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'''<big>Pros/Strengths:</big>''' | '''<big>Pros/Strengths:</big>''' | ||
* | *Unmatched speed, mobility, and aerial combat<br/> | ||
*Combos now end in knockdown, making it easier to keep up the offensive momentum<br/> | *Combos now end in knockdown, making it easier to keep up the offensive momentum<br/> | ||
*Exceptional neutral game, arguably the best in the entire game<br/> | *Exceptional neutral game, arguably the best in the entire game<br/> | ||
*His glide gives him a solid cross-up game<br/> | *His glide gives him a solid cross-up game<br/> | ||
*Has access to unblockable confusion status via Tentarafoo, and can poison with SB Kunai/grabs<br/> | *Has access to unblockable confusion status via Tentarafoo, and can poison with SB Kunai/grabs<br/> | ||
Line 26: | Line 24: | ||
<br/> | <br/> | ||
'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
* | *Low HP<br/> | ||
*Mostly a close range fighter<br/> | *Mostly a close range fighter<br/> | ||
*Predictable mixup on ground combat<br/> | *Predictable mixup on ground combat<br/> | ||
* | *Lack of defensive options<br/> | ||
<br/> | *All of this combined means Yosuke can go down very quickly if he allows the opponent to gain momentum<br/> | ||
'''<big>Air Actions:</big>''' | '''<big>Air Actions:</big>''' |
Revision as of 08:57, 1 November 2014
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 to moving from the big city to "the boonies" because of his father's manager position at the Junes mall, Yosuke struggles with an inner resentment towards feelings of boredom and isolation. After accepting his shadow side through an emotional event involving his loved one, 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.
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:
- Unmatched speed, mobility, and 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:
- Low HP
- Mostly a close range fighter
- Predictable mixup on ground combat
- Lack of defensive options
- All of this combined means Yosuke can go down very quickly if he allows the opponent to gain momentum
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:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Yosuke Full Frame Data
Normal Moves
5A Normal |
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5A Shadow |
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5A Sukukaja |
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5B |
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2A |
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2B |
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j.A |
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j.B |
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j.A+B |
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Sweep 2A+B |
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All Out Attack A+B |
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Guard Cancel Attack |
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Persona Attacks
5C |
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5D/2D |
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2C |
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j.C |
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j.D |
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Throws
Ground throw C+D |
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Air Throw j.C+D |
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Furious Action
Dodge B+D |
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Skill Attacks
Dash Spring 236A/B |
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Flying Kunai j.2A/B |
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Moonsault j.236A/B or j.214A/B |
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Crescent Slash A/B during Moonsault |
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Mirage Slash j.2C/D |
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Tentarafoo 236C/D |
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Flying Flash Cut j.236C/D or j.214C/D |
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SP Skill Attacks
Garudyne 236236C/D |
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Awakened SP Skill Attacks
Sukukaja 214214C/D |
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Shippu - Nagareboshi 214214C/D (during Sukukaja) |
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Instant Kill
Brave Blade 222C+D |
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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: |
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|
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
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data