INTERMEDIATE2XKO
2XKO Yasuo Guide: Calm Stance Combos & Setups
Master Yasuo in View All's 2XKO: Calm Stance basics, starter and advanced combos (up to 690 damage), Wind Wall setups, stance cancels, and assist synergies.
By Esportz.fun Team
Archive · original publication date unavailable
9 min read

TL;DR
- Yasuo is an All-Rounder built around Calm Stance (↓ + S1) for mobility, cancels, and special-extension; use him as point to control neutral.
- Steel Tempest (S1) is your main poke and combo starter; combine with Wind Wall (← + S2) to extend range and force openings.
- Starter combo teaches stance use: M + H → + S1, S2, S1 (hold), ↓ + S1, M, jump forward + ↓ + H. Advanced routes reach ~690 damage solo.
- Use → + S1 for cross-ups and stance cancels (→, ←, ↓ + S1) to manipulate spacing; pair with assists like Braum or Illaoi to lock down mixups.
What You Need to Know First
Requirements
| Item | Effect | Where to Get |
|---|---|---|
| Calm Stance (↓ + S1) | Enhanced movement, special cancels, stance-only attacks | Character kit (Yasuo) |
| Steel Tempest (S1) | Long-range poke and combo starter | Character basic move |
| Wind Wall (← + S2) | Projectile negation and combo enhancer | Character special |
| Sweeping Blade (→ + S1) | Cross-up and repositioning | Character special |
| S2 (Skybound Blade / Last Breath context) | Launcher / heavy combo tool | Character special / super input |
Prerequisites
- Recommended level: comfortable with 2XKO neutral and basic cancels; not a beginner-friendly first pick.
- Execution: consistent inputs for → + S1 (tap vs hold) and quick ↓ + S1 to enter/exit Calm Stance.
- Meter: can solo combo into high damage — practice S1, S2 timing for S1 + S2 cancels.
Why Yasuo matters
Yasuo excels at controlling mid-range with Steel Tempest and then punishing mistakes with Calm Stance mixups. He thrives when played as a self-sufficient point character who can protect assists from projectiles and convert pokes into heavy solo damage.
Step-by-Step Guide
- Neutral groundwork
- Use Steel Tempest (S1) as your default poke. Keep opponents at mid-range and bait approaches with the threat of Wind Wall (← + S2).
- If they fire projectiles, place Wind Wall to force them to take risks or whiff pokes.
- Entering and using Calm Stance
- Press ↓ + S1 to enter Calm Stance. From here you get Stomp (L), Lashing Wind (M), Sever Wind (H), and Zephyr Step (S1).
- Remember: you can cancel Calm Stance by pressing ↓ + S1 again or use directional cancels (→ or ←) to reposition.
- Basic starter combo (recommended practice routine)
- M + H (Medium Heavy starter)
- → + S1 (Forward Special — tap quickly)
- S2 (Skybound Blade uppercut)
- S1 hold (Gale Blade in air)
- ↓ + S1 (Enter Calm Stance)
- M (Lashing Wind launcher)
- Jump forward + ↓ + H (Air down heavy)
- Notes: When performing → + S1, tap quickly. Holding triggers the cross-up version and will move you to the opposite side.
- Advanced extension (damage route)
- Complete the starter combo above
- S1, S1, S2 (Steel Tempest sequence into launcher)
- ↓ + S1 (Return to Calm Stance)
- L (Stomp for OTG)
- S1 + S2 (Last Breath ultimate)
- This can reach ~690 damage without assists if inputs are tight.
- Cross-up pressure and mixups
- Use → + S1 for cross-ups; when blocked follow with multiple S1 inputs to keep pressure while switching sides.
- Call your assist during the cross-up for painful left-right mixups.
- Wind Wall and stance cancel tricks
| Item | Effect | Where to Get |
|---|---|---|
| Wind Wall (← + S2) | Negates projectiles; use then press S1 to push Steel Tempest through for extra range | In-match ability |
| Forward cancel (→) | Extends reach on attacks from stance | Calm Stance |
| Backward cancel (←) | Creates safe spacing after an attack | Calm Stance |
| Down cancel (↓ + S1) | Exit stance fast to avoid pressure | Calm Stance |
- Team synergy and assists
| Item | Effect | Where to Get |
|---|---|---|
| Braum | Frontline tank who sets up Yasuo's damage | Recommended partner |
| Illaoi | Maintains combo momentum with heavy pressure | Recommended partner |
| Ahri | Ranged support while Yasuo controls mid-range | Recommended partner |
Assist options
| Item | Effect | Where to Get |
|---|---|---|
| Sweeping Blade (T) | Cross-up pressure | Assist input |
| Wind Wall (← + T) | Projectile protection | Assist input |
| Storm Breaker (↓ + T) | Combo extension | Assist input |
- Matchup tendencies
- Against projectile users: use Wind Wall to shut zoning down and punish with S1 follow-ups.
- Against rush-down: use Calm Stance mobility to stay slightly out of range. M launcher from stance is your anti-air.
- Against grapplers: keep distance with Steel Tempest pokes and stance cancels to avoid command grabs.
Practice loop
- Drill starter combo until muscle memory; then add stance cancels and the advanced extension. Start with training dummy recording to force projectile patterns for Wind Wall practice.
Pro Tips
- Treat Yasuo as your point character in most team comps. He converts pokes into solo damage and protects assists from projectile zoning, which means your assists can stay safer and do their jobs.
- Timing for → + S1 is everything. Tap it for the standard forward slash; hold it only when you actually want the cross-up. Mis-hold = you on the wrong side of the screen at the worst moment.
- Practice S1, S1, S2 rhythm in training mode. That sequence is the backbone of your high-damage routes — sloppy timing kills damage potential more than missing a single input.
- Wind Wall is a tool, not a panic button. It has recovery frames; land it when you force a predictable projectile or when you can immediately follow with S1 to extend combos.
Common Mistakes to Avoid
- Holding → + S1 too long and unintentionally triggering the cross-up version, which ruins spacing or loses Oki.
- Getting stuck in Calm Stance and neglecting quick exits (↓ + S1) — you lose neutral control and get opened up.
- Spamming Wind Wall against non-projectile characters and getting punished for recovery frames.

