P4AU/Yosuke Hanamura

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Yosuke Hanamura

Overview

Yosuke Hanamura, affectionately nicknamed "Brosuke" is the first party member Yu Narukami acquires in Persona 4. Yosuke's family moved from the big city to Inaba because of his father's work as the manager of the Junes mall. Yosuke inner struggle is his resentment for moving from the city to "the boonies", which he overcomes with the aid of Yu. In Persona 4 Arena Ultimax he uses a pair of kunai and his persona Jiraya.

Health: 8500
Play-style: Rushdown
Movement Options: 1 Double Jump/Airdash, Run-type Dash,3(4 in Sukukaja) Air Actions between Kunai, V-slasher and Mirage Slash, 3(4 in Sukukaja) Moonsaults.

Persona: Jiraya

Pros/Strengths:

  • Speed
  • Mobility
  • Mix-ups
  • Can inflict statuses
  • Sukukaja


Cons/Weaknesses:

  • Low life
  • Pretty weak combos without sukukaja


External References:


Move List

See also: Yosuke Full Frame Data

Normal Moves

5A
P4Arena Yosuke 5A.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A - All - - - - -

A fast poke. One of the three most common starters for Yosuke.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5AA - All - - - - -

An upward swing with a kunai.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5AAA - All - - - - -

A jumping spin kick.

5B
P4Arena Yosuke 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All - - - 0 -

Yosuke spins his kunai upwards hitting multiple times. Safe on block. Dash cancelable.

2A
P4Arena Yosuke 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Low - - - - -

A fast low hitting poke. One of the three most common starters for Yosuke. Safe on block.

2B
P4Arena Yosuke 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All - - - - -

Yosuke swings the kunai in a cross formation. His staple Anti-Air as it's air unblockable. Not safe on block.

j.A
P4Arena Yosuke jB.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.A - High 7 - - - -

Yosuke slices his weapon fast in the air.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.AA - High - - - - -

Yosuke deeply swings one of the kunai downwards in the air.

j.B
P4Arena Yosuke jA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.B - High - - - - -

Yosuke deeply swings one of the kunai downwards in the air. One of the three most common starters for Yosuke.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.BB - High - - - - -

Yosuke slices his weapon fast in the air.

j.A+B
P4Arena Yosuke j2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All - - 30 - -

Yosuke does a downwards swipe of the kunai while moving upwards. Combo fodder. Not safe on block.

Sweep
2A+B
P4Arena Yosuke Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Low - - - - -

Yosuke does a sliding sweep with the kunais hitting low. Very unsafe on block.

All Out Attack
A+B
P4Arena Yosuke AOA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
All Out Attack 300 H - - - - -
All Out Rush - All O - - - - - - Click!
All Out Finish (C) - All O - - - - Body - Click!
All Out Finish (D) - All O - - - - - - Click!

Yosuke does a short hop, swinging both kunai downwards from above, hitting overhead. Is in aerial state during the middle of the animation. Very unsafe on block.

Guard Cancel Attack
P4Arena Yosuke 5AA.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0 All O - - - - - - Click!

Yosuke guards an attack then does an invulnerable downward swing hitting the opponent and knocking them backwards.

Persona Attacks

5C Persona Required
P4Arena Yosuke 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All - - - 0 -

Jiraiya does a forward kick.

5D Persona Required
P4Arena Yosuke 5D.png
P4Arena Yosuke 5DD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5D - All - - - 0 -

Jiraiya dashes forward with a punch. Goes 3/4's of the screen. Dash cancelable during sukukaja.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5DD - All - 3,3,4 - 0 -

Jiraiya follows up from 5D with a multi-hitting swipe that launches the opponent upwards into the air.

2C Persona Required
P4Arena Yosuke 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All - - - 0 -

Jiraiya does a swipe with his boomerang.

j.C Persona Required
P4Arena Yosuke jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400,200 All - - - 0 -

Jiraiya attacks in sync with Yosuke doing a dive punch from the air. Does not count as a high. Safe on block.

j.D Persona Required
P4Arena Yosuke 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- All - - - 0 -

Similar to 5D, Jiraiya dashes forward through the air with a punch. Does not have a followup in the air like the 5D counterpart, but does travel further than fullscreen, making it useful even on a backdashing opponent.

Throws

Ground throw
C+D
P4Arena Yosuke GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Yosuke grabs the opponent then does two dashing attacks leaving the opponent left standing with Poison Ailment on them.

Air throw
j.C+D
P4Arena Yosuke AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Yosuke grabs the opponent in the air then performs a downward slice leaving the opponent left spinning in the air with Poison Ailment on them.

Furious Action

Dodge
B+D
P4Arena Yosuke BD.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Catch - - - 49 - - -
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Attack - - 1 28 6 - -

Yosuke taunts the opponent. If Yosuke gets hit, then he trips the opponent causing knockdown. Will counter any attack including Overheads, Lows, Throws, Command Grabs and Unblockables.

Skill Attacks

Dash Spring
236A/B
P4Arena Yosuke DashSpring.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
450 any 11 - 39+9 AL -19 -
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 any 14 - 33+9 AL -13 -
Damage Guard Startup Active Recovery Frame Adv. Attribute
750 any 17 - - -35 -

Yosuke dashes at the opponent kickes them twice and jumps in to the air. Good combo tool.


A version: Jumps before the opponent.


B version: Jumps behind the opponent.


SB version: Takes the opponent to the air.

Flying Kunai
j.2A/B
P4Arena Yosuke FlyingKunai.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
396 high - - 19 AL - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
354 high - - 19 AL - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
354 high - - 19 AL - -

Yosuke throws several kunai downwards. Mainly used as a combo ender.


A version: Throws them near Yosuke


B version: Throws them far away from Yosuke.


SB version: Throws them far away and causes poison.

Moonsault
j.236or214A/B
P4Arena Yosuke Moonsault.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 9 AL - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 9 AL - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
1300 high 25 - 11 AL - -

Yosuke does a somersault in the air.


A version: Jumps more to the side.


B version: Jumps higher than A version.


SB version: Doesn´t jump to the other side, but instead attacks straight.

Crescent slash
A/B during Moonsault
P4Arena Yosuke CrescentSlash.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 high - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
1100 high - - - - -

Follow-up to Moonsault. Yosuke does a upwards swipe with a kunai popping the opponent into the air.

Mirage slash Persona Required
j.2C/D
P4Arena Yosuke MirageSlash.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 low - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
1500 low - 9 - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Jiraiya appears in the air, claps, and teleports Yosuke to the ground in a puff of smoke. Fatal counter.


A version: Falls faster.


B version: Waits in the air for a longer time.


SB version: Only teleports Yosuke down.

Tentarafoo Persona Required
236C/D
P4Arena Yosuke Tentarafoo.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 unblockable - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 unblockable - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 unblockable - - - - -

Yosukes crouches while Jiraiya appears above him to press a star against the opponent. Leaves the opponent in Confusion Ailment. Unblockable.


A version: Moves a short distance.


B version: Moves further than A version.


SB version: Faster and tracks the opponent.

V-slasher Persona Required
j.236or214C/D
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 - - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
1050 - - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 - - - - - -

Yosuke slides down to the ground and jumps back to the air forming a V. A new move in Ultimax.


A version: Faster than D version.


B version: Jumps higher in to the air.


SB version: Stronger than C version and faster than D version.

SP Skill Attacks

Garudyne Persona Required
236236C/D
P4Arena Yosuke Garudyne.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
2790 any - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
3200 any - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
3360 any - - - - -

Yosuke jumps into the air rotating in circles with his kunais extended while Jiraiya spins with him making a tornado surround them. Can control the movement of where you travel. Very unsafe on block.


C version: Faster start-up than D version.


D version: Stronger than C version.


SB version: faster start-up and stronger than D version. Also faster.

Awakened Skill Attacks

Sukukaja Persona Required
214214C/D
P4Arena Yosuke Sukukaja.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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


C version: Lasts 6 seconds.


D version: Lasts 10 seconds.


SB version: Lasts only 4 seconds, but has fastest start-up.

Shooting star Persona Required
During sukukaja 214214C/D
Damage Guard Startup Active Recovery Frame Adv. Attribute
2105 - - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
2420 - - - - - -
Damage Guard Startup Active Recovery Frame Adv. Attribute
2546 - - - - - -

Yosuke jumps at the enemy, if connects he will drop tons of kunai and blast them at his foe. A new super that can only be done during sukukaja. It is completely free, but sukukaja ends after using this super.


C version: Shortest reach, but fast start-up.


D version: Longer reach than C version, but slowest start-up.


SB version: Stronger and same reach as D version, but jumps faster and takes 25 SP.

Instant Kill

Brave Blade Persona Required
222C+D
P4Arena Yosuke BraveBlade.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
Death All - - - - -

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.

Strategy

Offense

In this part, you can talk about anything you feel like beginner players Yosukeuld know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

*5A* Starter

  • 5AAA>j.236C>j.2C
Damage: ----, SP Gain: --
  • 5AA>5C>2C>236B>j.236AB>j.236A-B>j.214D>j.236B-B>j.236236D
Damage: 3897, SP Gain: --
Requirements:50 SP
  • 5AA>5B>5C>236B>j.236B>j.2C>214214C>2C>5AAAAA>j.2C>214214D
Damage: 3809, SP Gain: --
Requirements:50 SP, Awakening
  • 5A>5AA>5AAA>j.236C>j.214A-A>j.2A
Requirements:25 SP
Damage: ----, SP Gain: --

*5B Starter

  • 5B>5C>2C>236B>j.236AB>j.236A-A>j.2A
Damage: ----, SP Gain: --

*j.2C* Starter

  • j.2C>214214D>5AAAAA>j.236B-B>j.214B-B>j.236C>j.214B-B>j.236B-B>214214C
Requirements:50 SP, Awakening
Damage: ----, SP Gain: --

Midscreen to Corner

*5A* Starter

  • 5AA>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214D
Damage:6715 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*2B* Starter

  • 2B>236236C>OMB>214214C>214214CD
Damage:5503 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*j.2C* Starter
j.2C>214214C>236236C>OMB>214214CD

Damage:5530 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*236D Starter
j.2B>236236CD>OMB>5C>214214C>2C>214214CD

Damage:5448 SP Gain:----
Requirements: Awakening, 125 SP, Burst
Notes: You have to move the Garudyne to the corner.

*236D Starter
236D>236236D>OMB>5C>214214C>2C>214214D

Damage 5119 SP Gain:----
Requirements: 100 SP, Awakening, Burst
Notes: You have to move the Garudyne to the corner.
Because Tentarafoo is unblockable you can OMC a throw and start the combo from there for 810 extra damage.

Corner Only

*2C* Starter

  • 2C>2B>5C>236236C>OMB>j.236D>j.2C>214214C>236AB>236B-Bx4>214214CD
Damage:8637 SP Gain:----
Requirements: 150 SP, Awakening, Burst