P4AU/Yosuke Hanamura: Difference between revisions

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'''<big>Cons/Weaknesses:</big>'''
'''<big>Cons/Weaknesses:</big>'''
*Low HP.<br/>
*Low HP.<br/>
*Mostly a close range fighter.<br/>
*Mostly a close range fighter.
*Loses knockdown combo routes and access to Supers when Persona broken.<br/>





Revision as of 00:09, 27 April 2015

Yosuke Hanamura
P4U Yosuke Portrait.png

Health: 8,500

Combo Rate: 70%

Persona Cards: 3

Backdash Time: 23

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run, Glide
Play-style
Rushdown, Aerial Rekka, Vortex
Full Frame Data
Yosuke_Frame_Data_(P4AU)

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.
  • Loses knockdown combo routes and access to Supers when Persona broken.


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
P4Arena Yosuke 5A.png
Yosuke 5AA.png
Yosuke 5AAA.png
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
P4Arena Yosuke 5A.png
P4Arena Yosuke 5AA.png
P4Arena Yosuke 5AAA.png
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
P4Arena Yosuke 5B.png
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
P4Arena Yosuke 2A.png
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
P4Arena Yosuke 2B.png
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
P4Arena Yosuke jA.png
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
P4Arena Yosuke jB.png
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
P4Arena Yosuke j2B.png
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
P4Arena Yosuke Sweep.png
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
All Out Attack
A+B
P4Arena Yosuke AOA.png
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 Persona Required
5C Persona Required
P4Arena Yosuke 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
550 HLA 12 3 24 -10 Body

Jiraiya performs a forward kick.

5D/2D Persona Required
5D/2D Persona Required
P4Arena Yosuke 5D.png
P4Arena Yosuke 5DD.png
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 Persona Required
2C Persona Required
P4Arena Yosuke 2C.png
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 Persona Required
j.C Persona Required
P4Arena Yosuke jC.png
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 Persona Required
j.D Persona Required
P4Arena Yosuke 5D.png
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
Ground Throw
C+D
P4Arena Yosuke GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 540, 270 Throw 5 3 [6, 6, 6, 10, 6] 25 [24] - Throw

Yosuke grabs the opponent and preforms a 2 quick teleporting slices. Inflicts Poison.

Air Throw
Air Throw
j.C+D
P4Arena Yosuke AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 0, 1300 Throw 4 3 [22 (2 Hits)] 19 [57 Total] - Throw

Yosuke grabs the opponent and does a teleporting downward slice. Inflicts Poison.

Dodge
Dodge
B+D
P4Arena Yosuke BD.png
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.

Guard Cancel Attack
Guard Cancel Attack
P4Arena Yosuke 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -

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


Skill Attacks

Dash Spring
Dash Spring
236A/B
P4Arena Yosuke DashSpring.png
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
P4Arena Yosuke FlyingKunai.png
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
P4Arena Yosuke Moonsault.png
P4Arena Yosuke CrescentSlash.png
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 Persona Required
Mirage Slash Persona Required
j.2C/D
P4Arena Yosuke MirageSlash.png
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 Persona Required
Tentarafoo Persona Required
236C/D
P4Arena Yosuke Tentarafoo.png
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.

  • Fatal Counter Recovery
Flying Flash Cut Persona Required
Flying Flash Cut Persona Required
j.236C/D or j.214C/D
Yosuke VSlash.png
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.


SP Skill Attacks

Garudyne Persona Required
236236C/D
P4Arena Yosuke Garudyne.png
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).

  • Fatal Counter Recovery


Awakened SP Skill Attacks

Sukukaja Persona Required
Sukukaja Persona Required
214214C/D
P4Arena Yosuke Sukukaja.png
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 Persona Required
Shippu - Nagareboshi Persona Required
214214C/D (during Sukukaja)
Yosuke Whoo2.png
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.


Instant Kill

Brave Blade Persona Required
222C+D
P4Arena Yosuke BraveBlade.png
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.

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