BBTag/Yosuke Hanamura: Difference between revisions

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|-
|-
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;Health: 14,000
{{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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===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 best to be the best 'partner' he can be.
Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be.


===Playstyle===
===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/>
It's that Naruto character right?


==Normal Moves==
==Normal Moves==
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
*Pressure tool


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
* Special cancelable on hit and block.
 


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Yosuke’s old Kunai special, nothing to note.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Jump cancelable on hit.


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Yosuke’s old Kunai special, nothing to note.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Mainly used as combo filler
* Jump cancelable on hit


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Hits low
* Good forward hitbox.
* Great for stagger pressure and punishing opponents for not blocking low.
* Great to use to set up tick throws.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range
* Jump cancelable on hit and block


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Good for low profiling long range pokes.
* Special cancelable on hit / block
* Very unsafe on block


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |version=j.A
  |version=j.A
  |damage= |guard=All
  |damage= |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
  |header=no
  |header=no
  |version=j.AA
  |version=j.AA
  |damage= |guard=All
  |damage= |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Jump cancelable on hit and block


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=All
  |damage= |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Hits 3 times
* Not an overhead


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Referred to as '''V Slash'''.
 
* Send the opponent all the way to the ground on hit regardless of height.
Detailed description of the usefulness of the move go here
* 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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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Has a wide  travel arc.
* Can cross up in the corner.
* Direction depends on input.
* Used in air combos after 236B


Detailed description of the usefulness of the move go here


  }}
  }}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
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


Detailed description of the usefulness of the move go here


  }}
  }}
}}
}}
==Extra Skills==
==Extra 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=
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln??
|input=236C
|input=236C
|name=Dash Spring
|name=Dash Spring
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* EX Version goes full screen


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Moonsault</font> ======
====== <font style="visibility:hidden" size="0">Moonsault</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yosuke_Moonsault.png |caption=  
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once.
|image2=BBTag_Yosuke_CrescentSlash.png |caption2=
|image2=BBTag_Yosuke_CrescentSlash.png |caption2= This comes out automatically!  No timing required!
|input=j.236C or j.214C
|input=j.236C or j.214C
|name=Moonsault
|name=Moonsault
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* EX Version performs an auto Crescent Slash.
 
* Doesn't switch sides
Detailed description of the usefulness of the move go here


  }}
  }}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Jiraiya rushes forward with his fist extended. Goes 3/4th screen. If it connects, Jiraiya does an uppercut launching the opponent into the air.
 
Detailed description of the usefulness of the move go here


  }}
  }}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Good for extending combos
* Works the same as the A version of Dash Spring
 
Detailed description of the usefulness of the move go here


  }}
  }}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Launching or Anti-Air assist
 
Detailed description of the usefulness of the move go here


  }}
  }}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
Everything could go wrong.
 
Detailed description of the usefulness of the move go here


  }}
  }}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Detailed description of the usefulness of the move go here


  }}
  }}
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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
BBTag Yosuke Portrait.png

Health: 14,000
Prejump:
Backdash Time / Invul:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
  

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
BBTag Yosuke 4A.png
Anti-Airs, Neutral, Pressure, Confirms. This Normal does it all!
BBTag Yosuke 4AA.png
Cool poses for hitconfirming a situation.
BBTag Yosuke 4AAA.png
Yosuke NEVER skips Leg Day.
BBTag Yosuke 4AAAA.png
What if we could do this as a special...
All - - - All - - - All - - - All - - -
5A
5A
BBTag Yosuke 5A.png
3 times the hitboxes for 3 times the fun.
BBTag Yosuke 5AA.png
Why DO we have both of Yosuke's autocombos?
BBTag Yosuke 5AAA.png
It's like Yosuke's a frog or somethin'...
BBTag Yosuke 5AAAA.png
Give us Kunai as a special, please!
All - - - All - - - All - - - All - - -
5B
5B
BBTag Yosuke 5B.png
A pretty underrated poke. Send a Boot straight to their heads.
BBTag Yosuke 5BB.png
Objectively coolest looking normal.
BBTag Yosuke 5BBB.png
Tenterafoo's more useful as a normal than as a special... kinda sad.
All - - - All - - - All - - -
5C
5C
BBTag Yosuke 5C.png
#NetplayUnblockables
H - - -
2A
2A
BBTag Yosuke 2A.png
It's like Yosuke 4A, except it hits LOW!
All - - -
2B
2B
BBTag Yosuke 2B.png
Remember when Hazama 5C was jump cancellable on block?
All - - -
2C
2C
BBTag Yosuke 2C.png
Slides under moves like sliding into their DMs.
L - - -
j.A
j.A
BBTag Yosuke jA.png
The Jump In everyone learned to hate.
BBTag Yosuke jAA.png
Just mash the A button, he'll keep on swingin.
H - - - H - - -
j.B
j.B
BBTag Yosuke jB.png
#ThePssychSpecial
H - - -
j.C
j.C
BBTag Yosuke jC.png
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
All - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Yosuke GroundThrow.png
What if this throw poisoned again... But special cancels are nice!
Throw - - -
Dodge
Dodge
5A+D
BBTag Yosuke Dodge.png
Objectively best taunt, but RIP the active frames.
All - - -



Skills

Dash Spring
Dash Spring
236A/B
BBTag Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
All - - - All - - -
Flying Flash Cut
Flying Flash Cut
j.236A or j.214A
BBTag Yosuke FlyingFlashCut.png
V SLASH!! Now an actual knockdown.
All - - -
Moonsault
Moonsault
j.236B or j.214B
BBTag Yosuke Moonsault.png
The fact that this STILL crosses up in the corner is pretty hilarious.
All - - -
Crescent Slash
Crescent Slash
(during Moonsault) A/B/C
BBTag Yosuke CrescentSlash.png
I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
All - - -

Extra Skills

Dash Spring
Dash Spring
236C
BBTag Yosuke DashSpring.png
Remember when this was projectile invuln??
All - - -
Moonsault
Moonsault
j.236C or j.214C
BBTag Yosuke Moonsault.png
When you want to flip in place instead of everywhere at once.
BBTag Yosuke CrescentSlash.png
This comes out automatically! No timing required!
All - - -


Partner Skills

5P
5D
6P Now everyone can find out how much of a bro Jiraiya actually is.
All - - -
6P
Dash Spring
5P
BBTag Yosuke DashSpring.png
Green Streak. Speeds By. Yosuke the Frog.
All - - -
4P
5AAA
4P
BBTag Yosuke 5AAA.png
YOSUKE UPPAH!!!
All - - -


Distortion Skills

Garudyne
Garudyne
236B+C (air OK)
BBTag Yosuke Garudyne.png
A Giant Spinny Projectile. What could POSSIBLY go wrong??
All - - -
Shippu - Nagareboshi
Shippu - Nagareboshi
214B+C
BBTag Yosuke ShippuNagareboshi.png
Also known as, "That super where Yosuke goes WHOO!!"
BBTag Yosuke ShippuNagareboshi2.png
Yosuke now saying "Woohoo!" was the worst possible nerf.
All - - -


Astral Heat

Brave Blade
222B+C
BBTag Yosuke BraveBlade.png
EVERYDAY YOUNG LIFE JUNES!!!
BBTag Yosuke BraveBlade2.png
"At Junes, everyday is Customer Appreciation Day. Come see for yourself, and get in touch with our products! Every day's great at your Junes!"
All - - -