Pssych Posted November 20, 2014 Posted November 20, 2014 (edited) Yosuke Hanamura - Official 2.0 Translations Thanks Ohno and Xie for the translations! Official changelog video from ASW Standing AAA (Both Forms) Reduced recovery, can now move while midair During auto combo, now performs Garudyne after the kunai are thrown Sukukaja Auto Combo Added Fatal Recovery state Sukukaja Standing A (5th Hit) Now floats higher on hit, reduced untechable time and is now ground techable Crouching A Decreased attack active frames Standing B Increased recovery time Standing C or Crouching C Now counts as a separate move between normal and Sukukaja versions Jumping A (And Jumping BB) Increased startup time Decreased hitbox area of bottom portion Jumping A+B Can no longer be canceled during the initial frames to cause a trajectory change Jumping C Decreased startup time, increased number of hits Improved frame difference when blocked Decreased untechable time Persona now appears lower Sweep Decreased recovery time All Out Attack Increased total hitbox area of interior area, making it harder to whiff up close Reduced recovery time All Out Attack Finish D Now blows the opponent farther away Ground or Air Throw Decreased total poison time Increased hitstun on ground throw Dodge Decreased active frames Can now ground teched on air hit Dash Spring (All Versions) Decreased recovery on hit for A and B versions Increased blowback on air hit for A and SB versions, decreased blowback for B version B Dash Spring Decreased pushback and ground hit SB Dash Spring Decreased startup time Increased untechable time Increased blockstun when blocked Tentarafoo (All Versions) Decreased startup time Removed Fatal Recovery state, now causes Fatal Counter on hit Increased float on hit, floats even higher on counter hit Can be dash canceled during Sukukaja No longer pushes the opponent, won’t miss the opponents this way Flying Kunai (All Versions) Thrown kunai now spread out while flying Reduced landing recovery, can be One More Canceled Changed blowback on hit, can now be followed up in the corner During Sukukaja, can be air dash canceled A Flying Kunai Now flies at a slower speed Mirage Slash (All Versions) Now becomes invincible sooner Persona is invincible during the move Persona now disappears slower Changed properties of D and SB version, D version does not attack while SB version does Moonsault Invincibility window on the A and B versions is now later A Moonsault Changed trajectory, now moves more horizontally SB Moonsault Decreased startup time Decreased landing recovery Decreased horizontal movement speed, easier to hit the opponent with Adjusted blowback, making it easier to combo into Crescent Slash Crescent Slash (All Versions) Adjusted blowback, making it easier to combo into Crescent Slash Changed attack property, making it harder to accidentally perform Flying Kunai A Crescent Slash Decreased falling speed after attack B Crescent Slash Increased startup time Flying Flash Cut (All Versions) Adjusted blowback on hit, now easier to hit with the second hit Reduced untechable time on C and D versions, increased untechable time on SB version Decreased recovery on D and SB versions, can be canceled into other skills earlier Can perform Moonsault in either direction after One More Cancel Persona now disappears slower SB Flying Flash Cut Decreased startup time Projectile invincibility now starts earlier, runs out in the later portion of the attack Worsened frame difference when blocked Air Attack/Movement Limitations All aerial attack limitations are now counted separately (Moonsault X 3 > Mirage Slash or Flying Kunai etc can be done) Flying Kunai can be performed up to 3 times per jump Flying Kunai can now be performed even while kunai are still on the screen Mirage Slash can only be performed once while airborne Sukukaja (All Versions) Invincibility during the superflash now continues D Sukukaja Decreased effect time Shippu Nagareboshi (All Versions) Added Fatal Recovery state Changed trajectory (C version is diagonal, D version is straight up, and SB version is horizontal) Certain Persona Attacks Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C) (Japanese player Mokke also believes his combo rate was changed to 60% from 70%) [Any post before Jan 8th, 2015 are from the loketests and no longer valid] Edited January 14, 2015 by Pssych
BatousaiJ Posted November 20, 2014 Posted November 20, 2014 The ability to do three moonsaults and still continue with v-slash is nice, assuming you can mirage slash afterwards and ok even if you can't. I'm wondering if that means you can do 4 moonsaults in sukukaja and still do v-slash ender. Either way, it has a good possibility of increasing some practical max damage which is always nice. The nerf to tentarafoo is disappointing but given its situational usage, it's not too big of a deal. Throw supercancelable is really nice for unburstable ways to end fights with garudyne or just a good amount of damage with sukukaja. The biggest buff is most definitely that persona invincibility during start up frames as you know there are countless times where you would have otherwise gotten a trade of hit ends up with you with one less persona card. I was already using 5C for neutral footsies and not will be much better now. Overall, I like what I'm seeing already and he's probably even stronger with this patch if that's all there is to it.
PK Gaming Posted November 20, 2014 Posted November 20, 2014 The calm before the storm Whatever nerfs they've got planned for this character will be nuts Bracing myself for the worst
PK Gaming Posted November 23, 2014 Posted November 23, 2014 -Comboing C V-Slash>j2C is possible from B Run and air combos Does that mean that Yosuke lost -5A > 5AA > 5AAA > 6C > j2C?
Pssych Posted November 23, 2014 Author Posted November 23, 2014 (edited) No because that's still part of his autocombo (5AAA > V Slash). And no one mentioned it so he still has it. Mokke is just saying that "Yes, we still get a knockdown off things" Edited November 23, 2014 by Pssych
BatousaiJ Posted November 24, 2014 Posted November 24, 2014 They kept gliding during the transition between 1 and 2 and now they're getting rid of it... IN A PATCH?! This makes no sense.
Strife Posted November 24, 2014 Posted November 24, 2014 They kept gliding during the transition between 1 and 2 and now they're getting rid of it... IN A PATCH?! This makes no sense. In the first game, Yosuke had issues elsewhere. In Ultimax, he's much more dangerous and they decided to change that with 2.0.
heavymetalmixer Posted November 24, 2014 Posted November 24, 2014 If we were able to choose which we must let go: Glide or all the other things, I'll surely choose the glide. All those nerfs really hurt.
MonkeyBizness Posted December 24, 2014 Posted December 24, 2014 I have a little anecdote to help everybody understand my melancholy reaction to these changes. As many of you may have heard already, when Yosuke hits Yu Narukami while Yosuke falls from a jump attack-- in their matchup in this game, Yosuke says "I CAN DO IT TOO." In the first version of Ultimax, that was absolutely true. Yosuke and Yu stood triumphantly together, partner and partner, at the top of the tier list podium, both having great combos. But with all of those combo changes and nerfs Yosuke is about to receive, Yosuke will feel weak. He is not supposed to be weak. HE CAN DO IT TOO. Man, right when Yosuke started to feel fantastic about himself, right when he believed that he "could do it too", just as well as Yu, he appears to be getting wrecked by wrathful developers. Don't let Yosuke fall to jealousy for Yu, again. Don't force Yu to have to beat Yosuke up in a park again. You can take the glide, that's a mess-- but leave Yosuke's combos as they are, please. The glide is already a huge takeaway, but it can go. Couldn't the glide just be blown up and made ineffective, by doing this? https://www.youtube.com/watch?v=Df30vMLsq0M
heavymetalmixer Posted December 24, 2014 Posted December 24, 2014 I have a little anecdote to help everybody understand my melancholy reaction to these changes. As many of you may have heard already, when Yosuke hits Yu Narukami while Yosuke falls from a jump attack-- in their matchup in this game, Yosuke says "I CAN DO IT TOO." In the first version of Ultimax, that was absolutely true. Yosuke and Yu stood triumphantly together, partner and partner, at the top of the tier list podium, bot having great combos. But with all of those combo changes and nerfs Yosuke is about to receive, Yosuke will feel weak. He is not supposed to be weak. HE CAN DO IT TOO. Man, right when Yosuke started to feel fantastic about himself, right when he believed that he "could do it too", just as well as Yu, he appears to be getting wrecked by wrathful developers. Don't let Yosuke fall to jealousy for Yu, again. Don't force Yu to have to beat Yosuke up in a park again. You can take the glide, that's a mess-- but leave Yosuke's combos as they are, please. The glide is already a huge takeaway, but it can go. Couldn't the glide just be blown up and made ineffective, by doing this? https://www.youtube.com/watch?v=Df30vMLsq0M Come on ASW, we want to say "HE CAN DO IT TOO".
Pssych Posted January 9, 2015 Author Posted January 9, 2015 (edited) Like BB, we got changelog videos for 2.0. https://www.youtube.com/watch?v=SQjGykCskMY#t=183 (Note: These are probably not ALL the changes, just some) Changelog video for Yosuke: -Kunai / j2C after 3 moonsaults -Better Tentarafoo ranges -Tent hits FC (3.4k meterles) -j2C from SB V Slash -Dash cancelable Tentarafoo in Suku??? Tent being a FC (This means, no matter what, Tent will ALWAYS hit Fatal) is nice because it means we no longer have to waste meter to combo from it when we hit it (which is rare). Edit: Started translating his official changes from the PDF. Glide is gone, sorry guys. Edited January 9, 2015 by Pssych
Pssych Posted January 10, 2015 Author Posted January 10, 2015 First post has been updated with the official 2.0 changes, enjoy.
heavymetalmixer Posted January 10, 2015 Posted January 10, 2015 The buffed the Specials, but nerfed what I didn't wanted to be nerfed: the Normals. I said earlier, I don't care about the glide but the 5B and j.A nerfs will hurt me. PD: Kunais three times per jump? Prepare your asses for the massive Kunai Spamming
Buttface Posted January 11, 2015 Posted January 11, 2015 suku autocombo and whoo got fatal recovery, not fatal counter sorry
LaowPing Posted January 12, 2015 Posted January 12, 2015 Going to miss the glide but those combos.... They looked beautiful. I feel like Yosuke is going to become like Taokaka, staying airborne throughout almost the entire damn combo.
Balguna Posted January 12, 2015 Posted January 12, 2015 Note the damage nerf on Crescent Slash; the first Slash did only 600.
Pssych Posted January 15, 2015 Author Posted January 15, 2015 (edited) Some 2.0 stuff via Saitaku/Mokke: Kunai (They got real damage again) Aクナイ549dmg(12hit) Bクナイ449dmg(10hit) SBクナイ524dmg+毒(11hit + Poison) Crescent SlashAムーン600dmg Bムーン700dmg SBムーン1300dmg Mirage SlashC変幻1000dmg SB変幻1200dmg V slash C飛翔600dmg D飛翔800dmg SB飛翔1000dmg Tentarafoo Cテンタ1000(fc1200)dmg Dテンタ1000(1200)dmg SBテンタ1000(1200)dmgGarudyne Cガルダ2325dmg Dガルダ2880dmg SBガルダ2560dmg Whoo (Suku Super) C流れ星1850dmg D流れ星2000dmg SB流れ星2240dmg Throw 投げ1100dmg(Ground) 空投げ1400dmg (Air) --- Minimum Damage (P4U2 1.x > 2.0) Garudyne Cガルダイン 837→683Dガルダイン 960→864SBガルダイン 993→768Whoo C流れ星 783→720D流れ星 937→792SB流れ星 1069→900 jB is still strong 5B is now -2 D Mirage is good Kunai is back to doing slightly real damage Suku 2C no longer fatals and damage is overall lower because of the 60% combo rate. Example: 5A>5B>5C>2C>B駆け>C変幻>A苦無>Dガルダイン 2455dmg (This combo was notated wrong) 5A > 5B > 5C > 2C > B Run > C V Slash > j2C > D Garu (This combo does 3247 normally) Edited January 15, 2015 by Pssych
R4KID Posted January 27, 2015 Posted January 27, 2015 Whooo damn! Kunai is incredibly useful now! https://www.youtube.com/watch?v=LRt4Q27OFQ0
_mk40_ Posted February 5, 2015 Posted February 5, 2015 I feel neutral is gonna feel quite annoying for the opponent hehe those kunai's
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