P4U2R/Yosuke Hanamura/Strategy

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Yosuke Hanamura




Introduction

YosukeAt a Glance



Gameplan

Neutral

General Neutral Theory


Yosuke's neutral game relys on using his excellent mobility to stay out of his opponent's reach. The air approch is where Yosuke really shines.

Common Neutral Tools


j.D

Can be used all the way from full screen. usefull to restrict opponents options and keep them occupied, giving Yosuke a chance to advance. With jD on the screen, the opponent has the options of blocking it, attacking / poking it, or trying to evade it. It’s best used close to the ground, via things like Instant Air Backdash or a super jump > backdash at the height you want.

Kunais

Another tool that can be used full screen. B Kunai reaches full screen and has a very large spread making it hard for the opponent to do things. Once you force an opponent forward with B Kunai, you can use A Kunai, which reaches less than half screen, to catch the opponent trying to escape B Kunai. Note, since SB Kunai allows Yosuke to move and perform actions after, you can use it to force the opponent to block or evade and then deal with a jD after. If SB Kunais hit from a certain height, you can send out jD and receive a full screen combo after running up.

Normals

Youske has many normals that can be very hard to challenge,

5A & 2A

Good mid to close range tools that are extremely hard to beat and challenge due to start up frames and recovery on block.

Sweep

A good tool for farther mid range game, it can be used to low profile most long range normals seeing at it moves Yosuke forward.

j.C

A commital button, but good for altering your fall speed. Being 2 hits means that with correct spacing it can clash with some 2Bs, leaveing Yosuke unharmed and allowing for a punish.

j.B

Probably Yosuke’s best normal. It occupies a lot of space downward and leads to fairly big counter hit damage both in the air and on the ground. It also covers a lot of space infront of Yosuke, so going for a low forward air dash j.B is another valid option.

5B

A tool with a bit less use than the normals above, but worth mentioning. While having a 9 frame startup, it’s vertical hitbox is tall allowing to catch up-back attempts on wake up and allows for a viable (though not recommended) anti-air.

Pressure

General Pressure Theory



Normals Overview



Block Strings



Okizeme

General Okizeme Theory



Common Knockdowns, Meaties, and Mixups



Awakening

General Awakening TheoryAwakening Mode Activates at 35% HP or less.



Defense

General Defense Theory



Abare

Abare means to attack during an opponents frame advantage with the intention of interrupting their pressure. Naturally, fast moves or invincible moves work best for this task.

Key Abare Moves



Anti-Air

Key Anti-Airs



Navigation

Yosuke Hanamura