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Yasuo

Limit Strike:

M H S1 kara.stance~M j.[S1] stance~dl.M j.S2 > M H j.2H j.S2 > stance~2H stance~dash stance~H
  • 496 dmg
  • Must stance cancel the last stance~2H to get the stance~dash in time

Easier:

M H S1 kara.stance~M j.[S1] stance~M stance~2H > dash H 2H j.2H j.S1~S1~S2

Cross-up:

M H (blocked) [6S1] (hit) > stance~L stance~M stance~2H [6S1] > stance~M j.2H j.S1~S1~S2

2M starter:

2M S1 kara.stance~M j.[S1] stance~M j.S2 > dash M H j.2H j.S2 stance~2H dash stance~H

Side switch:

L M H S1 kara stance~M j.[S1] kara.stance~M j.S2 > M H j.2H j.S2 stance~2H stance~dl.H

Air to air:

j.2H j.[S1] stance~2H stance cancel > [6S1] stance~H

Anti-air:

stance~2H stance cancel > dash 2H j.M j.H j.2H j.S1~S1~S2 > stance~backdash stomp (OTG)

Hop Cross-up:

L stance~S2 j.L (blocked) j.[S1] (hit) > stance~2M stance~2H [6S1] stance~M > j.2H j.S1~S1~S2

Corner:

M H S1 > kara.stance~2M j.[S1] stance~H stance cancel dash 2H > j.2H j.S2 (land) > j.2H j.S2 > 2H j.2H j.S1~S1~S2

After j.S2:

stance~backdash stomp (OTG)
  • j.S1 > assist to escape corner
    • Can tag if assist makes contact.