Asura Buster: Eternal Warriors/Yashaou

From SuperCombo Wiki

Yashaou is the main protagonist of the series, a hot-blooded swordsman who wields a katana and possesses mastery over the element of fire.

Even though he was successful in defeating both S. Geist and Curfue during the Asura Blade incident three years prior, Yashaou's hard-fought victory came at a tough price. He had suffered a large wound to his right arm, increasing the instability of his own fiery power. Despite this, Yashaou continues to live his own life as a traveling mercenary and decides to investigate the mystery of the lost continent for both money and curiosity.

Yashaou was good in Asura Blade, but here he's an absolute powerhouse. He hasn't changed so much besides the loss of his weapon throw, so Yashaou players should feel right at home. Yashaou is a strong all-around character with excellent combos and tools for every situation.

Overview

AB Yashaou idle.png
Yashaou is an overwhelming, aggressive character with tools for any situation.
Pros Cons
  • Extremely versatile
  • Huge, disjointed hitboxes on most normals
  • Safe, combo-starting antiair DP
  • High damage, versatile combo game
  • Suffocating pressure with many tools to stay in
  • Great runaway game thanks to his DP and divekick
  • Good guard cancel options
  • Has the biggest possible meter gauge in the game
  • No real mixup potential in the corner
  • Has to launch to get damage, giving opportunities for air techs
AB Name Yashaou.png
AB yashaou.png
Play Style Shoto / Rushdown
Dash Type Run
Backdash Type Airborne
Defense Modifier 1.0
Air Options None
Meter Gauge {{{meter}}}

Normals

Standing normals

5A
AB Yashaou 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals 1 0

fast stab
can be used as an abare


5B
AB Yashaou 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 / 11 - - M normals 3 2

combo filler with short range
can be combo'd into launcher if done close enough
used to combo into his specials


5C
AB Yashaou 5c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

Yashaou's main defensive normal
laggy but damaging and big attack
punishable on block

Crouching normals

2A
AB Yashaou 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 2

fast low stab


2B
AB Yashaou 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - L normals 0 -1

Yash pokes with his sword
range and speed are similar to his 5a


2C
AB Yashaou 2c.png
the ankle slicer
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O Knocks down -17

a long slice that knocks down
can catch a lot of off guard opponents

Jumping normals

j.A
AB Yashaou j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

fast but very short combo starter
comboes easily into itself but it's harder to combo into other air normals


j.B
AB Yashaou j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

slice with wide hitbox and ok damage
best option against aerialopponents who are higher
The sword in the back has a hitbox, which means it's also intended to be used in crossup mixups


j.C
AB Yashaou j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

one of Yashaou's greatest normals
very fast, great range and deals a lot of damage
has higher priority than other normals
very punishable on block so be careful about spamming this

Command normals

6b
AB Yashaou 6b.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

slow but long overhead kick

Universal mechanics

Launcher
any 2 buttons
AB Yashaou AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches 3

on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

Air launcher
any 2 buttons
AB Yashaou jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Yashaou GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Disaster Blast - ディザスター・ブラスト
214A/B/C
AB Yashaou dab.png
The dab
AB Yashaou 236a.png
The projectile
AB Yashaou 236ex.png
EX projectiles
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O Knocks down 4 / 3 / 2

Yashaou channels fire in his sword and shoots a short ember.
Button determines distance
EX version shoots a moving wall of projectiles, covering the entire screen


Hell's Gate - ヘルズゲート
623A/B/C
AB Yashaou 623a.png
AB Yashaou 623ex.png
EX Finisher
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 / 4 / 4 - - M O Knocks down inconsistent

Yashaou jumps in the air and spins around, engulfing his sword in fire
a DP with short startup but slow recovery, so you can use this on reaction
EX version is longera and adds an extra hit at the end that send the opponent sliding fullscreen
A version is strangely the slowest of the three in startup


Extreme Polar Dynamic Misfortune - 極限状態での不幸
214A/B/C
AB Yashaou 214a.png
get used to seeing this attack
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down has no recovery, +5~+10

Arguably, one of the best moves in the game.
Yashaou jumps back, then divekicks towards the opponent.
This move strangely is very plus on block(has no recovery) and if not predicted will always lead to Yashaou right besides the opponent starting his pressure
your opponent must switch sides to block or punish it, which is incredibly difficult at the speed the hit come in.
EX version makes Yashaou bounce back when it hits the opponent.

  • throwing this out in neutral is almost risk free


Bee's sting - 蜂の刺し傷
j.214A/B/C
AB Yashaou j.214a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 28 / 30 / 32 - - H O very inconsistent very inconsistent

Arguably, one of the worst moves in the game.
Yashaou stops midair, then bounces forward towards the opponent, sticking out his sword downward.
This move strangely is very minus on block and even if not predicted will almost always lead to Yashaou getting beat up
your opponent must waddle back a little or punish it, which is incredibly easy at the speed the hit come in.
EX version is an insult to the concept of EX moves

  • sometimes it hits once, sometimes it hits four times, but either way it deals abysmal damage for the risk you take for it

Supers

Conquering Blast - 征服の爆発
236-236A/B/C
AB Yashaou 236236a.png
Sprite so big, it doesn't fit the arcade screen
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 61(53+8) - - M O HKD -4

the easiest super to combo into
very big hitbox and stuffs all aerial approaches


Asura blade - 阿修羅の刃
623-623A/B/C
AB Yashaou 623623a.png
the face is Yashaou reacting to the startup time
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 79(53+26) - - Unblockable in short range O HKD Unblockable / -38

while taking 2 years to come out, the attack is one of the most damaging attacks in the game, dealing more than a full bar of health
Unblockable in close range, we don't know if this is intended or not lol, but definetely an upside
while setups that combo into it exist, they are a bit difficult to achieve


Inferno barrage - ドラゴンボール
214-214A/B/C
AB Yashaou 214214a.png
Dragon ball Z
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 65(53+12) - - M O incosistent inconsistent

Yashaou literally becomes a Dragon Ball character and shoots a barrage of fireballs at the enemy
the safest of the supers, but also the least damaging if used in combos
excellent for stalling time in last stand

Boost mode (22+ABC)

Illusion Ballad : Custom Combo Style Yashaou gets a shadow that mirrors his attacks, allowing for nutty air combos. Moves will generally deal less damage, but, because of the shadow, he'll get more damage overall. If the mirror image hits with a bash or other launcher, the hit has the launcher effect but doesn't count towards the 3 launcher limit. By timing it so that your attack misses but the mirror image's attack hits, it's possible to do many more than 3 launchers in a combo.

Combos

Combos Dmg Notes
2A > 2B > 5AB, j.A > j.B, j.C 43 Basic Yashaou BnB. To maximize damage, hit both hits of j.B and link j.C afterwards.
2A > 2B > 5AB > 66 > j.A > j.Bx2 > j.A > j.Bx2 > 623A > 66 > j.A > j.Bx2 > j.A > j.Bx2 > 623C 62 Meterless BnB. Video -> https://streamable.com/dz3oip

Color Palettes


AB Palettes Yashaou.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke