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{{ | {{BBTag_Construction_Card}} | ||
==Overview== | ==Overview== | ||
{{BBTag/CharacterLinks}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|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 {{clr|3|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. | |||
== | }} | ||
{{BBTag/Infobox | |||
Yosuke | | fastestAttack = [[#4A|4A]] (5F) | ||
| reversal = [[#Dodge|A+D]] (Catch 1~25F)<br/>[[#Garudyne|236B+C]] (16F)<br/>[[#Shippu - Nagareboshi|214B+C]] (5F) | |||
}} | |||
{{ProsAndCons | |||
|intro=is a rushdown character that can overwhelm the opponent with speed and left-right mixups | |||
|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 | ||
* 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. | |||
}} | |||
</div> | |||
| | {{card|width=4 | ||
|header=Unique Ability: Air Actions | |||
|content= 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. | |||
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. | 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 '''{{clr|1|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 '''{{clr|2|B}} or {{clr|3|C}}''' during Dash Spring will give you Moonsault or EX Crescent Slash | ||
* Hitting '''B or C''' during Moonsault will give you Crescent Slash | * Hitting '''{{clr|2|B}} or {{clr|3|C}}''' during Moonsault will give you Crescent Slash | ||
* Hitting '''B or C''' AFTER Crescent Slash will give you another Moonsault | * Hitting '''{{clr|2|B}} or {{clr|3|C}}''' AFTER Crescent Slash will give you another Moonsault | ||
* You can also do manual inputs or 6/4+Button to change directions | * 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. | * 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. | 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== | ==Normal Moves== | ||
===<big>{{clr|1|4A}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=4A,4AA,4AAA,4AAAA | ||
| | |versioned=input | ||
|description= | |||
A versatile normal useful for just about anything. | |||
{{clr|1|4A}}'s fast {{keyword|startup}}, {{keyword|recovery}} and long {{keyword|active}} frames make it a low commitment {{keyword|poke}} in {{keyword|neutral}}. | |||
It has every cancel option so it's good for starting {{keyword|pressure}} and the hitbox and speed can let it be an {{keyword|anti-air}} at certain heights. It can be used at the end of {{keyword|combo}} to do a {{keyword|reset}}. | |||
*Jump cancelable | |||
*Throw cancelable | |||
---- | |||
A good option for {{keyword|stagger pressure}}, {{keyword|frame trap}}s and {{keyword|hit confirm}}. | |||
{{clr|1|4A}} has a long window to {{keyword|gatling}} into {{clr|1|4AA}} letting you bait the opponent and {{clr|1|4AA}} still has plenty cancels making it good for confirming hits. | |||
* | *Throw cancellable | ||
---- | |||
An occasional but still good pressure tool and combo piece. | |||
{{clr|1|4AAA}} makes Yosuke airborne, letting you use {{MiniMoveCard|game=BBTag|chara=Yosuke Hanamura|input=j.236B|label=Moonsault}} for left\right {{keyword|mix-up}}s especially with an assist. | |||
You can {{keyword|link}} a {{keyword|microdash}} {{clr|1|5A}} after {{clr|1|4AAA}} letting you get decent damage for a {{clr|1|4A}} starter. | |||
While somewhat minus on block, {{clr|1|4AAA}} sends Youske backwards making it hard to {{keyword|punish}} for most characters so you can safely end blockstring with it. | |||
---- | |||
Identical to {{clr|1|5AAAA}} except it can't go into [[BBTag/Mechanics#Cross_Raid|Cross Raid]] so its useless. Just use {{clr|1|4AA}} or {{clr|1|4AAA}} to go into {{clr|1|5A}} for better damage and {{keyword|okizeme}} | |||
}} | }} | ||
===<big>{{clr|1|5A}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=5A,5AA,5AAA,5AAAA | ||
| | |versioned=input | ||
|description= | |||
| | Your best combo starter and flexible blockstring option. | ||
| | |||
| | {{clr|1|5A}} is jump and throw cancellable on all three hits, goes into all your other normals excluding {{clr|1|4A}} and is only -1 on block so it's excellent for starting pressure. It's particularly good for aerial offense like doing {{clr|1|5A}} >{{keyword|TK}} {{MiniMoveCard|game=BBTag|chara=Yosuke Hanamura|input=j.236C|label=EX Moonsault}}. | ||
It's also Youske's best starter damage-wise which combined with its fast startup makes it your go-to {{keyword|DP}} punish option. | |||
*Always try to land all three hits before cancelling | |||
---- | |||
An important combo piece and branching point for pressure. | |||
{{clr|1|5AA}} causes a ground bounce on airborne opponents which makes it important for certain combos. | |||
{{clr|1|5AA}} can go into {{clr|1|2A}} and back to {{clr|1|5A}} but you wont be able to use {{clr|1|5AA}} a second time so use {{clr|2|5B}} instead. Mixing up and delaying these options will help make your blockstrings less predictable. | |||
*Jump cancelable on hit | |||
---- | |||
* {{clr|1|5AAA}} is 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. | ||
* Can combo into Moonsault on hit except on small characters (e.g. Linne) | * Can combo into Moonsault on hit except on small characters (e.g. Linne) | ||
---- | |||
* As the only "projectile" Yosuke has, {{clr|1|5AAAA}} does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions. | |||
}} | }} | ||
===<big>{{clr|2|5B}}</big>=== | |||
{{ | {{BBTag Move Card|game=BBTag | ||
|input=5B,5BB,5BBB | |||
|versioned=input | |||
|description= | |||
* Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit). | * 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 | ||
---- | |||
* {{clr|2|5BB}} is mainly used as combo filler | |||
* Jump cancelable on hit | * Jump cancelable on hit | ||
---- | |||
* 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 {{clr|2|236B}} but only from a close enough distance. Use {{clr|1|236A}}/{{clr|3|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. | 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. | ||
}} | }} | ||
{{ | ===<big>{{clr|3|5C}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=5C | ||
|description= | |||
* Airborne during the hop | * 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 {{clr|3|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. | ||
}} | }} | ||
{{ | ===<big>{{clr|1|2A}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2A | ||
|description= | |||
* Hits low | * Hits low | ||
* Good forward hitbox. | * Good forward hitbox. | ||
Line 238: | Line 137: | ||
* Great to use to set up tick throws. | * Great to use to set up tick throws. | ||
}} | }} | ||
{{ | ===<big>{{clr|2|2B}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2B | ||
|description= | |||
* Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range, at the cost of having a shorter forward horizontal range than other 2Bs | * 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 | ||
}} | }} | ||
{{ | ===<big>{{clr|3|2C}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2C | ||
|description= | |||
* Good for low profiling long range pokes. | * 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) | ||
}} | }} | ||
{{ | ===<big>{{clr|1|j.A}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.A,j.AA | ||
|versioned=input | |||
|description= | |||
* Can tag crouching opponents if performed low enough from a distance. | * 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. | ||
* Jump cancelable on hit and block | * Jump cancelable on hit and block | ||
---- | |||
* Jump cancelable on hit and block | |||
{{clr|1|j.AA}} is combo filler. | |||
}} | |||
}} | |||
===<big>{{clr|1|j.2A}}</big>=== | |||
{{InputBadge|Flying Kunai}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.2A | |||
|description= | |||
*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 {{clr|1|j.A}}. Very punishable on whiff. | |||
}} | }} | ||
{{ | ===<big>{{clr|2|j.B}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.B | ||
|description= | |||
* Hits 3 times | * Hits 3 times | ||
* Not an overhead | * Not an overhead | ||
* The blockstun and hitstun of {{clr|2|j.B}} depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are. | |||
* Even though {{clr|2|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. | |||
}} | }} | ||
{{ | ===<big>{{clr|3|j.C}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.C | ||
|description= | |||
* Can cancel the start up into other aerial specials to bait antiairs or to cross up. | * 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. | ||
}} | }} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | |||
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=BC | |||
|description= | |||
* Special cancelable | |||
* Super cancellable | |||
* Can be followed by normals | |||
}} | }} | ||
Yosuke | ===<big>Dodge</big>=== | ||
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=AD,AD Attack | |||
|versioned=input | |||
|description= | |||
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. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==Skills== | ==Skills== | ||
===<big>Dash Spring</big>=== | |||
{{ | {{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=236A,236B | ||
|versioned=input | |||
|description= | |||
* Referred to as '''Run'''. | * 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. | ||
* Allows Yosuke to cancel into Flying Flash Cut using '''A''' or Moonsault using '''B''' | * Allows Yosuke to cancel into Flying Flash Cut using '''{{clr|1|A}}''' or Moonsault using '''{{clr|2|B}}''' | ||
* You can late cancel into moonsault to negate the landing recovery | * You can late cancel into moonsault to negate the landing recovery | ||
}} | }} | ||
{{ | ===<big>Flying Flash Cut</big>=== | ||
| | {{InputBadge|{{clr|1|j.236A}}}} {{InputBadge|{{clr|1|j.214A}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=j.236A | |||
|description= | |||
* Referred to as '''V Slash'''. | * 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. | ||
Line 427: | Line 269: | ||
* Can extend combos from with when paired with an assist. | * Can extend combos from with when paired with an assist. | ||
* Direction depends on input. | * Direction depends on input. | ||
If {{clr|1|j.236A}}/{{clr|1|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. | |||
}} | }} | ||
{{ | ===<big>Moonsault</big>=== | ||
| | {{InputBadge|{{clr|2|j.236B}}}} {{InputBadge|{{clr|2|j.214B}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=j.236B | |||
|description= | |||
* Can cross up in the corner. | * Can cross up in the corner. | ||
* Direction depends on input. | * Direction depends on input. | ||
* | * Can be performed by inputting {{clr|2|4B}} or {{clr|2|6B}} after Run or another Moonsault | ||
* | * Can be canceled into Crescent Slash, V-Slash, and other Moonsaults after 20f | ||
}} | |||
===<big>Crescent Slash</big>=== | |||
{{ | {{InputBadge|Moonsault -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.236B > X | ||
| | |description= | ||
| | |||
The optional follow up for Moonsault | The optional follow up for Moonsault | ||
* Hitting C will do the Moonsault / Crescent combo | * Hitting C will do the Moonsault / Crescent combo | ||
Line 467: | Line 297: | ||
}} | }} | ||
==Extra Skills== | ==Extra Skills== | ||
===<big>EX Dash Spring</big>=== | |||
{{InputBadge|{{clr|3|236C}}}} | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |||
|input=236C | |input=236C | ||
|description= | |||
* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups. | |||
* EX Version goes full screen, has | |||
}} | }} | ||
<br style="clear:both;"/> | |||
===<big>EX Moonsault</big>=== | |||
{{ | {{InputBadge|{{clr|3|j.236C}}}} {{InputBadge|{{clr|3|j.214C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.236C | ||
| | |description= | ||
* EX Version performs an auto Crescent Slash. | * EX Version performs an auto Crescent Slash. | ||
* Doesn't switch sides | * Doesn't switch sides | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
===<big>{{clr|5|5P}}</big>=== | |||
{{InputBadge|Dash Spring}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=5P | |||
|description= | |||
* Works the same as the A version of Dash Spring | |||
}} | |||
===<big>{{clr|5|6P}}</big>=== | |||
{{ | {{InputBadge|P4A {{clr|4|5D}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=6P | |||
| | |description= | ||
| | JIraiya goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air. | ||
}} | }} | ||
{{ | ===<big>{{clr|5|4P}}</big>=== | ||
| | {{InputBadge|{{clr|1|5AAA}}}} | ||
{{BBTag Move Card|game=BBTag | |||
|input=4P | |input=4P | ||
|description= | |||
* Launching or Anti-Air assist | * Launching or Anti-Air assist | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
===<big>Garudyne</big>=== | |||
{{ | {{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=236BC | ||
|description= | |||
*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. | |||
}} | |||
===<big>Shippu - Nagareboshi</big>=== | |||
{{ | {{InputBadge|{{clr|2|214B}}+{{clr|3|C}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=214BC | |||
|description= | |||
| | |||
| | |||
* Referred to as '''Whoo'''. | * Referred to as '''Whoo'''. | ||
* Decent Invincibility. | |||
* Travels slightly over half screen. | * Travels slightly over half screen. | ||
* This move has a stupidly large hitbox making it easy to hit from awkward angles. | * This move has a stupidly large hitbox making it easy to hit from awkward angles. | ||
* | * Since this move doesn't scale as much as the other super, as well as being a lot stronger, it is considered to be a good (but dangerous) reversal and combo ender. | ||
}} | |||
<br style="clear:both;"/> | |||
==Distortion Skill Duo== | |||
===<big>Garudyne</big>=== | |||
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=Distortion Skill Duo | |||
|description= | |||
* do this out of houtenjin, it'll be funny | |||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Brave Blade</big>=== | |||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=222BC | ||
| | |description= | ||
* Blocking the first hit makes the rest do nothing | |||
* Can be done out of grab | |||
* | |||
}} | |||
<br style="clear:both;"/> | |||
<br clear= | ==Colors== | ||
*[https://blazblue.wiki/wiki/Yosuke_Hanamura#Palettes Color Palettes on https://blazblue.wiki] | |||
{{ | |||
{{ | ==Navigation== | ||
[[ | <center>{{Character Label|BBTag|Yosuke Hanamura|size=36px}}</center> | ||
{{BBTag/CharacterLinks}} | |||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | |||
{{BBTag/Navigation}} |
Revision as of 20:38, 16 March 2024
The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
Health |
16,000 |
Prejump |
4F |
Backdash |
23F (1~7F Inv All) |
Fastest Attack |
4A (5F) |
Reversals |
A+D (Catch 1~25F) 236B+C (16F) 214B+C (5F) |
Yosuke Hanamura is a rushdown character that can overwhelm the opponent with speed and left-right mixups
- 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
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
4A | 1000 | All | 5 | 6 | 8 | -2 | B | |
4AA | 1300 | All | 8 | 3 | 20 | -6 | B | |
4AAA | 1700 | All | 10 | 3 | 22+0L | -6 | H | |
4AAAA | 600×6 | All | 14 | Total: Until L+6L | P |
A versatile normal useful for just about anything.
4A's fast startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame., recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. and long active The active frames of an attack refers to the amount of time an attack can hit the opponent. frames make it a low commitment poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. in neutral When neither player is in an advantageous position in terms of stage position..
It has every cancel option so it's good for starting pressure To attack the opponent continuously and leave little room for counter attacks. and the hitbox and speed can let it be an anti-air A grounded attack that hits the opponent out of the air at certain heights. It can be used at the end of combo A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent. to do a reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage..
- Jump cancelable
- Throw cancelable
A good option for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals., frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and hit confirm This keyword does not have an entry in the Glossary.
4A has a long window to gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. into 4AA letting you bait the opponent and 4AA still has plenty cancels making it good for confirming hits.
- Throw cancellable
An occasional but still good pressure tool and combo piece.
4AAA makes Yosuke airborne, letting you use MoonsaultGuardStartupRecoveryUntil L+9LAdvantage- for left\right mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s especially with an assist.
You can link To perform a second action after the first action completely finishes its animation. a microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. 5A after 4AAA letting you get decent damage for a 4A starter.
While somewhat minus on block, 4AAA sends Youske backwards making it hard to punish Attacking someone when they are unable to block, making the damage guaranteed. for most characters so you can safely end blockstring with it.
Identical to 5AAAA except it can't go into Cross Raid so its useless. Just use 4AA or 4AAA to go into 5A for better damage and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.
Version | Level | P1 | P2 |
---|---|---|---|
4A | 1 | 100 | 70 |
4AA | 3 | 100 | 80 |
4AAA | 4 | 100 | 75 |
4AAAA | 2 | 100 | 75 |
4A:
4AA:
4AAA:
4AAAA:
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 630×3 | All | 7 | 2,2,2 | 16 | -1 | B | |
5AA | 1300 | All | 9 | 4 | 14 | -1 | B | |
5AAA | 750×3 | All | 10 | 2,2,2 | 27+3L | -13 | B | |
5AAAA | 600×6 | All | 14 | Total: Until L+6L | P |
Your best combo starter and flexible blockstring option.
5A is jump and throw cancellable on all three hits, goes into all your other normals excluding 4A and is only -1 on block so it's excellent for starting pressure. It's particularly good for aerial offense like doing 5A >TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. EX MoonsaultGuardHighStartup20RecoveryUntil L+15LAdvantage-.
It's also Youske's best starter damage-wise which combined with its fast startup makes it your go-to DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. punish option.
- Always try to land all three hits before cancelling
An important combo piece and branching point for pressure.
5AA causes a ground bounce on airborne opponents which makes it important for certain combos.
5AA can go into 2A and back to 5A but you wont be able to use 5AA a second time so use 5B instead. Mixing up and delaying these options will help make your blockstrings less predictable.
- Jump cancelable on hit
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 75 |
5AAAA | 2 | 100 | 75 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 12 | 3 | 30 | -14 | B | |
5BB | 1700 | All | 17 | 2 | 22 | -5 | B | |
5BBB | 0, 2400 | All | 18 | 2 | Total: 47 | F |
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 90 | 85 |
5BB | 4 | 90 | 85 |
5BBB | 4 | 90 | 85 |
5B:
5BB:
5BBB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 22 | 3 | 24 | -10 | B |
- 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.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 6 | 3 | 15 | -4 | F |
- Hits low
- Good forward hitbox.
- Great for stagger pressure and punishing opponents for not blocking low.
- Great to use to set up tick throws.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 9 | 4 | 26 | -13 | B | 6~12 H |
- 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
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 11 | 3 | 24 | -8 | F |
- Good for low profiling long range pokes.
- Special cancelable on hit / block
- Very unsafe on block (unless special canceled)
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1000 | High | 10 | 4 | 10 | H | ||
j.AA | 1000 | High | 7 | 3 | 11 | H |
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
}}
j.2A
Flying Kunai
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
600×6 | All | 14 | Until Hit | Total: Until L + 21L | P1 |
- 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.
Level | P1 | P2 |
---|---|---|
2 | 80 | 75 |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
720×3 | All | 15 | 3×11 | Total: 40 | H |
- 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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 36 | 7 | 25 | -13 | F | 7~31 All |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 1000×2 | Throw | 7-30 | 3 | 23 | T |
- Special cancelable
- Super cancellable
- Can be followed by normals
Level | P1 | P2 |
---|---|---|
0, 4×2 | 100 | 50 |
- Minimum damage 2000
Dodge
5A+D
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 45 | 1~25 Catch All | ||||||
AD Attack | 2200 | Air Unblockable | 15 | 3 | 28 | -12 | B | 1~22 All |
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.
Version | Level | P1 | P2 |
---|---|---|---|
AD | |||
AD Attack | 4 | 80 | 60 |
AD:
- On Guard Point, hitstop for Yosuke is 0F. Opponent hitstop is 16F
AD Attack:
- Minimum Damage 110
Skills
Dash Spring
236A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 900×2 | All | 14~25 | 3 [(10)3] | 18 [26+4L] | -16 | B | |
236B | 1100×2 | All | 20~29 | 3 [(10)3] | 18 [26+13L] | -23 | 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
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 90 |
236B | 4 | 80 | 75 |
236A:
- Only performs followup (Values in []) on hit/block
- When opponent is out of range, does not attack. Total duration 40F
- Minimum Damage 45×2 (90)
236B:
- Only performs followup (Values in []) on hit/block
- When opponent is out of range, does not attack. Total duration 44F
- Minimum Damage 55×2 (110)
Flying Flash Cut
j.236A j.214A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1200×2 | All | 13 | Until L(10)5 | Until L | -11 | H |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85×2 |
- Minimum Damage 60×2 (120)
Moonsault
j.236B j.214B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
Until L+9L | 4~11 All |
- Can cross up in the corner.
- Direction depends on input.
- 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
Level | P1 | P2 |
---|---|---|
- Can cancel into followups on 20
Crescent Slash
Moonsault -> A/B/C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | High | 5 | 8 | Until L+9L | H |
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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- If done from a 3rd Moonsault, knockback trajectory changes to downward angle and also causes Down 24
- Minimum Damage 85
Extra Skills
EX Dash Spring
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1300×2 | All | 19~27 | 3 [(10)3] | 18 [18+13L] | -15 | B |
- EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- Only performs followup (Values in []) on hit/block
- When opponent is out of range, does not attack. Total duration 42F
- Minimum Damage 130×2 (260)
EX Moonsault
j.236C j.214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | High | 20 | 8 | Until L+15L | H | 4~10 All |
- EX Version performs an auto Crescent Slash.
- Doesn't switch sides
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- Minimum Damage 200
Partner Skills
5P
Dash Spring
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500×2 | All | (18)+13~24 | 3 [3(10)3] | 18 [26+12L] | -14 | B |
- Works the same as the A version of Dash Spring
Level | P1 | P2 |
---|---|---|
3 | 70 | 85 |
- Only attacks if opponent is in range
- (Values in [])
- When opponent is out of range, does not attack. Total duration 40F
- Minimum Damage 75×2 (150)
6P
P4A 5D
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
700×4 | All | (18)+31 | 15 [(9)3,3,4] | Total: 94 [Total: +70] | B |
JIraiya goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Only performs followup (Values in []) on hit/block
- Minimum Damage 35×4 (140)
4P
5AAA
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+10 | 6 | 29+3L | -19 | B |
- Launching or Anti-Air assist
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
Distortion Skills
Garudyne
236B+C (Air OK)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
360×31 [430×31] | All | 9+(53 Flash)+7 | 5×31 | Total: Until L+38L | -31 | P2 | 1~17 All |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 98×31 |
- Values in [] are for Enhanced version
- Minimum Damage: 54×31 (1674) [60×31 (1860)]
Shippu - Nagareboshi
214B+C (Air OK)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000×2, 250×18 [2000×2, 200×36] |
All | 4+(39 Flash)+1 | 15 | Until L+18L | -21 | H | 1~19 All |
- 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.
Level | P1 | P2 |
---|---|---|
5 | 80 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 400, 600, 40×18 (1720)
- [Minimum Damage: 400, 600, 26×36 (1936)]
Distortion Skill Duo
Garudyne
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
100×20 [100×25] | All | 1+(92 Flash)+1 | 10×11,5×9 [10×6,5×19] | Total: Until L+38L | P2 | 1~3 All |
- do this out of houtenjin, it'll be funny
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
Astral Heat
Brave Blade
222B+C when Astral Conditions are met
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 4+(78 Flash)+16 | 10 | Total: 119 | -68 | 1~44 All |
- Blocking the first hit makes the rest do nothing
- Can be done out of grab
Level | P1 | P2 |
---|---|---|
5 |
Colors