Yoh Asakura (Over Soul V.2) (麻倉 葉 [O.S.])
Introduction
SMP: 270
OSP: 90
Initial Spirit Percentage: 73%
GP: ???
Spirit Fusion, Amidamaru! In Harusame!
Character Voice: Yuuko Satou
Yoh Asakura is the main character of Shaman King. He fights alongside his spirit Amidamaru, who he creates Over Soul with by integrating Amidamaru's spirit with that of his sword, Harusame. After training in the Yomi Cave his Over Soul evolved into Over Soul V.2.
Overview
The last of the three Yoh clones in this game. He has the highest stats and normal damage out of the three but the lowest special move damage. Yoh has good projectiles and pokes for zoning, and due to Oversoul V2 rectifying one of Spirit Fusion's only weaknesses (being the low SMP/HP), it's considered both the best version of Yoh and one of the best characters in the whole game.
Strengths |
Weaknesses
|
- Harusame's Length: Yoh has access to many very long pokes, which due to their range tend to be very safe and can also be confirmed off of quite easily.
- Buddha Slash: 6SP / j.6SP is a decently large, very fast and high damage projectile that is just as good at zoning as it is in combos; midscreen or in the corner. It also has the added bonus of being extremely hard to reflect due to its speed.
- Simplicity: Yoh has access to easy and rewarding combo routes, with two good chain enders and a very surefire way to combo into 6SP on the ground.
- Quit Blocking Low: j.W is one of the most consistent Instant Overheads in the whole game, and while it does not do a lot of damage, it is an extremely valuable tool that allows Yoh to easily open up people that are constantly blocking his pokes and 6SP.
|
- Limited gameplan: While Yoh is an effective character, he is very much a one-trick pony that over-relies on his strong pressure and pokes and can be adapted to somewhat easily, which forces Yoh to be creative in how he mixes up his options.
|
Move List
Startup DOES NOT include the first active frame.
Damage values are based on the characters initial Spirit Percentage.
Moveset
(WARNING:ATM OV Yoh's movelist is just a pasted version of SF Yoh's. It may even be outdated)
Standing Normals
f.5W
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
4
|
|
|
|
All
|
Yoh thrusts forward with the Harusame. Unapologetically disgusting poke that can confirm chains from lightyears away. Very good for frame trapping and stuffing the opponent out.
|
|
c.5W
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
3
|
|
|
|
All
|
Yoh does a small vertical slash with the Harusame. A fast proximity normal. Good for guaranteed but low damage chains.
|
|
f.5S
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
6
|
|
|
|
All
|
Yoh slashes horizontally with the Harusame. Although having slightly shorter reach than f.5W and more startup, it does double the damage and still retains somewhat far reach which allows it to chain almost as well as f.5/2W.
|
|
c.5S Overhead that actually isn't one Overhead that actually isn't one
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
7
|
|
|
|
All
|
Yoh slashes vertically with the Harusame. A risky proximity normal that can be stuck into chains with good spacing.
|
|
Crouching Normals
f.2W
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
5
|
|
|
|
Low
|
Similiar to f.5W in its terrifying range but hits low and is frame slower.
|
|
c.2W
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
3
|
|
|
|
Low
|
|
|
f.2S
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
6
|
|
|
|
Low
|
Yoh slashes horizontally with the Harusame. A low version of f.5S.
|
|
c.2S
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
10
|
|
|
|
Low
|
A slow low rise of his Harusame. This move is specifically made for low profile anti-airing opponents. Using this for any other reason is a death wish.
|
|
Chain Enders
W ender
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
?
|
|
|
|
?
|
Yoh slashes with the Harusame. Wallsplats the opponent on hit and causes knockdown. This ender unfortunately lacks utility and is the worse of the two.
|
|
S ender
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
?
|
|
|
|
?
|
Yoh swings upwards with the Harusame. Launches the opponent on hit which allows you to extend your combos. Can lead to a lot of damage in the corner.
|
|
Jump normals
j.W
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
3
|
|
|
|
High
|
Yoh thrusts downwards with the Harusame. Works as a combo starter.
|
|
j.S
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
8
|
|
|
|
High
|
Yoh does a downwards arcing slash with the Harusame. Works as a combo starter.
|
|
Dash normals
Forward Dash Attack
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
3
|
|
|
|
All
|
Yoh thrusts forward with the Harusame. Allows Yoh to advance with a hitbox. This is a great poke.
|
|
Backward Dash Attack
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
6
|
5
|
|
|
|
All
|
Yoh pokes forward with the Harusame. Allows yoh to evade safely with a hitbox directly in front of him.
|
|
Special Moves
Amida-Ryuu: Gokoujin 阿弥陀流: 後光刃 (Amida-Style Halo/Nimbus Blade) 5SP Was never ever a Shoryuken in the source material, but it'll do here. Was never ever a Shoryuken in the source material, but it'll do here.
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
34
|
3
|
|
|
|
All
|
Yoh advances with a shoulder tackle then does an upward arcing slash. It is made up of two hits, being the tackle then the slash. It may look like a classic shoto dragon punch but it doesnt have any invincibility frames. It launches and works well as an anti-air despite its lack of invincibility.
|
|
Amida-Ryuu: Shinkuu Butta Giri 阿弥陀流: 真空仏陀切り (Amida-Style: Vacuum Buddha Slash) 6SP (Midair OK) Grounded Version Grounded Version Aerial Version Aerial Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
35
|
11
|
|
|
|
All
|
Grounded Version: Yoh fires a sword beam that travels fullscreen. This projectile launches on hit and is Yoh's Main tool of corner loops (This does not mean it cannot be followed up midscreen though). It loops infinitely into itself on Tamao (Ponchi & Conchi). It is hard to reflect without 100% Spirit and is therefore great for constant pressure.
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
35
|
10
|
|
|
|
All
|
Airborne Version: Same as the grounded version but a frame faster. Sends Yoh backward but it may not be a great evasion tool considering its horrible end lag.
|
|
Super Moves
Amida-Ryuu: Dai Gokoujin 阿弥陀流: 大後光刃 (Amida-Style: Grand Halo/Nimbus Blade) 66SP First Hit First Hit Second Hit Second Hit Never was done outside of S.O.S. OS either Never was done outside of S.O.S. OS either
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Guard
|
86
|
27
|
|
|
|
All
|
Similar to 5SP but with an added third hit. Goes fullscreen and can end up being surprisingly safe if the opponent does not have far reaching attacks since Yoh recoils back during the falling recovery quite a bit.
|
|
Combos
Midscreen
- S ender > delay c.5W > 6SP > 6SP
- S ender > j.W > f.5W > 6SP
Corner
- S ender > delay c.5W > delay 6SP > c.5S > 6SP > 5SP
- S ender > c.5S > delay 6SP > c.5W > 6SP > 5SP
both of the loops above do the same amount of damage
- (low hp) S ender > delay c.5W > delay 6SP > 66SP
- W ender > 5SP
- 6SP > c.5W > delay 6SP > c.5W > 6SP > 5SP
- (vs tamao) c.5S > 6SP > 6SP... (6SP loops into itself infinitely)
Strategy