5A
- Jump cancelable on hit or on block.
- Hold 4 to prevent cancel into 5AA.
5A is a fast poke. One of the three most common starters for Yosuke. Great hitbox, can anti-air at some heights. Useful for combos, stagger pressure, and just about everything. Jump-cancellable on hit and block.
- Jump cancelable on hit or on block.
5AA is less negative on block than 5A. Used for stagger pressure and is a very good starter along with being jump-cancellable on block. Unlike most 5AA's in the game, this one can actually be gatlinged into 2A for even better blockstrings.
- Launches grounded opponents.
5AAA sends the opponent flying toward Yosuke with a vacuum effect on hit. Puts Yosuke into a special 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 with 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