P4U2R/Yosuke Hanamura

From Dustloop Wiki
Special thanks to Pssych for writing much of what was transcribed here.

Overview

Overview

Yosuke Hanamura is the dedicated pixie A character with powerful movement options, short range, small hurtbox, and low health. character of Ultimax. In exchange for dealing mediocre damage and having the defenses of wet tissue paper, Yosuke has unmatched mobility, excellent pressure, and a suite of useful defensive tools.

The first thing that needs to be talked about with Yosuke is his unrivaled mobility. He is extremely fast on both the ground and the air, having a fast run speed and numerous air options. As shown below, Yosuke has a number of unique air actions he can perform with his specials, allowing him to zip around the screen with abandon. Yosuke's opponents may find it difficult to lay their hands on him without going for riskier options. On offense, 5AA is jump-cancellable and loops into itself on pressure easily, allowing Yosuke to go for resets or threaten overheads in the corner. Yosuke also has a slow unblockableP4Arena Yosuke Tentarafoo.pngGuardUnblockableStartup28RecoveryTotal 56Advantage- for opening up the hardest of turtling opponents.

Yosuke also gets excellent reward once he manages to get a hit on his opponent. Many of Yosuke's options give him hard knockdown, such as his combo-ending Mirage SlashP4Arena Yosuke MirageSlash.pngGuardLowStartup29Recovery25Advantage-15 special, or even his stellar full-body counter Furious Action. Yosuke has great okizeme options too, allowing him to continually snowball his knockdowns into further reward and somewhat offsetting his low damage. With his wide variety of neutral tools, strong offense and high mobility, Yosuke has a lot going for him.

It's important to stress that Yosuke's fragility can be an issue. While he has more than enough tools to survive on defense, his 8500 health can limit the chances he gets to escape pressure. Persona Ultimax can be a high-damage game if your opponent has the resources for it, so Yosuke might find himself losing a round off of one bad trade. As a result, Yosuke likes to a play a keepaway game to force his opponents to come to him, which can backfire if you make the wrong decision in neutral. If you can come to terms with that, then Yosuke will reward you with lots of consistency and a very fun kit.
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
5A (5F)
2A (During Sukukaja) (4F)
Reversal Type
Counter (1~31F)
Fatal Starters
j.2C/C+D
236C/D/C+D
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
Suku 5A
Suku 214214C/D/C+D

 Yosuke Hanamura is a speedy character that likes to dance around neutral until he can safely land a hit.

Pros
Cons
  • Unmatched Speed: Yosuke is the unparalleled fastest character in the game on raw movement data alone, along with great mobility options and good frame data.
  • Easy Hard Knockdown: Basically every combo ends in Mirage Slash, which gives a hard knockdown and allows for a consistent okizeme game.
  • Great Neutral: Yosuke has a very good neutral game because of him being able to both play the offensive or sit back and wait, while also having simple and easy confirms into an offense from many hits.
  • Amazing DP: Yosuke has probably the best counter DP in the game, due to the counter attack hitting very quickly and reliably, while also giving Yosuke knockdowns.
  • Meter Reliant for Damage: Yosuke's average combo damage is very low on a surface level (meter usage and corner routes increase his damage potential).
  • Low HP: Yosuke is in the lower health bracket of the game with just 8500, limiting the number of touches he can survive.
  • Needs Awakening: Yosuke's real damage potential comes from his Awakening Super, Sukukaja. This improves his midscreen routing and gives him better access to utilizing Poison from SB Kunai. However this potential doesn't come until he's at 35% HP.
  • Lackluster Okizeme: Due to the lack of a proper safe jump, Yosuke has to take riskier options to take advantages of his consistent hard knockdowns.

Unique Mechanics

Air Actions
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 perform 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

Starter Guide

Starter Guide


Normal Moves

5A

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 180 All 5 3 13 -3 Body
5AA Normal 370 All 8 3 13 -1 Body
5AAA Normal 900 All 10 3 15 -3 Body
Total: 20
  • Jump cancelable on hit and 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.


Total: 23
  • Jump cancelable on hit and 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.


Total: 27
  • Launches grounded opponents

5AAA sends the opponent flying toward Yosuke with a vacuum effect on hit. This puts Yosuke into a special cancelable state. On block, this move sends Yosuke flying backwards, creating enough space to be safe. Yosuke recovers before he hits the ground, allowing him to continue combos by going into a j.B, for example. Consistently hits people already airborne during the initial 5A and 5AA. When doing the full Auto Combo in the corner, it is possible to link a dash 5C afterwards and continue the combo with the extra meter gained from the Kunai. This is a very tight link.

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

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 180 All 5 3 13 -3 Body
5AA Shadow 370 All 9 4 14 -3 Body
5AAA Shadow 1080 All 13 4 13 -2 Body
Total: 20

Yosuke's old autocombo from Persona 4 Arena.


Total: 26
  • Jump cancelable on hit and on block

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


Total: 29
  • 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.

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.
Suku 5A 300 All 5 6 23 [25] -6 Body
Suku 5AA 300 All 4 6 20 [22] -3 Body
Suku 5AAA 300 All 4 6 20 [22] -3 Body
Suku 5AAAA 330 All 4 6 37 [39] -25 Body
Suku 5AAAAA 670 All 32 Until L 38 Body
Total: 35
Total: 31
Total: 31
Total: 48
Total: 77
  • 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 on block. Due to this move now having Fatal Recovery, it is important be a bit more careful when throwing it out randomly in neutral. While not being able to gatling out of this move, Yosuke can gatling into it from 5C and 2C in Sukukaja. If Yosuke runs out of Sukukaja before you finish the Auto Combo, Yosuke will still be able to do the rest of it, but won't be able to finish with Shippu - Nagareboshi.

Auto Combo continues with B Dash Spring.

2A

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.
2A 140 Low 6 3 10 -2 Foot
Suku 2A 140 Low 4 3 9 -1 Foot
Total: 18
  • Can chain into itself up to 2 times, even on whiff

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 gatling from 5AA unlike most 2As.


Total: 15

Sukukaja Buffs:

  • Reduced start-up and recovery
  • Both forward dash and backdash cancellable on connect

Yosuke's 2A gets juiced in Sukukaja, turning it into the fastest normal in the game while also improving its frame advantage on block to -1. With this frame data, staggers and perfect Re-dash When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense.es from Suku 2A into itself can beat out 6F and slower mash buttons.

Great for catching the opponent off-guard in neutral when used with Sukukaja dash (micro/short dash 2A can be used as a poke), and is also very good for stuffing out the opponent's imperfect defensive mashes after 5C / 2C > forward dash cancels.

5B

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.
5B 170, 85×2 All 9 2×3 15 -2 Body
Suku 5B 170, 85×2 All 9 2×3 15 0 Body
Total: 29
  • Dash cancelable. -4 on block
  • Hits 3 times
  • Jump cancelable on hit

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 only -2 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.


Total: 29

Sukukaja Buffs:

  • Increased attack level, so better frame advantage on block
  • Can be backdash cancelled on connect
  • Can also be jump cancelled on block

Yosuke's Suku 5B becomes potentially his best normal for pressure altogether while in his install.

On top of the already existing strengths of his 5B, it becomes 0 on block while in Sukukaja, making it solid for setting up frame-traps and pressure resets against many characters, and also giving tighter strike/throw mix-ups, especially with his Suku 5A and 2A.

For example, the string 5B, 2A > 5B, (66 2A > 5B)xN is unmashable without IB unless the opponent wants to eat a Counter Hit. Yosuke can also put more staggers, and eventually throw attempts in such a string once respect is earned.

The additional backdash and jump-cancel options help to make Sukukaja pressure even scarier, as Yosuke has so many options from it on block between the strike/throw and frametraps mentioned above, the jump/backdash cancelling to bait defensive options and other pressure resets with j.C, or the ability to go for TK Crescent Slash or air turn air dash mix-ups at more points in his pressure.

All of these buffs make Yosuke's 5B as good as, if not better than his 2B mid-pressure, especially considering its better range and frame advantage.

2B

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.
2B 410 Air Unblockable 11 4 26 -15 Body 7~25 Head
Suku 2B 410 Air Unblockable 10 2 26 -13 Body 6~22 Head
Total: 40
  • Dash cancelable. -4 on block
  • Jump cancelable on hit or on block
  • Hits behind

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.

j.A

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.
j.A 200 High 7 3 11 Head
j.AA 300 High 8 3 11 Head
Total: 20
  • Double Jump cancelable on hit and on block
  • Cancelable into itself on hit and on block

A quick kunai slice, mainly used in his stagger pressure and 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.


Total: 21

Sukukaja Buffs:

  • Air Dash and Air Back Dash cancelable on hit and block

j.B

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.
j.B 350 High 10 4 10 Head
j.BB 260 High 8 2 12 Head
Total: 23
  • Jump cancelable on hit and on block
  • Cancelable into itself 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, Yosuke can continuously 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.


Total: 21

Sukukaja Buffs:

  • Air Dash and Air Back Dash cancelable on hit and block

j.A+B

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.
380 High 15 4 30 Head
Total: 48
  • Jump cancelable on hit and on block
  • Alters Yosuke's air momentum
  • Still considered an overhead during a hop

Yosuke performs an upwards swing with his kunai. While performing the slash Yosuke halts his momentum and moves upwards slightly. This move is generally used during air strings with j.B to add on a bit more damage, or during routes that go into Flying Kunai after a j.A+B. This move, strangely, is also counted as an overhead from a hop, allowing Yosuke to catch 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.


Sukukaja Buffs:

  • Air Dash and Air Back Dash cancelable on hit and block


Persona Attacks

5C

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.
550 All 12 3 24 -10 Body Persona 1~Until Active All
Total: 38
  • Launches opponent away on air hit
  • Displaces Jiraya a bit forward
  • Jump cancelable on hit

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 to Yosuke's corner combos. Depending on the distance to the corner, Yosuke can either combo into a hop A Flying Kunai, or a jump back B Flying Kunai. In both situations, Yosuke is able to combo into a 5C due to its giant hitbox and speed. Apart from this, 5C is just simple combo filler, mainly going from 5C > 2C. On block this move isn't anything special, functioning as a blockstring filler.


Sukukaja Buffs:

  • Dash cancelable on hit and block
  • Jump canclable on block

Gaining the ability to dash cancel this move allows for more combos.

2C

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.
750 All 16 2 19 -4 Body Persona 1~Until Active All
Total: 36
  • Dash cancelable on hit and on block
  • Jump cancelable on hit
  • Slight vacuum 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, Yosuke can do B normals instead. Used a lot on combos to finish a gatling chain, to go into a special, or jump cancel due to it dealing 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 to add on damage before 5As. It can also put the opponent high enough in the air for a j.A+B. Being dash cancelable on hit and on block makes this move decent to use in pressure, along with being good as a CH punish (similar to Narukami's 5C).


Sukukaja Buffs:

  • Back Dash cancelable on hit and block
  • Jump cancelable on block

5D / 2D

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.
5D 600 All 43 12 Total 42 Body
5DD 600, 120×2 All 8 3,3,4 Body
Total: 96
  • Follow up performed with 5DD.
  • Follow up Launches 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 Jiraiya acting independently from Yosuke, but expect to lose a Persona card if not careful. On hit and especially on counter hits, it is possible to 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.


Total: 17

Sukukaja Buffs:

  • Dash cancelable on wiff, hit, or block

j.C

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.
400, 100×8 All 15 3×8,2 Total 40 Head Persona 1~Until Active All
Total: 40
  • Hits 3 times
  • Not an overhead

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 he hits the ground or cancels into a special. It is a committal jump-in move with decent reward on hit if confirmed. Generally used in combos during an air dash after a j.2A+B, instead of j.B. It can also be used 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.


Sukukaja Buffs:

  • Jump cancelable on hit and block
  • Air Dash and Air Back Dash cancelable on hit and on block

j.D

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.
800 All 33 Until Hit Total 31 Body
Total: 64
  • 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, which is further than 5D. Pairs well with SB Kunai in neutral. 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.2A+B in the corner for interesting extensions. Sees only some use in pressure as a way to start a block string or by air backdashing from a move, and doing j.D to hit the opponent while retreating.


Universal Mechanics

All Out Attack

5A+B

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.
5AB 300 High 28 1 32 -14 Body 10~28 Guard Strike
Suku 5AB 300 High 26 1 32 -14 Body 8~26 Guard Strike
Total: 60
  • 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.


Total: 58

Sukukaja Buffs:

  • Faster start-up, and faster guardpoint

Suku AoA gets an ounce better as a mix-up option as its start-up comes down to 26F, still competently reactable but can make the difference with the install's mental stack included.

Something notable is that dash Suku AoA can be used as a gimmicky counterpoke due to the forward movement + momentum from the dash + guardpoint, but it is generally not recommended due to the lack of safety on whiff and block.

Sweep

2A+B

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.
2AB 450 Low 11 3 24 -12 Foot 4~13 Chest
11~21 Very Low Profile
Suku 2AB 450 Low 10 3 23 -11 Foot 4~12 Chest
10~20 Very Low Profile
Total: 37
Total: 35
  • 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 recommended 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 Yosuke's options on block to just special and super cancels.

Ground Throw

C+D

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.
0, 550×2 Throw (60) 5 3 25 Throw
Total: 32
  • Causes spin state
  • Inflicts poison

Yosuke grabs the opponent and preforms 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

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.
0×2, 1400 Throw 4 3 19 Throw

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.
BD Catch 1 31 18 Guard All
BD Attack 500 1 6 28 -23 Body 1~17 All
Total: 49
Total: 34
  • 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. Avoid using it too predictably as Yosuke's health is quite low. Under normal circumstances this move will never kill the opponent even if their health threshold is below the specified damage.

Guard Cancel Attack

6A+B while blocking

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.
0 All 17 3 29 -15 Body 1~21 Guard All


Skill Attacks

Dash Spring

236A/B

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.
236A 300, 150 All 11~22 3 [(10)3] 20+9L -19 Body 4~(13~24) F
236B 400, 200 All 14~25 3 [(10)3] 25+9L -13 Body 7~(16~27) F
236AB 500, 250 All 16~31 3 [(10)3] 23+19L -17 Body 9~(18~33) P
  • Forces standing hitstun on hit

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 3/4ths of the screen while SB version will go full screen. Mostly used as combo filler, it allows Yosuke to cancel into Moonsault using 6A/B or 4A/B or into Flying Flash Cut using 6C/D or j.4C/D.


A Version - Yosuke will backflip off the opponent, not switching sides

  • Sends Yosuke back on block to create space
Total: 42

B Version - Yosuke will backflip off the opponent with forward momentum, switching sides.

Total: 50

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.

Total: 60

Tentarafoo

Persona Required 236C/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.
236C 0, 1000 Unblockable 28 1 Total 56 Body
236D 0, 1000 Unblockable 33 1 Total 60 Body
236CD 0, 1000 Unblockable 28 1 Total 44 Body Persona 1~Until Hit
  • Generally only hits grounded opponents
  • Always launches into a hard knockdown on hit, launches higher on Counter Hit
  • Inflicts Panic on hit
  • Forces Fatal Counter on Counter Hit

Jiraiya appears and smacks the opponent with an unblockable slam after a fairly slow start-up that Panics them. This move can Fatal Counter on Counter Hit similar to Mirage Slash, and makes for a great punish option, 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 due to the very low hitbox, this is important for comboing into it.


C Version

  • Goes a little bit in front of Yosuke

This is the version that is used for meterless mixups 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 that will be used for punishes.

Total: 84

D Version

  • Goes a little more than half-screen

Has the slowest startup out of the three, however it travels 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.

Total: 93

SB Version

  • Goes almost fullscreen

Has the startup of the C version and goes further than the D version. Used in combos where 236C or 236D would not be possible because of speed or distance such as air hit 5C > 236C+D.

Total: 72

Flying Kunai

j.2A/B

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.
j.2A 114, 50 per Kunai All 13 Until Hit×6 Total Until L+14 Projectile
j.2B 114, 50 per Kunai All 14 Until Hit×6 Total Until L+14 Projectile
j.2AB 70, 40×11 All 12 Until Hit×6 Total 35 Projectile
  • 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

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 doesn't 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 allow it to be used for combo extensions and make it a very important tool in his combo theory.

Sukukaja Buffs:

  • Yosuke can do any air action after throwing the kunai
  • Air Dash and Air Back Dash cancelable on whiff, hit or block
  • special cancelable with any of Yosuke's air specials

Becoming Air Dash cancelable turns this move into 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 follow up with a move like 5C. Used when closer to the opponent after something like an air hit 5C by doing 5C > hop > Kunai.

Total: 47

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 it is possible to follow up with a dashing 5C or j.B

Total: 27

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 Yosuke's go-to move for a 25 meter combo.

Total: 46

Mirage Slash

Persona Required j.2C/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.
j.2C 1000 Low 29 7 25 -15 Foot 7~24 All
j.2D 31 Total 11 7~24 All
j.2CD 1200 Low 29 1×9 24 Foot 7~24 All
  • Hits low
  • Fatal Counters on Counter hit
  • Startup Special cancelable
  • Gives hard knockdown
  • Can only be used once in a series of air actions

Jiraiya appears in the air, claps, and teleports Yosuke to the ground in a puff of smoke. The start up can be cancelled into other aerial specials, as long as the air action is available; however, Yosuke will only be able to 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.

Sukukaja Buffs:

  • Special cancelable into any ground special

C Version

  • Goes a little less than half-screen

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

Total: 60

D Version

  • Does not attack

Instead of attacking, Yosuke lands on the ground but stays in place, feinting the move essentially. Once Yosuke lands, there is a bit of time where he cannot act. Has niche uses due to the recovery.

Total: 41

SB Version

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

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 it is possible to cancel before that happens and meter won't be lost.

Total: 61
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
j.2C 300 100 50 4
j.2D
j.2CD 300 100 50 4

j.2C:

  • Enters foot attribute state during frame 25 to 35
  • Fatal Counter
  • Special cancels are all only during startup before attacks becomes active
  • Values in [] are during Sukukaja


j.2D:

  • Enters foot attribute state during frame 45 to 57
  • Fatal Counter
  • Special cancels are all only during startup before attacks becomes active
  • Values in [] are during Sukukaja


j.2CD:

  • Fatal Recovery
  • Only does 9 hits on block, 1 hit on hit
  • Special cancels are all only during startup before attacks becomes active

Flying Flash Cut

Persona Required j.236C/D and j.214C/D or j.6C/D and j.4C/D after some air specials

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.
j.236C 400, 200 All 13 Until L(10)2 44+11L -42 Head
j.236D 500, 300 All 33 Until L(10)1 49+11L -46 Head
j.236CD 400, 200×3 All 17 Until L(5)2 45+11L -43 Head 12~?? P
  • Very commonly referred 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

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 Yosuke's most important combo tools. 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, it can be combo'd into Mirage Slash for an easy way to end in hard knockdown. Sukukaja Buffs:

  • Air Dash and Air Back Dash cancelable on hit and block

C Version: Has the fastest startup and the one that will be used 70% of the time. Due to its speed it makes for a very reliable 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 it is hit close enough to the corner to combo out of an A Flying Kunai, or meter is used. However, it is important to play around proration well, since at higher prorations this move does not combo into j.2C. In those situations, it is better to either end in Flying Kunai or get a different ender altogether.

Total: 77

D Version: Much slower than 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 B Crescent Slash. This move can be used to combo into a really delayed Crescent Slash to land it close enough to the ground, making it possible to do Mirage Slash > A Flying Kunai, and follow up after in the corner. In order to land Mirage Slash after this move, delaying is required because of the higher launch.

Total: 102

SB Version

  • Attacks in a W shape on hit
  • Has projectile invul from frame 18 until Yosuke hits the ground the second time

This version has a faster startup than the D version but a slightly slower one than the C. On whiff and on block, this move does the standard V shape. However, on hit, it goes for another round and does a W shape. Afterwards, Yosuke is left further from the opponent than in the other two versions, making it possible to time a Mirage Slash just right to be able to 2A OTG and continue the combo for 25 SP extensions. Due to its great corner carry, this move is sometimes used in corner to corner or midscreen to corner Shadow Frenzy confirms.

Total: 77

Moonsault/Crescent Slash

j.236A/B and j.214A/B or j.6A/B and j.4A/B after some air specials

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.
j.236A Until L+9 5~13 All
j.236B Until L+9 5~13 All
j.236AB 1300 High 23 3 Until L+9 Head 1~9 All
Moonsault > A 600 High 5 3 Until L+14 -6 Head
Moonsault > B 700 High 8 3 Until L+14 -12 Head
  • Special cancelable into an air action
  • Steals Corner
  • Overhead
  • Can be used up to 3 times in a series of air actions

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, which hits overhead and pops the opponent into the air. It is possible to 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, while in Sukukaja that number 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 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 Buffs:
  • Moonsault can now be used up to 4 times
  • The A and B version of Crescent Slash can be cancelled into j.A+B, Air Dash and Air Backdash on hit and block

A & B Crescent Slash

A Crescent Slash 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.

B Crescent Slash 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 that will be used most of the time in combos.


SB Crescent Slash

This version does not actually do a whole flip. Yosuke jumps in the air a bit but does not move horizontally before automatically going into the Crescent Slash follow up with much better damage and hitstun than both A and B version. This move is very useful for confirming off of random hits such as hitting a stray j.B then going into j.A+B 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. This move also benefits from the fact that it works off of doing it from a Tiger-Knee after a jump cancelable move.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
j.236A
j.236B
j.236AB 300 100 50 5
Moonsault > A 300 600 600 5
Moonsault > B 300 100 600 5

j.236A:

  • 25F onwards able to cancel into followups


j.236B:

  • 28F onwards able to cancel into followups


j.236AB:

  • Can cancel into followups on hit/block


Moonsault > A:

  • 25F onwards able to cancel into followups
  • Opponent experiences 3F extra hitstop on hit/counter hit
  • Values in [] are during Sukukaja


Moonsault > B:

  • 25F onwards able to cancel into followups
  • Opponent experiences 3F extra hitstop on hit/counter hit
  • Values in [] are during Sukukaja


SP Skill Attacks

Garudyne

Persona Required 236236C/D (Air OK)

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.
236236C 150, 75×29 All 9+(53 Flash)+8 5×29,1 Until L+38 -22 Projectile 1~18 All
236236D 180, 90×30 All 13+(53 Flash)+14 31×5 Until L+38 -26 Projectile 1~27 All
236236CD 160, 80×30 All 9+(53 Flash)+8 31×5 Until L+38 -26 Projectile 1-18 All

Yosuke jumps into the air rotating in circles with his kunais extended, while Jiraiya spins with him making a tornado surround them.

The C and D versions allow movement control of where Yosuke travels.


C version moves at a slow speed.

Faster startup than the D version.

Minimum damage: 683


D version moves at a high speed.

Has the most damage out of all the Garudynes.

Minimum damage: 810


SB version moves at an incredibly fast speed, but takes the control away.

Has the same startup as the C version but deals less damage than the D version.

This version can be used to punish any projectile attacks with long recovery.

Minimum damage: 765


Awakened SP Skill Attacks

Sukukaja

Persona Required 214214C/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.
214214C Total 4+(100 Flash)+5+2L 4~9 All
214214D Total 13+(100 Flash)+40+2L 1~13 All
214214CD Total 4+(122 Flash)+0 4~End All
  • Install super!
  • Commonly referred to as just "Suku", and in turn, buffed normals are also referred to with that prefix

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 many buffs for a limited period of time:

  • Greatly increased movement speed (plus his ground dash becomes invisible for a bit if done from a dash cancel, or if [6] is held).
  • Various frame data changes to moves: faster start-up, altered frame advantage, etc.
  • Various mechanical changes to moves as well, such as:
    • The ability to jump and dash cancel almost all normals, on both hit and block.
    • New access to dash/backdash and even air dash cancels on specific moves.
    • An extra air special action.
    • Mirage Slash becomes special cancellable.
  • Access to new moves:
    • A new 5A that travels forward, and a new autocombo.
    • Yosuke also gets a new super: Shippu - Nagareboshi.

214214C
  • Duration: 299F

This is the most commonly used version of Sukukaja due to its fast start-up and decent duration, allowing it to be used in many combos as a pseudo-OMC. Beware that this version does not have frame 1 start-up invulnerability, so it can't be used to go through moves on reaction.

Another interesting thing to note about this version of Sukukaja, is that it only has 2 frames of vulnerable recovery.


214214D
  • Duration: 599F
  • Invincible on start-up

Has a longer duration than the other two versions and has frame 1 start-up invincibility, but also has longer start-up and recovery. The recovery can be so long that some characters can whiff some moves through Yosuke, but still recover fast enough to Counter Hit him.

The duration is twice as long as the C version (~10 seconds), so it can be used in neutral for some extra offensive edge, but beware of opponents who have fast and far-reaching options for punishing the install's recovery.


214214C+D
  • Duration: 199F

Even better start-up that the C version of Sukukaja, but also does not have frame 1 invincibility. Has a shorter duration than the C version as well.


Shippu - Nagareboshi

Persona Required 214214C/D during Sukukaja (Air OK)

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.
214214C Sukukaja 740,231,47×18 (1850) All 9+(40 Flash)+1 9 19+5L -14 Body 1~18 All
214214D Sukukaja 740,231, 69+40×24 (2000) All 19+(40 Flash)+1 15 26+5L -27 Body 1~34 All
214214CD Sukukaja 740,231, 69+40×30 (2240) All 14+(40 Flash)+1 15 9+5L -10 Body 1~29 All
  • Is often referred to as "Kunai super", or sometimes affectionately as just "Whoo!" by the community
  • Can only be performed during Sukukaja
  • Invincible through start-up and all active frames
  • Does not cost any extra SP on top of Sukukaja, unless the SB version is performed, in which case only an additional 25 SP will be taken
  • Ends Sukukaja upon use, regardless of connect or whiff
  • Fatal Recovery
  • Very good reversal for its good hitbox and fast startup, albeit not a lot of damage

Yosuke knees the opponent, and together him and Jiraiya hurl kunais at the opponent. This move has a very large hitbox, allowing Yosuke to hit from awkward angles. Typically used to end combos in Sukukaja, since it is an extra super after all, so there's no reason not to use it in such an instance if you can.


C Version travels diagonally up until about midscreen.

Has the least invuln frames and does the least damage, but covers good range.

Minimum damage: 720


D Version travels almost straight up.

This version does not travel very far horizontally.

Despite that this version has the most invuln frames, it has 19+1 startup in total, making it less ideal as a reversal.

Deals a bit more damage than the C version.

Typically reserved in combos.

Minimum damage: 792


SB version travels almost completely horizontally and travels almost fullscreen.

Has the same startup as the C version but does a bit more damage than the D version at the additional cost of 25SP.

Has more invuln frames than the C version but less than the D version.

More often used as a reversal or a quick way to close the gap.

Note: When done in the corner, 2 Kunais will not hit the opponent leading to a lower minimum damage (864).

Minimum damage: 900


Instant Kill

Brave Blade

Persona Required 222C+D when IK Conditions are met

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.
K.O. All 4+(45 Flash)+50 63 Total 153 -69 Projectile 1~129 All


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Navigation

 Yosuke Hanamura



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