DBFZ/Kefla and BBTag/Yosuke Hanamura/Combos: Difference between pages

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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Kefla|discord=https://discord.gg/dp3NY2f}}
{{NavTabs|game=BBTag|chara=Yosuke Hanamura|active=combos}}
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
 
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
{{Notation-BBTag|additional=
}}
<br style="clear:both;"/>
==Combo List==
 
===Midscreen===
 
=====Solo=====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 1
| 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5606 / 6705 || <span style="color:lightblue">[1] Very Easy</span> || Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
|-
| 2
| 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 5242 || <span style="color:blue">[2] Easy</span> || Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
|-
| -
| 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5439 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's most basic combo from 2A.
|-
| _
| 5A(3) > 2B > 5BBB > 236B.BB.BB.BB~A || Any || 6608 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's most basic damaging combo from 5A.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A || Any || 7195 || <span style="color:green">[3] Intermediate</span> || Moderate damage combo that ends with aerial Moonsault.
|-
| _
| 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A || Any || 4873 || <span style="color:blue">[2] Easy</span> || Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
|-
| _
| j.C > 236B~BBBA || Any || 5082 || <span style="color:lightblue">[1] Very Easy</span> || Yosuke's basic mixup combo.
|-
| _
| j.C > 236B.dlBB > (land) > 5AA(4) > 2C > 236B.BB.BB.BB~A || Any || 5910 || <span style="color:green">[3] Intermediate</span> || An advanced version of the previous combo that requires delaying Moonsault.
|-
|-
! align="center" colspan="2" | Kefla
| _
| Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A || Any || 5286 || <span style="color:lightblue">[1] Very Easy</span> ||
|-
|-
| align="center" colspan="2" | [[File:DBFZ_Kefla_Portrait.png|300x500px|center]]
| _
| 5A(3) > 5BBB > 236B > (land) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 7438 || <span style="color:green">[3] Intermediate</span> || Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
|-
|-
| '''Play-style''' || Rushdown, Mix-up
| _
| '''CH''' 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A || Any || 6607 || <span style="color:green">[3] Intermediate</span> || One of Yosuke's 2C starters without resources.
|-
| _
| '''CH''' 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A  || Any || 7291 || <span style="color:red">[4] Hard</span> || Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
|-
| _
| '''CH''' 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A || Any || 6217 || <span style="color:green">[3] Intermediate</span> || Basic counter-hit anti-air combo.
|-
| _
| 5A(3) > 5BBB > 236B.dlBB > (land) > 5AA(4) > 2C > 214BC || Any || 8178 || <span style="color:green">[3] Intermediate</span> || Standard Moonsault delay combo with a super ender.
|-
|-
| '''Team Role''' || Point
|}
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
{{Bio
| name = Kefla
| game = DBFZ
| quote = This power just keeps comin' and comin'! Damn, it feels good to be a Saiyan!
| lore = Kale and Caulifla are a pair of Saiyan women from Universe 6. Caulfila is an extremely powerful Saiyan prodigy (who unlocked Super Saiyan and Super Saiyan 2 in the same week) who runs a gang on Planet Sadala. Kale is a very passive, shy Saiyan girl, who unlocked her own form of Super Saiyan in a similar style to that of Broly.  During the Tournament of Power, they performed a Potara Fusion to become Kefla, the most powerful Saiyan from their Universe. With Kale's legendary power and Caulifla's cunning, she proved to be an even match for Goku before he unlocked the power of Ultra Instinct.
}}


===Playstyle===
=====With Assists=====
{{StrengthsAndWeaknesses
<br style="clear:both;"/>
|intro={{Character Label|DBFZ|Kefla}} is a rushdown character that flourishes in scrambles with a frightening ground game.
|pros=
* '''Blockstrings:''' Great frame data with almost all special moves being safe on block, as well as having solid high/low with an [[DBFZ/Kefla#6H|extendable overhead]] and 3 lows.
* '''Anti Reflect:''' Many of her normals move far distances and hit multiple times, giving ample time to hit-confirm.
* '''[[DBFZ/Kefla#Gigantic Ray| Gigantic Ray]]:''' Enables Kelfa's mix-up game to shine, and is extremely strong when blocked in the air.
* '''Teleport:''' [[DBFZ/Kefla#Time to test this power out!|214S]] is a command dash that crosses up, leads to instant left/right mix-ups with assists, and can also serve as an escape.
* '''Zoning:''' Many zoning tools like ki blasts, beam projectile [[DBFZ/Kefla#Super Cannonball| Super Cannonball]], and psuedo-shield [[DBFZ/Kefla#Gigantic Breaker| Gigantic Breaker]].
|cons=
* '''Aerial Game:''' Almost zero air presence as most of her special moves aren't air-ok, despite decent air buttons.
* '''Left/Right:''' Cross-ups can be difficult to set up due to the nature of her air attacks.
* '''Vs. Guard Cancel:''' Her pressure tool, [[DBFZ/Kefla#Gigantic Ray| Gigantic Ray]], is guard cancellable.


===Corner===


|tablewidth=69
=====Solo=====
}}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
|-
==Normal Moves==
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
======<font style="visibility:hidden;font-size:0">5L</font>======
|-
{{MoveData
| _
|name=5L
| 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 7438 || <span style="color:orange">[3] Normal </span> || Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B [https://www.youtube.com/watch?v=safZosYI5iw using Moonsault(~B) before he lands to the ground]
|image=DBFZ_Kefla_5L.png |caption=
|-
|image2=DBFZ_Kefla_5LL.png |caption2=Potara Kicks
| _
|image3=DBFZ_Kefla_5LLL.png |caption3=Shades of R. Mika.
| 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 6112 || <span style="color:orange">[3] Normal </span> || Same variation to the combo above, with the only difference being it starts with 4A.
|data=
|-
{{AttackDataHeader-DBFZ|version=yes}}
| _
{{!}}-
| 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA || Any || 5932 || <span style="color:orange">[3] Normal </span> || Same variation to the combo above, with the only difference being it starts with 2A.
{{AttackVersion|name=5L}}
|}
{{#lst:{{PAGENAME}}/Data|5L}}
<br style="clear:both;"/>
{{!}}-
{{Description|9|text=
* 5L slides forward, 4LL doesn't.
* Good frame advantage.
}}
{{AttackVersion|name=5LL}}
{{#lst:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{Description|9|text=
* On hit, forces crouching opponent to stand up, holds airborne opponent mostly in place for all hits to connect.
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{Description|9|text=
* Always whiffs against crouching characters, even if they're visually standing.
* Recovers in midair.
* Has 5f of landing recovery on block, 7f on whiff or hit.
* Jails into Vanish.
* 5LLL > j.214S is -6 on block.
If you somehow make them block this, the 5f of landing recovery is still in the way of high-low mixs.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
|name=5M
|image=DBFZ_Kefla_5M.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|8|text=
* Multiple hits, lower than average damage. Does 666 damage raw, so you know this normal is going to be cursed.
* All hits are jump cancellable on hit
* Goes just over halfscreen
5L > 5M or 2L > 5M on reflect will put Kefla right back in their face, forcing them to block or gamble a second reflect.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
|name=5H
|image=DBFZ_Kefla_5H.png |caption=The armless dab kick
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|8|text=
* Smash hit wall splats, combos into SD.
* Tall hitbox, making it good for corner combos.
* Kefla can perform the rejump combo, it's much like Bardock's but harder.
Kefla was blessed with a 5H that is better than most other characters. Besides the points mentioned above, it also travels far enough forward to catch reflect and cancels into 214X, which hit low and also beat reflect. It should be mentioned again that this move is great for corner combos, as '''2M > delay 5M > 5H''' is very consistent and highly damaging compared to other characters.
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">5S</font>======
=====With Assists=====
{{MoveData
<br style="clear:both;"/>
|name=5S
|image=DBFZ_Kefla_5S.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5S}}
{{!}}-
{{Description|8|text=
* Hold or mash S to shoot all 6 Ki Blasts.
* One of the fastest Ki Blasts in the game at 11 frames.
Kefla's Ki Blast is the same speed as Teen Gohan's, but she can fire off two more Ki Blasts than he can.
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2L</font>======
==Combo Theory==
{{MoveData
Big thanks to [https://twitter.com/Pssychh Pssychh] for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to [https://twitter.com/Chandela_DFF Chandela] for finding the basic bread and butter combos Yosuke has.
|name=2L
<br style="clear:both;"/>
|image=DBFZ_Kefla_2L.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|8|text=
* Short low.
Kefla's fastest low normal. Decent frame advantage, so also good for pressure.
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2M</font>======
==Video Examples==
{{MoveData
Yosuke combos in version 2.0 by Meno
|name=2M
{{#ev:youtube|3zWQnL_y3jM}}
|image=DBFZ_Kefla_2M.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|8|text=
* Rather short, but fast sweep.
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">2H</font>======
[https://www.youtube.com/watch?v=safZosYI5iw Yosuke's Late Cancel Moonsault]
{{MoveData
<br style="clear:both;"/>
|name=2H
|image=DBFZ_Kefla_2H.png |caption= SHORYUKEN!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|8|text=
* Smash hit combos into SD.
* Puts her airborne. If cancelled early, stays grounded.
}}
}}<nowiki/>


======<font style="visibility:hidden;font-size:0">6M</font>======
==External Documents and References==
{{MoveData
<br style="clear:both;"/>
|name=6M
|image=DBFZ_Kefla_6M.png |caption= B O N K
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|8|text=
* Universal overhead.
Faster than 6H by 3 frames, although unlike 6H you can't combo off of it without assists.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">6H</font>======
{{MoveData
|name=6H
|input=Double Hammer
|image=DBFZ_Kefla_6H.png |caption=Watch yo dome
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6H}}
{{!}}-
{{Description|8|text=
* Extendable overhead thanks to its gatling options and high hitstun.
* Versatile combo filler after assists, '''6H > 5H > 214M''' does a ton of damage.
* Scales poorly.
The mixup tool. Midscreen you're going to want to cancel this into 2H and hitconfirm SD or 214L from there, but in the corner you should route immediately into 214M for max damage.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
|name=j.L
|image=DBFZ_Kefla_jL.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|8|text=
* A high jab with some range.
* Very easy to snipe superdashes with.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
|name=j.M
|image=DBFZ_Kefla_jM.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{Description|8|text=
* Very active with good range.
* Basically Bardocks j.M.
* Very low knockback, some basic combos don't work as a result.
This is your primary air combo filler thanks to j.H's massive hitbox.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
|name=j.H
|image=DBFZ_Kefla_jH.png |caption=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{Description|9|text=
* Wall bounces on Smash hit
}}
{{AttackVersion|name=j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|9|text=
* Smash hit causes SKD.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
|name=j.S
|image=DBFZ_Kefla_jS.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|8|text=
* Hold or mash S to shoot all 4 Ki blasts.
* Stops all air momentum.
* Really mean crossup tool.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
|name=j.2H
|image=DBFZ_Kefla_j2H.png |caption=Potara Knee
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|8|text=
* Push Kefla forward, keeps some momentum.
}}
}}<nowiki/>
 
==Special Moves==
======<font style="visibility:hidden;font-size:0">Super Cannonball</font>======
{{MoveData
|name=Super Cannonball
|input=236L/M/H
|image=DBFZ_Kefla_SuperCannonball.png |caption=
|image2=DBFZ_Kefla_SuperCannonball2.png |caption2=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{Description|9|text=
* Beam property projectile.
* Jails into Vanish
}}
{{!}}-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{Description|9|text=
* Throws a projectile forward.
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{Description|9|text=
* Throws it angled upward.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{Description|9|text=
* Throws 2 projectiles forward.
Is +4 on block, meaning the opponent can't backdash out of 5L.
 
On hit, can link into SD even from midscreen, or into air normals in the corner.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Ain't nobody that can stop me!</font>======
{{MoveData
|name=Ain't nobody that can stop me!
|input=214L/M/H
|image=DBFZ_Kefla_Aintnobody.png |caption=LOW HITTING LARIAT AWAAAY
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{Description|9|text=
* Goes half screen forward.
}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{Description|9|text=
* Goes 75% of the screen.
* Smash hit corner splats, has enough frame adv to link into 5H.
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{Description|9|text=
* Goes 80% of the screen.
* Smash hit wall splats really high up, forces a soft knockdown.
* Absolutely terrifying.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Gigantic Breaker</font>======
{{MoveData
|name=Gigantic Breaker
|input=236S (Air OK)
|image=DBFZ_Kefla_GiganticBreaker.png |caption=
|image2=DBFZ_Kefla_GiganticBreaker2.png |caption2= RASENGAN!!!!!
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground Uncharged}}
{{#lst:{{PAGENAME}}/Data|236S}}
{{!}}-
{{AttackVersion|name=Ground Charged}}
{{#lst:{{PAGENAME}}/Data|236[S]}}
{{!}}-
{{Description|9|text=
* Kefla stands still to charge her attack, then dashes forward 80% of the screen and throw a beam projectile.
* Smash on the dash. Smash hit causes SKD.
* Projectile guard point from frame 4 to when she throws her projectile.
* Holding S will extend the first part, but lose the dash.
* Projectile jails into Vanish, but there's a gap between charge > dash and charge > projectile.
* Grounded Smash version can combo into 236H+S.
}}
{{AttackVersion|name=Air Uncharged}}
{{#lst:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{AttackVersion|name=Air Charged}}
{{#lst:{{PAGENAME}}/Data|j.236[S]}}
{{!}}-
{{Description|9|text=
* j.LL(2) > j.236S is Kefla's anywhere sliding knockdown. Can combo into any Super afterward beside Gigantic Ray.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Time to test this power out!</font>======
{{MoveData
|name=Time to test this power out!
|input=214S (Air OK)
|image=DBFZ_Kefla_Timetotestthisout.png |caption=zoooooooom
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|9|text=
* Dashes forward, tracks horizontally and always sides switches.
* Has a minimum distance she has to travel. At close range, the dash will leave her slightly away from the opponent, at far range she'll stay right behind them.
* Fully invincible from frame 4.
Allows her to sneak past beams, or other things that may be annoying for her to deal with.
}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214S}}
{{!}}-
{{Description|9|text=
* Dashes diagonally downward, can also steal the corner like the grounded version.
* Fully invincible from frame 4.
}}
}}<nowiki/>
 
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
|name=Super Cannonball
|input=Assist A
|image=DBFZ_Kefla_SuperCannonball.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|8|text=
* Stands still and does 236L.
A great assist. It's fast, has almost a second of hitstun, isn't too bad on block, and has beam properties allowing it to smack superdash and Ki Blasts. Good for neutral and combos, although her B assist has it beat in the blockstun department.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
|name=Mighty Kick
|input=Assist B
|image=DBFZ_Kefla_5LL.png |caption=YOSHA, wait, wrong fusion
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|8|text=
* Slides forward and does 5LL.
* On ground hit, the opponent is kept grounded. On air hit, they are sent away slightly.
Incredibly good blockstun, but slow with not that much range. It's hard to use in neutral as a result, and even using it in combos can be a bit tricky. Still, it's very good for jailing opponents and keeping them guessing due to it's high blockstun, and it's reward on hit isn't awful either.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
|name=Gigantic Breaker
|input=Assist C
|image=DBFZ_Kefla_GiganticBreaker.png |caption=
|image2=DBFZ_Kefla_GiganticBreaker2.png |caption2=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|8|text=
* Slides forward and does 236[S].
* There's a gap between charge > projectile.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
}}
}}<nowiki/>
 
==Super Moves==
======<font style="visibility:hidden;font-size:0">Ultra Cannonball</font>======
{{MoveData
|name=Ultra Cannonball
|input=236L+M (Air OK)
|image=DBFZ_Kefla_UltraCannonball.png |caption=
|image2=DBFZ_Kefla_UltraCannonball2.png |caption2=EX EX Super Cannonball
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{Description|9|text=
* Shoots 6 projectiles forward.
* Air version tracks the opponent vertically.
* Minimum Damage: 834.
 
Can be hard to get all the hits off, so it's hard to get the best damage out of this since the opponent may fall out a bit early be hit by only one set of the projectiles. On SKD, all of the projectiles will connect, however.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Gigantic Ray</font>======
{{MoveData
|name=Gigantic Ray
|input=236H+S
|image=DBFZ_Kefla_GiganticRay.png |caption=
|image2=DBFZ_Kefla_GiganticRay2.png |caption2= Hey, I've seen this one!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{Description|8|text=
* Hellzone Grenade-style Super: slow startup, very plus on hit or block, no post-Super scaling, low minimum damage, disappears on DHC, cannot be SD'd through, cannot GC Reflect or SD.
* +50 on block.
* Can be combo'd from essentially every ground Smash: 5H, 2H, 214H, 236S, and also 236H.
* Will true blockstring from 5H with an assist with 24 or more frames of blockstun.
 
On hit, allows Kefla to get some decent damage since it can be followed up with her air super, or even her level 3.
 
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Gigantic Chaser</font>======
{{MoveData
|name=Gigantic Chaser
|input=j.236H+S
|image=DBFZ_Kefla_GiganticChaser.png |caption=Tactical nuke, incoming!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.236HS}}
{{!}}-
{{Description|8|text=
* Kefla's DHC Super.
* Tracks the opponent anywhere on screen, then dives straight down.
* Launches, the opponent can tech before they touch the ground.
* Minimum Damage: 765.
}}
}}<nowiki/>
 
======<font style="visibility:hidden;font-size:0">Gigantic Burst</font>======
{{MoveData
|name=Gigantic Burst
|input=214L+M or 214H+S
|image=DBFZ_Kefla_GiganticBurst.png |caption=You better not be pressing buttons
|image2=DBFZ_Kefla_GiganticBurst2.png |caption2='''''"GAME OVER! I..."'''''
|image3=DBFZ_Kefla_GiganticBurst3.png |caption3='''''"WINNNNNNNNNN!"'''''
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{Description|8|text=
* Minimum Damage: 1668.
* '''Full-screen''', frame 1 invincible Super.
* Autocorrects on hit.
* Value in [ ] is when the opponent is in any hitstun.
* +44 on hit.
Being full-screen, punishes the opponent for almost anything they do, even if they vanish. Has somewhat slower startup than other level 3s do.
 
Distance and overall okizeme she gets from this allows for a dash jump safejump (669 > j.[4]H).
}}
}}<nowiki/>


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:BBTag/Yosuke Hanamura/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}
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[[Category:BlazBlue Cross Tag Battle]]
[[Category:Dragon Ball FighterZ]]
[[Category:Yosuke Hanamura]]
[[Category:Kefla]]

Revision as of 22:30, 7 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Midscreen

Solo
# Combo Position Damage Difficulty Notes
1 4A/5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5606 / 6705 [1] Very Easy Both versions of Yosuke's BNB combo. 4A is faster but deals less damage.
2 4AAA > 5A(3) > 5BB.dlB > 236B.BB.BB.BB~A Any 5242 [2] Easy Yosuke's bread and butter from 4AAA. Unless you want to be stylish, there isn't much of a reason to go the low damage route.
- 2A > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5439 [1] Very Easy Yosuke's most basic combo from 2A.
_ 5A(3) > 2B > 5BBB > 236B.BB.BB.BB~A Any 6608 [1] Very Easy Yosuke's most basic damaging combo from 5A.
_ 5A(3) > 5BBB > 236B.dlBB > 5A(3) > jc > j.AA > J.2A > j.236B.BB.BB.BB~A Any 7195 [3] Intermediate Moderate damage combo that ends with aerial Moonsault.
_ 2B > (jc > j.AA)*2 > j.2A > 236BB.BB.BB~A Any 4873 [2] Easy Your go-to anti-air combo. You can also use 5A(3) as a decent anti-air and use this string for 520 more damage.
_ j.C > 236B~BBBA Any 5082 [1] Very Easy Yosuke's basic mixup combo.
_ j.C > 236B.dlBB > (land) > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 5910 [3] Intermediate An advanced version of the previous combo that requires delaying Moonsault.
_ Throw > 5A(3) > 5BBB > 236B.BB.BB.BB~A Any 5286 [1] Very Easy
_ 5A(3) > 5BBB > 236B > (land) > 5BB.dlB > 236B.BB.BB.BB~A Any 7438 [3] Intermediate Yosuke's meterless and moderate damage combo. Requires a delay for the 2nd Tentarafoo.
_ CH 2C > 236B.dlBB > 5AA(4) > 2C > 236B.BB.BB.BB~A Any 6607 [3] Intermediate One of Yosuke's 2C starters without resources.
_ CH 2C > (236B.dlBB > 2C)*3 > 236B.BB.BB.BB~A Any 7291 [4] Hard Starts the same as the previous combo, but it uses 2C Dash Spring loops. Reward is high, but so is the risk of dropping the combo.
_ CH 2B > 5AA(4) > 5BB.dlB > 236B.BB.BB.BB~A Any 6217 [3] Intermediate Basic counter-hit anti-air combo.
_ 5A(3) > 5BBB > 236B.dlBB > (land) > 5AA(4) > 2C > 214BC Any 8178 [3] Intermediate Standard Moonsault delay combo with a super ender.
With Assists


Corner

Solo
# Combo Position Damage Difficulty Notes
_ 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 7438 [3] Normal Yosuke's most damaging solo corner combo. In order for the second 5B to land after 236B, Yosuke must cancel his landing lag from 236B using Moonsault(~B) before he lands to the ground
_ 4A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 6112 [3] Normal Same variation to the combo above, with the only difference being it starts with 4A.
_ 2A > 5A > 5BBB > 236B > (land cancel) 5BB~(delay)B > 236B~BBBA Any 5932 [3] Normal Same variation to the combo above, with the only difference being it starts with 2A.


With Assists


Combo Theory

Big thanks to Pssychh for finding out the double Tentarafoo in Yosuke's combos among other things. Also thanks to Chandela for finding the basic bread and butter combos Yosuke has.

Video Examples

Yosuke combos in version 2.0 by Meno

Yosuke's Late Cancel Moonsault

External Documents and References


Navigation