|
|
Line 983: |
Line 983: |
| |attribute=- | | |attribute=- |
| |guard=- | | |guard=- |
| |cancel=CS | | |cancel=- |
| |p1=- | | |p1=- |
| |p2=- | | |p2=- |
Line 1,001: |
Line 1,001: |
| |attribute=- | | |attribute=- |
| |guard=- | | |guard=- |
| |cancel=CS | | |cancel=- |
| |p1=- | | |p1=- |
| |p2=- | | |p2=- |
Line 1,020: |
Line 1,020: |
| |attribute=Head | | |attribute=Head |
| |guard=HA | | |guard=HA |
| |cancel=SO [SpSODB] | | |cancel=SO[SpSODB] |
| |p1=300 | | |p1=300 |
| |p2=600 | | |p2=600 |
Introduction
P-1 Climax Nickname: "Captain Ressentiment!"
Persona: Jiraiya
Arcana: The Magican
Backstory:
- Yosuke Hanamura, affectionately nicknamed "Brosuke", is the first party member Yu Narukami bonds with during his time in Inaba. Due his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his best to be the best 'partner' he can be. In the P-1 Climax, he is a speedy fighter with a pair of kunai and his persona Jiraiya, master of the wind.
Overview
Pros/Strengths:
- Unmatched speed, mobility, and aerial combat abilities.
- Combos now end in hard knockdown, making it easier to maintain offensive momentum.
- Exceptional neutral game, arguably the best in the entire game.
- Gliding creates unreactable cross-ups and allows him to bait (and punish) opponents safely.
- Capable of inflicting Confusion via Tentarafoo and Poison with SB kunai and throws.
- Improved Sukukaja grants him a tremendous boost in damage.
- Has one of, if not the best, DPs in the game.
Cons/Weaknesses:
- Low HP.
- Mostly a close range fighter.
Air Actions
- Thanks to Jiraiya's speed and aerodynamic abilities, Yosuke is able to use certain air attacks multiple times. With this, he can chain his moves together to either finish off his combos or have a fallback plan to bait the opponent or escape. The following attacks are counted as air actions:
- Flying Kunai.
- V-Slasher.
- Mirage Slash.
- Moonsault (Moonsault can cancel into itself 3 (or 4 with Sukukaja) times).
External References:
Move List
[ ] - Represent while Sukukaja is active
Normal Moves
5A (Normal)
5A Normal
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
180
|
HLA
|
5
|
3
|
13
|
-3
|
Body
|
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.
|
5AA
|
370
|
HLA
|
9
|
4
|
13
|
-1
|
Body
|
Second attack of his auto-combo. Less negative on block than 5A. Used for stagger pressure. Jump-cancellable on block.
|
5AAA
|
1080
|
HLA
|
10
|
3
|
37 + 12 After Landing
|
-37
|
Body
|
Third attack of his auto-combo, a backflip kick in the air. 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 space.
|
|
5A (Shadow)
5A Shadow
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
180
|
HLA
|
5
|
3
|
13
|
-3
|
Body
|
5AA
|
370
|
HLA
|
9
|
4
|
14
|
-3
|
Body
|
5AAA
|
1080
|
HLA
|
13
|
4
|
33+12 After Landing
|
-30
|
Body
|
Yosuke's old autocombo.
- 5AAA has an immediate air special cancel
|
|
5A (Sukukaja)
5A Sukukaja
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A Sukukaja
|
300
|
HLA
|
5
|
10
|
23 (25)*
|
-6
|
Body
|
5AA Sukukaja
|
300
|
HLA
|
4
|
4
|
14 (22)*
|
-3
|
Body
|
5AAA Sukukaja
|
300
|
HLA
|
4
|
-
|
(22)*
|
-
|
Body
|
5AAAA Sukukaja
|
330
|
HLA
|
4
|
-
|
(39)*
|
-
|
Body
|
5AAAAA Sukukaja
|
510
|
HLA
|
32
|
4
|
38
|
-
|
Body
|
Extremely fast normal that moves half screen, autocombo ends with a downward slash.
- Replaces 5A with this while Sukukaja is active.
- ( ) = If blocked
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
170, 85x2
|
HLA
|
9
|
2, 2, 2
|
12
|
0 [+2]
|
Body
|
- Dash Cancel is -4 on block
Yosuke spins his kunai upwards, hitting multiple times. Dash-cancellable on hit and block, jump-cancellable on hit only. Good pressure tool since it's even on block, allowing for throw set-ups or extensions.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
140
|
L
|
6
|
4
|
9
|
-2
|
Foot
|
A fast low-hitting poke. One of the three most common starters for Yosuke. Great for stagger pressure and punishing opponents for not blocking low.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
410
|
AUB
|
11 [10]
|
4 [2]
|
26
|
-15 [-13]
|
Body
|
- Dash Cancel is -4 on block
Yosuke swings his kunais in a cross formation. Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range. Fast start-up and a good number of active frames, but don't whiff. Jump- and dash- cancellable on block.
|
|
j.A
j.A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
j.A
|
170
|
HA
|
7 [5]
|
3
|
13
|
-
|
Head
|
j.AA
|
290
|
HA
|
8
|
2
|
12
|
-
|
Head
|
A quick kunai slice, mainly used his in stagger pressure, mix-ups, and glide okizeme.
|
|
j.B
j.B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
j.B
|
290
|
HA
|
10
|
2
|
13
|
-
|
Head
|
j.BB
|
260
|
HA
|
10 [8]
|
3
|
11
|
-
|
Head
|
Yosuke swings his kunai downwards. Occupies a lot of space due to the large hitbox. One of the three most common starters for Yosuke.
|
|
j.A+B
j.A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
380
|
HA
|
15
|
4
|
30
|
-
|
Head
|
Upward swing with his kunai. Used in air combos. Kara-cancelling j.AB allows Yosuke to glide (don't whiff j.AB or you'll be sad).
|
|
Sweep
Sweep 2A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
450
|
L
|
11 [10]
|
3 [3]
|
28 [27]
|
-16 [-15]
|
Foot
|
Yosuke does a sliding sweep with his kunais hitting low. Very unsafe on block. Special cancelable on hit.
|
|
All Out Attack A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
H
|
28
|
1
|
35
|
-17
|
Body
|
Yosuke does a short hop, swinging both kunai downwards from above, hitting overhead. Considered to be in aerial state during the middle of the animation. Very unsafe on block and very rewarding on hit. If the first hit of the All Out Attack is One More! Cancelled, the opponent will be left in spinstate and vulnerable to an unblockable reset.
|
|
Persona Attacks
5C
5C
|
|
5D/2D
5D/2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5D
|
600
|
HLA
|
42
|
12
|
42
|
0
|
Body
|
Jiraiya rushes forward with his fist extended. Goes 3/4th 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, but expect to lose a Persona card if you aren't careful.
|
5DD
|
120x3
|
HLA
|
8
|
3, 3, 4
|
-
|
-
|
Body
|
Follow-up to 5D. Jiraiya attacks with an upward swing that launches opponent in the air.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
750
|
HLA
|
16
|
2
|
19
|
-2
|
Body
|
- Dash Cancel is -2 on block
Jiraiya does a swipe with his boomerang. Dash-cancellable on hit and block, jump-cancellable on hit only. Fatal Counters only in Sukukaja.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400, 200
|
HLA
|
18
|
To The Ground
|
-
|
-
|
Body
|
Yosuke and Jiraiya perform a multi-hit dive punch in the air. Yosuke is locked in the animation for a set amount of frames or until Yosuke hit something (ground or opponent). Does not count as an overhead.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
All
|
33
|
To Screen Edge
|
31 Total
|
-
|
Body
|
Similar to 5D, Jiraiya will rush forward with his fist extended. No 5DD followup. This move will travel full screen and has faster start-up than the 5D counterpart.
|
|
Universal Mechanics
Ground Throw
Air Throw
Dodge
Dodge B+D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Catch
|
-
|
-
|
-
|
49 Total
|
-
|
-
|
-
|
Attack
|
500
|
-
|
1
|
28
|
6
|
-
|
Body
|
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, but resist the urge to spam Yosuke's DP.
|
|
Dash Spring
Dash Spring 236A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
300, 150
|
HLA
|
11
|
1 (10) 3
|
39 + 9 After Landing
|
-11
|
Body
|
B
|
500, 250
|
HLA
|
19
|
1 (10) 3
|
33 + 9 After Landing
|
-21
|
Body
|
SB
|
600, 300
|
HLA
|
17
|
1 (10) 3
|
31 + 19 After Landing
|
-14
|
Body
|
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
Flying Kunai j.2A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
70, 40x11
|
HLA
|
13
|
To Ground
|
19 After Landing
|
-
|
Projectile
|
B
|
70, 40x11
|
HLA
|
14
|
To Ground
|
19 After Landing
|
-
|
Projectile
|
SB
|
70, 40x11
|
HLA
|
12
|
To Ground
|
35 Total
|
-
|
Projectile
|
- Can be used as a follow up from any other air actions, but is considered an "ender".
- Sukukaja Buff: Yosuke can do any air action after throwing the kunai.
Yosuke launches backwards into the air throwing 6 kunais down onto his opponent. Unlike P4A, the kunai do not lift the opponent into the air, but rather just knock the opponent towards the ground, making it a good combo ender or keep-away tool. A version kunai are thrown in a 70° angle, and B Version is thrown at a 55° angle while popping Yosuke up a little higher. SB version kunai are thrown in a 55° angle and inflict poison, but Yosuke can no longer do any other air action after the move (While not in Sukukaja).
|
|
Moonsault
Moonsault j.236A/B or j.214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
-
|
-
|
-
|
-
|
9 After Landing
|
-
|
-
|
B
|
-
|
-
|
-
|
-
|
9 After Landing
|
-
|
-
|
Crescent Slash A/B after A/B Moonsault
|
1400
|
HA
|
5
|
3
|
14 After Landing
|
-6/-12
|
Head
|
SB
|
1500
|
HA
|
28
|
3
|
11 After Landing
|
-
|
Head
|
- Also can be done with 4A/B or 6A/B after certain conditions
Yosuke performs a forward flip, where B version arcs higher than A version. After A/B version, he can do Crescent Slash, an upwards swipe with a kunai that pop the opponent into the air, which doesn't count as an air action. B version pops the opponent higher than A version. SB version will cause Yosuke not to flip over and automatically perform the Crescent Slash followup.
|
|
Mirage Slash
Mirage Slash j.2C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
1000
|
L
|
29
|
7
|
25
|
-15
|
Foot
|
D
|
1500
|
L
|
49
|
9
|
24
|
-16
|
Foot
|
SB
|
-
|
-
|
29
|
41 Total
|
15~
|
-
|
-
|
Jiraiya appears in the air, claps, and teleports Yosuke to the ground in a puff of smoke. Can cancel the start up into other aerial specials. C/D versions Yosuke will dash towards the opponent immediately after landing on the ground and strike with a low sweep causing knockdown. C version reaches around match start distance. D version reaches almost full screen distance and passes through the opponent on block, although needs much more time. SB version he'll stop in the place he landed at with no slide, still has landing recovery.
- Causes Fatal Counter.
- SB Version has Fatal Recovery
|
|
Tentarafoo
Tentarafoo 236C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
0, 700
|
Unblockable
|
32
|
1
|
28
|
-
|
Body
|
D
|
0, 700
|
Unblockable
|
39
|
1
|
27
|
-
|
Body
|
SB
|
0, 700
|
Unblockable
|
30
|
1
|
16
|
-
|
Body
|
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 (allowing for a Sukuaja followup) and leaves the opponent in Confusion. C version reaches a little bit farther than match start distance. D version reaches halfway across the screen. SB version tracks the opponent with a maximum distance of 3/4's the screen.
|
|
Flying Flash Cut
Flying Flash Cut j.236C/D or j.214C/D
V Slash!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
400, 200
|
HLA
|
13
|
(10)2
|
44 + 11 after landing
|
-40
|
Head
|
D
|
700, 350
|
HLA
|
33
|
(10)2
|
48 + 18 after landing
|
-52
|
Head
|
SB
|
700, 350
|
HLA
|
29
|
(10)2
|
45 + 18 after landing
|
-43
|
Head
|
- Also can be done with j.4C/D or j.6C/D after certain conditions
Jiraiya tosses Yosuke downward in a foot dive like manner, Yosuke will then bounce upwards when he hits the ground creating a V Shape. D Version has more start up than C. SB Version creates a W on hit and has projectile invul from frame 18 until Yosuke hits the ground the second time. Can cancel into j2C allowing Yosuke to end combos in a hard knockdown.
|
|
Garudyne 236236C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
180, 90xN
|
HLA
|
9+8
|
146
|
11+ 38 Landing
|
-33
|
Projectile
|
D
|
200, 100xN
|
HLA
|
13+14
|
155
|
38 landing
|
-27
|
Projectile
|
SB
|
210, 105xN
|
HLA
|
9+8
|
155
|
2 + 38 Landing
|
-43
|
Projectile
|
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).
|
|
Awakened SP Skill Attacks
Sukukaja
Sukukaja 214214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
-
|
-
|
4
|
-
|
11
|
-
|
-
|
- C version lasts for 299F, has recovery.
|
D
|
-
|
-
|
13
|
-
|
20
|
-
|
-
|
- D versions lasts for 599F, but has a lot of start up and recovery.
|
SB
|
-
|
-
|
4
|
-
|
6
|
-
|
-
|
- SB version lasts for 199F
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.
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, can jump cancel and dash cancel all normals
- Mirage Slash becomes special cancellable.
- Some Attacks are slightly faster
- 2C now hits Fatal Counter
- Access to a new super Shippu - Nagareboshi
|
|
Shippu - Nagareboshi
Shippu - Nagareboshi 214214C/D (during Sukukaja)
Alright, let's do this! Whoo!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
740,550,150x18
|
HLA
|
9+1
|
9
|
15 + 5 After Landing
|
-10
|
Body
|
D
|
740,550,150x25
|
HLA
|
19+1
|
15
|
10 + 5 After Landing
|
-11
|
Body
|
SB
|
740,550,150x31
|
HLA
|
14+1
|
15
|
18 + 5 After Landing
|
-11
|
Body
|
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.
|
|
Brave Blade 222C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
K.O.
|
All
|
4 + 50
|
63
|
37
|
-69
|
Projectile
|
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
General Tactics
In this part, you can talk about anything you feel like beginner players should 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.
Tips and Tricks
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.
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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
- 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
Click [★] for character's full frame data