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Yasuo Counterplay

[!Warning] These notes were made before the {2xko} j.H nerfs but the general counterplay should be similar.

  • Play at a range to whiff punish wind wall (18f startup 33f recovery)
    • If he gets it out you often have to wait until it goes away
    • if they use hasagi you can jump and air dash over it
      • most Yasuos prefer tornado
    • Tornado follow up
      • have to wait it out
  • Don’t jump at Yasuo, his anti-airs are too good
    • only reason to is to read wind wall or hasagi
  • Play grounded
    • Ekko has better normals
  • good for gap closing
  • good for disengaging
  • need to punish or throw projectile to stuff
  • If sandwiched
    • have to wait it out
  • Extremely parryable
    • 27f startup
    • can be baited by handshake but most won’t
  • Hasagi

    • -12f on block but cancellable
    • 19f recovery
    • Poke
    • Starts offense when blocked
    • Can’t follow up with cross-up
    • {2xko} hasagi > 2S1 (stance cancel) ...
      • {2xko} > dash throw
        • punishable
          • jump or mash
        • reactable
        • must rps with it even if you cant react
          • mash preemptively
      • {2xko} > backdash
        • safe
      • {2xko} > H
        • frame trap
        • wall slumps in corner
      • {2xko} > 2S2 (hop) ...
        • `{2xko} > j.L j.2H
          • double overhead
        • {2xko} > j.L 2L
          • low
  • Hop counterplay

    • hop punishes mashing on throw
    • If far
      • {2xko} 2H on reaction
      • will hop over you and punish if too close
      • Up back
        • safest option
    • If close
      • {2xko} d.2H if close and you expect cross-up
        • hard
      • parry
      • rps (they can empty hop and punish)
      • air throw
      • Up back
        • safest option
    • ==If you hop block you mush pushblock to avoid the 50/50
      • save pushblock for hop
  • Pushblock

    • save pushblock for {2xko} hop > j.L
  • In Summary

    • blocking hasagi starts his offense
      • dash cancels sometimes
      • must stuff with {2xko} L or {2xko} M or jump out
    • If they hop from far
      • {2xko} 2H
    • if hop from close
      • air throw
    • if hop and not sure
      • up back
    • if you block hop
      • pushblock
    • will frame trap sometimes
  • Burst {2xko} 6[S1] when high in the air and whiff punish. Example|