BBTag/Yosuke Hanamura: Difference between revisions

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{{CharData-BBTagList|Yosuke}}
{{CharData-BBTag|Yosuke}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
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===Playstyle===
===Playstyle===
Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone. He is missing a projectile and has a lackluster reversal, but his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.


===Strengths/Weaknesses===
===Strengths/Weaknesses===
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* 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.
* Like all persona characters, his combos are incredibly strong (more so in the corner).  
* Like all persona characters, his combos are incredibly strong (more so in the corner).  
* One of the fastest characters in the game.


| style="width: 50%;"|
| style="width: 50%;"|
* Lackluster Reversal Action.
* Lackluster Reversal Action.
* Lower than Average Health.
* Lower than Average Health.
* Normals are on the shorter side.
* Normals are on the shorter side (even with Jiraya).
* No projectile. Needs assists to help in neutral.  
* No projectile. Needs assists to help in neutral.  
* Limited Gatlings.
* Limited Gatlings.
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|-
|}
|}
===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===
===Air Actions===
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3 Moonsaults and 1 V Slash  can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.
3 Moonsaults and 1 V Slash  can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.
<br clear=all/>


{{CharLinks-BBTag|Yosuke}}
{{CharLinks-BBTag|Yosuke}}
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  |version=4A
  |version=4A
  |damage= 1000|guard=All
  |damage= 1000|guard=All
  |startup= 6 |active= |recovery= 22|frameAdv= 1
  |startup= 6 |active= |recovery= 22|frameAdv=-2
  |description=
  |description=
* This is one of Yosuke's two jump cancelable on block ground normals. <br>
* This is one of Yosuke's two jump cancelable on block ground normals. <br>
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  |version=4AA
  |version=4AA
  |damage= |guard=All
  |damage= |guard=All
  |startup= 8 |active= |recovery= 33|frameAdv= -3
  |startup= 8 |active= |recovery= 33|frameAdv=-3
  |description=
  |description=
*Pressure tool
*Pressure tool
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  |version=4AAA
  |version=4AAA
  |damage= |guard=All
  |damage= |guard=All
  |startup= 10 |active= |recovery= 39 |frameAdv= -6
  |startup= 10 |active= |recovery= 39 |frameAdv=-6
  |description=
  |description=
* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
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  |version=4AAAA
  |version=4AAAA
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=-7
  |description=
  |description=
* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
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  |version=5A
  |version=5A
  |damage= 1436 |guard=All
  |damage= 1436 |guard=All
  |startup= 9|active= |recovery= 30|frameAdv= 2
  |startup= 9|active= |recovery= 30|frameAdv=-1
  |description=
  |description=
* Jump cancelable on hit.
* Jump cancelable on hit.
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  |version=5AA
  |version=5AA
  |damage= |guard=All
  |damage= |guard=All
  |startup= 10|active= |recovery= 27|frameAdv= 2
  |startup= 10|active= |recovery= 27|frameAdv=+2
  |description=
  |description=
* Large forward hitbox
* Large forward hitbox
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  |version=5AAA
  |version=5AAA
  |damage= |guard=All
  |damage= |guard=All
  |startup= 10|active= |recovery= 47|frameAdv= -10
  |startup= 10|active= |recovery= 47|frameAdv=-10
  |description=
  |description=
* Special cancelable after the 3rd hit on hit and block.
* Special cancelable after the 3rd hit on hit and block.
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  |version=5AAAA
  |version=5AAAA
  |damage= |guard=All
  |damage= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=-10
  |description=
  |description=
* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
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* Hits 3 times
* Hits 3 times
* Not an overhead
* 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.
Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted.  
  }}
   
}}
}}
}}


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  |startup=7 |active= |recovery=9 |frameAdv=
  |startup=7 |active= |recovery=9 |frameAdv=
  |description=
  |description=
* Important points go here
* Special cancelable
* Super cancelable


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= Trip: 500 / Kick: 1920 / Total: 2420|guard=All
  |damage= Trip: 500 / Kick: 1920 / Total: 2420|guard=All
  |startup=1 |active= |recovery= |frameAdv=
  |startup=1~15 |active= |recovery= |frameAdv=N/A
  |description=
  |description=
Yosuke’s Reversal Action has 2 parts, “Taunt” and “Trip”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Trip” is when Yosuke’s Reversal Action is triggered causing the hitbox to appear. If it’s not triggered, Yosuke sighs and becomes punishable.
Yosuke’s Reversal Action has 2 parts, “Taunt” and “Trip”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Trip” is when Yosuke’s Reversal Action is triggered causing the hitbox to appear. If it’s not triggered, Yosuke sighs and becomes punishable.
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* Projectiles
* Projectiles
* Assist Calls
* Assist Calls
* Evasive Actions
(Full trigger is relative to the opponent's active character's position)
(Full trigger is relative to the opponent's active character's position)
  }}
  }}
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* 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 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.
  }}
  }}
}}
}}
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* Used in air combos after 236B
* Used in air combos after 236B
* Has invul during the first half of the flip
* Has invul during the first half of the flip
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=All
  |damage=1700 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery=9 after landing |frameAdv=
  |description=
  |description=
The optional follow up for Moonsault
The optional follow up for Moonsault
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  |startup=22 |active= |recovery=61 |frameAdv=-15
  |startup=22 |active= |recovery=61 |frameAdv=-15
  |description=
  |description=
* EX Version goes full screen, has the start up of A Version and the bounce of B Version allowing for moonsault followups.
* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.


  }}
  }}
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= 2000 |guard=All
  |damage=2000 |guard=High
  |startup=26 |active= |recovery= |frameAdv=
  |startup=26 |active= |recovery=9 after landing |frameAdv=
  |description=
  |description=
* EX Version performs an auto Crescent Slash.
* EX Version performs an auto Crescent Slash.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= Dash: 700 / Three Uppercut Hits: 332 / Total: 1696|guard=All
  |damage= Dash: 700 / Three Uppercut Hits: 332 / Total: 1696|guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=47 |active=N/A |recovery=N/A |frameAdv=+49
  |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.
* Jiraiya rushes forward with his fist extended. Goes 3/4th screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.


  }}
  }}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= First: 1500 / Second: 672 / Total: 2172 |guard=All
  |damage= First: 1500 / Second: 672 / Total: 2172 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=32 |active=N/A |recovery=N/A |frameAdv=+44
  |description=
  |description=
* Works the same as the A version of Dash Spring
* Works the same as the A version of Dash Spring
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= 1700|guard=All
  |damage= 1700|guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=28 |active=N/A |recovery=N/A |frameAdv=+30
  |description=
  |description=
* Launching or Anti-Air assist
* Launching or Anti-Air assist
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{{MoveData
{{MoveData
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile.  What could POSSIBLY go wrong??
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile.  What could POSSIBLY go wrong??
|input=236B+C (air OK)
|input=236B+C (air OK)  
|name=Garudyne
|name=Garudyne
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= Normal: 4446 / Resonance Blaze: 5340|guard=All
  |damage= Normal: 4446 / Resonance Blaze: 5340|guard=All
  |startup= |active= |recovery=194 |frameAdv=-31
  |startup=9+7 |active= |recovery=194 |frameAdv=-31
  |description=
  |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.
  }}
  }}
}}
}}
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|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!"
|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!"
|image2=BBTag_Yosuke_ShippuNagareboshi2.png |caption2= Yosuke now saying "Woohoo!" was the worst possible nerf.
|image2=BBTag_Yosuke_ShippuNagareboshi2.png |caption2= Yosuke now saying "Woohoo!" was the worst possible nerf.
|input=214B+C
|input=214B+C (air OK)
|name=Shippu - Nagareboshi
|name=Shippu - Nagareboshi
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= Normal:4912 / Resonance Blaze: 5864 |guard=All
  |damage= Normal:4912 / Resonance Blaze: 5864 |guard=All
  |startup= |active= |recovery= |frameAdv=-21 (-26 on air)
  |startup=5+0 |active= |recovery=44+18 after landing |frameAdv=-21 (-26 on air)
  |description=
  |description=
* Referred to as '''Whoo'''.
* Referred to as '''Whoo'''.
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= 29855|guard=All
  |damage= 29855|guard=All
  |startup= 68 after superflash |active= |recovery=100 |frameAdv=-68
  |startup= 4+16 |active= |recovery=100 |frameAdv=-68
  |description=
  |description=
* Important points go here
* Important points go here

Revision as of 14:19, 13 August 2018

Yosuke Hanamura
BBTag Yosuke Portrait.png

Health:
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

Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone. He is missing a projectile and has a lackluster reversal, but his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.

Strengths/Weaknesses

Strengths Weaknesses
  • Has great air mobility, as well as several air tools to help him out.
  • Like all persona characters, his combos are incredibly strong (more so in the corner).
  • One of the fastest characters in the game.
  • Lackluster Reversal Action.
  • Lower than Average Health.
  • Normals are on the shorter side (even with Jiraya).
  • No projectile. Needs assists to help in neutral.
  • Limited Gatlings.
  • Lost his best voice line.

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.


Template:CharLinks-BBTag

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...
1000 All 6 22 - - - All 8 33 - - - All 10 39 - - - 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!
1436 All 9 30 - - - All 10 27 - - - All 10 47 - - - 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
Tentarafoo's more useful as a normal than as a special... kinda sad.
1500 All 12 44 - - - All 19 35 - - - All 14 46 - - -
5C
5C
BBTag Yosuke 5C.png
#NetplayUnblockables
High 22 37 - - -
2A
2A
BBTag Yosuke 2A.png
It's like Yosuke 4A, except it hits LOW!
1000 Low 7 27 - - -
2B
2B
BBTag Yosuke 2B.png
Remember when Hazama 5C was jump cancellable on block?
1500 All 9 40 - - -
2C
2C
BBTag Yosuke 2C.png
Slides under moves like sliding into their DMs.
1700 Low 11 38 - - -
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.
1000 High 10 3 after landing - - - High 7 3 after landing - - -
j.B
j.B
BBTag Yosuke jB.png
#ThePssychSpecial
1456 All 15 3 after landing - - -
j.C
j.C
BBTag Yosuke jC.png
Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
1700 Low 36 31 - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Yosuke GroundThrow.png
What if this throw poisoned again... But special cancels are nice!
Both: 1000 Throw 7 9 - - -
Dodge
Dodge
5A+D
BBTag Yosuke Dodge.png
"Come get som---YIKES!".
Trip: 500 / Kick: 1920 / Total: 2420 All 1~15 - - -



Skills

Dash Spring
Dash Spring
236A/B
BBTag Yosuke DashSpring.png
Don't use this as a command dash. That ALWAYS ends poorly.
1303 All 14 52 - - - 1628 All 20 69 - - -
Flying Flash Cut
Flying Flash Cut
j.236A or j.214A
BBTag Yosuke FlyingFlashCut.png
V SLASH!! Now an actual knockdown.
1852 All 13 68 - - -
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 15 after landing - - -
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.
1700 High 9 after landing - - -

Extra Skills

EX Dash Spring
EX Dash Spring
236C
BBTag Yosuke DashSpring.png
Remember when this was projectile invuln??
First: 1300 / Second: 707 / Total: 2007 All 22 61 - - -
EX Moonsault
EX 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!
2000 High 26 9 after landing - - -


Partner Skills

5P
5D
6P Now everyone can find out how much of a bro Jiraiya actually is.
Dash: 700 / Three Uppercut Hits: 332 / Total: 1696 All 47 N/A N/A - - -
6P
Dash Spring
5P
BBTag Yosuke DashSpring.png
Green Streak. Speeds By. Yosuke the Frog.
First: 1500 / Second: 672 / Total: 2172 All 32 N/A N/A - - -
4P
5AAA
4P
BBTag Yosuke 5AAA.png
YOSUKE UPPAH!!!
1700 All 28 N/A N/A - - -


Distortion Skills

Garudyne
Garudyne
236B+C (air OK)
BBTag Yosuke Garudyne.png
A Giant Spinny Projectile. What could POSSIBLY go wrong??
Normal: 4446 / Resonance Blaze: 5340 All 9+7 194 - - -
Shippu - Nagareboshi
Shippu - Nagareboshi
214B+C (air OK)
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.
Normal:4912 / Resonance Blaze: 5864 All 5+0 44+18 after landing - - -


Astral Heat

Brave Blade
222B+C
BBTag Yosuke BraveBlade.png
EVERYDAY'S GREAT AT 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!"
29855 All 4+16 100 - - -



Template:CharLinks-BBTag