/Yosuke Hanamura/Data|236B}}
|header=no
{{!}}-
|version=B
{{Description|7|text=* Referred to as '''Run'''.
|damage= |guard=All
|startup=20 |active= |recovery=69 |frameAdv=-23
|description=
* Referred to as '''Run'''.
* A Version goes a little over half screen and slightly bounces the opponent
* 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.
* B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups.
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|name=Flying Flash Cut
|name=Flying Flash Cut
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=13 |active= |recovery=68 |frameAdv=-44
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236A}}
|description=
{{!}}-
* Referred to as '''V Slash'''.
{{Description|6|text=* Referred to as '''V Slash'''.
* Send the opponent all the way to the ground on hit regardless of height.
* Send the opponent all the way to the ground on hit regardless of height.
* Can’t directly cancel into other air actions.
* Can’t directly cancel into other air actions.
* Can extend combos from with when paired with an assist.
* Can extend combos from with when paired with an assist.
* Direction depends on input.
* Direction depends on input.
If j.236A/j.214A is blocked on the ground Yosuke gets pushed back enough for the second hit to whiff. The framedata here it’s when the move is blocked or hits on a grounded opponent. It’s punishable on both cases.
  }}
  }}
}}
}}
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|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=
{{!}}-
* Has a wide  travel arc.
{{Description|6|text=* Has a wide  travel arc.
* Can cross up in the corner.
* Can cross up in the corner.
* Direction depends on input.
* Direction depends on input.
* Used in air combos after 236B
* Used in air combos after 236B
* Has invul during the first half of the flip
* Has invul during the first half of the flip
  }}
  }}
}}
}}
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|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=
{{!}}-
The optional follow up for Moonsault
{{Description|6|text=The optional follow up for Moonsault
* Hitting C will do the Moonsault / Crescent combo
* Hitting C will do the Moonsault / Crescent combo
* Hits overhead.
* Hits overhead.
Line 476: Line 478:
|name=EX Dash Spring
|name=EX Dash Spring
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= First: 1300 / Second: 707 / Total: 2007|guard=All
{{!}}-
|startup=22 |active= |recovery=61 |frameAdv=-15
{{#lsth:BBTag/Yosuke Hanamura/Data|236C}}
|description=
{{!}}-
* EX Version goes full screen, has the start up of A Version and the bounce of B Version allowing for moonsault followups.
{{Description|6|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.


  }}
  }}
Line 492: Line 494:
|name=EX Moonsault
|name=EX Moonsault
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= 2000 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236C}}
|description=
{{!}}-
* EX Version performs an auto Crescent Slash.
{{Description|6|text=* EX Version performs an auto Crescent Slash.
* Doesn't switch sides
* Doesn't switch sides


Line 502: Line 504:
}}
}}


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


==Partner Skills==
==Partner Skills==
Line 509: 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= Dash: 700 / Three Uppercut Hits: 332 / Total: 1696|guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|6P }}
|description=
{{!}}-
* Jiraiya rushes forward with his fist extended. Goes 3/4th screen. If it connects, Jiraiya does an uppercut launching the opponent into the air.
{{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.


  }}
  }}
Line 524: 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= First: 1500 / Second: 672 / Total: 2172 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|5P }}
|description=
{{!}}-
* Works the same as the A version of Dash Spring
{{Description|6|text=* Works the same as the A version of Dash Spring


  }}
  }}
Line 539: 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= 1700|guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|4P}}
|description=
{{!}}-
* Launching or Anti-Air assist
{{Description|6|text=* Launching or Anti-Air assist


  }}
  }}
}}
}}


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


==Distortion Skills==
==Distortion Skills==
Line 557: 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= Normal: 4446 / Resonance Blaze: 5340|guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|236BC}}
|description=
{{!}}-
{{Description|6|text=*Homes in on the opponent, even on block.
Everything could go wrong.
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.
  }}
  }}
}}
}}
Line 573: 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= Normal:4912 / Resonance Blaze: 5864 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Yosuke Hanamura/Data|214BC}}
|description=
{{!}}-
* Referred to as '''Whoo'''.
{{Description|6|text=* Referred to as '''Whoo'''.
* Decent Invincibility.
* Travels slightly over half screen.
* Travels slightly over half screen.
* This move has a stupidly large hitbox making it easy to hit from awkward angles.
* This move has a stupidly large hitbox making it easy to hit from awkward angles.
* Primary ender if you want to use meter.
* 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


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


==Astral Heat==
==Astral Heat==
Line 598: Line 619:
|name=Brave Blade
|name=Brave Blade
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= 29855|guard=All
{{!}}-
|startup= 68 after superflash |active= |recovery= 100|frameAdv= -68
{{#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 608: Line 629:
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
 
{{CharLinks-BBTag | Yosuke}}
==Roadmap==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
{{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!"
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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.