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Revision as of 16:20, 18 September 2021
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, and 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.
- 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
- 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 is a pressure tool
- On block, 4AAA sends Yosuke flying backwards, creating somewhat safe space.
- Special cancelable on hit and block.
- As the only "projectile" Yosuke has, 4AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
5A
- Jump cancelable on hit and block.
Always try to let all 3 hits land of 5A. 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.
- 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 is 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)
- As the only "projectile" Yosuke has, 5AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
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 is mainly used as combo filler
- Jump cancelable on hit
- 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
- 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
- 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
- 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
- Good for low profiling long range pokes.
- Special cancelable on hit / block
- Very unsafe on block (unless special canceled)
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
- Jump cancelable on hit and block
j.AA is combo filler.
j.B
- 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
Flying Kunai
- 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
- 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
5B+C
- Special cancelable
- Super cancellable
- Can be followed by normals
Dodge
5A+D
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.
Skills
Dash Spring
236A/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
j.236A j.214A
- 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
j.236B j.214B
- Can cross up in the corner.
- Direction depends on input.
- Full invul for frames 4-11.
- Can be performed by inputting 4B or 6B after Run or another Moonsault
- Can be canceled into Crescent Slash, V-Slash, and other Moonsaults after 20f
Crescent Slash
Moonsault -> A/B/C
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
236C
- EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
EX Moonsault
j.236C j.214C
- EX Version performs an auto Crescent Slash.
- Doesn't switch sides
Partner Skills
5P
Dash Spring
- Works the same as the A version of Dash Spring
6P
P4A 5D
- BBTag Yosuke 5D.png
Now everyone can find out how much of a bro Jiraiya actually is.
JIraiya goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.
4P
5AAA
- Launching or Anti-Air assist
Distortion Skills
Garudyne
236B+C (Air OK)
- 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
214B+C (Air OK)
- 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 Partner's Distortion Skill
- do this out of houtenjin, it'll be funny
Astral Heat
Brave Blade
222B+C
- Blocking the first hit makes the rest do nothing
- Can be done out of grab
External References
- 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 •