Yasuo
Yasuo | |
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- An Ionian of deep resolve, Yasuo is an agile swordsman who wields the air itself against his enemies. He excels at mid-range, using the power of the wind to dash through opponents and block projectiles.
Yasuo is from Ionia.
Yasuo is a mid-range and technical character with strong mobility options and anti-projectile options, allowing him to create space and swiftly rush the opponent down as he wishes. His normals from his long sword grant him amazing range to catch people who try to get away, as well as quickly punish whiffed buttons from the opponent to convert into some of the best solo damage in the game.
His trademark special, Calm (2+S1), has numerous follow-ups that are swift enough to catch opponents who dare mash back on his pressure, as well as many combo and mix-up tools. Uniquely, it can be cancelled from any special, including its own follow-ups. This can allow Yasuo to cancel his unsafe normals and specials, let him retreat swiftly, or continue his flurry of slashes on the opponent with ease.
If you enjoy being able to quickly engage and disengage on your own terms, as well as use the wind to create deadly 50/50 situations to quickly destroy opponent's health bars, or just technical characters in general, Yasuo might be the character for you.
Specials
Steel Tempest
Mid-range stab. Strike a wind wall to project a long-range blade of wind.
A mid-screen poke and blockstring ender. Has multiple hits, so it can break armored moves. Can convert into Storm Breaker fairly easily as a counter-poke/fireball punish.
Sweeping Blade
Quick dashing strike. Hold to cross up.
The first hit of the Sweeping Blade rekka. Unsafe on its own, so you should be canceling this into Skybound Blade on hit and using Headwind or Parting Blade with an assist on block to stay safe.
Dwelling Blade
Followup strike.
The second hit of the rekka. This can only go into Parting Blade and is still pretty unsafe on its own.
Parting Blade
Followup strike that passes through opponent and launches them.
The final hit of the rekka that crosses up the opponent. On hit, it launches the opponent which can be followed up by a Handshake Tag combo, otherwise going into a hard knockdown for okizeme. Uniquely, it cannot be cancelled into Calm on block, so if this gets blocked, you're eating a big punish. Not very useful without an assist if the opponent knows the cross-up, or mashes out of it.
Skybound Blade
Rising followup slash. Cancelable into air specials.
The launching hit from the rekka. Cancellable directly into air specials like the charged version of Gale Blade for a combo. Multiple hits, so you can catch people who are trying to mash out of the rekka with armor, but not very reliable on block otherwise. Expect to eat a punish without an assist covering you.
Turbelent Wind
Cut the air to create a cyclone projectile. Hold S2 while standing to create a more distant projectile. Strike a wind wall to create a large whirlwind.
Wind Wall
Summon a Wind Wall that stops enemy projectiles. Strike it with S1 or S2 to enhance those attacks.
Calm
Yasuo sheathes his sword and prepares for a variety of followups.
Stomp
Quick stomp.
Lashing Wind
Close anti-air.
Sever Wind
Long-range slash.
Sever Cloud
Long-range anti-air.
Zephyr Step
Dash that passes through opponent.
Updraft
Quick leap.
Tailwind
Dash and exit Calm. Another stance followup can be used early in the dash.
Headwind
Backdash and exit Calm. Another stance followup can be used early in the dash.
Exit Calm
Exit Calm.
Gale Blade
Quick dashing strike.
Returning Gale
Followup strike.
Settling Gale
Diving stab followups that knocks down the opponent.
Supers
Storm Breaker
Yasuo dashes through his opponent, striking them many times. Projectile invulnerable.
- 285 Damage (total)
A dashing strike that travels about two-thirds of the screen. Confirms off many normals as well as OTG Stomp for extra damage. Crosses up at close range, but still pretty horrible on block. Connecting this move at lower heights usually lets followup Double Down supers connect easily.
Rise, With the Wind
Yasuo summons an enormous tornado, launching opponent. Hold Up + S1 + S2 to spend two more bars and cancel into Last Breath.
- 220 Damage (total)
A super that can OTG opponents, so this is what you should use to add extra damage to your hard knockdowns from 3[H] and Settling Gale. If you have 3 total bars, you can cancel this super into Last Breath for some additional damage. This move is not as friendly as Storm Breaker is for Double Down supers, but cancelling the first 2-3 hits is still fairly reliable.
Last Breath
Rising slash that carries opponent through the air, repeatedly slashing them.
- 485 Damage (total)
An invincible reversal and your best combo ender. This move switches positions for Yasuo and his opponent, though Yasuo is advantageous enough that he can dash up for okizeme. Cannot OTG, so comboing into this move via OTG requires you to use Rise, With the Wind first. Combined with Rise, with the Wind, grants some of the best solo damage in the game by far. Optimal routes into this can deal as much as 800 damage in the game, allowing you to two-touch characters with mastery.
Development
Yasuo was first unveiled as a fighter in 2XKO on August 4, 2023[1].