Yoh Asakura (Spirit Fusion) (麻倉 葉 [憑依合体])
Introduction
SMP: 210
OSP: 70
Initial Spirit Percentage: 57%
GP: ???
Spirit Fusion, Amidamaru!!
Character Voice: Yuuko Satou
Yoh Asakura is the main character of Shaman King. He fights alongside his spirit Amidamaru, who he performs spirit fusion with. Yoh fights using Amidamaru's Harusame sword.
Overview
First of the three Yoh forms, Spirit Fusion has the lowest stats (SMP, OSP, GP) and lowest normal damage, but highest special move damage of the 3 forms.
Being the main character of Shaman King, Yoh Asakura very much plays like one; having great multi-purpose normals, an amazing projectile and plenty of anti-airs, he's a familiar and simple feeling character that is a great starter pick and stays relevant through oppressive pressure and incredible damage projectile loops.
Strengths |
Weaknesses
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- 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.
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- No Drip Penalty: Yoh Spirit Fusion has the lowest stats out of the 3 forms, which means his OSP gets drained faster than most characters and he can get blown up extremely easily, on top of having low SMP.
- Low Spirit Percentage: Yoh Spirit Fusion starts any given match at 57%, which is the third lowest of the entire roster, and as such he can struggle to deal with special moves that are capable of disrespecting his pressure via 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.
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Note: Amidamaru appears behind Yoh in combat, doing the same motions and attacks as him, but he does not have any actual hitboxes tied to his attacks and is purely visual.
Move List
Startup DOES NOT include the first active frame.
Damage values are based on the characters initial Spirit Percentage.
Moveset
Standing Normals
f.5W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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3
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4
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All
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One of Yoh's most important normals, a quick thrust with the Harusame. Extremely long hitbox, can be confirmed into a full combo at any range by chain easily, good start-up and is unapologetically safe on block. This and f.2W define a very large part of Yoh's gameplan. Can whiff on crouchers.
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c.5W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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3
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3
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All
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Yoh does a small vertical slash with the Harusame. A fast proximity normal that still has quite good range, has most of the same applications as f.5W but requires being closer to come out. Most regularly used as chain combo filler for simple damage, but does 3 less than c.5S.
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f.5S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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6
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All
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Yoh slashes horizontally with the Harusame. Although having slightly shorter reach than f.5W and more startup, it does double the damage and can still be easily chained so it can see some use in higher damage punish combos, but generally not used very much.
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c.5S Overhead that actually isn't one Overhead that actually isn't one
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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7
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All
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Yoh does a heavy downwards slash with the Harusame. Can combo into 6SP directly on hit. Despite the 7 frame start-up, it can be stuffed into chains easily for very high damage, and it can be used to end a chain in 6SP loops instead of a standard Chain Ender. Has high push-back on block, which can allow for very oppressive frame-traps combined with f.5W and 6SP.
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Crouching Normals
f.2W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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3
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5
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Low
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Yoh does a thrust with the Harusame while kneeling. Almost identical to f.5W, but is a frame slower, hits low, and has slightly more range. Generally just as good, if not slightly better than f.5W and has all the same uses, and the 1 frame difference rarely matters due to its range.
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c.2W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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3
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3
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Low
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Yoh does a small slash with the Harusame. Completely identical to c.5W, but low. Still doesn't do much more than add extra hits and damage to chains.
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f.2S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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6
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Low
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Yoh slashes horizontally with the Harusame. Slightly shorter than f.5S, but can be a high-damage chain starter if you successfully low profile a move, which is viable as Yoh has a very small crouching hurtbox, otherwise has no differences.
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c.2S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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10
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Low
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Yoh slashes upwards with the Harusame. This move excels at low-profile anti-airing and some niche juggles, but it is the slowest normal in Yoh's kit at 10F so be cautious as to when you use it. Has a very large active window so it can catch many different levels of jump arcs. Unsafe on block.
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Chain Enders
W ender
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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?
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All
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Yoh does a hard cross slash with the Harusame. Wallsplats the opponent on hit and causes knockdown. This Ender is usually avoided as it doesn't net as much reward as c.5S > 6SP or S Chain Ender and can sometimes net less corner carry than those two, but the wallsplat looks really funny and leaves the opponent knocked down for slightly longer.
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S ender
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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?
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All
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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.
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Jump normals
j.W
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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3
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3
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High
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Yoh thrusts downwards with his Harusame. Has very low damage, but is one of the most consistent IOH's in the game, working consistently on most of the roster, and can start combos when done later in the jump arc.
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j.S
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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8
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High
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Yoh does a downwards arcing slash with the Harusame. The preferred air-to-air, great hitbox on the arc of the slash and a lot of hitsun for starting combos, but has a bad tendency of whiffing on an opponent in the corner completely if done too early.
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Dash normals
Forward Dash Attack
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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3
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All
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Yoh leaps forward and thrusts with the Harusame. Very long, strong poke that also sees use for 6SP loop combos, unsafe on block if not properly spaced.
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Backward Dash Attack
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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6
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5
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All
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Yoh pokes forward with the Harusame. Can be used for anti-airing opponents that are very late in the jump arc, but generally isn't as consistent or rewarding as j.H, 5SP or c.2S.
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Special Moves
Amida-Style: Halo Blade (阿弥陀流: 後光刃) 5SP
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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22, 19 (41)
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3
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All
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Yoh's 2-hit "DP", a shoulder tackle forwards followed up by a rising slash. A strong anti-air, but can be somewhat inconsistent if not cancelled into from a backdash because of the forward movement during the shoulder tackle. Does not have invincibility during any point of its animation, but can still be a very strong reversal due to only having 3F start-up and being rather rewarding on hit. Extremely punishable when blocked.
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Amida-Style: Vacuum Buddha Slash (阿弥陀流: 真空仏陀切り) 6SP (Midair OK) Grounded Version Grounded Version Aerial Version Aerial Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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42
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11
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All
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Grounded Version: Yoh fires a slice of energy that travels fullscreen. This projectile launches on hit and is the integral move of Yoh's fabled projectile/6SP loops. It's hard to reflect on reaction without 100% Spirit and is therefore great for constant pressure up close, especially when cancelled into from one of your long normals like f.5W.
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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42
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10
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All
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Airborne Version: Same as the grounded version but a frame faster. Sends Yoh backward but it shouldn't be used too much as an air evasion tool due to Yoh's descent being slower than falling from a regular jump, making him more punishable. Incredible air-to-air.
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Super Moves
Amida-Style: Grand Halo Blade (阿弥陀流: 大後光刃) 66SP First Hit First Hit Second Hit Second Hit
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Guard
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84
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27
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All
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Similiar to 5SP but with an added third hit. GIGANTIC aerial hitbox but, just like 5SP, can be hard to properly anti-air with because of the extreme forwards movement. Goes near-fullscreen and can be surprisingly safe on block if the opponent does not have far reaching attacks.
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Combos
Highest Damage Chain: c.5S c.5S f.2S f. 2S f.5W S
Most Consistent chain: c/f.5W c/f.5W c/f.2W c/f.2W c/f.5W S
Midscreen
- S ender > delay c.5W > 6SP > 6SP
- S ender > j.W > f.5W > 6SP
- S ender > c.2S > j.S > c.5W > c.5S > c.5S > c.2S > c.2S > 5SP
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