P4AU/Yosuke Hanamura: Difference between revisions

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{{MoveData
|name=V-Slasher {{PersonaRequired}}
|name=Flying Flash Cut {{PersonaRequired}}
|image=P4AU_Yosuke_VSlasher.png
|image=P4AU_Yosuke_VSlasher.png
|input=j.236C/D or j.214C/D
|input=j.236C/D or j.214C/D  
|caption=
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Revision as of 22:30, 30 September 2014

Yosuke Hanamura

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 acquires in Persona 4. Yosuke's family moved from the big city to Inaba because of his father's work as the manager of the Junes mall. Yosuke inner struggle is his resentment for moving from the city to "the boonies", which he overcomes with the aid of Yu. In Persona 4 Arena Ultimax he uses a pair of kunai and his persona Jiraya.

Overview

Health: 8500
Persona Cards: 3
Play-style: Speed Rushdown/Aerial Rekka
Air Movement Options: 1 Double Jump/Air Dash, 3(or 4 in Sukujaka) Air Actions*
Run-Type: Dash

Pros/Strengths:

  • Top class speed and mobility
  • Unmatched in aerial combat
  • Combos now end in knockdown, making it easier to keep up the offensive momentum
  • Exceptional neutral game, arguably the best in the entire game
  • His glide gives him a solid cross-up game
  • Has access to unblockable confusion status via Tentarafoo, and can poison with SB Kunai/grabs
  • Improved Sukukaja grants him a tremendous boost in damage


Cons/Weaknesses:

  • Slightly Low Life compared to other characters
  • Predictable mixup on ground combat
  • Arguably lower damage as well as lack of defensive options


Air Actions:

  • With Jiraiya's speed and aerodynamic abilities (probably to showoff), Yosuke is able to use certain air attacks multiple times. With this trait, he can chain his moves together to either finish off his combos or have a fallback plan to bait the opponent or escape.
  • Kunai
  • V-Slasher
  • Mirage Slash
  • Moonsault (Moonsault can cancel into itself 3 (or 4 with Sukukaja) times)


External References:


Move List

See also: Yosuke Full Frame Data

Normal Moves

5A
Normal
P4Arena Yosuke 5A.png
P4AU Yosuke 5AA.png
P4AU Yosuke 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 180 HLA 5 3 13 -3 Body
5AA 370 HLA 9 4 13 -1 Body
5AAA 1080 HLA 10 3 37 + 12 After Landing -37 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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5A
Shadow
P4Arena Yosuke 5A.png
P4Arena Yosuke 5AA.png
P4Arena Yosuke 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 180 HLA 5 3 13 -3 Body
5AA 370 HLA 9 4 14 -3 Body
5AAA 1080 HLA 13 4 33+12 After Landing -30 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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5A
Sukukaja
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A
Sukukaja
300 HLA 5 10 23 [25]* -6 Body
5AA
Sukukaja
300 HLA 4 4 14 [22]* -3 Body
5AAA
Sukukaja
300 HLA 4 - [22]* - Body
5AAAA
Sukukaja
330 HLA 4 - [39]* - Body
5AAAAA
Sukukaja
510 HLA 32 4 38 - Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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5B
P4Arena Yosuke 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
170, 85x2 HLA 9 2, 2, 2 12 0 [+2] Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2A
P4Arena Yosuke 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
140 L 6 4 9 -2 Foot
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2B
P4Arena Yosuke 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
410 AUB 11 [10] 4 [2] 26 -15 [-13] Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.A
P4Arena Yosuke jB.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.A 170 HA 7 [5] 3 13 - Head
j.AA 290 HA 8 2 12 - Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.B
P4Arena Yosuke jA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.B 290 HA 10 2 13 - Head
j.BB 260 HA 10 [8] 3 11 - Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.A+B
P4Arena Yosuke j2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
380 HA 15 4 30 - Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Sweep
2A+B
P4Arena Yosuke Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
450 L 11 [10] 3 [3] 28 [27] -16 [-15] Foot
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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All Out Attack
A+B
P4Arena Yosuke AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 H 28 1 35 -17 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Guard Cancel Attack
P4Arena Yosuke 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -

Yosuke guards an attack then does an invulnerable downward swing hitting the opponent and knocking them backwards.


Persona Attacks

5C Persona Required
P4Arena Yosuke 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
550 HLA 12 3 24 -10 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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5D/2D Persona Required
P4Arena Yosuke 5D.png
P4Arena Yosuke 5DD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5D - All - - - 0 -
5DD 120x3 HLA 8 3, 3, 4 - - Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2C Persona Required
P4Arena Yosuke 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
750 HLA 16 2 19 -2 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.C Persona Required
P4Arena Yosuke jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200 HLA 18 To The Ground - - Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.D Persona Required
P4Arena Yosuke 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
800 All 33 To Screen Edge 31 Total - Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Throws

Ground throw
C+D
P4Arena Yosuke GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 540, 270 Throw 5 3 [6, 6, 6, 10, 6] 25 [24] - Throw
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Air Throw
j.C+D
P4Arena Yosuke AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 0, 1300 Throw 4 3 [22 (2 Hits)] 19 [57 Total] - Throw
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Furious Action

Dodge
B+D
P4Arena Yosuke BD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Catch - - - 49 Total - - -
Attack 500 - 1 28 6 - Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Skill Attacks

Dash Spring
236A/B
P4Arena Yosuke DashSpring.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 300, 150 HLA 11 1 (10) 3 39 + 9 After Landing -11 Body
B 500, 250 HLA 19 1 (10) 3 33 + 9 After Landing -21 Body
SB 600, 300 HLA 17 1 (10) 3 31 + 19 After Landing -14 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Flying Kunai
j.2A/B
P4Arena Yosuke FlyingKunai.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 70, 40x11 HLA 13 To Ground 19 After Landing - Projectile
B 70, 40x11 HLA 14 To Ground 19 After Landing - Projectile
SB 70, 40x11 HLA 12 To Ground 35 Total - Projectile
  • Can be used as a follow up from any other air actions, but is considered a "ender".
  • Sukukaja Buff: Yosuke can do any air action after throwing the kunai.

Yosuke launches backwards into the air throwing 6 kunais down onto his opponent. Unlike P4A, the kunai do not lift the opponent into air, but rather just knock the opponent towards the ground, making it a good combo ender or keep-away tool. A version kunai are thrown in a 70° angle, and B Version is thrown at a 55° angle while popping Yosuke up a little higher. SB version kunai are thrown in a 55° angle and inflict poison, but Yosuke can no longer do any other air action after the move (While not in Sukukaja).

Moonsault
j.236A/B or j.214A/B
P4Arena Yosuke Moonsault.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - 9 After Landing - -
B - - - - 9 After Landing - -
SB 1500 HA 28 3 11 After Landing - Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Crescent Slash
A/B during Moonsault
P4Arena Yosuke CrescentSlash.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1400 HA 5 3 14 After Landing -6 Head
B 1400 HA 5 3 14 After Landing -12 Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Mirage Slash Persona Required
j.2C/D
P4Arena Yosuke MirageSlash.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 1000 L 29 7 25 -15 Foot
D 1500 L 49 9 24 -16 Foot
SB - - - 41 Total - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Tentarafoo Persona Required
236C/D
P4Arena Yosuke Tentarafoo.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 0, 700 Unblockable 32 1 28 - Body
D 0, 700 Unblockable 39 1 27 - Body
SB 0, 700 Unblockable 30 1 16 - Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Flying Flash Cut Persona Required
j.236C/D or j.214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 400, 200 HLA 13 (10)2 44 + 11 after landing -40 Head
D 700, 350 HLA 33 (10)2 48 + 18 after landing -52 Head
SB 700, 350 HLA 29 (10)2 45 + 18 after landing -43 Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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SP Skill Attacks

Garudyne Persona Required
236236C/D
P4Arena Yosuke Garudyne.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 180, 90xN HLA 9+8 146 11+ 38 Landing -33 Projectile
D 200, 100xN HLA 13+14 155 38 landing -27 Projectile
SB 210, 105xN HLA 9+8 155 2 + 38 Landing -43 Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Awakened SP Skill Attacks

Sukukaja Persona Required
214214C/D
P4Arena Yosuke Sukukaja.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - 4 - 11 - -
D - - 13 - 20 - -
SB - - 4 - 6 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Shooting Star Persona Required
During Sukukaja 214214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 740,550,150x18 HLA 9+1 9 15 + 5 After Landing -10 Body
D 740,550,150x25 HLA 19+1 15 10 + 5 After Landing -11 Body
SB 740,550,150x31 HLA 14+1 15 18 + 5 After Landing -11 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Instant Kill

Brave Blade Persona Required
222C+D
P4Arena Yosuke BraveBlade.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. All 4 + 50 63 37 -69 Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Strategy

General Tactics

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.


Tips and Tricks

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

*5A* Starter

  • 5AAA>j.236C>j.2C
Damage: ----, SP Gain: --
  • 5AA>5C>2C>236B>j.236AB>j.236A-B>j.214D>j.236B-B>j.236236D
Damage: 3897, SP Gain: --
Requirements:50 SP
  • 5AA>5B>5C>236B>j.236B>j.2C>214214C>2C>5AAAAA>j.2C>214214D
Damage: 3809, SP Gain: --
Requirements:50 SP, Awakening
  • 5A>5AA>5AAA>j.236C>j.214A-A>j.2A
Requirements:25 SP
Damage: ----, SP Gain: --

*5B Starter

  • 5B>5C>2C>236B>j.236AB>j.236A-A>j.2A
Damage: ----, SP Gain: --

*j.2C* Starter

  • j.2C>214214D>5AAAAA>j.236B-B>j.214B-B>j.236C>j.214B-B>j.236B-B>214214C
Requirements:50 SP, Awakening
Damage: ----, SP Gain: --

Midscreen to Corner

*5A* Starter

  • 5AA>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214D
Damage:6715 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*2B* Starter

  • 2B>236236C>OMB>214214C>214214CD
Damage:5503 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*j.2C* Starter
j.2C>214214C>236236C>OMB>214214CD

Damage:5530 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*236D Starter
j.2B>236236CD>OMB>5C>214214C>2C>214214CD

Damage:5448 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*236D Starter
236D>236236D>OMB>5C>214214C>2C>214214D

Damage 5119 SP Gain:----
Requirements: 100 SP, Awakening, Burst
Notes: You have to move the Garudyne to the corner.
Because Tentarafoo is unblockable you can OMC a throw and start the combo from there for 810 extra damage.

Corner Only

*2C* Starter

  • 2C>2B>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214CD
Damage:8637 SP Gain:----
Requirements: 150 SP, Awakening, Burst