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{{CharData- | {{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. | * 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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|- | |- | ||
|} | |} | ||
===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=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=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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|startup=7 |active= |recovery=9 |frameAdv= | |startup=7 |active= |recovery=9 |frameAdv= | ||
|description= | |description= | ||
* | * Special cancelable | ||
* Super cancelable | |||
}} | }} | ||
}} | }} | ||
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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 | ||
(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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* 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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|startup=22 |active= |recovery=61 |frameAdv=-15 | |startup=22 |active= |recovery=61 |frameAdv=-15 | ||
|description= | |description= | ||
* EX Version goes full screen, has | * 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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|startup=47 |active=N/A |recovery=N/A |frameAdv=+49 | |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=9 | |startup=9+7 |active= |recovery=194 |frameAdv=-31 | ||
|description= | |description= | ||
*Homes in on the opponent, even on block. | *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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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= Normal:4912 / Resonance Blaze: 5864 |guard=All | |damage= Normal:4912 / Resonance Blaze: 5864 |guard=All | ||
|startup= | |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= | |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 |
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Health:
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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 |
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|
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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
EX Dash Spring
EX Dash Spring 236C |
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EX Moonsault
EX 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 (air OK) |
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Astral Heat
Brave Blade 222B+C |
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- Azrael [★]
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- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •