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{{CharData-BBTag | |||
|health=14,000 |jumpStartup= | |||
|backdashTime= |backdashInv= | |||
|partnerSkillCooldown= | |||
}} | |||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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''"Leave it all to me, yeah!"'' | ''"Leave it all to me, yeah!"'' | ||
''"The important things are never far off... They're all around you."'' | |||
===Backstory=== | ===Backstory=== | ||
Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due 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 | 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=== | ===Playstyle=== | ||
===Persona: Jiraiya=== | ===Persona: Jiraiya=== | ||
Yosuke's Persona, Jiraiya, gives him even more aerial movement options by granting him access to Flying Flash Cut and Mirage Slash (jC). He also provides Yosuke with farther reaching normals. During 6P, Yosuke sends Jiraiya moving forward with his fist out (and uppercuts if it connects) to help in neutral or extend combos. | |||
===Air Actions=== | |||
Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs. | |||
His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring. | |||
* Hitting '''A''' during Moonsault / Dash Spring will give you V Slash | |||
* Hitting '''B or C''' during Dash Spring will give you Moonsault or EX Crescent Slash | |||
* Hitting '''B or C''' during Moonsault will give you Crescent Slash | |||
* Hitting '''B or C''' AFTER Crescent Slash will give you another Moonsault | |||
* You can also do manual inputs or 6/4+Button to change directions | |||
* You are able to cancel the start up for jC into air actions also using manual inputs. | |||
3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air. | |||
<br clear=all/> | <br clear=all/> | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * This is one of Yosuke's two jump cancel-able ground normals. <br> | ||
* You can cancel 4A into itself. This makes it useful for pressure or hit confirms. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | *Pressure tool | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * On block, this move sends Yosuke flying backwards, creating somewhat safe space. | ||
* Special cancelable on hit and block. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Yosuke’s old Kunai special, nothing to note. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Jump cancelable on hit. | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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 | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Special cancelable after the 3rd hit on hit and block. | ||
* Unsafe on block because it leaves Yosuke’s airbourne (unless special canceled). | |||
* Jump cancelable on hit. | |||
* Can combo into Moonsault on hit. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Yosuke’s old Kunai special, nothing to note. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Has a long range but suffers from being a persona normal (aka, it’s a good poke but you lose HP if it’s hit). | ||
*Mainly used as combo filler or corner relaunching. | |||
*Jump cancelable on hit | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Mainly used as combo filler | ||
* Jump cancelable on hit | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Yosuke's special called '''Tentarafoo''' (doesn't cause confusion this version) | ||
* Pops opponent up on hit making it easy to combo into 236B but only from a certain distance | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Hits low | ||
* Good forward hitbox. | |||
* Great for stagger pressure and punishing opponents for not blocking low. | |||
* Great to use to set up tick throws. | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range | ||
* Jump cancelable on hit and block | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Good for low profiling long range pokes. | ||
* Special cancelable on hit / block | |||
* Very unsafe on block | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.A | |version=j.A | ||
|damage= |guard= | |damage= |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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 | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version=j.AA | |version=j.AA | ||
|damage= |guard= | |damage= |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Jump cancelable on hit and block | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage= |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Hits 3 times | ||
* Not an overhead | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
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<br clear=all/> | <br clear=all/> | ||
== | ==Skills== | ||
====== <font style="visibility:hidden" size="0">Dash Spring</font> ====== | ====== <font style="visibility:hidden" size="0">Dash Spring</font> ====== | ||
{{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. | ||
|input=236A/B | |input=236A/B | ||
|name=Dash Spring | |name=Dash Spring | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Referred to as '''Run'''. | ||
* A Version goes a little over half screen | |||
* B Version goes 3/4th screen but has a slow start up. | |||
* EX Version goes full screen | |||
* 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 | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{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. | ||
|input=j.236B | |input=j.236B or j.214B | ||
|name=Moonsault | |name=Moonsault | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Has a wide travel arc. | ||
* Can cross up in the corner. | |||
* Direction depends on input. | |||
* Used in air combos after 236B | |||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | The optional follow up for Moonsault | ||
* Hitting C will do the Moonsault / Crescent combo | |||
* Hits overhead. | |||
* Long vertical hitbox. | |||
* 3 consecutive Crescent Slashes results in a hard knockdown | |||
}} | |||
}} | |||
==Extra Skills== | |||
====== <font style="visibility:hidden" size="0">Dash Spring</font> ====== | |||
{{MoveData | |||
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln?? | |||
|input=236C | |||
|name=Dash Spring | |||
|data= | |||
{{AttackData-BBTag | |||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* EX Version goes full screen | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Moonsault</font> ====== | |||
{{MoveData | |||
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once. | |||
|image2=BBTag_Yosuke_CrescentSlash.png |caption2= This comes out automatically! No timing required! | |||
|input=j.236C or j.214C | |||
|name=Moonsault | |||
|data= | |||
{{AttackData-BBTag | |||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* EX Version performs an auto Crescent Slash. | |||
* Doesn't switch sides | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | |||
==Partner Skills== | ==Partner Skills== | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is. | |image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is. | ||
|input= | |input=6P | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Jiraiya rushes forward with his fist extended. Goes 3/4th screen. If it connects, Jiraiya does an uppercut launching the opponent into the air. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak. Speeds By. Yosuke the Frog. | |image=BBTag_Yosuke_DashSpring.png |caption= Green Streak. Speeds By. Yosuke the Frog. | ||
|input= | |input=5P | ||
|name=Dash Spring | |name=Dash Spring | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Works the same as the A version of Dash Spring | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Launching or Anti-Air assist | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Everything could go wrong. | |||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Referred to as '''Whoo'''. | ||
* Travels slightly over half screen. | |||
* This move has a stupidly large hitbox making it easy to hit from awkward angles. | |||
* Primary ender if you want to use meter. | |||
}} | }} | ||
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<br clear=all/> | <br clear=all/> | ||
==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yosuke_BraveBlade.png |caption= EVERYDAY YOUNG LIFE JUNES!!! | |image=BBTag_Yosuke_BraveBlade.png |caption= EVERYDAY YOUNG LIFE JUNES!!! | ||
|image2=BBTag_Yosuke_BraveBlade2.png |caption2= "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!" | |||
|input=222B+C | |input=222B+C | ||
|name=Brave Blade | |name=Brave Blade |
Revision as of 06:40, 27 May 2018
Yosuke Hanamura |
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Health: 14,000
|
Navigation
Overview
"Leave it all to me, yeah!"
"The important things are never far off... They're all around you."
Backstory
Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be.
Playstyle
Persona: Jiraiya
Yosuke's Persona, Jiraiya, gives him even more aerial movement options by granting him access to Flying Flash Cut and Mirage Slash (jC). He also provides Yosuke with farther reaching normals. During 6P, Yosuke sends Jiraiya moving forward with his fist out (and uppercuts if it connects) to help in neutral or extend combos.
Air Actions
Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs.
His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring.
- Hitting A during Moonsault / Dash Spring will give you V Slash
- Hitting B or C during Dash Spring will give you Moonsault or EX Crescent Slash
- Hitting B or C during Moonsault will give you Crescent Slash
- Hitting B or C AFTER Crescent Slash will give you another Moonsault
- You can also do manual inputs or 6/4+Button to change directions
- You are able to cancel the start up for jC into air actions also using manual inputs.
3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.
Normal Moves
4A
4A |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Dodge
Dodge 5A+D |
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Skills
Dash Spring
Dash Spring 236A/B |
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Flying Flash Cut
Flying Flash Cut j.236A or j.214A |
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Moonsault
Moonsault j.236B or j.214B |
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Crescent Slash
Crescent Slash (during Moonsault) A/B/C |
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Extra Skills
Dash Spring
Dash Spring 236C |
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Moonsault
Moonsault j.236C or j.214C |
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Partner Skills
5P
5D 6P |
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6P
Dash Spring 5P |
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4P
5AAA 4P |
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Distortion Skills
Garudyne
Garudyne 236B+C (air OK) |
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Shippu - Nagareboshi
Shippu - Nagareboshi 214B+C |
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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 •