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{{#lst:BBTag/Yosuke Hanamura/Data|4A}} | {{#lst:BBTag/Yosuke Hanamura/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|4AA}} | {{#lst:BBTag/Yosuke Hanamura/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=*Pressure tool | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|4AAA}} | {{#lst:BBTag/Yosuke Hanamura/Data|4AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space. | ||
* Special cancelable on hit and block. | * Special cancelable on hit and block. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|4AAAA}} | {{#lst:BBTag/Yosuke Hanamura/Data|4AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5A}} | {{#lst:BBTag/Yosuke Hanamura/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Jump cancelable on hit and block. | ||
Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun. | Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5AA}} | {{#lst:BBTag/Yosuke Hanamura/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Large forward hitbox | ||
* Jump cancelable on hit | * Jump cancelable on hit | ||
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos | * If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5AAA}} | {{#lst:BBTag/Yosuke Hanamura/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 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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{{#lst:BBTag/Yosuke Hanamura/Data|5AAAA}} | {{#lst:BBTag/Yosuke Hanamura/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5B}} | {{#lst:BBTag/Yosuke Hanamura/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5BB}} | {{#lst:BBTag/Yosuke Hanamura/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Mainly used as combo filler | ||
* Jump cancelable on hit | * Jump cancelable on hit | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5BBB}} | {{#lst:BBTag/Yosuke Hanamura/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 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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{{#lst:BBTag/Yosuke Hanamura/Data|5C}} | {{#lst:BBTag/Yosuke Hanamura/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Yosuke Hanamura/Data|2A}} | {{#lst:BBTag/Yosuke Hanamura/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Yosuke Hanamura/Data|2B}} | {{#lst:BBTag/Yosuke Hanamura/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Yosuke Hanamura/Data|2C}} | {{#lst:BBTag/Yosuke Hanamura/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Yosuke Hanamura/Data|j.A}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBTag/Yosuke Hanamura/Data|j.AA}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Jump cancelable on hit and block | ||
Combo filler. | Combo filler. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|j.B}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | * The blockstun and hitstun of j.B depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|j.2A}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
}} | }} | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|j.C}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Yosuke Hanamura/Data|BC}} | {{#lst:BBTag/Yosuke Hanamura/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Special cancelable | ||
* Super cancellable | * Super cancellable | ||
* Can be followed by normals | * Can be followed by normals | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|AD Attack}} | {{#lst:BBTag/Yosuke Hanamura/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|236B}} | {{#lst:BBTag/Yosuke Hanamura/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 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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{{#lst:BBTag/Yosuke Hanamura/Data|j.236A}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|j.236B}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|j.236B X}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.236B X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|236C}} | {{#lst:BBTag/Yosuke Hanamura/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups. | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|j.236C}} | {{#lst:BBTag/Yosuke Hanamura/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* EX Version performs an auto Crescent Slash. | ||
* Doesn't switch sides | * Doesn't switch sides | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|6P }} | {{#lst:BBTag/Yosuke Hanamura/Data|6P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|5P }} | {{#lst:BBTag/Yosuke Hanamura/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Works the same as the A version of Dash Spring | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|4P}} | {{#lst:BBTag/Yosuke Hanamura/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Launching or Anti-Air assist | ||
}} | }} | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|236BC}} | {{#lst:BBTag/Yosuke Hanamura/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | However, it works well as a Distortion Duo Skill follow up, since the move doesn't scale as much as other supers. Plus it drags opponents to the corner. Very unsafe as a DHC on block, though. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|214BC}} | {{#lst:BBTag/Yosuke Hanamura/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Referred to as '''Whoo'''. | ||
* Decent Invincibility. | * Decent Invincibility. | ||
* Travels slightly over half screen. | * Travels slightly over half screen. | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo}} | {{#lst:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 | ||
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{{#lst:BBTag/Yosuke Hanamura/Data|222BC}} | {{#lst:BBTag/Yosuke Hanamura/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 |
Revision as of 06:00, 16 April 2020
Yosuke Hanamura |
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Overview
"Leave it all to me, yeah!"
"The important things are never far off... They're all around you."
Backstory
Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be.
Playstyle
Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone. He is missing a projectile but his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.
Strengths/Weaknesses
Strengths | Weaknesses |
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Persona: Jiraiya
Air Actions
Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs.
His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring.
- Hitting A during Moonsault / Dash Spring will give you V Slash
- Hitting B or C during Dash Spring will give you Moonsault or EX Crescent Slash
- Hitting B or C during Moonsault will give you Crescent Slash
- Hitting B or C AFTER Crescent Slash will give you another Moonsault
- You can also do manual inputs or 6/4+Button to change directions
- You are able to cancel the start up for jC into air actions also using manual inputs.
3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C | Template:AttackDataHeader-BBTag |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.2A
j.2A | Template:AttackDataHeader-BBTag |
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j.C
j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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Dodge
Dodge 5A+D |
Template:AttackDataHeader-BBTag |
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Skills
Dash Spring
Dash Spring 236A/B |
Template:AttackDataHeader-BBTag |
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Flying Flash Cut
Flying Flash Cut j.236A or j.214A |
Template:AttackDataHeader-BBTag |
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Moonsault
Moonsault j.236B or j.214B |
Template:AttackDataHeader-BBTag |
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Crescent Slash
Crescent Slash (during Moonsault) A/B/C |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX Dash Spring
EX Dash Spring 236C |
Template:AttackDataHeader-BBTag |
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EX Moonsault
EX Moonsault j.236C or j.214C |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
6P 5D |
Template:AttackDataHeader-BBTag |
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6P
5P Dash Spring |
Template:AttackDataHeader-BBTag |
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4P
4P 5AAA |
Template:AttackDataHeader-BBTag |
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Distortion Skills
Garudyne
Garudyne 236B+C (air OK) |
Template:AttackDataHeader-BBTag |
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Shippu - Nagareboshi
Shippu - Nagareboshi 214B+C (air OK) |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
Garudyne P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
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Astral Heat
Brave Blade 222B+C |
Template:AttackDataHeader-BBTag |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •