P4AU/Yosuke Hanamura: Difference between revisions

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==Air Actions==
==Air Actions==
:Thanks to Jiraiya's speed and aerodynamic abilities, Yosuke is able to use certain air attacks multiple times. With this, he can chain his moves together to either finish off his combos or have a fallback plan to bait the opponent or escape. The following attacks are counted as air actions:
:Thanks to Jiraiya's speed and aerodynamic abilities, 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. After performing certain ground specials or air specials, Yosuke can preform some specials with a simple command,  using 4 or 6 and the desired action button (A / B for Moonsault or C / D for Flying Flash Cut)
:*Flying Kunai.
 
:*V-Slasher.
:The moves that count as air actions are:
:*Mirage Slash.
:{| class="wikitable" border="1"
:*Moonsault (Moonsault can cancel into itself 3 (or 4 with Sukukaja) times).
|-
! Skill Name!! Number of Times !! Simple Command
|-
| Moonsault|| 3 Times (4 in Sukukaja) || 4 or 6 A/B
|-
| '''↳'''Crescent Slash || ||
|-
| Mirage Slash || Once ||
|-
| Flying Flash Cut || Once  || 4 or 6 C/D
|-
| Flying Kunai || Once  ||
|-
|}
<br/>
<br/>



Revision as of 04:01, 8 October 2015

Yosuke Hanamura
P4U Yosuke Portrait.png

Health: 8,500

Combo Rate: 70%

Persona Cards: 3

Backdash Time: 23

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run, Glide
Play-style
Rushdown, Aerial Rekka, Vortex
Full Frame Data
P4AU/Yosuke Hanamura/Frame Data
  

Introduction

P-1 Climax Nickname: "Captain Ressentiment!"
Persona: Jiraiya
Arcana: The Magican
Backstory:

  • Yosuke Hanamura, affectionately nicknamed "Brosuke", 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. In the P-1 Climax, he is a speedy fighter with a pair of kunai and his persona Jiraiya, master of the wind.

Pros/Strengths

  • Unmatched speed, mobility, and aerial combat abilities.
  • Combos now end in hard knockdown, making it easier to maintain offensive momentum.
  • Exceptional neutral game, arguably the best in the entire game.
  • Gliding creates unreactable cross-ups and allows him to bait (and punish) opponents safely.
  • Capable of inflicting Confusion via Tentarafoo and Poison with SB kunai and throws.
  • Improved Sukukaja grants him a tremendous boost in damage.
  • Has one of, if not the best, DPs in the game.


Cons/Weaknesses

  • Low HP.
  • Mostly a close range fighter.
  • Loses knockdown combo routes and access to Supers when Persona broken.


Air Actions

Thanks to Jiraiya's speed and aerodynamic abilities, 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. After performing certain ground specials or air specials, Yosuke can preform some specials with a simple command, using 4 or 6 and the desired action button (A / B for Moonsault or C / D for Flying Flash Cut)
The moves that count as air actions are:
Skill Name Number of Times Simple Command
Moonsault 3 Times (4 in Sukukaja) 4 or 6 A/B
Crescent Slash
Mirage Slash Once
Flying Flash Cut Once 4 or 6 C/D
Flying Kunai Once


Gliding / Fastfall

Yosuke has the ability to Glide or Fastfall in the air due to a kara cancel (cancelling the start up on 1 move into another) with jAB into Air Turn (A+C) during an airdash. Gliding will allow Yosuke to keep his air dash momentum and fall at steeper angle. It also helps to glide backwards (Jump > A+C to turn backwards > Airdash > Glide) to help get jD out safely or just to escape back to neutral. Gliding helps Yosuke move around the screen faster than any character (He's fast even without it). It allows him to block while air dashing with no delay, come in at angles that are hard for certain characters to 2B (Chie, Akihiko, Mitsuru, etc), and to navigate projectiles or Naoto's traps.
So the notation would be (Find whatever suits you, there’s a ton of different methods):
Jump > 66jAB~A+C


External References