The Unforgiven - All-Rounder
2XKOYasuo Guide - Moves, Combos, and Overview
Overview
Yasuo is a samurai-style hero who wields a deadly sword. While he is one of the most challenging heroes to play, the depth of his combos and tech makes mastering his kit feel rewarding.
Players who like the challenge of high execution and enjoy flashy combos often gravitate towards
Yasuo.
As an all-rounder champion, he truly feels like he can do everything you'd want a character to do. Against projectiles, he has excellent counterplay; the long reach of his specials enables him to excel at mid-range. At close-range, he also has a quick jab and good mix-ups.
From the fundamentals of his neutral game to bread-and-butter combos for every scenario, this guide will cover everything you need to know to dominate the ranked ladder with the Unforgiven Samurai.
Strengths And Weaknesses
- Able to zone and rushdown
- Strong anti-zoning tools
- Deep arsenal of mix-ups
- His medium attacks have long recovery when missed, leaving him open to be coutnerattacked
- High execution floor and ceiling
- Weaker on Assist
Unique Mechanics
Stance
Down
S1 Special puts Yasuo in his Calm stance. From there, he gains access to an additional set of unique attacks.
Stance has 6 Moves, plus a forward/backward dash, and the option to exit Stance.
Stance Cancels
Just as important as the actual moves is
Yasuo's ability to Cancel all Stance attacks into back into Stance, as long as the attack made contact with a player or deployable.
To Stance Cancel, input
Down
S1 Special right after the first attack hits.
Mastering Stance Cancels is crucial if you want to execute his advanced Combos, and make his stance attacks safer on block.
Kara Stance
Additionally,
Yasuo can Kara cancel Tailwind/Headwind dash into any of the other Stance moves.
- "Kara" is a common fighting game term that refers to tech where you use the start-up animation of an attack to move your character, then cancel it into different attack.
More advanced combos will require you to forward dash kara cancel.
- A common combo starter using stance cancels and kara cancel is:
M Attack >
H Attack >
S1 Special > stance cancel >
Forward (kara cancel)
M Attack > multiple combo routes from there.

Backwards kara cancel with Stance ->
H Attack can be used to bait an attack and whiff punish.
Floaty Air 2H
Most champions in 2XKO have a crossup with
Air
Down
H Attack.
Yasuo does as well, but his
Air
Down
H Attack bounces him up a bit, causing him to float in the air.
This mechanic can be exploited to create crossup mix-ups, and to chain into
Air
S1 Special
Hold.
If you attempt to crossup, the fall depth needs to be lower than average because of this mechanic as well. Players often whiff the air attack accidentally due to the floatiness.
From Short to Long Range
Up close, Yasuo has a fast jab, crossups, high/low mix, and good buttons. At longer ranges, he's deceptively good at zoning because of Windwall >
S1 Special and Stance >
H Attack.
Players can choose their optimal range based on playstyle preference. A privilege that most champs do not possess.
How to Play Neutral
Safest Options
5M
Yasuo's best neutral tool is standing
M Attack. The attack comes out in only 10 frames, can be used to poke, whiff punish, and anti-air. It's also his best combo starter.
At point-blank range,
M Attack is not safe on block, so make sure to cancel into
S1 Special or cover with an Assist.
One important downside to using
M Attack in neutral is that it has a very long recovery. If you just barely miss your opponent, they have time to react and counterhit
Yasuo.
S1
S1 Special is deceptively quick, has good range, and can be both stance canceled and Super canceled.
S1 Special has a lot of pushback and block stun; as long as you stance cancel, the move can't be reliably punished on block.
Also, the attack hits twice, making it a natural counter against enemy moves with armor such as
Braums Ice Shield and
Blitzcrank's empowered steam grab.
5L
Yasuo has a 6-frame jab, which is tied for the fastest move in 2XKO. The range is very short, but in point-blank situations, this is your best tool for interrupting the opponent's attack.
In scrambles, mashing jab is a viable strategy because it will either beat or trade with an opponent who is also mashing.
L Attack will also beat tick-throws and block strings that leave a 6 frame window, such as
Vi's crossup Sway.
- Be careful of moves with invincibility such as lvl 3 Ultimates that will punish you for mashing.
2L
Down
L Attack must be blocked low, and reaches farther than standing
L Attack. At only a 7-frame startup, this is one of
Yasuo's best footsie tools.
Catch a whiff punish with
Down
L Attack and you can combo into
M Attack and go into any combo you'd like.
Wind Wall

Against projectile champs like
Jinx, Wind Wall is your best ability. Only beams can pierce it (ex:
Jinx
S2 Special Super), but it destroys all other projectiles.
When facing a team that has a Point or Assist champ looking to use projectiles, throw up a Wind Wall to shut down their pressure.
Using Wind Wall to condition your opponent is also very effective. If you keep
S1 Special or
S2 Special into it, opponents will likely attempt to jump over to counter. Wait and anti-air them to pull a reverse counter.
Anti-airs
2H
Down
H Attack is the anti-air Yasuo should use most of the time. It has a huge hitbox compared to other anti-airs.
Even though the animation surrounds
Yasuo, this will not hit crossups.
Down
H Attack is NOT safe on block if the opponent has a quick aerial, or is standing on the ground.
S1> 2H
Sever Cloud reaches across more than half of the screen and wall bounces, making it Yasuo's most deadly anti-air.
Against opponents like
Teemo you often jumps and spams projectiles,
Yasuo can catch them out of the air with this attack.
Compared to
Down
H Attack, the start-up is significantly longer since you need to stance, then
H Attack. When you need to reactively anti-air, the universal launcher is the better option.
How to Approach

Yasuo's walk is extremely slow. This forces him into a high-commitment approach game.
- His dashes are super fast, however, so you can mix-up
Back Dash and
Dash to confuse and bait your opponent. - Forward jump also goes farther than other champs, meaning
Yasuo can jump over attacks that many other champs cannot. - Cover your Jump in with an Assist. You can create crossup situations, or just get on top of the opponent to put them in your block pressure.
- Stance >
S1 Special can also be used to approach and to crossup enemies. - Wind Wall and Whirlwind are effective in covering your approach against projectiles.
Primarily, you need to use your big sword attacks like 5M, and Stance >
H Attack to condition your opponent into blocking, which then creates openings for you to approach.
As Assist Champ
When to Forward Assist
Yasuo's
Forward
Tag naturally crosses opponents, making it great to setting up an easy sandwich with or without
Freestyle.
The attack itself comes out slower than most Assists, so you'll need to cover him during the startup by putting the opponent in block stun.
Forward
Tag Assist is ok for combos, but doesn't juggle as good as many other Assists. Most of the time you'll either use it to cover your Point champs air approach or for block string mix pressure.
When to Back Assist
Windwall as an Assist can be useful against projectile zoners like
Jinx and
Teemo.
Yasuo can also be tagged in immediately after Back Assist, then use
S1 Special /
S2 Special into the Windwall as usual for an immediate big hit.
- Important spacing note: Unless your opponent is already backed into the corner, they can easily run away from your approach and you'll have to leave Windwall behind you.
When the opponent is already in the corner, Yasuo's Back Assist is great for protection and to threaten the
Tag >
S1 Special
Block Pressure
Block Strings
Generally, you'll want to end Block strings with S1 for the reason listed above. It has great push back, making it nearly impossible to punish with a L, and it can be stance cancelled for a mix-up.
Block String with Assist
The common block string enders to cover with an assist are: 6S1 > S1 > S1 and 6S1 -> S2.
You can input the initial 6S1, Handshake Tag, then input in the follow up Special to make Yasuo finish the string while your new champ starts their block pressure.
Lockdown Tools
S1 hits twice, can be Stance cancelled, and is
Yasuo's primary lockdown tool.
Hit a blocking Opponent with S1 while calling Assist, then Stance into Dash or S1 passthrough to create a sandwich left-right mix-up.
Windwall > S2 (Whirlwind) hits multiple times, can be set up to hit meaty with good Oki, and buys you time to set up a sandwich with your Assist.
Tick Throws
When opponents have been blocking your offensive pressure, use
L Attack > (brief pause) > throw to punish them for blocking.
M Attack can also be used as a tick throw, but the recovery is longer, making it more risky if you don't have the read.
Another great throw mix-up is to: Stance >
S2 Special > (do nothing) land and immediately throw.
The Same conditioning applies. First, confirm that your opponent blocks your Stance >
S2 Special high/low mix-ups, then punish them for blocking with a throw.
- When you do land the throw, it's good have practiced connecting his
S2 Special Super. - As shown in the clip, the
Dash is very brief. Just barely late, and the Super will not hit.
Additionally, when an opponent is empty jumping, or keeps jump back blocking, hit them with an Air Throw combo:
Tip: Buffer the Stace input (
Down
S1 Special) as you're falling and immediately
L Attack. The Stomp needs to happen quickly. No need to dash.
Mix-Up Game
Yasuo's go-to methods for mixing your opponent and land successful hits
S1 HOLD

The easiest ground crossup is
Forward
S1 Special
Hold.
A common block string is:
L Attack >
M Attack >
H Attack>
Forward
S1 Special
Hold.
- Players become very conditioned to his attack due to its dominance in lower-rank play. As you climb, opponents will be parrying this string.
A more effective approach is to combine
Forward
S1 Special
Hold with an Assist or other crossup pressure, so the move is not telegraphed.
The long 27-frame start-up means a prepared opponent has time to parry reactively on sight.
Stance > S1
Less committal and cannot be parried, but can be punished if the opponent waited and gets the read.
However, its great for mixing your opponent solo and with Assists. When solo, if an opponent started parrying your
Forward
S1 Special
Hold. , Stance >
S1 Special will bait the parry and allow you to punish.
Solo or with assist, you get the cross, then can high/low or strike/throw to start your combo.
High/Low
Yasuo has no standard overhead as most champs do. Instead he has Stance >
S2 Special > (
L Attack /
H Attack /
S1 Special
Hold
Below is a list of different Updraft mix-ups you can implement into your arsenal:
H Attack to hit them high and in front- (at point blank) wait, cross, and
Air
L Attackto hit them high and cross.
Air
Down >
H Attack can hit in front or behind if you crossup. - When attempting to crossup, make sure you wait for
Yasuo to fall a bit or the attack will whiff against crouching opponents.
- When attempting to crossup, make sure you wait for
S1 Special
Hold: Depending on the distance, you'll hit the opponent in front or back.- Fall to ground, then 2L for the low mix
- Closer to the opponent, you can fall behind them and put them in a low + crossup mix.
Air
Down
H Attack >
S1 Special
Hold, can be used to double-cross a blocking opponent. On block, this has a ton of recovery lag, so be sure to cover with an assist if you go for this tech.
Combo Examples
The following combo examples are not intended to be fully optimized or maximum-damage routes. Instead, they focus on consistent, bread-and-butter combos that are new player friendly with representation of all three Supers.
Ultimate Finisher
This should be the first combo route you master. Here it is shown in the corner, but this combo connects mid-screen as well.
- Super finisher options also include: Stance >
L Attack >
S1 Special Super; or,
S2 Special Super without chaining into Ult.
S1 Super Finisher: Max-range
Mid-Screen Max-range hit confirm. (meaning you have time to react with Super after visually confirming you landed a successful hit).
Very good for poking, playing footsies, and whiff punishing. Also safe on block if you don't Super.
Mid-screen: S2 Super Finisher
The first extended combo you should learn if you want to start getting into
Yasuo's more advanced combos. Introduces you to
Air
S1 Special
Hold, and wall bounces.
Super finisher options also include: Cancel into lvl 3 Ult
Hold
S2 Special as the Super finishes.
Yasuo cannot end this combo with - Stance >
L Attack - due to hitstun scaling.
Fuse Strategy
Double Down
Yasuo doesn't have good natural synergy with
Double Down Fuse. Playing
Double Down is very depend and on your second champ's synergy with it.
Most of the time when running
Double Down with
Yasuo, it is more optimal to start with your other champ as the
Double Down combo initiator.
Yasuo deals high damage as the 2nd to come in, so it can be a very deadly Fuse.
2x Assist
The best use for
2X Assist with
Yasuo is to create double crossup pressure with his
Forward
Tag. Both hits will cross the opponent and you can take advantage of this mechanic to force the opponent into sandwich and sideswiping mixes when combined with Handshake
Tag.
Freestyle
Technically
Freestyle is the Fuse with the highest potential for
Yasuo. However, it also requires the most amount of time dedicated to learning and creating
Freestyle HS
Tag block strings and mix-ups.
When using
Freestyle you can use
Hold
H Attack to pressure the blocking opponent while during a HS
Tag.
Forward
S1 Special >
S1 Special >
S1 Special and
Forward
S2 Special will keep the opponent locked in block stun and give your other champ plenty of time to set up the mix.
Experiment with your duo to discover mix-ups that work for you!
Juggernaut and Sidekick
Yasuo is one of the best champs for
Juggernaut and
Sidekick because he is such a strong Point champ, and his Assist game is a bit weaker.
Also, considering the challenge of learning the more difficult
Yasuo tech and combos, these solo champ Fuses can relieve the burden of learning two champs at once.
Champ Synergy
The following team suggestions are just examples that highlight champions who pair well with
Yasuo and an explanation of the synergies that make them an effective team.
Many other viable pairings exist, as every champion in the game can be combined with one another to create winning game plans and powerful combos.
Ekko

The primary strength of this duo is their ability to put opponents in mixes easily.
Freestyle is by far the best Fuse for this team because, together, they create simultaneous left/right & high/low mixes whenever they can set up a sandwich situation.
Because
Yasuo's
Forward Assist crosses the opponent, they can force these sandwich mixes off of just about any blocked attack, such as
Ekko's Timewinder.
When
Yasuo is Point, a common tech is to jump and whiff an
Air
S1 Special, then use
Ekko's
Forward Assist, then Handshake
Tag.
Yasuo then falls behind the opponent, and you can HS
Tag back to him for another forced sandwich mix if they blocked the Assist.
Warwick

Starting off, the go-to use for
Warwick /
Yasuo is their ability to synergize with
Double Down.
During the "S2 Super Finisher" combo,
Forward
Tag in
Yasuo while mashing the final
S2 Specials. You can then
Double Down
Tag
Yasuo in during
Warwick's
S2 Special Super, and Yasuo can Stance >
H Attack repeatedly to add damage without knocking the opponent out of Warwick's Super.
Both Champs can OTG off the other's knockdown moves, and
Taglauncher into each other extremely well.
Warwick is also one of the only Champs who can
Double Down Super out of
Yasuo's
S2 Special Super. Most other champs' Supers will not connect after
Yasuo's tornado launches them into the air, but
Warwick'S
S1 Special Super can always catch them.
Near the end of Yasuo's combo, he can Stance >
Down
H Attack, and as the opponent falls to the floor, raw
Tag to
Warwick who can then use
Forward
S2 Special to OTG and continue to combo.
- Holding
Tag doesn't use the Assist Cooldown and allows
Yasuo to Double Down Tag during WW S2 Super.
Teemo

For this duo, the best Fuse is
Double Down. The most deadly strength of this team is when
Teemo is Point, and you block string into
S1 Special Super,
Double Down Handshake
Tag during the Super, and
Yasuo goes for any of his many mix-ups. This is so hard to defend against it's almost free damage.
Once any combo has started, the damage gets crazy no matter which champ is on Point. Both can HS
Tag, quick
Tag, or
Double Down Super into the other mid-combo,
Teemo is also really good at extending Yasuo's combos because
Teemo's
Down Forward
H Attack and
S2 Special Super hit on the ground opponents.
An easy extension to any of
Yasuo's combos is to Stance >
Down
H Attack >
Tag
Hold to swap to
Teemo, then
Down Forward
H Attack to pop them up and continue the combo.
How to Beat Yasuo
General Strategy
Yasuo is very versatile, but is particularly good at employing a hybrid zoner strategy. He often looks to back dash or Stance > back dash then bait you into gettin hit with Stance > H/2H.
If your champs has a quick mid-ranged move, you can punish his dashing as as you can't block mid dash.
When he Windwalls, some projectiles, like
Teemo's Slingshot can lob over it, or moves like
Illaoi's 2S2 HOLD ignore the Windwall and will still hit
Yasuo.
Yasuo wants to bait and punish, so you'll need outsmart him and reverse bait him. If he's using Windwall >
S1 Special, you can jump over and punish. If he WIndwalls > wait, Stance > 2H then you can either neutral jump block, and use your Assist to punish, or you fake the jump, then dash straigth forward to punish.
What to Parry
S1 Special
Hold (Sweeping Blade) crossup- Stance >
H Attack is common for Yasuo's to feel safe to block pressure and chip you with. If you are looking you can Parry. Be mindful Yasuo can bait this with 2H isntead. - Parrying Yasuo's Stance >
S2 Special hop mixes is very dangerous because he has so many follow up options. A better defensive option would be your 2H to anti-air, or jump if he's been empty jumping.
Fake Pressure
Fake pressure refers to the strings of Attacks are not a true block string, resulting in a gap where you can perform an action. The size of the gap (number of frames) determines what types of actions you can take. Standard Throws and most
L Attack come out in 6 frames and are your fastest options.
- Stance >
S1 Special pass through Dash, can be jabbed or thrown on reaction if his Assist isn't locking you down. - Stance >
S2 Special short hop can be Anti-Aired when done during a block string. - Blocked
Air
Down
H Attack can be punished before he recovers.
Dealing with Yasuo Mix-ups
Yasuo's Mix-ups are explained in detail under "Block Pressure" (above).
A powerful mix-up tool he has is Stance >
S2 Special either on your wakeup or during a block string.
One sneaky way to deal with his Stance >
S2 Special high/low mix-ups is to jump back as soon as you see him hop. This prevents his
Air S1 and
Air 2H from crossing you, and takes away his option to empty jump,
Down
L Attack for a low mix.
If he still goes for air 2H or air S1 HOLD, you get a whiff punish.