P4U2R/Yosuke Hanamura

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Revision as of 00:20, 27 March 2022 by ArkadeNoah (talk | contribs) (Replaced multiple instances of "Sukukaja" being mislabeled as "Sukakaja" with an "a")



Overview
Overview
Pros
Cons
  • Unmatched Speed: Yosuke is the fastest character in the game along with great mobility options and good frame data.
  • Easy Hard Knockdown: Basically every combo ends in Mirage Slash which gives a hard knockdown allowing for good Oki.
  • Great Neutral: Yosuke has a very good netural game because of him being so fast and having simple, yet easy confirms.
  • Status Ailments: Yosuke can inflict Confusion and Poison onto his opponent via Tentarafoo and SB Flying Kunai/Grab respectively
  • Sukukaja: Yosuke's 214214C/D allows him to become even faster while also upping his damage in combos because of more combo possibilities and another super without any extra cost.
  • Amazing DP Yosuke has one of, if not, the best DP in the game due to the counter attack coming out extremely fast and giving a hard knockdown on grounded hit and soft knockdown on air hit as a result.
  • Low HP: Yosuke has some of the lowest HP in the game being 8500 making it easy to just cause him to explode.
  • Lacks Long Ranged Moves: Besides 5C, Yosuke does not have access to very far reaching attacks.
  • Persona Broken Troubles: When Yosuke is Persona broken, he loses access to all of his supers and a way to reliably end combos in a knockdown besides Sweep
Thanks to Jiraiya's speed and aerodynamic abilities, 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. After performing certain ground specials or air specials, Yosuke can preform some specials with a simple command, using 4 or 6 and the desired action button (A / B for Moonsault or C / D for Flying Flash Cut)
The moves that count as air actions are:
Skill Name Number of Times Simple Command
Moonsault 3 Times (4 in Sukukaja) 4 or 6 A/B
Crescent Slash
Mirage Slash Once
Flying Flash Cut Once 4 or 6 C/D
Flying Kunai 3 Times
P4U2R Yosuke Hanamura Nameplate.png
P4U2R Yosuke Hanamura Portrait.png
Health
8,500
Backdash
23F (1~6F Inv All)
Persona Cards
3
Combo Rate
60%
Unique Movement Options
Moonsault, Sukukaja
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.


Normal Moves

5A

Normal
Shadow
Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5AAA
Error: Table MoveData_P4U2 not found.

  • Jump cancelable on hit or on block.
  • Hold 4 to prevent cancel into 5AA.

5A is a fast poke. One of the three most common starters for Yosuke. Great hitbox, can anti-air at some heights. Useful for combos, stagger pressure, and just about everything. Jump-cancellable on hit and block.


  • Jump cancelable on hit or on block.

5AA is less negative on block than 5A. Used for stagger pressure and is a very good starter along with being jump-cancellable on block. Unlike most 5AA's in the game, this one can actually be gatlinged into 2A for even better blockstrings.


  • Launches grounded opponents.

5AAA sends the opponent flying toward Yosuke with a vacuum effect on hit. Puts Yosuke into a special cancalable state. On block, this move sends Yosuke flying backwards, creating enough space to be safe. You recover before you hit the ground so this lets you continue combos with going into a j.B for example. Consistently hits people already airborne during the inital 5A and 5AA. When doing the full Auto Combo with you in the corner, you can link a dash 5C afterwards and continue the combo with the extra meter gained from the Kunai, albeit a very tight link.

Auto Combo continues with C Flying Flash Cut > A Flying Kunai

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5AAA
Error: Table MoveData_P4U2 not found.

Yosuke's old autocombo from Persona 4 Arena.


  • Jump cancelable on hit or on block.

5AA is basically the same as regular Yosuke's 5AA but with a different hitbox, extending more forwards and less upwards.


  • Launches grounded opponents.

5AAA is different from regular Yosuke's 5AAA as it involves Yosuke uppercutting with his knife and launching the opponent directly upwards, as opposed to backwards with regular Yosuke. Besides this, it has generally the same effects such as having low enough recovery to link a j.B.

Auto Combo continues with C Flying Flash Cut > A Flying Kunai.

5A (Sukukaja)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A
Error: Table MoveData_P4U2 not found.
5AA
Error: Table MoveData_P4U2 not found.
5AA
Error: Table MoveData_P4U2 not found.
5AA
Error: Table MoveData_P4U2 not found.
5AAAAA
Error: Table MoveData_P4U2 not found.

  • Replaces 5A with this while Sukukaja is active.
  • Causes spin state on grounded opponents.
  • Fourth hit launches the opponent.
  • No Gatling options.
  • ( ) = If blocked.
  • Fatal Recovery.

Extremely fast normal that moves half screen, 5 Hit Auto Combo that ends with a downward slash that is special cancelable. Used a lot in Sukukaja combos and in pressure due to it crossing up the opponent. Especially scary when mixed with shadow frenzy with it being able to be jump canceled it on block. Due to this move now having Fatal Recovery, you have to be a bit more careful when throwing it out randomly in neutral. While being not able to gatling out of this move, you can gatling into it from 5C and 2C in Sukukaja. If you run out of Sukukaja before you finish the Auto Combo, Yosuke will still be able to do the rest of it but not be able to finish with Shippu - Nagareboshi.

Auto Combo continues with B Dash Spring.

5B

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Dash cancelable. -4 on block.
  • Hits 3 times.
  • Jump cancelable on hit.
  • Sukukaja Buff: Back Dash cancelable on hit or on block
  • Sukukaja Buff: Jump cancelable on block

Yosuke spins his kunai upwards, hitting multiple times. Dash-cancellable on hit and block, though the move is safer if not done, and jump-cancellable on hit only. Good pressure tool since it's even on block, allowing for throw set-ups or extensions. Also a good starter being what most of Yosuke's higher damage combos are going to be starting with while also working as combo filler during gatling chains. Sukukaja grants this move the ability to be back dash canceled on hit and on block, and jump canceled on block

2A

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Cancels into itself, even on whiff
  • Sukukaja Buff: Dash cancelable on hit or on block

A fast low-hitting poke at 6 frames which is faster than most 2As, the majority being 7 frames. One of the three most common starters for Yosuke. Great for stagger pressure and punishing opponents for not blocking low. Sees use in a few combos, mainly to pick up after j.2C in SB Flying Flash Cut combos or in Fatal routes. Can also be gatlinged from 5AA unlike most 2As. Sukukaja grants this move the ability to be dash canceled on hit and on block.

2B

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Dash cancelable. -4 on block
  • Jump cancelable on hit or on block
  • Hits behind
  • Air unblockable
  • Head attribute invuln
  • Sukukaja Buff: Back Dash cancelable on hit or on block.

Yosuke swings his kunais in a cross formation. Universal air unblockable 2B anti-air, however this one is exceptionally good. The hitbox on this move is massive reaches very high up vertically and even reaches a bit behind him. Leads to a decent combo on air hit or an even better one when close enough to the corner. Jump and dash cancelable on both hit and on block making it a good move to use in blockstrings. In combos it is used mainly as filler, similar to 5B. Sukukaja grants this move the ability to be Back Dash canceled on hit and on block.

j.A

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Double Jump cancelable on hit and on block.
  • Cancelable into itself on hit and on block.
  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.

A quick kunai slice, mainly used his in stagger pressure nad mixups. Generally inferior to j.B as a jump in but has the benefit of being faster. On hit or on block it can continuously cancel into itself, constantly alternating between the animation and hitboxes of j.A and j.B. Not really used in combos as j.B is almost always better. Sukukaja grants this move the ability to be AIr Dash canceled or Air Back Dash canceled on hit and on block.

j.B

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Jump cancelable on hit and on block
  • Cancelable into itself on hit and on block.
  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block

Yosuke swings his kunai downwards. This move has a bigger hitbox than j.A at the cost of being a bit slower. Better as a jump in due to the bigger hitbox and also higher untech time on CH. Just like j.A, on hit or on block you can continously cancel into this move, also alternating between the animation and hitboxes of j.A and j.B. Used more in combos due to higher hitstun and more damage. Sukukaja grants this move the ability to be AIr Dash canceled or Air Back Dash canceled on hit and on block.

j.A+B

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Jump cancelable on hit and on block
  • Alters Yosuke's air momentum.
  • Still considered an overhead during a hop.
  • Sukukaja Buff: Air Dash or Air Back Dash cancelable on hit and on block

Yosuke performs an upwards swing with his kunai. While performing the slash Yosuke halts his momentum and moves upwards a bit as well. This move is generally used during air strings with j.B to add on a bit more damage, or during routes in which you go into Flying Kunai after a j.AB. This move, strangely, is also counted as an overhead from a hop, allowing you to check opponents who are crouch blocking. There are some theories as to why, but the primary one is that the game counts it as a special (Mirage Slash still counts as a low from a hop). Sukukaja grants this move the ability to be AIr Dash canceled or Air Back Dash canceled on hit and on block.

Sweep

2A+B

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Universal Low
  • Low Profiles

Yosuke does a sliding sweep with his kunais hitting low. Reaches very far and is on the faster side of sweeps so combined with Yosuke's speed makes for an alright option to throw out. However, is it very unsafe if used on block so it is reccomended to special cancel into something afterwards to avoid that. Very important tool when it comes to Yosuke's corner combos as it allows for an easy way to get the opponent airborne before comboing into Dash Spring. Unlike most Sweeps in the game, this move is actually not hop cancelable thus limiting your options on block to just special and super cancels.

All Out Attack

A+B

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Universal Overhead.
  • Airborne for a few frames.

Yosuke does a short hop, swinging both kunai downwards from above, hitting overhead. Fairly standard All Out Attack. Has a long startup and long recovery. Considered to be in aerial state during the middle of the animation so it will be harder to be grabbed during the startup compared to other AOAs. Very unsafe on block and has decent reward on hit.


Persona Attacks

5C

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Launches opponent away on air hit.
  • Displaces Jiraya a bit forward.
  • Jump cancelable on hit.
  • Sukukaja Buff: Dash cancelable on hit and on block.
  • Sukukaja Buff: Jump cancelable on block/

Jiraiya performs a forward kick. This move has a very big hitbox and is decently fast. Due to it launching the opponent horizontally on air hit, it ends up having a lot of untech time. This makes it a very useful move when it comes ot Yosuke's corner combos as the corner prevent them from moving to far away from you. Depending on the distace to the corner you can either combo into a hop A Flying Kunai, or a jump back B Flying Kunai and in both situations be able to combo into a 5C due to its giant hitbox and speed. Besides this, it's just simple combo filler, mainly going from 5C > 2C. On block this move isn't anything special so really it's just blockstring filler. While in Sukukaja you gain the ability to dash cancel this move allowing for more combos and jump cancel it on block.

5D

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Follow up perfomed with 5DD.
  • Follow up Lauches opponents.
  • Goes almost fullscreen.

Jiraiya rushes forward with his fist extended and delivers an uppercut follow up upon pressing D again, even on whiff. Goes about 3/4ths of the screen. Lots of start-up, and the ending animation will whiff entirely at certain distances. Can be used to cover an approach or harass an opponent at range due to Jiraya acting independently from Yosuke, but expect to lose a Persona card if you aren't careful. On hit, if you react to it fast enough, or it Counter Hits, you can confirm out of the follow up for a simple combo into hard knockdown. Can be used mid combo after a One More! Burst to add a bit of damage or allow for interesting combos.

2C

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Dash cancelable on hit and on block. -2 on block
  • Jump cancelable on hit.
  • Slight vaccuum effect on air hit.
  • Sukukaja Buff: Back Dash cancelable on hit and on block
  • Sukukaja Buff: Jump cancelable on block.

Jiraiya does a swipe with his boomerang. This move has a pretty slow startup making the only way to combo into it on standing be from 5C, on crouching however you can do B normals instead. Used a lot on combos to finsh a gatling chain to go into a special or jump cancel due to it doing a good amount of damage and having a lot of hitstun both on ground hit and on air hit. Used a lot in Sukukaja combos immediatley after casting it to add on damage before 5A's or put them high enough in the air for a j.AB. Being Dash cancelable on hit and on block makes this move a decent one to use in pressure along with being good as a CH punish in a similar vain to Narukami's 5C. In Sukukaja this move gains the ability to be Back Dash canceled on hit and on block as well as being jump cancelable on block.

j.C

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Multiple hits.
  • Sukukaja Buff: Jump cancelable on hit and on block.
  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.

Yosuke and Jiraiya perform a multi-hit dive punch in the air. Yosuke is locked in the animation for a set amount of frames unless you hit the ground or cancel into a special. Does not count as an overhead. Committal jump in move with decent reward on hit if you manage to confirm afterwards. Generally used in combos during an Air Dash after a j.2AB instead of j.B or as a way to add on a bit more damage to j.B chains before going into j.236C. In pressure this move is used a mainly after a hop in order to reset pressure, though the hop leaves a gap so be careful.

j.D

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Goes full screen.

Similar to 5D, Jiraiya will rush forward with his fist extended. Unlike 5D however, this move does not have a follow up with 5DD. j.D also has a bit faster startup. This move is used a lot in neutral due to it going fullscreen compared to 5D which only almost does. Not too difficult to confirm off a stray one either and even easier on Counter Hit. Can be used a bit during combos after a j.2AB in the corner for interesting extentions. Sees only some use in pressure as a way to start a block string or by Air Back Dashing from a move and doing j.D to hit the opponent while retreating.


Universal Mechanics

Ground Throw

C+D

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Causes spin state.
  • Inflicts poison.

Yosuke grabs the opponent and preforms a 2 quick teleporting slices. This move puts the opponent into spin state and inflicts poison on to them, adding more damage than the throw entails. Used a lot as his pressure allows for a lot of opportunities to go for a tick grab with this. Super canceling into Sukukaja in awakening allows for a nice damaging combo, otherwise going into Garudyne or a One More! Cancel works as well for less damage.

Air Throw

j.C+D

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Inflicts poison.

Yosuke grabs the opponent and does a teleporting downward slice. Very similar to the fifth hit of Yosuke's Sukukaja Auto Combo but not special or super cancelable. Inflicts poison to add on a bit more damage. Can One More! Cancel or Burst to continue the combo. Pretty standard Air Grab.

Dodge

B+D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Catch
Error: Table MoveData_P4U2 not found.
Attack
Error: Table MoveData_P4U2 not found.

  • Invincible start up
  • Is a counter
  • Hard Knockdown on grounded opponents.
  • Soft Knockdown on airborne opponents.
  • Counter Hit state recovery.

Yosuke taunts the opponent. If Yosuke is hit, he then proceeds to trip the opponent, causing knockdown. While the attack can not be cancelled, it does leave Yosuke in a great position for a follow-up pressure. Will counter any attack including overheads, lows, throws, command grabs and unblockables. Has a large number of active frames and a deceptively good aerial hitbox, making it difficult to safe-jump, and it will blow up most pressure strings. However, try resist the urge to spam Yosuke's DP as just like any DP, it can be baited and the blue health taken does not help Yosuke's low health situation.

Guard Cancel Attack

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Guardpoint on start-up.

Yosuke guards an attack then does an invulnerable downward swing hitting the opponent and knocking them backwards. Same animation as Shadow Yosuke's 5AA. This reaches decently far making it a bit harder for opponents to try and make it whiff


Skill Attacks

Dash Spring

236A/B

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

Yosuke dashes toward the opponent kicking multiple times then launching himself into the air off of their body. Is able to be canceled into aerial specials after the launch. A and B version travel the same distance while SB version will go slightly further.

  • A Version - Yosuke will backflip off the opponent, not switching sides
  • B Version - Yosuke will backlfip off the opponent with forward momemtum, switching sides.
  • SB Version - Yosuke will backflip off the opponent causing them to launch in the air, not switching sides. Also has projectile invul from frame 10 to 29.

Flying Kunai

j.2A/B

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Can be used as a follow up from any other air actions.
  • Can be used up to 3 times in a series of air actions.
  • SB version inflicts poison.
  • Wall Sticks in corner
  • Sukukaja Buff: Yosuke can do any air action after throwing the kunai.
  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on whiff, hit or block

Yosuke launches backwards into the air throwing 6 kunais down onto his opponent. Despite that, it prorates as if a single projectile. On standing hit it doesnt do much, but on air hit it sends the opponent downwards towards the ground then pops them up a bit. In the corner it also causes a wall stick, both of these allowing it to be used for combo extentions and makes it a very important tool in his combo theory. While in Sukukaja, this move also becomes special cancelable with any of Yosuke's air specials and also becomes Air Dash cancelable making it an important tool for optimizing Sukukaja combos.


A: The kunai are thrown in a 70° angle. Puts Yosuke fairly close to the opponent afterward making it easy to folow up with a move like 5C. Used when closer to the opponent after something like and air hit 5C by doing 5C > hop > Kunai.


B: The kunai are thrown at a 55° angle while popping Yosuke up a little higher. Used when a bit further away from the corner as the extra travel time plus being able to wall stick from further away makes it so that you can follow up with a dashing 5C or j.B


SB: The kunai are thrown in a 55° angle, inflict poison and Yosuke recovers much quicker allowing him to follow up with more options such as an IAD j.C/j.B midscreen or a IAD Moonsault in the corner. This ends up leading to pretty big damage combos with the added poison damage and is basically your go-to move for a 25 meter combo.

Moonsault/Crescent Slash

j.236A/B j.214A/B

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Crescent Slash
Error: Table MoveData_P4U2 not found.

  • Also can be done with 4A/B or 6A/B after certain conditions
  • Special cancelable into an air action.
  • Steals Corner
  • Overhead
  • Can be used up to 3 times in a series of air actions.
  • Sukukaja Buff: Can now be used up to 4 times.

Yosuke performs a forward flip that has a different arc depending on the version. After the flip Yosuke can press A or B to perform a follow up attack called Crescent Slash, this move hits overhead and pops the opponent into the air. You can mix and match Moonsaults and Crescent slashes such as doing A Moonsault into B Crescent Slash or vice versa. All versions can only be used up to 3 times in one series of air actions but while in Sukukaja that goes up to 4. If Moonsault is used towards the opponent in the corner, it will actually steal the corner from them and cross them up there where it would normally be impossible. This move is used a lot in Yosuke's metered combos and his Sukukaja combos due to being able to chain 3 in a row for easy damage.


  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.

A: Goes in an arc that moves further forwards rather than upwards. Both the Moonsault and Crescent Slash come out faster than the B versions making it useful for some combos where the B versions, Moonsault or Crescent Slash, one or the other would be too slow.


  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.

B: Goes in a higher but not as far reaching arc compared to A moonsault. Both Moonsault and Crescent Slash come out a bit slower than the A Versions. However B Crescent Slash pops them up higher and does more damage and hitstun than the A version. This is the version you will see most of the time in combos.


SB: This version does not actually do a whole flip. Yosuke jumps in the air a bit but does not move anywhere horizontally before automatically going into the Crescent Slash follow up. This move is very useful for confirming off of random hits such as hitting a stray j.B then going into j.AB then SB Moonsault and doing a good amount of damage. Can also be used in a similar way to Yu's air SB Raging Lion where it can be used as an extra overhead low to the ground that leads into a full combo on hit, However this also benefits from the fact that it works off of doing it from a Tiger-Knee after a jump cancelable move.

Mirage Slash

Persona Required j.2C/D

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Hits low.
  • Fatal Counters on Counter hit.
  • Startup Special cancelable.
  • Gives hard knockdown.
  • Can only be used once in a series of air actions.
  • Sukukaja Buff: Special cancelable.

Jiraiya appears in the air, claps, and teleports Yosuke to the ground in a puff of smoke. You can cancel the start up into other aerial specials, as long as you have the air action available, but you can only use Mirage Slash once in a series of air actions. This move gives a nice hard knockdown and is typically seen after a Flying Flash Cut. Mirage Slash also doubles as a great starter due to it being able to Fatal Counter on Counter Hit, launching the opponent into the air with a lot of untech time. In Sukukaja, this move gains the ability to be special cancelled into any ground special.


  • Goes a little less than half-screen.

C: Yosuke appears on the ground sliding forwards with an attack that hits low. Generally your main combo ender. Used a lot mid combo as well to extend with a Super cancel, generally the go-to way to combo into Sukukaja.


  • Does not attack.

D: Instead of attacking, Yosuke lands on the ground but stays in place, feinting the move essentially. Once you land there is a bit of time where you cannot act however, making you not as safe as you would think. Has niche uses due to the recovery.


  • Goes a little less than fullscreen.
  • Multi-hit on block.
  • Passes through opponent at certain distances.

SB: Similar to the C version except once Yosuke appears, he slides much farther and at a faster speed and also does more damage than C version. It can also pass through the opponent on hit and on block. Not used much by regular Yosuke but is seen with Shadow Yosuke in some frenzy routes to follow up after Flying Kunai without Sukukaja or for just the higher damage. On block, this move actually has a multi-hitting effect and every hit is a low making it possible to catch people off guard, but it is still unsafe on block. Also note that meter for this move isn't consumed until Yosuke appears, so you can cancel before that happens and you won't lose meter.

Tentarafoo

Persona Required 236C/D

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Unblockable
  • Generally only hits grounded opponents.
  • Launches opponents.
  • Inflicts Confuse.
  • Fatal Counters on Counter hit.
  • Launches higher on Fatal Counter.

Yosukes crouches while Jiraiya appears above him to press a star against the opponent. Places an unblockable hitbox on the ground where Jiraiya slams. Sends the opponent slightly upwards in the air and leaves the opponent in Confusion. Has a fairly slow startup to make up for it being unblockable. This move can Fatal Counter on Counter Hit similar to Mirage Slash and make for a great punish option and starter. Generally seen a mixup option to catch the opponent off guard with an unblockable or used as Fatal starter and combo tool to add on extra damage. Note that this move will usually not hit opponents who are in the air unless they are just about to hit the ground, this is important for comboing into it.


  • Goes a little bit in front of Yosuke

C: This is the version you will be using for mixups without meter due to it having a faster startup and the short distance is not a problem. Used in some CH combos as well such as CH 2C > 236C for optimizing damage. This is also the version you will be using for punishes.


  • Goes a little more than half-screen.

D: Has a slower startup than the C version and in fact has the slowest startup out of the three, however it goes a bit further. Not much use besides comboing into it from a stray air hit CH 5C which even then is niche. Could be used as a far away punish as well though unlikely


  • Goes almost fullscreen.

SB: This is the fastest version of this move and the one that goes the furthest. Used in mixups as a faster 236C or used in combos where 236C or 236D would not be possible because of speed or distance such as air hit 5C > 236CD.

Flying Flash Cut

Persona Required j.236C/D j.214C/D

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • Also can be done with j.4C/D or j.6C/D after certain conditions
  • Very commonly reffered to as "V-Slash"
  • Ground bounces and launches opponents.
  • Special cancelable into an air action.
  • Can only be used once in a series of air actions.
  • Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.

Jiraiya tosses Yosuke downward in a foot dive like manner, Yosuke will then bounce upwards when he hits the ground creating a V Shape. This move is one of, if not, Yosuke's most important combo tool. Has enough hitstun to combo into many options afterwards with each version having its own uses in combos. Unlike most of Yosuke's specials, this one can only be used once in a series of air actions. IN general can be combo'd into Mirage Slash for an easy way to end in hard knockdown. In Sukukaja you gain the ability to air dash or air back dash cancel this move on hit or on block.


C: The version that has the fastest startup and the one you will be using 70% of the time. Due to it's speed it makes a for a very reliable to way to end in a hard knockdown from basically anything, be it air or ground confirms. Generally used as the move right before a combo ends unless you hit it close enough to the corner to combo out of an A Flying Kunai or you want to use meter. However, you need to play around proration well since at higher prorations this move does not combo into j.2C, so it is better to either end in Flying Kunai or get a different ender altogether.


D: This version is much slower then the C version but also launches the opponent up higher and with more untech time. Generally used in Yosuke's higher damaging combos since it combos into and out of Crescent Slash. You can use this move to combo into a really delayed Crescent Slash to land it close enough to the ground that you can Mirage Slash > A Flying Kunai and follow up after in the corner. In order to land Mirage Slash after this move, you need to delay it because of the higher launch.


  • Attacks in a W shape on hit.

SB: This version has a faster startup thand D version but a slightly slower one than C. On whiff and on block this move does the standard V shape but on hit, it goes for another round and does a W shape. Afterward, Yosuke is left further from the opponent than the other two, making it possible to time a Mirage Slash just right that you can 2A OTG and continue the combo for 25 SP extentions. Also has projectile invul from frame 18 until Yosuke hits the ground the second time.


SP Skill Attacks

Garudyne

Persona Required236236C/D

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

Yosuke jumps into the air rotating in circles with his kunais extended while Jiraiya spins with him making a tornado surround them. C and D version allow you control the movement of where you travel. C version moves at a slow speed, D version moves at a higher speed making it harder to control, SB version moves at an incredibly fast speed, but takes control away (SB can be used to punish zoners).

  • Fatal Counter Recovery


Awakened SP Skill Attacks

Sukukaja

Persona Required 214214C/D

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

  • C version lasts for 299F, has recovery.
  • D versions lasts for 599F, but has a lot of start up and recovery.
  • SB version lasts for 199F

  • C and SB versions do not have frame 1 invuln on start-up.
  • D version does have frame 1 invuln but significantly more recovery; opponents can whiff a jab through the start-up, recover, and still counter-hit Yosuke.
  • No longer a reversal or as safe to use at neutral as in Arena but it is now significantly easier to combo into Sukukaja.

Yosuke charges up with the power of his persona. A meter will appear above his SP Gauge displaying how much time he has left in the install.

While Sukukaja is active, Yosuke gains:

  • A new 5A that travels forward and a new autocombo.
  • Increased Movement Speed (Ground Dash is now invisible).
  • Access to dash/backdash cancels on specific moves.
  • An extra air special action.
  • The ability to jump cancel and dash cancel all normals.
  • Mirage Slash becomes special cancellable.
  • Various changes to moves: faster start-up, altered frame advantage, etc.
  • 2C gains Fatal Counter property.
  • Access to a new super Shippu - Nagareboshi.

Shippu - Nagareboshi

Persona Required 214214C/D (during Sukukaja)

Error: Table MoveData_P4U2 not found.
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

Yosuke launches himself forward, knee first into the opponent, together him and Jiraiya send a plethora amount of Kunais rushing at the opponent. End the Sukukaja timer when used. This move has a very large hitbox, allowing Yosuke to hit from awkward angles. C Version travels less than half screen. D Version travels more than half screen. SB version travels nearly full screen. Mainly used to end Sukukaja combos.


Instant Kill

Brave Blade

Persona Required 222C+D

Error: Table MoveData_P4U2 not found.
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.

Yosuke poses on the ground while Jiraiya does a spinning aerial attack towards the opponent making a huge tornado. Can't control the movement like Garudyne. Very unsafe on block. If not blocked it will do exactly the amount of HP the opponent has left.


External References


Navigation

File:P4U2.5 Yosuke Hanamura Icon.png Yosuke Hanamura



To edit frame data, edit values in P4U2R/Yosuke Hanamura/Data.