BBTag/Yosuke Hanamura

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Overview

Overview
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, and 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.
Yosuke Hanamura


BBTag Yosuke Portrait.png
Health
16,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
4A (5F)
Reversals
A+D (Catch 1~25F)
236B+C (16F)
214B+C (5F)

 Yosuke Hanamura is a rushdown character that can overwhelm the opponent with speed and left-right mixups

Pros
Cons
  • Has great air mobility, as well as several air tools to help him out.
  • High solo damage
  • One of the fastest characters in the game.
  • Great assist kit.
  • Weak pokes/midrange game
  • Struggles against characters with strong air control
  • Fastest air normal is 10f.


Unique Ability: 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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 5 6 8 -2 B
4AA 1300 All 8 3 20 -6 B
4AAA 1700 All 10 3 22+0L -6 H
4AAAA 600×6 All 14 Total: Until L+6L P

A versatile normal useful for just about anything.

4A's fast startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame., recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. and long active The active frames of an attack refers to the amount of time an attack can hit the opponent. frames make it a low commitment poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. in neutral When neither player is in an advantageous position in terms of stage position..

It has every cancel option so it's good for starting pressure To attack the opponent continuously and leave little room for counter attacks. and the hitbox and speed can let it be an anti-air A grounded attack that hits the opponent out of the air at certain heights. It can be used at the end of combo A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent. to do a reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage..

  • Jump cancelable
  • Throw cancelable

A good option for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals., frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and hit confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent..

4A has a long window to gatling The special category of cancels that describe how each character can cancel normals into other normals and specials. into 4AA letting you bait the opponent and 4AA still has plenty cancels making it good for confirming hits.

  • Throw cancellable

An occasional but still good pressure tool and combo piece.

4AAA makes Yosuke airborne, letting you use MoonsaultBBTag Yosuke Moonsault.pngGuardStartupRecoveryUntil L+9LAdvantage- for left\right mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s especially with an assist.

You can link To perform a second action after the first action completely finishes its animation. a microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. 5A after 4AAA letting you get decent damage for a 4A starter.

While somewhat minus on block, 4AAA sends Youske backwards making it hard to punish Attacking someone when they are unable to block, making the damage guaranteed. for most characters so you can safely end blockstring with it.


Identical to 5AAAA except it can't go into Cross Raid so its useless. Just use 4AA or 4AAA to go into 5A for better damage and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.

Version Level P1 P2
4A 1 100 70
4AA 3 100 80
4AAA 4 100 75
4AAAA 2 100 75

4A:
4AA:
4AAA:
4AAAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 630×3 All 7 2,2,2 16 -1 B
5AA 1300 All 9 4 14 -1 B
5AAA 750×3 All 10 2,2,2 27+3L -13 B
5AAAA 600×6 All 14 Total: Until L+6L P

Your best combo starter and flexible blockstring option.

5A is jump and throw cancellable on all three hits, goes into all your other normals excluding 4A and is only -1 on block so it's excellent for starting pressure. It's particularly good for aerial offense like doing 5A >TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. EX MoonsaultBBTag Yosuke CrescentSlash.pngGuardHighStartup20RecoveryUntil L+15LAdvantage-.

It's also Youske's best starter damage-wise which combined with its fast startup makes it your go-to DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. punish option.

  • Always try to land all three hits before cancelling

An important combo piece and branching point for pressure.

5AA causes a ground bounce on airborne opponents which makes it important for certain combos.

5AA can go into 2A and back to 5A but you wont be able to use 5AA a second time so use 5B instead. Mixing up and delaying these options will help make your blockstrings less predictable.

  • Jump cancelable on hit

  • 5AAA is special cancelable after the 3rd hit on hit and block.
  • Unsafe on block because it leaves Yosuke airborne (unless special canceled).
  • Jump cancelable on hit.
  • Can combo into Moonsault on hit except on small characters (e.g. Linne)

  • As the only "projectile" Yosuke has, 5AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.
Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 75
5AAAA 2 100 75

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 3 30 -14 B
5BB 1700 All 17 2 22 -5 B
5BBB 0, 2400 All 18 2 Total: 47 F
  • Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit).
  • Mainly used as combo filler or corner relaunching.
  • Jump cancelable on hit

  • 5BB is mainly used as combo filler
  • Jump cancelable on hit

  • Disables Cross Burst on hit similar to a throw.
  • Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away.

The long animation time and launch makes it easy to extend combos with an assist move or even an Active Switch into follow-up combo with the incoming character.

Version Level P1 P2
5B 4 90 85
5BB 4 90 85
5BBB 4 90 85

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 22 3 24 -10 B
  • Airborne during the hop

Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 6 3 15 -4 F
  • Hits low
  • Good forward hitbox.
  • Great for stagger pressure and punishing opponents for not blocking low.
  • Great to use to set up tick throws.
Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 9 4 26 -13 B 6~12 H
  • Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range, at the cost of having a shorter forward horizontal range than other 2Bs
  • Jump cancelable on hit and block
Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 11 3 24 -8 F
  • Good for low profiling long range pokes.
  • Special cancelable on hit / block
  • Very unsafe on block (unless special canceled)
Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 10 4 10 H
j.AA 1000 High 7 3 11 H
  • Can tag crouching opponents if performed low enough from a distance.
  • Really long forward range to catch opponents from a fair distance away
  • Can be used to perform safe jumps with.
  • Jump cancelable on hit and block

  • Jump cancelable on hit and block

j.AA is combo filler.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


}}

j.2A

Flying Kunai

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×6 All 14 Until Hit Total: Until L + 21L P1
  • Special cancellable on hit and block

The angle sadly makes it mostly unfit for neutral use, mainly used to combo into Moonsault-Cresent Slash after j.A. Very punishable on whiff.

Level P1 P2
2 80 75


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
720×3 All 15 3×11 Total: 40 H
  • Hits 3 times
  • 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.

Level P1 P2
3 80 80


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 36 7 25 -13 F 7~31 All
  • Can cancel the start up into other aerial specials to bait antiairs or to cross up.
  • Travels a short distance.
  • Special cancelable on hit and block.
Level P1 P2
4 80 85


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1000×2 Throw 7-30 3 23 T
  • Special cancelable
  • Super cancellable
  • Can be followed by normals
Level P1 P2
0, 4×2 100 50
  • Minimum damage 2000


Dodge

5A+D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 45 1~25 Catch All
AD Attack 2200 Air Unblockable 15 3 28 -12 B 1~22 All

Yosuke’s Reversal Action has 2 parts, “Taunt” and “Kick”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Kick” is when Yosuke’s Reversal Action is triggered causing Jiraiya to come out and kick the opponent away. If it’s not triggered, Yosuke sighs and becomes punishable.

When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions.

  • Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing
  • When triggered, Jiraiya will target the active character.
Version Level P1 P2
AD
AD Attack 4 80 60

AD:

  • On Guard Point, hitstop for Yosuke is 0F. Opponent hitstop is 16F


AD Attack:

  • Minimum Damage 110


Skills

Dash Spring

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 900×2 All 14~25 3 [(10)3] 18 [26+4L] -16 B
236B 1100×2 All 20~29 3 [(10)3] 18 [26+13L] -23 B
  • Referred to as Run.
  • A Version goes a little over half screen and slightly bounces the opponent
  • B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups.
  • Allows Yosuke to cancel into Flying Flash Cut using A or Moonsault using B
  • You can late cancel into moonsault to negate the landing recovery
Version Level P1 P2
236A 3 80 90
236B 4 80 75

236A:

  • Only performs followup (Values in []) on hit/block
  • When opponent is out of range, does not attack. Total duration 40F
  • Minimum Damage 45×2 (90)


236B:

  • Only performs followup (Values in []) on hit/block
  • When opponent is out of range, does not attack. Total duration 44F
  • Minimum Damage 55×2 (110)


Flying Flash Cut

j.236A j.214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2 All 13 Until L(10)5 Until L -11 H
  • Referred to as V Slash.
  • Send the opponent all the way to the ground on hit regardless of height.
  • Can’t directly cancel into other air actions.
  • Can extend combos from with when paired with an assist.
  • 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.

Level P1 P2
4 80 85×2
  • Minimum Damage 60×2 (120)


Moonsault

j.236B j.214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Until L+9L 4~11 All
  • Can cross up in the corner.
  • Direction depends on input.
  • Can be performed by inputting 4B or 6B after Run or another Moonsault
  • Can be canceled into Crescent Slash, V-Slash, and other Moonsaults after 20f
Level P1 P2
  • Can cancel into followups on 20


Crescent Slash

Moonsault -> A/B/C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 5 8 Until L+9L H

The optional follow up for Moonsault

  • Hitting C will do the Moonsault / Crescent combo
  • Hits overhead.
  • Long vertical hitbox.
  • The third Crescent Slash hit in an air action set will cause a Hard Knockdown.
Level P1 P2
4 80 85
  • If done from a 3rd Moonsault, knockback trajectory changes to downward angle and also causes Down 24
  • Minimum Damage 85


Extra Skills

EX Dash Spring

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300×2 All 19~27 3 [(10)3] 18 [18+13L] -15 B
  • EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
Level P1 P2
4 80 85
  • Only performs followup (Values in []) on hit/block
  • When opponent is out of range, does not attack. Total duration 42F
  • Minimum Damage 130×2 (260)


EX Moonsault

j.236C j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 20 8 Until L+15L H 4~10 All
  • EX Version performs an auto Crescent Slash.
  • Doesn't switch sides
Level P1 P2
4 80 85
  • Minimum Damage 200


Partner Skills

5P

Dash Spring

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18)+13~24 3 [3(10)3] 18 [26+12L] -14 B
  • Works the same as the A version of Dash Spring
Level P1 P2
3 70 85
  • Only attacks if opponent is in range
  • (Values in [])
  • When opponent is out of range, does not attack. Total duration 40F
  • Minimum Damage 75×2 (150)


6P

P4A 5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×4 All (18)+31 15 [(9)3,3,4] Total: 94 [Total: +70] B

JIraiya goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.

Level P1 P2
4 70 85
  • Only performs followup (Values in []) on hit/block
  • Minimum Damage 35×4 (140)


4P

5AAA

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+10 6 29+3L -19 B
  • Launching or Anti-Air assist
Level P1 P2
4 70 85
  • Minimum Damage 85


Distortion Skills

Garudyne

236B+C (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
360×31 [430×31] All 9+(53 Flash)+7 5×31 Total: Until L+38L -31 P2 1~17 All
  • Homes in on the opponent, even on block.

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. Very unsafe as a DHC on block, though.

Level P1 P2
4 80 98×31
  • Values in [] are for Enhanced version
  • Minimum Damage: 54×31 (1674) [60×31 (1860)]


Shippu - Nagareboshi

214B+C (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000×2, 250×18
[2000×2, 200×36]
All 4+(39 Flash)+1 15 Until L+18L -21 H 1~19 All
  • Referred to as Whoo.
  • Decent Invincibility.
  • Travels slightly over half screen.
  • This move has a stupidly large hitbox making it easy to hit from awkward angles.
  • Since this move doesn't scale as much as the other super, as well as being a lot stronger, it is considered to be a good (but dangerous) reversal and combo ender.
Level P1 P2
5 80 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 400, 600, 40×18 (1720)
  • [Minimum Damage: 400, 600, 26×36 (1936)]



Distortion Skill Duo

Garudyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20 [100×25] All 1+(92 Flash)+1 10×11,5×9 [10×6,5×19] Total: Until L+38L P2 1~3 All
  • do this out of houtenjin, it'll be funny
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Brave Blade

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(78 Flash)+16 10 Total: 119 -68 1~44 All
  • Blocking the first hit makes the rest do nothing
  • Can be done out of grab
Level P1 P2
5


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 Yosuke Hanamura
To edit frame data, edit values in BBTag/Yosuke Hanamura/Data.


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