"Getting Stronger For Saki-Senpai" Keyblade's Yosuke Guide

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"Getting Stronger For Saki-Senpai" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 9:07 am

Keyblade's Guide To Persona 4 Arena: Yosuke Style

Image
"No one can call me a total disappointment now!"

Overview:
Name Yosuke Hanamura
Weapon: Kunai
Persona: Jiraiya
Yosuke Hanamura, affectionately nicknamed "Brosuke" is the first party member Yu Narukami acquires in Persona 4. Yosuke's family moved from the big city to Inaba because of his father's work as the manager of the Junes mall. Yosuke inner struggle is his resentment for moving from the city to "the boonies", which he overcomes with the aid of Yu. In Persona 4: Arena, Yosuke uses a pair of kunai and his Persona is Jiraiya.

Character Overview:
Yosuke is really strong in the neutral department, thanks to his great normals and movement options. Yosuke's main goal is to get in using his strong neutral game and deal damage thanks to his great speed which can be accomplished in no time. However with low health Yosuke can't afford to make too many mistakes, so make sure you think about what you're doing before you start flying around the screen and pressing buttons in a crazy fashion.

Health: 8300 (Low Health)
Pros:
- Highest Jump Height along with the fastest run speed in the game
- Fastest Run Speed in the game
- Great Mix-Up tools and fast normals
- Good air priority attacks

Cons:
- Low Health
- Takes some execution to learn
- Moonsault mix-ups are less effective against familiar players
- Sukukaja mode is as good as the user

Yosuke Changes for Persona 4 Arena: The Ultimax Ultra Suplex Hold (What a sweet name):
New:
*Glide is still in, faster but shorter.
*j2B is now done with jAB
*Kunai inputs have been changed to j2A (A Version), j2B (B Version) and j2AB (SB Version)
*He has an actual teleport in Sukukaja.
*Has a new auto-combo during Sukukaja.
*New Move dubbed "V Slasher" (Similar to Leona's V Slasher) "V slasher is a move that moves diagonally down/diagonally nigh fullscreen depending on button." SB Version does a W Shape.


Buffs:
+Kunais now knockdown
+jC hits twice
+5B and 5C and be dash canceled.

Nerfs:
-Moonsault may have lost invulnerability
-Sukukaja is shorter
-3 persona cards
-All Out Attack is slower, CH 5B > AoA no longer connects


Table of Contents
I. Character Overview
II. Normals and Persona Attacks
III. Specials, Throws and Furious Action
IV. Supers
V. Combos
VI. Being Effective with Yosuke
VII. Credit and Videos

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Re: "I Can Do It Too!" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 9:45 am

Hehe! How were my magnificent skills?
Image

Normals and Persona Attacks:
Standing A: His 5A has a 5 frame start up (4 in Sukukaja) and will hit crouching. This will be the normal to use at close range to open people up and one of Yosuke's main combo starters.

Standing B: 5B has a 9 frame start up and is +1 on block (+3 in Sukukaja). This normal will be one of Yosuke's main tools in blockstrings being safe afterwards and can even slightly dash afterward for a tighter blockstring. In Sukukaja, 5B can be dash canceled..

Standing C: This attack involves Jiraya and is a pretty good mid range attack. Knocks airborne opponents away and can even be followed up. In Sukuaja this normal can be jump cancelled

Standing D: Sending Jiraiya forward covering half of the screen, good use when helping you get in as you can run right behind him and go for cross-ups or even hit confirm. This move covers 3/4 of the screen.

Standing DD: Follow-up move to Standing D where Jiraiya launches the opponent with a uppercut. If at the right distance you can hit confirm off this.

Crouching A: 2A has 6 frames of start up (5 in Sukukaja) and is only -2 (-1 in Sukukaja), making it a fast low poke that's pretty much safe on block. The second of Yosuke's main combo starters.

Crouching B: One of the best Anti-airs in the game. 2B's hitbox hits the vertical space infront of him and some upper horizontal space behind his head. Jump cancel-able on hit/block can leads into some nice air combos or safe escapes on block.

Crouching C: This is Yosuke's only Fatal counter with a 16 frame start up which involves Jiraya doing a low attack. It's jump cancel-able on hit so you can go for some pretty sweet stuff that I will explain later. In Sukukaja, it launches the opponent backwards so adjust your combos accordingly.

A+C: Yosuke's sweep hits low, and covers a somewhat fair amount of distance that could possibly even go under certain character moves. With the added fact of being able to be special cancelled, you can get a fair amount of decent damage.

Jumping A: jA is one of Yosuke's good air buttons, it's pretty fast and capable of hitting behind him and counts as an overhead. Due to the hitbox, it's a key tool in Yosuke's air arsenal moves in the air and will be use once we talk about the glide (which will be explained later.

Jumping B: Another one of Yosuke's valuable air tool. It has an extremely large hitbox and overhead capabilities thus making it Yosuke's third main combo starter.

Jumping 2 B: Swinging his kunais upward will help extend his arieal combos. Can be jump cancelled as well and special cancelled.

Jumping C: Using Jiraiya with this attack, it's a great tool to use with pressure during block strings and has a pretty decent hitbox making it another combo starter. However this attack isn't counted as a overhead.

Jumping D: Acts just like the ground version, which makes this another important tool. It will travel full screen allowing Yosuke to travel behind it from a safe distance via running or gliding. Becoming predictable with this move will result in a few broken persona cards, so use this smartly if you care for your persona. Based on who you're up against will determine how much you're gonna use it.

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Re: "Road To Ninja" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 10:04 am

"ALLLLLL RIIIIGGHT!
Image

Specials:
Dash Spring (236A/B/AB): One of Yosuke's main combos tools. A version runs a short distance, B version nearly reaches full screen and causes a ground bounce. SB version reaches full screen, projectile invincible during frames 13-31 and causes a ground bounce on counter hit. SB is great for punishing Zoners at full screen distance. As a key tool in his combo arsenal and speed department (just about), expect yourself to be running off people quite a bit.

Flying Kunai (236C/D/CD Only in the air): Combo ender and somewhat zoning tool. The C version is thrown at a 70° angle and D Version is thrown at a 55° angle and you're pretty unsafe landing so be weary of how you use it. SB Kunai allows you to perform another air action so you can make yourself a bit safer.

Moonsault (236A/B/AB): One of Yosuke's main mixup tools and can cross up in the corner. It can be done up to 3 times in the air (4 in Sukukaja) and can be cancelled into any air special. A version has a more horizontal trajectory whilst the B version travels more vertically. Frames 1-9 are invul which can beat out some Anti-airs, but watch out for air grabs. SB Version does an automatic Crescent Slash.

Crescent Slash (A or B during Moonsault): The follow-up to Moonsault where he cuts the opponent. A tool in Yosuke's combos that makes him look flashy. This attack can be special cancelled.

Mirage Slash (Jumping 2 C/D/CD): Yosuke gets his ninja flow on with a teleport that flows into an attack that hits low. Great for baiting Anti-airs and catching the opponent off guard. Extremely unsafe, however the slide part becomes special cancel-able in Sukukaja. The teleport (start up) can be cancelled into Kunais or Moonsault. The SB version teleports him straight to the ground with no slide, can be used for faking out but even all ninjas need time to recover.

Tentarafoo (236 C/D/CD): Yosukes crouches while Jiraiya appears above him to press a star against the opponent. This attack is an unblockable attack that leaves the opponent in confusion, which reverses the opponent's controls. C version reaches a little bit farther than match start distance. D version reaches halfway across the screen. SB version tracks the opponent with a maximum distance of 3/4's the screen. If your opponent see's this attack coming, it can be evaded and will cost you dearly.

Throws:
Ground Throw: Yosuke grabs the opponent and slices threw them twice like the true ninja he is. After the throw the opponent becomes poisoned, sapping 4.8% of the opponent's health.

Air Throw: Grabbing them in the air and doing a downward slash before inflicting the poison status on the opponent. Also saps 4.8% of the unfortunate guy (or girl) health.

Furious Action:
Dodge (B+D): Yosuke taunts the opponent. If Yosuke gets hit, then he trips the opponent causing knockdown. While the attack can not be canceled afterwards it does leave Yosuke in a great position for a followup pressure. Will counter any attack including Overheads, Lows, Throws, Command Grabs and Unblockables. If you're execution and timing is pretty good, you may be able to punish certain people's jump-ins. Sadly for laugh purposes you can't kill your opponent with his dodge.

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Re: "I Can Do It Too!" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 10:36 am

"I Can Do It Too!"
Image

Specials:
Garudyne(236+236C/D Can be done in Air too): Yosuke's primary super for ending combos. This isn't something you should throw out considering it's extremely unsafe but can be made a bit more safer by moving downwards during the last few hits so you hit the ground faster and increasing the distance away from your opponent. On block Garudyne becomes a really scary mixup tool thanks to One More Cancelling into Moonsaulting afterwards, overhead confirms, lows or grabs.

Sukukaja (214+214 CD): Every ninja (well ones I know at least) has great speed in their arsenal, and this just improved Yosuke's speed and even move properties for a mere 20 seconds. Here's the pros you get:
-Ground dash becomes invisible.
-Allows him to dash cancel certain normals / moves.
-Allows 5B, 5C, 2C, j.C to all be jump cancelled.
-Grants him 4 air actions instead of 3
-Mirage Slash Slide can now be special cancelled.
-Changes the distance of Dash Spring A/B versions reach nearly full screen.
-2C causes knock back
- New auto combo

And the cons:
....... More Execution!

With the new temporary changes his combos are also adjusted so I will go about using this latter on.

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Re: "I Can Do It Too!" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 11:03 am

'Dodge This!"
Image
Combos:

BnB's:
Spoiler: show
-5A > 5B > 5C > 2C > 236A > Air 236C
-(Auto Combo) AAAA
-(Corner Combo) 5Ax2 > 5B > 5C > 2C > 236B > j.236A~Ax2 > j.236D
- Throw > One more cancel > dash 2C > 236B > j.236A~Ax2 > J.236D
- All out Attack~C > j.BB > j.2B > dj.BB > j.2B > j.236D
- 236236C > One more burst > Delay > 2B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D


Fatal:
Spoiler: show
- 2C FC > 236B > j2C > 2A > 2B > 2C > jB > j2B > Air 236A~A x2 > Air 236D
- 2C > 236B > j.2C > 2A > 2C > j.2B j.236A~A > delay j.236A~A > short delay j.2C > 2A > 2B > 2C > j.BB > j.2B > JC > j.2B > j.236D
- 2C > 236B > j.2C > 2A > 2B > 2C > j.B (2x) > j.2B > j.B > j.2B > Air 236D


Sukukaja:
Spoiler: show
- 5A > 5B > 2C > dash (slight delay) 2B > 5C > 236B > (236A~A)x3 > j.2B > j.236D
- (Auto Combo) AAAAA
- (Fatal) 2C > dash 2B > j.B (3x) > j.2B > (236A~A)x3 > j.2B > j.236D


Note: If you have the meter you can end combos with the Garaudyne super.

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Re: "I Can Do It Too!" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 11:37 am

"Hot? What the heck...."
Image
"Being Effective With Yosuke"

Gliding:
A must learn tool for all the Yosuke players is using his glide tool, being a VERY key tool in his gameplay. Gliding is performed by jumping in the air and doing 66 > j2B~A+C ( :joystick-up: :joystick-right: :joystick-right: :joystick-down-right: Jumping 2B~A+C). Gliding will allow Yosuke to keep the momentum of his air dash but he'll hit the ground much quicker and at a much better angle. Gliding can be used as a tool to get in, to mixup the opponent during a combo (5C > 2C > IAD Glide > jA or 2A or throw for the high/low) or help him bait moves since he is able to block after performing the glide. Yosuke is also able to glide backwards by doing Jump > Air turn > airdash > glide. Perfecting this technique will make all zoning matches much more tolerable and become better at punishing. Gliding can also be used as a defensive option as well by quickly getting you out of sticky situations such as being in the corner.

Being On The Offense:
If you haven't noticed Yosuke's ninja like gameplay gives him some pretty strong offensive options such as some of his strong normals. 5B allows him to perform easy frame traps. Mid-range and short-range is how our newly recruited ninja does what he do best thanks to some sweet normals (such as 5A, 5B, 2A, 5C). Being at that range to bait normals with footsies and then go in for a Fatal Counter combo using his excellent movement speed. At long range Yosuke has the option to maintain that distance and try to counter their approach with his kunais as well or trying to get in with his amazing speed. EX Dash Spring is great for catching those pesky zoners (yes you Yukiko and Elizabeth) seeing as it's projectile invincible which can lead into a some pretty good combo damage and making them think twice. Don't forget your buddy Jiraiya, utilize both Jumping D and Standing D to send him forth and catch your opponent and mixing in his gliding with it. Using Moonsault in the air to keep your opponent guessing on which side you plan to strike from is another great mix-up tool in his arsenal as well.

What to do on the defense:
Every ninja have a few tricks up there sleeves, and Yosuke isn't an exception. As mentioned above, mastering the gliding technique will help you close gaps on zoners and create gaps on characters who won't leave you alone. Not to mention Yosuke's Furious Action the "Dodge" technique is also a key defense tool, completely shutting down the opponent's pressure. Characters who like to jump around can caught by Yosuke's 2A which serves as his best anti-air and can be jump cancelled so you can maximize your damage.

Utilizing Sukukaja:
On the verge of losing and when a good time to use it? At that time. Think of it as a many X-factor that can be very dangerous if used correctly. Take advantage of the speed boost and the new ability to dash cancel some normals to keep your opponent guessing to what you'll do next. Most combos you would use would be altered thanks to the new properties you'll have but it doesn't mean give up hope, as Yosuke's new teleport (which is his dash) will help you right out. Notice I said combos (we're not just using it for the speed boost) so if you plan to use it make sure you do some damage as well.

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Re: "I Can Do It Too!" Keyblade's Yosuke Guide

Postby Keyblade » Wed Sep 04, 2013 11:47 am

Please come back and try again!…Just kidding!
Image
Credits:
- Thanks to Atlus and Arc System Works for bringing us this great game!

Videos:
Yosuke Glide Tutorial For Stick Players

Yosuke Glide Tutorial for Pad Players

Jiyuna (Yu) vs mo-co-39 (Yosuke) Part 1

Jiyuna (Yu) vs mo-co-39 (Yosuke) Part 2

Highly recommend checking out this guy's youtube page: ThursdaysDann. A very good Yosuke player.

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Re: "Getting Stronger For Saki-Senpai" Keyblade's Yosuke Gui

Postby Keyblade » Thu Sep 05, 2013 8:25 am

Free to post, will add more stuff Saturday.

Edit: Vids have been added along with a few more combos.
Your guy for all things J-Stars , Toonami, and Persona releated stuff.
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J-Stars: Tsuna/Medaka/Oga/Naruto/Killua
SFV: Ibuki/Chun-Li
DFCI: Kirito/Yukina/Miyuki
P4U: Yosuke/Naoto/Yukari
Smash: Zero Suit Samus/Pit/Palutena/Pac-Man
Blazblue: Makoto/Litchi/Tsubaki
P4A Yosuke Guide -- My Scrubby Persona Play
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Re: "Getting Stronger For Saki-Senpai" Keyblade's Yosuke Gui

Postby Keyblade » Thu Sep 26, 2013 10:39 am

Added in the changes to Yosuke for the new update with a few combos as well.
Your guy for all things J-Stars , Toonami, and Persona releated stuff.
Image
J-Stars: Tsuna/Medaka/Oga/Naruto/Killua
SFV: Ibuki/Chun-Li
DFCI: Kirito/Yukina/Miyuki
P4U: Yosuke/Naoto/Yukari
Smash: Zero Suit Samus/Pit/Palutena/Pac-Man
Blazblue: Makoto/Litchi/Tsubaki
P4A Yosuke Guide -- My Scrubby Persona Play
Eventhub's Lady Lover and One of the Worse Players in the forum!

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Re: "Getting Stronger For Saki-Senpai" Keyblade's Yosuke Gui

Postby Keyblade » Mon Feb 24, 2014 5:55 pm

Gonna Ultimax Suplex Hold-ify this thread, with final patch notes and some gameplay vids. All the frame data and stuff will be coming soon, when the game drops over here. Changes coming...
Your guy for all things J-Stars , Toonami, and Persona releated stuff.
Image
J-Stars: Tsuna/Medaka/Oga/Naruto/Killua
SFV: Ibuki/Chun-Li
DFCI: Kirito/Yukina/Miyuki
P4U: Yosuke/Naoto/Yukari
Smash: Zero Suit Samus/Pit/Palutena/Pac-Man
Blazblue: Makoto/Litchi/Tsubaki
P4A Yosuke Guide -- My Scrubby Persona Play
Eventhub's Lady Lover and One of the Worse Players in the forum!


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