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{| | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yosuke Hanamura}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|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. | |||
< | |||
{{ | |||
< | |||
{{Bio | {{Bio | ||
| name = Yosuke Hanamura | | name = Yosuke Hanamura | ||
| game = BBTag | | game = BBTag | ||
| 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. | ||
}} | }} | ||
{{StrengthsAndWeaknesses | |||
===Air Actions | |intro= | ||
|pros= | |||
* 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. | |||
|cons= | |||
* Weak pokes/midrange game | |||
* Struggles against characters with strong air control | |||
* Fastest air normal is 10f. | |||
}} | |||
| subheader1=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. | ||
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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. | ||
}} | }} | ||
{{Closediv}}<!--END TOP SECTION--> | |||
{{#lst: | {{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== | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4A}} | {{AttackVersion|name=4A}} | ||
{{#lst: | {{#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> | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AA}} | {{AttackVersion|name=4AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=*Pressure tool | {{Description|8|text=*Pressure tool | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AAA}} | {{AttackVersion|name=4AAA}} | ||
{{#lst: | {{#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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=4AAAA}} | {{AttackVersion|name=4AAAA}} | ||
{{#lst: | {{#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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Jump cancelable on hit and block. | {{Description|8|text=* Jump cancelable on hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Large forward hitbox | {{Description|8|text=* Large forward hitbox | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{#lst: | {{#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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{#lst: | {{#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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{#lst: | {{#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). | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Mainly used as combo filler | {{Description|8|text=* Mainly used as combo filler | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{#lst: | {{#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) | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Airborne during the hop | {{Description|7|text=* Airborne during the hop | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Hits low | {{Description|7|text=* Hits low | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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 | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Good for low profiling long range pokes. | {{Description|7|text=* Good for low profiling long range pokes. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{#lst: | {{#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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Jump cancelable on hit and block | {{Description|8|text=* Jump cancelable on hit and block | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Hits 3 times | {{Description|7|text=* Hits 3 times | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.2A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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. | |||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Special cancelable | {{Description|7|text=* Special cancelable | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Dodge</span> ====== | ====== <span style="visibility:hidden;font-size:0">Dodge</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Taunt}} | {{AttackVersion|name=Taunt}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kick}} | {{AttackVersion|name=Kick}} | ||
{{#lst: | {{#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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=* Referred to as '''Run'''. | {{Description|8|text=* Referred to as '''Run'''. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Flying Flash Cut</span> ====== | ====== <span style="visibility:hidden;font-size:0">Flying Flash Cut</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Referred to as '''V Slash'''. | {{Description|7|text=* Referred to as '''V Slash'''. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Moonsault</span> ====== | ====== <span style="visibility:hidden;font-size:0">Moonsault</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Has a wide travel arc. | {{Description|7|text=* Has a wide travel arc. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Crescent Slash</span> ====== | ====== <span style="visibility:hidden;font-size:0">Crescent Slash</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236B X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=The optional follow up for Moonsault | {{Description|7|text=The optional follow up for Moonsault | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">EX Moonsault</span> ====== | ====== <span style="visibility:hidden;font-size:0">EX Moonsault</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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. | ||
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==Partner Skills== | ==Partner Skills== | ||
====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Yosuke_DashSpring.png |caption= Green Streak. Speeds By. Yosuke the Frog. | ||
|name= | |name=5P | ||
|input= | |input=Dash Spring | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Works the same as the A version of Dash Spring | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is. | ||
|name= | |name=6P | ||
|input= | |input=P4A 5D | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6P }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{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> ====== | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Launching or Anti-Air assist | {{Description|7|text=* Launching or Anti-Air assist | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Shippu - Nagareboshi</span> ====== | ====== <span style="visibility:hidden;font-size:0">Shippu - Nagareboshi</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Referred to as '''Whoo'''. | {{Description|7|text=* Referred to as '''Whoo'''. | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_Garudyne.png |caption= Didn't get the kill? | |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 | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Important points go here | {{Description|7|text=* Important points go here | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Important points go here | {{Description|7|text=* Important points go here | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{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}} | ||
Revision as of 19:39, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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. |
- 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.
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.2A | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw 5B+C |
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Dodge 5A+D |
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Skills
Dash Spring 236A/B |
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Flying Flash Cut j.236A or j.214A |
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Moonsault j.236B or j.214B |
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Crescent Slash (during Moonsault) A/B/C |
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Extra Skills
EX Dash Spring 236C |
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EX Moonsault j.236C or j.214C |
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Partner Skills
5P Dash Spring |
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6P P4A 5D |
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4P 5AAA |
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Distortion Skills
Garudyne 236B+C (air OK) |
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Shippu - Nagareboshi 214B+C (air OK) |
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Distortion Skill Duo
Garudyne P during Main Character's Distortion Skill |
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Astral Heat
Brave Blade 222B+C |
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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 •