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{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yosuke Hanamura}}
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
|-
!Yosuke Hanamura
|-
||
[[File:BBTag_Yosuke_Portrait.png|300x500px|center]]
|-
||
{{#lst:BBTag/Yosuke Hanamura/Data|System Data}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run


;Playstyle
:Tricky, Mixup, Hit and run
;Team role
:Point
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
{{Bio
| name = Yosuke Hanamura
| game = BBTag
| icon = BBTag_Yosuke_Icon.png
| quote = Leave it all to me, yeah!<br/>The important things are never far off... They're all around you.
| lore =
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.
}}
===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.
===Playstyle===
{{StrengthsAndWeaknesses
|intro=
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 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.
|pros=
* 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.
|cons=
* Weak pokes/midrange game
* Struggles against characters with strong air control
* Fastest air normal is 10f.
}}
<br style="clear:both;"/>
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">4A</span> ======
{{MoveData
|image=BBTag_Yosuke_4A.png |caption= Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!
|image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation.
|image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day.
|image4=BBTag_Yosuke_4AAAA.png |caption4= Who's ready for 2.0?
|name=4A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=4A}}
{{#lst:BBTag/Yosuke Hanamura/Data|4A}}
{{!}}-
{{Description|8|text=* This is one of Yosuke's three jump cancelable on block ground normals. <br>
* You can cancel 4A into itself. This makes it useful for pressure or hit confirms.
}}
{{!}}-
{{AttackVersion|name=4AA}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AA}}
{{!}}-
{{Description|8|text=*Pressure tool
}}
{{!}}-
{{AttackVersion|name=4AAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AAA}}
{{!}}-
{{Description|8|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space.
* Special cancelable on hit and block.
}}
{{!}}-
{{AttackVersion|name=4AAAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|4AAAA}}
{{!}}-
{{Description|8|text=* 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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">5A</span> ======
{{MoveData
|image=BBTag_Yosuke_5A.png |caption= 3 times the hitboxes for 3 times the fun.
|image2=BBTag_Yosuke_5AA.png |caption2= Why DO we have both of Yosuke's autocombos?
|image3=BBTag_Yosuke_5AAA.png |caption3= It's like Yosuke's a frog or somethin'...
|image4=BBTag_Yosuke_5AAAA.png |caption4= Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers!
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lst:BBTag/Yosuke Hanamura/Data|5A}}
{{!}}-
{{Description|8|text=* Jump cancelable on hit and block.
Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.
}}
{{!}}-
{{AttackVersion|name=5AA}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AA}}
{{!}}-
{{Description|8|text=* Large forward hitbox
* Jump cancelable on hit
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos
}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AAA}}
{{!}}-
{{Description|8|text=* 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)
}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lst:BBTag/Yosuke Hanamura/Data|5AAAA}}
{{!}}-
{{Description|8|text=* 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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">5B</span> ======
{{MoveData
|image=BBTag_Yosuke_5B.png |caption= A pretty underrated poke. Send a Boot straight to their heads.
|image2=BBTag_Yosuke_5BB.png |caption2= Objectively coolest looking normal.
|image3=BBTag_Yosuke_5BBB.png |caption3= Tentarafoo's more useful as a normal than as a special... kinda sad.
|name=5B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lst:BBTag/Yosuke Hanamura/Data|5B}}
{{!}}-
{{Description|8|text=* 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
}}
{{!}}-
{{AttackVersion|name=5BB}}
{{#lst:BBTag/Yosuke Hanamura/Data|5BB}}
{{!}}-
{{Description|8|text=* Mainly used as combo filler
* Jump cancelable on hit
}}
{{!}}-
{{AttackVersion|name=5BBB}}
{{#lst:BBTag/Yosuke Hanamura/Data|5BBB}}
{{!}}-
{{Description|8|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)
* 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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">5C</span> ======
{{MoveData
|image=BBTag_Yosuke_5C.png |caption= #NetplayUnblockables
|name=5C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|5C}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2A</span> ======
{{MoveData
|image=BBTag_Yosuke_2A.png |caption= It's like Yosuke 4A, except it hits LOW!
|name=2A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|2A}}
{{!}}-
{{Description|7|text=* Hits low
* Good forward hitbox.
* Great for stagger pressure and punishing opponents for not blocking low.
* Great to use to set up tick throws.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
{{MoveData
|image=BBTag_Yosuke_2B.png |caption= Remember when Hazama 5C was jump cancellable on block?
|name=2B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|2B}}
{{!}}-
{{Description|7|text=* 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
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2C</span> ======
{{MoveData
|image=BBTag_Yosuke_2C.png |caption= Slides under moves like sliding into their DMs.
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|2C}}
{{!}}-
{{Description|7|text=* Good for low profiling long range pokes.
* Special cancelable on hit / block
* Very unsafe on block (unless special canceled)
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
{{MoveData
|image=BBTag_Yosuke_jA.png |caption= The Jump In everyone learned to hate.
|image2=BBTag_Yosuke_jAA.png |caption2= Just mash the A button, he'll keep on swingin.
|name=j.A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.A}}
{{!}}-
{{Description|8|text=* 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
}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lst:BBTag/Yosuke Hanamura/Data|j.AA}}
{{!}}-
{{Description|8|text=* Jump cancelable on hit and block
Combo filler.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
{{MoveData
|image=BBTag_Yosuke_jB.png |caption= #ThePssychSpecial
|name=j.B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.B}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.2A</span> ======
{{MoveData
|image=BBTag_Yosuke_j2A.png |caption= Ya like these?
|name=j.2A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.2A}}
{{!}}-
{{Description|7|text=
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{MoveData
|image=BBTag_Yosuke_jC.png |caption= Either hit the floor, or flip out! Be that annoying fly everyone can't hit.
|name=j.C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.C}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
<br style="clear:both;"/>
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
{{MoveData
|image=BBTag_Yosuke_GroundThrow.png |caption= What if this throw poisoned again... But special cancels are nice!
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|BC}}
{{!}}-
{{Description|7|text=* Special cancelable
* Super cancellable
* Can be followed by normals
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Dodge</span> ======
{{MoveData
|image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!".
|name=Dodge
|input=5A+D
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Taunt}}
{{#lst:BBTag/Yosuke Hanamura/Data|AD}}
{{!}}-
{{AttackVersion|name=Kick}}
{{#lst:BBTag/Yosuke Hanamura/Data|AD Attack}}
{{!}}-
{{Description|8|text=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.
DP Triggers on:
* Normals
* Throws
* Command Throws
* Burst
*Assist
*Projectiles
}}
}}
<br style="clear:both;"/>
==Skills==
====== <span style="visibility:hidden;font-size:0">Dash Spring</span> ======
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Don't use this as a command dash.  That ALWAYS ends poorly.
|input=236A/B
|name=Dash Spring
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lst:BBTag/Yosuke Hanamura/Data|236A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lst:BBTag/Yosuke Hanamura/Data|236B}}
{{!}}-
{{Description|8|text=* 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
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Flying Flash Cut</span> ======
{{MoveData
|image=BBTag_Yosuke_FlyingFlashCut.png |caption= V SLASH!! Now an actual knockdown.
|input=j.236A or j.214A
|name=Flying Flash Cut
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236A}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Moonsault</span> ======
{{MoveData
|image=BBTag_Yosuke_Moonsault.png |caption= The fact that this STILL crosses up in the corner is pretty hilarious.
|input=j.236B or j.214B
|name=Moonsault
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236B}}
{{!}}-
{{Description|7|text=* Has a wide  travel arc.
* Can cross up in the corner.
* Direction depends on input.
* Used in air combos after 236B
* Has invul during the first half of the flip
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Crescent Slash</span> ======
{{MoveData
|image=BBTag_Yosuke_CrescentSlash.png |caption= I heard that the EX version of Crescent makes for a rather nasty surprise overhead.
|input=(during Moonsault) A/B/C
|name=Crescent Slash
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236B X}}
{{!}}-
{{Description|7|text=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.
}}
}}
==Extra Skills==
====== <span style="visibility:hidden;font-size:0">EX Dash Spring</span> ======
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln??
|input=236C
|name=EX Dash Spring
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|236C}}
{{!}}-
{{Description|7|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">EX Moonsault</span> ======
{{MoveData
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once.
|image2=BBTag_Yosuke_CrescentSlash.png |caption2= This comes out automatically!  No timing required!
|input=j.236C or j.214C
|name=EX Moonsault
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|j.236C}}
{{!}}-
{{Description|7|text=* EX Version performs an auto Crescent Slash.
* Doesn't switch sides
}}
}}
<br style="clear:both;"/>
==Partner Skills==
====== <span style="visibility:hidden;font-size:0">5P</span> ======
{{MoveData
|image=BBTag_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is.
|name=6P
|input=P4A 5D
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|6P }}
{{!}}-
{{Description|7|text=* Jiraiya rushes forward with his fist extended. Goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">6P</span> ======
{{MoveData
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak.  Speeds By.  Yosuke the Frog.
|name=5P
|input=Dash Spring
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|5P }}
{{!}}-
{{Description|7|text=* Works the same as the A version of Dash Spring
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">4P</span> ======
{{MoveData
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!!
|name=4P
|input=5AAA
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|4P}}
{{!}}-
{{Description|7|text=* Launching or Anti-Air assist
}}
}}
<br style="clear:both;"/>
==Distortion Skills==
====== <span style="visibility:hidden;font-size:0">Garudyne</span> ======
{{MoveData
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile.  What could POSSIBLY go wrong??
|input=236B+C (air OK)
|name=Garudyne
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|236BC}}
{{!}}-
{{Description|7|text=*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.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Shippu - Nagareboshi</span> ======
{{MoveData
|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!"
|image2=BBTag_Yosuke_ShippuNagareboshi2.png |caption2= Yosuke now saying "Woohoo!" was the worst possible nerf.
|input=214B+C (air OK)
|name=Shippu - Nagareboshi
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|214BC}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
<br style="clear:both;"/>
==Distortion Skill Duo==
{{MoveData
|image=BBTag_Yosuke_Garudyne.png |caption= Didn't get the kill? Try spinning.
|input=P during Main Character's Distortion Skill
|name=Garudyne
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo}}
{{!}}-
{{Description|7|text=* Important points go here
Detailed description of the usefulness of the move go here
}}
}}
<br style="clear:both;"/>
==Astral Heat==
{{MoveData
|image=BBTag_Yosuke_BraveBlade.png |caption= EVERYDAY'S GREAT AT JUNES!!
|image2=BBTag_Yosuke_BraveBlade2.png |caption2= "At Junes, everyday is Customer Appreciation Day. Come see for yourself, and get in touch with our products! Every day's great at your Junes!"
|input=222B+C
|name=Brave Blade
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lst:BBTag/Yosuke Hanamura/Data|222BC}}
{{!}}-
{{Description|7|text=* Important points go here
Detailed description of the usefulness of the move go here
}}
}}
<br style="clear:both;"/>
==Roadmap==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
{{Roadmap}}
==Navigation==
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Yosuke Hanamura/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Yosuke Hanamura]]

Latest revision as of 01:18, 8 July 2020