BBTag/Yosuke Hanamura: Difference between revisions

From Dustloop Wiki
(revmoving <nowiki/>. No longer needed to preserve space)
(26 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yosuke Hanamura}}
|-
======<span style="visibility:hidden;font-size:0">Overview</span>======
!Yosuke Hanamura
{{FlexContainer}}
|-
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
||
{{FP Box|header=Overview
[[File:BBTag_Yosuke_Portrait.png|350x500px|center]]
|content=
|-
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.
||
{{#lst:BBTag/Yosuke Hanamura/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
 
;Playstyle
:Tricky, Mixup, Hit and run
 
;Team role
:Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
{{Bio
{{Bio
| name = Yosuke Hanamura
| name = Yosuke Hanamura
| game = BBTag
| game = BBTag
| icon = BBTag_Yosuke_Icon.png
| quote = Leave it all to me, yeah!<br/>The important things are never far off... They're all around you.
| quote = Leave it all to me, yeah!<br/>The important things are never far off... They're all around you.
| lore =  
| lore =  
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.
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===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro=
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.
|pros=
|pros=
* 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.
* High solo damage, especially in the corner.
* High solo damage
* One of the fastest characters in the game.
* One of the fastest characters in the game.
* Decent Assists.
* Great assist kit.
|cons=
|cons=
* Lower than Average Health.
* Weak pokes/midrange game
* Normals are on the shorter side (even with Jiraya).
* Struggles against characters with strong air control
* No projectile. Needs assists to help in neutral.  
* Fastest air normal is 10f.
}}
}}
 
| subheader1=Air Actions
===Air Actions===
| content2=
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.  
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.  


Line 58: Line 39:


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.
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
}}
<br style="clear:both;"/>
{{Closediv}}<!--END TOP SECTION-->
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
{{FP TOC}}
{{FP Box
| padding=no
| content={{CharaInfo
| game=BBTag
| fullname=Yosuke Hanamura
| health={{#lst:{{PAGENAME}}/Data|health}}
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
====== <span style="visibility:hidden;font-size:0">4A</span> ======
{{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!
Line 73: Line 70:
{{!}}-
{{!}}-
{{AttackVersion|name=4A}}
{{AttackVersion|name=4A}}
{{#lst:BBTag/Yosuke Hanamura/Data|4A}}
{{#lst:{{PAGENAME}}/Data|4A}}
{{!}}-
{{!}}-
{{Description|8|text=* This is one of Yosuke's three jump cancelable on block ground normals. <br>
{{Description|8|text=* This is one of Yosuke's three jump cancelable on block ground normals. <br>
Line 81: Line 78:
  {{!}}-
  {{!}}-
{{AttackVersion|name=4AA}}
{{AttackVersion|name=4AA}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AA}}
{{#lst:{{PAGENAME}}/Data|4AA}}
{{!}}-
{{!}}-
{{Description|8|text=*Pressure tool
{{Description|8|text=*Pressure tool
Line 88: Line 85:
  {{!}}-
  {{!}}-
{{AttackVersion|name=4AAA}}
{{AttackVersion|name=4AAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AAA}}
{{#lst:{{PAGENAME}}/Data|4AAA}}
{{!}}-
{{!}}-
{{Description|8|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
{{Description|8|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
Line 97: Line 94:
  {{!}}-
  {{!}}-
{{AttackVersion|name=4AAAA}}
{{AttackVersion|name=4AAAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AAAA}}
{{#lst:{{PAGENAME}}/Data|4AAAA}}
{{!}}-
{{!}}-
{{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.
{{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.
Line 103: Line 100:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">5A</span> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_5A.png |caption= 3 times the hitboxes for 3 times the fun.
|image=BBTag_Yosuke_5A.png |caption= 3 times the hitboxes for 3 times the fun.
Line 115: Line 111:
{{!}}-
{{!}}-
{{AttackVersion|name=5A}}
{{AttackVersion|name=5A}}
{{#lst:BBTag/Yosuke Hanamura/Data|5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
{{!}}-
{{Description|8|text=* Jump cancelable on hit and block.
{{Description|8|text=* Jump cancelable on hit and block.
Line 123: Line 119:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5AA}}
{{AttackVersion|name=5AA}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AA}}
{{#lst:{{PAGENAME}}/Data|5AA}}
{{!}}-
{{!}}-
{{Description|8|text=* Large forward hitbox
{{Description|8|text=* Large forward hitbox
Line 132: Line 128:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5AAA}}
{{AttackVersion|name=5AAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AAA}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
{{!}}-
{{!}}-
{{Description|8|text=* Special cancelable after the 3rd hit on hit and block.
{{Description|8|text=* Special cancelable after the 3rd hit on hit and block.
Line 142: Line 138:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5AAAA}}
{{AttackVersion|name=5AAAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AAAA}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
{{!}}-
{{!}}-
{{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.
{{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.
Line 148: Line 144:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">5B</span> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|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.
Line 159: Line 154:
{{!}}-
{{!}}-
{{AttackVersion|name=5B}}
{{AttackVersion|name=5B}}
{{#lst:BBTag/Yosuke Hanamura/Data|5B}}
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
{{!}}-
{{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).
{{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).
Line 168: Line 163:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5BB}}
{{AttackVersion|name=5BB}}
{{#lst:BBTag/Yosuke Hanamura/Data|5BB}}
{{#lst:{{PAGENAME}}/Data|5BB}}
{{!}}-
{{!}}-
{{Description|8|text=* Mainly used as combo filler
{{Description|8|text=* Mainly used as combo filler
Line 176: Line 171:
  {{!}}-
  {{!}}-
{{AttackVersion|name=5BBB}}
{{AttackVersion|name=5BBB}}
{{#lst:BBTag/Yosuke Hanamura/Data|5BBB}}
{{#lst:{{PAGENAME}}/Data|5BBB}}
{{!}}-
{{!}}-
{{Description|8|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)
{{Description|8|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)
Line 185: Line 180:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">5C</span> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_5C.png |caption= #NetplayUnblockables
|image=BBTag_Yosuke_5C.png |caption= #NetplayUnblockables
Line 193: Line 187:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|5C}}
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
{{!}}-
{{Description|7|text=* Airborne during the hop
{{Description|7|text=* Airborne during the hop
Line 200: Line 194:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">2A</span> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_2A.png |caption= It's like Yosuke 4A, except it hits LOW!
|image=BBTag_Yosuke_2A.png |caption= It's like Yosuke 4A, except it hits LOW!
Line 208: Line 201:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|2A}}
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
{{!}}-
{{Description|7|text=* Hits low
{{Description|7|text=* Hits low
Line 217: Line 210:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">2B</span> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_2B.png |caption= Remember when Hazama 5C was jump cancellable on block?
|image=BBTag_Yosuke_2B.png |caption= Remember when Hazama 5C was jump cancellable on block?
Line 225: Line 217:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|2B}}
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
{{!}}-
{{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
{{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
Line 232: Line 224:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">2C</span> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_2C.png |caption= Slides under moves like sliding into their DMs.
|image=BBTag_Yosuke_2C.png |caption= Slides under moves like sliding into their DMs.
Line 240: Line 231:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|2C}}
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
{{!}}-
{{Description|7|text=* Good for low profiling long range pokes.
{{Description|7|text=* Good for low profiling long range pokes.
Line 248: Line 239:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_jA.png |caption= The Jump In everyone learned to hate.
|image=BBTag_Yosuke_jA.png |caption= The Jump In everyone learned to hate.
Line 258: Line 248:
{{!}}-
{{!}}-
{{AttackVersion|name=j.A}}
{{AttackVersion|name=j.A}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
{{!}}-
{{Description|8|text=* Can tag crouching opponents if performed low enough from a distance.
{{Description|8|text=* Can tag crouching opponents if performed low enough from a distance.
Line 268: Line 258:
  {{!}}-
  {{!}}-
{{AttackVersion|name=j.AA}}
{{AttackVersion|name=j.AA}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.AA}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|8|text=* Jump cancelable on hit and block
{{Description|8|text=* Jump cancelable on hit and block
Line 275: Line 265:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_jB.png |caption= #ThePssychSpecial
|image=BBTag_Yosuke_jB.png |caption= #ThePssychSpecial
Line 283: Line 272:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.B}}
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
{{!}}-
{{Description|7|text=* Hits 3 times
{{Description|7|text=* Hits 3 times
Line 294: Line 283:
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.2A</font> ======
====== <span style="visibility:hidden;font-size:0">j.2A</span> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_j2A.png |caption=
|image=BBTag_Yosuke_j2A.png |caption= Ya like these?
|name=j.2A
|name=j.2A
|data=
|data=
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.2A}}
{{#lst:{{PAGENAME}}/Data|j.2A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Special cancellable on hit and block
The angle sadly makes it mostly unfit for neutral use, mainly used to combo into Moonsault-Cresent Slash after j.A. Very punishable on whiff.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_jC.png |caption= Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
|image=BBTag_Yosuke_jC.png |caption= Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
Line 314: Line 305:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.C}}
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
{{!}}-
{{Description|7|text=* Can cancel the start up into other aerial specials to bait antiairs or to cross up.
{{Description|7|text=* Can cancel the start up into other aerial specials to bait antiairs or to cross up.
Line 327: Line 318:
==Universal Mechanics==
==Universal Mechanics==


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_GroundThrow.png |caption= What if this throw poisoned again... But special cancels are nice!
|image=BBTag_Yosuke_GroundThrow.png |caption= What if this throw poisoned again... But special cancels are nice!
Line 335: Line 326:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|BC}}
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
{{!}}-
{{Description|7|text=* Special cancelable
{{Description|7|text=* Special cancelable
Line 343: Line 334:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">Dodge</span> ======
====== <font style="visibility:hidden" size="0">Dodge</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!".
|image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!".
Line 353: Line 343:
{{!}}-
{{!}}-
{{AttackVersion|name=Taunt}}
{{AttackVersion|name=Taunt}}
{{#lst:BBTag/Yosuke Hanamura/Data|AD}}
{{#lst:{{PAGENAME}}/Data|AD}}
{{!}}-
{{!}}-
{{AttackVersion|name=Kick}}
{{AttackVersion|name=Kick}}
{{#lst:BBTag/Yosuke Hanamura/Data|AD Attack}}
{{#lst:{{PAGENAME}}/Data|AD Attack}}
{{!}}-
{{!}}-
{{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.
{{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.
Line 380: Line 370:


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Dash Spring</font> ======
====== <span style="visibility:hidden;font-size:0">Dash Spring</span> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Don't use this as a command dash.  That ALWAYS ends poorly.
|image=BBTag_Yosuke_DashSpring.png |caption= Don't use this as a command dash.  That ALWAYS ends poorly.
Line 389: Line 379:
{{!}}-
{{!}}-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lst:BBTag/Yosuke Hanamura/Data|236A}}
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
{{!}}-
{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lst:BBTag/Yosuke Hanamura/Data|236B}}
{{#lst:{{PAGENAME}}/Data|236B}}
{{!}}-
{{!}}-
{{Description|8|text=* Referred to as '''Run'''.
{{Description|8|text=* Referred to as '''Run'''.
Line 402: Line 392:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">Flying Flash Cut</span> ======
====== <font style="visibility:hidden" size="0">Flying Flash Cut</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_FlyingFlashCut.png |caption= V SLASH!! Now an actual knockdown.
|image=BBTag_Yosuke_FlyingFlashCut.png |caption= V SLASH!! Now an actual knockdown.
Line 411: Line 400:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236A}}
{{#lst:{{PAGENAME}}/Data|j.236A}}
{{!}}-
{{!}}-
{{Description|7|text=* Referred to as '''V Slash'''.
{{Description|7|text=* Referred to as '''V Slash'''.
Line 421: Line 410:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">Moonsault</span> ======
====== <font style="visibility:hidden" size="0">Moonsault</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Moonsault.png |caption= The fact that this STILL crosses up in the corner is pretty hilarious.
|image=BBTag_Yosuke_Moonsault.png |caption= The fact that this STILL crosses up in the corner is pretty hilarious.
Line 430: Line 418:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236B}}
{{#lst:{{PAGENAME}}/Data|j.236B}}
{{!}}-
{{!}}-
{{Description|7|text=* Has a wide  travel arc.
{{Description|7|text=* Has a wide  travel arc.
Line 439: Line 427:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">Crescent Slash</span> ======
====== <font style="visibility:hidden" size="0">Crescent Slash</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_CrescentSlash.png |caption= I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
|image=BBTag_Yosuke_CrescentSlash.png |caption= I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
Line 448: Line 435:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236B X}}
{{#lst:{{PAGENAME}}/Data|j.236B X}}
{{!}}-
{{!}}-
{{Description|7|text=The optional follow up for Moonsault
{{Description|7|text=The optional follow up for Moonsault
Line 462: Line 449:
==Extra Skills==
==Extra Skills==


====== <font style="visibility:hidden" size="0">EX Dash Spring</font> ======
====== <span style="visibility:hidden;font-size:0">EX Dash Spring</span> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln??
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln??
Line 470: Line 457:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|236C}}
{{#lst:{{PAGENAME}}/Data|236C}}
{{!}}-
{{!}}-
{{Description|7|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
{{Description|7|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
Line 476: Line 463:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">EX Moonsault</span> ======
====== <font style="visibility:hidden" size="0">EX Moonsault</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once.
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once.
Line 486: Line 472:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236C}}
{{#lst:{{PAGENAME}}/Data|j.236C}}
{{!}}-
{{!}}-
{{Description|7|text=* EX Version performs an auto Crescent Slash.
{{Description|7|text=* EX Version performs an auto Crescent Slash.
Line 497: Line 483:


==Partner Skills==
==Partner Skills==
 
====== <span style="visibility:hidden;font-size:0">5P</span> ======
====== <font style="visibility:hidden" size="0">5P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is.
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak.  Speeds By.  Yosuke the Frog.
|name=6P
|name=5P
|input=5D
|input=Dash Spring
|data=
|data=
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|6P }}
{{#lst:{{PAGENAME}}/Data|5P }}
{{!}}-
{{!}}-
{{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.
{{Description|7|text=* Works the same as the A version of Dash Spring


  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
====== <span style="visibility:hidden;font-size:0">6P</span> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak.  Speeds By.  Yosuke the Frog.
|image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is.
|name=5P
|name=6P
|input=Dash Spring
|input=P4A 5D
|data=
|data=
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|5P }}
{{#lst:{{PAGENAME}}/Data|6P }}
{{!}}-
{{!}}-
{{Description|7|text=* Works the same as the A version of Dash Spring
{{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.


  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">4P</span> ======
====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!!
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!!
Line 536: Line 520:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|4P}}
{{#lst:{{PAGENAME}}/Data|4P}}
{{!}}-
{{!}}-
{{Description|7|text=* Launching or Anti-Air assist
{{Description|7|text=* Launching or Anti-Air assist
Line 546: Line 530:


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Garudyne</font> ======
====== <span style="visibility:hidden;font-size:0">Garudyne</span> ======
{{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??
Line 554: Line 538:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|236BC}}
{{#lst:{{PAGENAME}}/Data|236BC}}
{{!}}-
{{!}}-
{{Description|7|text=*Homes in on the opponent, even on block.  
{{Description|7|text=*Homes in on the opponent, even on block.  
Line 561: Line 545:
  }}
  }}
}}
}}
 
====== <span style="visibility:hidden;font-size:0">Shippu - Nagareboshi</span> ======
====== <font style="visibility:hidden" size="0">Shippu - Nagareboshi</font> ======
{{MoveData
{{MoveData
|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!!"
Line 571: Line 554:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|214BC}}
{{#lst:{{PAGENAME}}/Data|214BC}}
{{!}}-
{{!}}-
{{Description|7|text=* Referred to as '''Whoo'''.
{{Description|7|text=* Referred to as '''Whoo'''.
Line 586: Line 569:
==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Garudyne.png |caption=
|image=BBTag_Yosuke_Garudyne.png |caption= Didn't get the kill? Try spinning.
|input=P during Main Character's Distortion Skill  
|input=P during Main Character's Distortion Skill  
|name=Garudyne
|name=Garudyne
Line 592: Line 575:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo}}
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{Description|7|text=* Important points go here
Line 611: Line 594:
  {{AttackDataHeader-BBTag}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|222BC}}
{{#lst:{{PAGENAME}}/Data|222BC}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{Description|7|text=* Important points go here
Line 621: Line 604:
<br style="clear:both;"/>
<br style="clear:both;"/>


==Roadmap==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
{{Roadmap}}


==Navigation==
==Navigation==
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
{{#lst:{{PAGENAME}}/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.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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:Yosuke Hanamura]]

Revision as of 19:39, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview

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.

"Leave it all to me, yeah!
The important things are never far off... They're all around you."
Lore: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.
Pros
Cons
  • Has great air mobility, as well as several air tools to help him out.
  • High solo damage
  • One of the fastest characters in the game.
  • Great assist kit.
  • Weak pokes/midrange game
  • Struggles against characters with strong air control
  • Fastest air normal is 10f.

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.


Yosuke Hanamura
BBTag Yosuke Hanamura Portrait.png

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
  • This is one of Yosuke's three jump cancelable on block ground normals.
  • You can cancel 4A into itself. This makes it useful for pressure or hit confirms.
4AA
  • Pressure tool
4AAA
  • On block, this move sends Yosuke flying backwards, creating somewhat safe space.
  • Special cancelable on hit and block.
4AAAA
  • Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
5A
5A
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
  • Jump cancelable on hit and block.

Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.

5AA
  • Large forward hitbox
  • Jump cancelable on hit
  • If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos
5AAA
  • Special cancelable after the 3rd hit on hit and block.
  • Unsafe on block because it leaves Yosuke airborne (unless special canceled).
  • Jump cancelable on hit.
  • Can combo into Moonsault on hit except on small characters (e.g. Linne)
5AAAA
  • Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
5B
5B
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
  • Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit).
  • Mainly used as combo filler or corner relaunching.
  • Jump cancelable on hit
5BB
  • Mainly used as combo filler
  • Jump cancelable on hit
5BBB
  • Yosuke's special called Tentarafoo (doesn't cause confusion in this game)
  • Disables Cross Burst on hit similar to a throw.
  • Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away.

The long animation time and launch makes it easy to extend combos with an assist move or even an Active Switch into follow-up combo with the incoming character.

5C
5C
BBTag Yosuke 5C.png
#NetplayUnblockables
Template:AttackDataHeader-BBTag
  • 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
  • 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
  • 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
  • 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
  • Can tag crouching opponents if performed low enough from a distance.
  • Really long forward range to catch opponents from a fair distance away
  • Can be used to perform safe jumps with.
  • Jump cancelable on hit and block
j.AA
  • Jump cancelable on hit and block

Combo filler.

j.B
j.B
BBTag Yosuke jB.png
#ThePssychSpecial
Template:AttackDataHeader-BBTag
  • 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
Ya like these?
Template:AttackDataHeader-BBTag
  • Special cancellable on hit and block

The angle sadly makes it mostly unfit for neutral use, mainly used to combo into Moonsault-Cresent Slash after j.A. Very punishable on whiff.

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
  • 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
  • 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
Kick

Yosuke’s Reversal Action has 2 parts, “Taunt” and “Kick”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Kick” is when Yosuke’s Reversal Action is triggered causing Jiraiya to come out and kick the opponent away. If it’s not triggered, Yosuke sighs and becomes punishable.

When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions.

  • Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing
  • When triggered, Jiraiya will target the active character.


DP Triggers on:

  • Normals
  • Throws
  • Command Throws
  • Burst
  • Assist
  • Projectiles


Skills

Dash Spring
Dash Spring
236A/B
BBTag Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
Template:AttackDataHeader-BBTag
A
B
  • Referred to as Run.
  • A Version goes a little over half screen and slightly bounces the opponent
  • B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups.
  • Allows Yosuke to cancel into Flying Flash Cut using A or Moonsault using B
  • You can late cancel into moonsault to negate the landing recovery
Flying Flash Cut
Flying Flash Cut
j.236A or j.214A
BBTag Yosuke FlyingFlashCut.png
V SLASH!! Now an actual knockdown.
Template:AttackDataHeader-BBTag
  • 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
  • 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

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


Partner Skills

5P
5P
Dash Spring
BBTag Yosuke DashSpring.png
Green Streak. Speeds By. Yosuke the Frog.
Template:AttackDataHeader-BBTag
  • Works the same as the A version of Dash Spring
6P
6P
P4A 5D Now everyone can find out how much of a bro Jiraiya actually is.
Template:AttackDataHeader-BBTag
  • 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.
4P
4P
5AAA
BBTag Yosuke 5AAA.png
YOSUKE UPPAH!!!
Template:AttackDataHeader-BBTag
  • 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
  • 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
  • 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
Didn't get the kill? Try spinning.
Template:AttackDataHeader-BBTag
  • 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
  • Important points go here

Detailed description of the usefulness of the move go here



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.