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| * Inflicts Panic on hit | | * Inflicts Panic on hit |
| * '''Forces Fatal Counter on Counter 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. | | 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. |
| ------- | | ------- |
| {{clr|3|C}} Version | | {{clr|3|C}} Version |
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| {{clr|4|D}} Version | | {{clr|4|D}} Version |
| * Goes a little more than half-screen | | * Goes a little more than half-screen |
| Has a 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 {{clr|3|5C}}, which even then is niche. Could be used as a far away punish as well though unlikely. | | 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 {{clr|3|5C}}, which even then is niche. Could be used as a far away punish as well though unlikely. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
| |startup = 33 | | |startup = 33 |
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| Becoming Air Dash cancelable turns this move into an important tool for optimizing Sukukaja combos. | | Becoming Air Dash cancelable turns this move into an important tool for optimizing Sukukaja combos. |
| ------- | | ------- |
| {{clr|1|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 {{clr|3|5C}}. Used when closer to the opponent after something like and air hit {{clr|3|5C}} by doing {{clr|3|5C}} > hop > Kunai. | | {{clr|1|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 {{clr|3|5C}}. Used when closer to the opponent after something like an air hit {{clr|3|5C}} by doing {{clr|3|5C}} > hop > Kunai. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
| |startup = 13 | | |startup = 13 |
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| |input=j.2C,j.2D,j.2CD|versioned=yes | | |input=j.2C,j.2D,j.2CD|versioned=yes |
| |description= | | |description= |
| * Hits low. | | * Hits low |
| * Fatal Counters on Counter hit. | | * Fatal Counters on Counter hit |
| * Startup Special cancelable. | | * Startup Special cancelable |
| * Gives hard knockdown. | | * Gives hard knockdown |
| * Can only be used once in a series of air actions. | | * Can only be used once in a series of air actions |
| * Sukukaja Buff: Special cancelable. | | * Sukukaja Buff: Special cancelable. |
| 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. In Sukukaja, this move gains the ability to be special cancelled into any ground special. | | 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 |
| ------- | | ------- |
| {{clr|3|C}} Version | | {{clr|3|C}} Version |
| * Goes a little less than half-screen. | | * 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. | | 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. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
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| ------- | | ------- |
| {{clr|4|D}} Version | | {{clr|4|D}} Version |
| * Does not attack. | | * 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. | | 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. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
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| ------- | | ------- |
| SB Version | | SB Version |
| * Goes a little less than fullscreen. | | * Goes a little less than fullscreen |
| * Multi-hit on block. | | * Multi-hit on block |
| * Passes through opponent at certain distances. | | * Passes through opponent at certain distances |
| Similar to the {{clr|3|C}} version except once Yosuke appears, he slides much farther and at a faster speed and also does more damage than {{clr|3|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. | | Similar to the {{clr|3|C}} version except once Yosuke appears, he slides much farther and at a faster speed and also does more damage than {{clr|3|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. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
| |startup = 29 | | |startup = 29 |
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| |description= | | |description= |
| *Very commonly referred to as "V-Slash" | | *Very commonly referred to as "V-Slash" |
| *Ground bounces and launches opponents. | | *Ground bounces and launches opponents |
| *Special cancelable into an air action. | | *Special cancelable into an air action |
| *Can only be used once in a series of air actions. | | *Can only be used once in a series of air actions |
| *Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
| | 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. |
| 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 tool. 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. In Sukukaja, Yosuke gains the ability to air dash or air back dash cancel this move on hit or on block. | | '''Sukukaja Buffs:''' |
| | *Air Dash and Air Back Dash cancelable on hit and block |
| ------- | | ------- |
| {{clr|3|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 to 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 {{clr|1|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 {{clr|3|j.2C}}. In those situations, it is better to either end in Flying Kunai or get a different ender altogether. | | {{clr|3|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 {{clr|1|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 {{clr|3|j.2C}}. In those situations, it is better to either end in Flying Kunai or get a different ender altogether. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
| |startup = 13 | | |startup = 13 |
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| ------- | | ------- |
| SB Version | | SB Version |
| *Attacks in a W shape on hit. | | *Attacks in a W shape on hit |
| *Has projectile invul from frame 18 until Yosuke hits the ground the second time. | | *Has projectile invul from frame 18 until Yosuke hits the ground the second time |
| This version has a faster startup than {{clr|4|D}} version but a slightly slower one than {{clr|3|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 the other two versions, making it possible to time a Mirage Slash just right to be able to {{clr|1|2A}} OTG and continue the combo for 25 SP extensions. | | This version has a faster startup than the {{clr|4|D}} version but a slightly slower one than the {{clr|3|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 {{clr|1|2A}} OTG and continue the combo for 25 SP extensions. |
| {{#invoke:FrameChart|drawFrameData | | {{#invoke:FrameChart|drawFrameData |
| |startup = 17 | | |startup = 17 |
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| |input=j.236A,j.236B,j.236AB,Moonsault > A|versioned=yes | | |input=j.236A,j.236B,j.236AB,Moonsault > A|versioned=yes |
| |description= | | |description= |
| *Special cancelable into an air action. | | *Special cancelable into an air action |
| *Steals Corner | | *Steals Corner |
| *Overhead | | *Overhead |
| *Can be used up to 3 times in a series of air actions. | | *Can be used up to 3 times in a series of air actions |
| *Sukukaja Buff: Can now be used up to 4 times.
| |
| Yosuke performs a forward flip that has a different arc depending on the version. After the flip, Yosuke can press {{clr|1|A}} or {{clr|2|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 {{clr|1|A}} Moonsault into {{clr|2|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. | | Yosuke performs a forward flip that has a different arc depending on the version. After the flip, Yosuke can press {{clr|1|A}} or {{clr|2|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 {{clr|1|A}} Moonsault into {{clr|2|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:''' |
| | *Can now be used up to 4 times |
| ------- | | ------- |
| {{clr|1|A}} Version | | {{clr|1|A}} Version |
| *Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
| |
| Goes in an arc that moves further forwards rather than upwards. Both the Moonsault and Crescent Slash come out faster than the {{clr|2|B}} versions making it useful for some combos where the {{clr|2|B}} versions, Moonsault or Crescent Slash, one or the other would be too slow. | | Goes in an arc that moves further forwards rather than upwards. Both the Moonsault and Crescent Slash come out faster than the {{clr|2|B}} versions making it useful for some combos where the {{clr|2|B}} versions, Moonsault or Crescent Slash, one or the other would be too slow. |
| | '''Sukukaja Buffs:''' |
| | *Air Dash and Air Back Dash cancelable on hit and block |
| ------- | | ------- |
| {{clr|2|B}} Version | | {{clr|2|B}} Version |
| *Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
| | Goes in a higher but not as far reaching arc compared to {{clr|1|A}} Moonsault. Both Moonsault and Crescent Slash come out a bit slower than the {{clr|1|A}} versions. However {{clr|2|B}} Crescent Slash pops them up higher and does more damage and hitstun than the {{clr|1|A}} version. This is the version that will be used most of the time in combos. |
| Goes in a higher but not as far reaching arc compared to {{clr|1|A}} moonsault. Both Moonsault and Crescent Slash come out a bit slower than the {{clr|1|A}} Versions. However {{clr|2|B}} Crescent Slash pops them up higher and does more damage and hitstun than the {{clr|1|A}} version. This is the version that will be used most of the time in combos. | | '''Sukukaja Buffs:''' |
| | *Air Dash and Air Back Dash cancelable on hit and block |
| ------- | | ------- |
| SB Version: This version does not actually do a whole flip. Yosuke jumps in the air a bit but does not move anywhere horizontally before automatically going into the Crescent Slash follow up. This move is very useful for confirming off of random hits such as hitting a stray {{clr|2|j.B}} then going into {{clr|1|j.A}}+{{clr|2|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, However, this also benefits from the fact that it works off of doing it from a Tiger-Knee after a jump cancelable move. | | SB Version: This version does not actually do a whole flip. Yosuke jumps in the air a bit but does not move anywhere horizontally before automatically going into the Crescent Slash follow up. This move is very useful for confirming off of random hits such as hitting a stray {{clr|2|j.B}} then going into {{clr|1|j.A}}+{{clr|2|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, however, this also benefits from the fact that it works off of doing it from a Tiger-Knee after a jump cancelable move. |
| }} | | }} |
| <br clear=all/> | | <br clear=all/> |
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| |description= | | |description= |
| * Install super! | | * Install super! |
| * Commonly referred to as just "Suku", and in turn, buffed normals are also referred to with that prefix. | | * 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. | | 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. |
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| |input=214214C Sukukaja,214214D Sukukaja,214214CD Sukukaja|versioned=yes | | |input=214214C Sukukaja,214214D Sukukaja,214214CD Sukukaja|versioned=yes |
| |description= | | |description= |
| | * Is often referred to as "Kunai super", or sometimes affectionately as just "Whoo!" by the community |
| * Can only be performed during Sukukaja | | * Can only be performed during Sukukaja |
| * Invincible through start-up and all active frames. | | * 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. | | * 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. | | * Ends Sukukaja upon use, regardless of connect or whiff |
| * Is often referred to as "Kunai super", or sometimes affectionately as just "Whoo!" by the community.
| |
| * Fatal Recovery | | * Fatal Recovery |
| 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. | | 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. |