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 Champ, he has an exceptionally well-rounded kit. Against projectiles, he has excellent counterplay; the long reach of his sword enables him to excel at mid-range, and he has a quick jab and good mix-ups at close range.
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 Mixups
- High execution floor and ceiling
- Weaker on Assist
- Has difficulty approaching without an Assist to cover him
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 mixups, and to chain into
Air
S1 Special
Hold.
If you attempt to cross-up, 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 as fast jab, cross-ups, 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 chose 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 stadning
M Attack. The attack comes out in only 10 frames, can be use to poke, whiff punish, and anti-air. It's also his best combo starter.
At point black range,
M Attack is not safe on block, so make sure to cancel into
S1 Special or cover with an Assist.
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 you 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. In scenarios when you need to reactively anti-air, the universal laucnher 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 cross-up 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 cross-up 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 you're 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 sandwich left-right mix up.
Windwall > S2 (Whrilwind) 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. Same conditioning applies. First confirm that your opponent blocks your stance1 >
S2 Special high/low mix ups, then punish for blocking with a throw.
- When you do land the throw, it's good have practiced connecting his
S2 Special Super. - As show in the clip, the
Dash is very brief. Just barely late the she 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 your falling and immediately
L Attack. The Stomp needs to happen quick. No need to dash.
Mix up Game
Yasuo's go-to good high/low mixes.
High/Low
Yasuo has no standard overhead as most Champs do. Instead he has Stance >
S2 Special > (
L Attack /
H Attack /
S1 Special
Hold
On wake up: Stance >
S2 Special just before the opponent get up, then:
H Attack to hit them high and in front- (at point blank) wait, cross, and L to hit them high and cross.
Down >
H Attack can be use to hit in front, or behind. - Make sure to wait, because the bounce will make you whiff against crouching opponents if too soon.
S1 Special
Hold. depending on distance you'll either hit the opponent in front, or back.- Fall to ground, then 2L for the low mix
- Closer to opponent, you can fall behind them, and put them in a low + crossup mix.
- Air 2H > S1 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.
Crossups
Yasuo's go-to side switching crossup mixes.
S1 HOLD

The easiest ground cross-up 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 Cross-up 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.
Combo Examples
Ultimate Finisher
This is Yasuo's standard bread n' butter combo, and should be the first thing you learn and get really consistent with. 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.
- Cannot Stance > L > S1 Super do 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 2nd 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 mixups 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
Ekko

The primary strength of this duo is their ability to easily put their opponents in mixes. Freestyle Fuse is by far the best for this team because together, they create simultaneous left/right & high/low mixes every time they can set up a sandwich situations.
Because Yasuo's crosses the opponent, they can even force these sandwich mixes off of a blocked Timewinder when Ekko is on Point.
When Yasuo is Point, a common tech is to jump and whiff an air S1 while forward assisting with Ekko then HST. Yasuo then falls behind the opponent and you can HST back to him for another forced sandwich mix.
Warwick

Starting off, the go-to use for Warwick/Yasuo Double Down is because you can Double Down Tag Yasuo in during Warwick's S2 Super, and Yasuo can Stance > H repeatedly to add damage without knocking the opponent out of Warwick's Super.
Both Champs can OTG off the others knockdown moves, and Tag launcher into each other, and Warwick is one of the only Champs who can DHC out of Yasuo's S2 Super. Most other champ's Supers will not connect after Yasuo's tornado launches them into the air, but Warwick's S1 can always catch them.
Near the end of Yasuo's combo, you'll want to Stance > 2H and as the opponent falls to the floor, hard tag to Warwick who can then use 6S2 to OTG and continue to combo. Hard tagging 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. An easy yet powerful strat is to call Yasuo forward Assist > Teemo S1 Super > HST. The opponent is locked in block stun and Yasuo can use his mixup game to catch the defender with a combo.
Once any combo has started, the damage gets crazy no matter which champ is on Point. Both can HST, hard Tag, or Double Down into the other mid combo depending on what you want to go for. Teemo is also really good at extending Yasuo's combos because Teemo's 3H and S2 Super OTG.
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 Mixups
Yasuo's Mixups are explained in detail under "Block Pressure" (above).
A powerful mixup tool he has is Stance > Stance >
S2 Special either on your wakeup or during a block string.
One sneaky way to deal with his Stance >
S2 Special high/low mixups 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.