Kyosuke Kagami Posted August 12, 2012 Posted August 12, 2012 The kunais shit, I already noticed Rest of the stuff, I'll use it. This char's too different to what I'm used to pick in Arcsys games. His challenge #25 is lol too. Can't get when I have to ONE MORE Dash Spring to air dash on time. Also, I wish Jiraiya was as fast as Yosuke.
Grimstar Posted August 12, 2012 Posted August 12, 2012 What are some of his best Anti air options? 5C works, but I'd prefer to not always launch them across the screen. Especially someone like Elizabeth.
Kyosuke Kagami Posted August 12, 2012 Posted August 12, 2012 Well, I use 2B and so far it works wonders for me
Chazmobile Posted August 12, 2012 Author Posted August 12, 2012 2b, this normal is stupid and I love it to bits. Plus it has a monstrous hitbox vertically as well as a pretty damn big hitbox behind Yosuke's head. On CH it can go into Dash Spring B for pretty good damage and on normal hit just a regular air combo. It's also completely air unblockable and jump cancellable on hit or block. It's just, so good. Just beware of its rather small horizontal hitbox and long recovery (IE: Don't get baited) 5a also functions as an anti-air in certain situations where 2b may be too slow, this is due to its 5 frame startup and generous hitbox. What an absolute monster.
Kyosuke Kagami Posted August 12, 2012 Posted August 12, 2012 Oh I thought I was just lucky (or I was facing really shitty players) coz abusinig 2B neutralized most of the shit people tries in lol ranked It's like people forgets P4A doesn't feature faultless / barrier.
Grimstar Posted August 13, 2012 Posted August 13, 2012 2b, this normal is stupid and I love it to bits. Plus it has a monstrous hitbox vertically as well as a pretty damn big hitbox behind Yosuke's head. On CH it can go into Dash Spring B for pretty good damage and on normal hit just a regular air combo. It's also completely air unblockable and jump cancellable on hit or block. It's just, so good. Just beware of its rather small horizontal hitbox and long recovery (IE: Don't get baited) 5a also functions as an anti-air in certain situations where 2b may be too slow, this is due to its 5 frame startup and generous hitbox. What an absolute monster. Oh god. Why did I not think of this move...?
BatousaiJ Posted August 13, 2012 Posted August 13, 2012 2B is really quite amazing, add to the fact that there's no barrier guarding in this game to block air unblockable moves and you can see how you can abuse this move to catch people air teching as they land.
colorblind Posted August 13, 2012 Posted August 13, 2012 2b, this normal is stupid and I love it to bits. Plus it has a monstrous hitbox vertically as well as a pretty damn big hitbox behind Yosuke's head. On CH it can go into Dash Spring B for pretty good damage and on normal hit just a regular air combo. It's also completely air unblockable and jump cancellable on hit or block. It's just, so good. Just beware of its rather small horizontal hitbox and long recovery (IE: Don't get baited) 5a also functions as an anti-air in certain situations where 2b may be too slow, this is due to its 5 frame startup and generous hitbox. What an absolute monster. An absolute monster is right, he's definitely on my play list (lol music puns) any wayyea his j.2b is retardedly good and it's stuff so much, though i seem to have trouble following up afterwards with b's or any other moves. Also, has any one made/posted any videos about using moonsault? I found myself stuck in training mode/challenge 19 and i'm out of ideas frankly, i read pretty much everything here but i still feel stuck, any suggestions would be appreciated
Swiffle Posted August 13, 2012 Posted August 13, 2012 Also, has any one made/posted any videos about using moonsault? I found myself stuck in training mode/challenge 19 and i'm out of ideas frankly, i read pretty much everything here but i still feel stuck, any suggestions would be appreciated After lining up the first moonsault, I just mash A until it hits, then quickly QCF until it hits again, then repeat. I'm pretty noob, but input buffer is pretty friendly on it I couldn't get the dash spring OMC air dash though, challenge 25. I just can't dash/instant airdash reliably with stick or with wasd on keyboard I might need a hitbox. vs zoning characters got a bit easier once I learned how EX Dash Spring went through projectiles, pretty amazing.
Claxus Posted August 13, 2012 Posted August 13, 2012 So how are Yosuke's SP skills in terms of use and viablity? This is what I know: 236AB - Awesome to close in, and invincible to projectiles(?). Any good combo follow ups? Maybe on counter? j.236CD - Kunai toss is safe because of dash cancelling (Any real use in combos where it's worth the 25 SP? I can only hit with some normals after it) 236CD - Tentarafoo, good to cause Confusion nearly across the map. Is Jiraiya invincible during it? j.2CD - Teleport down without having to risk a low kick. Good potential on combos it seems, but can it combo outside of fatal counter? j.236AB - It's a Moonsault Crescent Slash in place... But what's its use? Only use I can think of is using it after a normal Moonsault or two to catch some people off guard who will try to block the other direction... Yeah, never mind, no one will fall for that. Is it safe on block? Invincibility? Combos? I don't get this one...
Kurushii Posted August 13, 2012 Posted August 13, 2012 j.2CD is just a waste. It has landing recovery and can be punished easy. j.236AB I love to use to trick people into blocking the wrong direction.
BatousaiJ Posted August 13, 2012 Posted August 13, 2012 (edited) So how are Yosuke's SP skills in terms of use and viablity? This is what I know: 236AB - Awesome to close in, and invincible to projectiles(?). Any good combo follow ups? Maybe on counter? j.236CD - Kunai toss is safe because of dash cancelling (Any real use in combos where it's worth the 25 SP? I can only hit with some normals after it) 236CD - Tentarafoo, good to cause Confusion nearly across the map. Is Jiraiya invincible during it? j.2CD - Teleport down without having to risk a low kick. Good potential on combos it seems, but can it combo outside of fatal counter? j.236AB - It's a Moonsault Crescent Slash in place... But what's its use? Only use I can think of is using it after a normal Moonsault or two to catch some people off guard who will try to block the other direction... Yeah, never mind, no one will fall for that. Is it safe on block? Invincibility? Combos? I don't get this one... 236AB is indeed invincible to projectiles and goes full screen. On CH, it'll launch them off just like 236B does normally and you can continue for crescent hits. j.236CD is amazing for reset scenarios due to j.236CD > j.D tech trap that will let you land before your opponent and get a meaty unblockable 2B on them. 236CD doesn't have any invulnerability as far as I can see but it's basically full screen unblockable if they're on the ground. j.2CD isn't something I've been able to fit into my playstyle too much but I feel like it has potential for mind games. j.236AB is as simple as it seems from what I can tell but yet another tool in Yosuke's huge arsenal to trick people up. Yosuke is just a tools monster with all sorts of ways of tricking up your opponent. The main problem is being able to control him accurately at his full speed which I doubt many people can do. I'm making it an active point to really add some interesting pressure tools including ambiguous crossovers and free pressure covered by persona support. I have plans for a small video showcasing his mixup/tools option but that's only if I get enough material so we'll see. Edited August 13, 2012 by BatousaiJ
Chazmobile Posted August 13, 2012 Author Posted August 13, 2012 If you do get round to making this video it may be a good idea to stress just how GODLIKE his normals are too
BatousaiJ Posted August 13, 2012 Posted August 13, 2012 If you do get round to making this video it may be a good idea to stress just how GODLIKE his normals are too Good idea. I plan to put a lot of funny stuff in there like a bunch of crap you can do with wonky hitboxes and Yosuke's FA.
Reioumu Posted August 14, 2012 Posted August 14, 2012 streaming some yosuke right now http://www.justin.tv/reioumu
Milln Posted August 14, 2012 Posted August 14, 2012 (edited) I hate to make my first post on Yosuke sound negative, but there's a lot of information in the data thread that's incorrect. 5D does not have a full screen hitbox, but 5DD will allow it to with the uppercut. j.5D DOES go full screen and beyond. The wiki says j.5C can be held to extend the hitbox. If i'm interpreting this as "Hold C to keep the attack there until you land" this is incorrect. Information about Dash Spring, Moonsault, and Mirage Slash/Transform Ripper putting you in a special cancellable aerial state would be helpful. You can use many many options from it that won't be readily apparent to a new player. Moonsaults forward, Moonsaults back, Kunai... Mirage Slash, all that. The description on Flying Kunai in the Data thread is incorrect, but the wiki is. The D version actually pops him up a bit higher than the C version, as well and has just a bit more landing recovery. C Version seems to be at least safe on block pending on height. Moonsault should be noted as a high attack. Tentarafoo should be noted that it won't catch jumpers or rollers because it definitely is, as written, an unblockable ATTACK and not a command grab. D version should have the specific "Goes 3/4's the screen" instead of the vague "almost full screen". EX version definitely tracks, but it still won't go full screen. Sukukaja Lets him have four air actions, not the listed five. All of Yosuke's normals except 2A and 2AB, and AB are jump cancellable anyway, it does not make Mirage Slash dash cancellable, but what it DOES do is this: Sukukaja speeds up all of his moves by just a hair(for example, I swear 2A, 2B, 5B combos quicker than normal Yosuke), Let's him forward or back dash cancel all of his non special moves minus 2A, 2AB, changes his autocombo, 2C now launches away on normal hit. The startup of his dash is invisible, it is not a teleport and as such Yosuke will get hit out of stuff. The wiki also says it hits the opponent and this is also incorrect. Edited August 14, 2012 by Milln
Kurushii Posted August 14, 2012 Posted August 14, 2012 Data threads don't matter. If you notice something wrong on the wiki then go fix it. lol
Sharkkato103 Posted August 14, 2012 Posted August 14, 2012 Sukukaja Lets him have four air actions, not the listed five. All of Yosuke's normals except 2A and 2AB, and AB are jump cancellable anyway, it does not make Mirage Slash dash cancellable, but what it DOES do is this: Sukukaja speeds up all of his moves by just a hair(for example, I swear 2A, 2B, 5B combos quicker than normal Yosuke), Let's him forward or back dash cancel all of his non special moves minus 2A, 2AB, changes his autocombo, 2C now launches away on normal hit. The startup of his dash is invisible, it is not a teleport and as such Yosuke will get hit out of stuff. The wiki also says it hits the opponent and this is also incorrect. Just wanted to add a few points. Sukukaja lets his normals become jump cancellable on BLOCK, which is normally not the case for all his normals, they're usually only jump cancellable on hit, so now 5C, 2C, 5B, etc are all jump cancellable on block, allowing for sick "any move canceled into airglide over for more mixup" pressure. Mirage Slash becomes SPECIAL cancellable, not dash cancellable, so you can go straight into Dash Spring or Tentarafoo on hit or block. Just wanted to make sure that if we're changing information we're getting correct information.
Milln Posted August 14, 2012 Posted August 14, 2012 Data threads don't matter. If you notice something wrong on the wiki then go fix it. lol Done!
Kamano Posted August 14, 2012 Posted August 14, 2012 (edited) So, shorthops, anyone found any interesting uses for them? I think they're definitely a worthwhile addition to Yosuke's arsenal, in at least a couple specific cases. First one is that dashing before a shorthop gives it a very KOF style feel. It's certainly possible to combo out of a shorthop j.B with a 5A afterward... it's tight, but it's more than doable. In Sukukaja, Yosuke's shorthop out of a dash goes damn near halfscreen. The dash's disappearing quality in Sukukaja gives opponent's a distinct visual to look for to know you're coming at them, and to either block or dp or what have you. But being able to reappear and come in swinging high here seems like a strong ability to have. The second and I think far more useful one is using the shorthop while at fullscreen to quickly and easily fire off a j.D very close to the ground. It's like a 5D that actually goes completely fullscreen, and is significantly harder to punish since Jiraiya travels through the opponent after connecting instead of just stopping. I think this sets up a very solid approach dashing in behind Jiraiya, and is a much more consistent and quick way to do this sort of setup than an IAD j.D or just neutral jumping and hitting it on the way down. If this is already a commonly used thing, I apologize, I haven't watched all that many match videos at this point to see if this sort of thing gets used. Edited August 14, 2012 by Kamano spelling fixes
fyvard Posted August 14, 2012 Posted August 14, 2012 So I just recently picked up Yosuke, and while I like playing with him I honestly have no idea what I am doing. I was wondering if you guys could give me some insight on what his blockstrings are, and how I can pressure my opponent.
ZeroRaider Posted August 14, 2012 Posted August 14, 2012 Buzz around them until they open up. WELCOME
BatousaiJ Posted August 15, 2012 Posted August 15, 2012 Man, I wish 5D had better active frames than what it has, I feel like people can very easily mash break 5DD traps and transitions with little problem. \ It's a shame because you can setup some really awesome pressure strings with 5DD back up.
Reioumu Posted August 15, 2012 Posted August 15, 2012 Streaming some more 700+ psr yosuke http://www.twitch.tv/reioumu
Grimstar Posted August 16, 2012 Posted August 16, 2012 So I just recently picked up Yosuke, and while I like playing with him I honestly have no idea what I am doing. I was wondering if you guys could give me some insight on what his blockstrings are, and how I can pressure my opponent. You pretty much do whatever you want. Basic blockstring for me is 5A/5B, 5C, 2C, Dash Spring A From there that's where his mixups begin. You can simply moonsault over them and hope for a cross up, or mirage slash them, or kunai to end the block string. The thing about yosuke is that he keeps people guessing. Once you start doing stuff like dash spring > mirage slash cancel > moon sault/kunai that's where you catch people off guard. Basically mess with Mirage slash, it's a really good mixup tool
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