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{{SFxTMoveListRow | Thunder Fall Kick | {{f}} + {{hk}} | {{high}} <br> {{groundbounce}} }} | {{SFxTMoveListRow | Thunder Fall Kick | {{f}} + {{hk}} | {{high}} <br> {{groundbounce}} }} | ||
{{SFxTMoveListRow | Dragon Wheel Kick | {{f}} + {{lk}} | {{knockdown}} }} | {{SFxTMoveListRow | Dragon Wheel Kick | {{f}} + {{lk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Demon Slayer | Dragon Wheel Kick {{---}} {{f}} + {{lp}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Leg Cutter | Dragon Wheel Kick {{---}} {{df}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Jab Uppercut | {{mp}} {{---}} {{lp}} | {{speccancel}} <br> {{knockdown}} vs airborne on 2nd hit }} | {{SFxTMoveListRow | Jab Uppercut | {{mp}} {{---}} {{lp}} | {{speccancel}} <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Jab Low Kick | {{mp}} {{---}} {{lk}} | {{speccancel}} }} | {{SFxTMoveListRow | Jab Low Kick | {{mp}} {{---}} {{lk}} | {{speccancel}} }} | ||
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{{SFxTMoveListRow | Heron Dance {{---}} Whiplash Sacred Blade | {{f}} + {{mk}} {{---}} {{d}} + {{mk}} | {{low}} <br> {{hardknockdown}} <br> {{speccancel}} }} | {{SFxTMoveListRow | Heron Dance {{---}} Whiplash Sacred Blade | {{f}} + {{mk}} {{---}} {{d}} + {{mk}} | {{low}} <br> {{hardknockdown}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Leg Cutter | {{df}} + {{hk}} | {{low}} }} | {{SFxTMoveListRow | Leg Cutter | {{df}} + {{hk}} | {{low}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter {{---}} {{hk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Leg Cutter 2nd Hit | Leg Cutter {{---}} {{df}} + {{hk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter 2nd Hit {{---}} {{hk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Leg Cutter 3rd Hit | Leg Cutter 2nd Hit {{---}} {{df}} + {{hk}} | {{low}} <br> {{knockdown}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter 3rd hit {{---}} {{hk}} | {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Exorcisor | {{hcb}} + {{p}} | {{ex}} <br> {{knockdown}} vs airborne }} | {{SFxTMoveListRow | Exorcisor | {{hcb}} + {{p}} | {{ex}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Mist Palm Thrust | Exorcisor {{---}} {{p}} | }} | ||
{{SFxTMoveListRow | | {{SFxTMoveListRow | Raging Storm | Mist Palm Thrust {{---}} {{f}} + {{p}} | {{hardknockdown}} <br> {{wallbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | Double Lift Kicks | {{dp}} + {{k}} | {{ex}} <br> {{knockdown}} }} | {{SFxTMoveListRow | Double Lift Kicks | {{dp}} + {{k}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Attack Reversal | {{hcf}} + {{k}} | {{ex}} ; <br> {{counter}} vs mid <br> {{counter}} | {{SFxTMoveListRow | Attack Reversal | {{hcf}} + {{k}} | {{ex}} ; <br> {{counter}} vs mid <br> {{counter}} vs low }} | ||
{{SFxTMoveListRow | Falling Rain | {{dp}} + {{p}} | {{ex}} <br> {{throw}} vs airborne <br> can catch juggled state <br> {{groundbounce}} }} | {{SFxTMoveListRow | Falling Rain | {{dp}} + {{p}} | {{ex}} <br> {{throw}} vs airborne <br> can catch juggled state <br> {{groundbounce}} }} | ||
{{SFxTMoveListRow | Sweep Throw | {{hcf}} + {{p}} | {{ex}} <br> {{standthrow}} }} | {{SFxTMoveListRow | Sweep Throw | {{hcf}} + {{p}} | {{ex}} <br> {{standthrow}} }} | ||
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== Move Analysis == | == Move Analysis == | ||
=== Normal Moves === | === Normal Moves === | ||
{{n}} + {{lp}} - 30dmg, 3f start, 2f active, 9f recovery, +6 on hit, +2 on block. NOT cancelable | |||
<br> Asuka does not have a spammable jab such as cammy, rolento, or raven, therefor she cannot rely on walking and jabbing. Also doesn not have very good range. Mostly used to hit-confirm her BnB | <br> Asuka does not have a spammable jab such as cammy, rolento, or raven, therefor she cannot rely on walking and jabbing. Also doesn not have very good range. Mostly used to hit-confirm her BnB | ||
{{n}} + {{mp}} - 60dmg, 6f start, 4f active, 18f recovery, -1 on hit, -5 on block. Cancelable | |||
<br> Cannot link but MP plays a main part of her BnB combo using her Tekken strings. Longer range than LP so can be used in place to hit-confirm combos | <br> Cannot link but MP plays a main part of her BnB combo using her Tekken strings. Longer range than LP so can be used in place to hit-confirm combos | ||
{{n}} + {{hp}} - 90dmg, 11f start, 4f active, 25f recovery, -4 on hit, - 9 on block. Not Cancelable | |||
<br> Rarely EVER used unless emergancy ABC magic chain, and if you want to launcher combo there is a better option anyways | <br> Rarely EVER used unless emergancy ABC magic chain, and if you want to launcher combo there is a better option anyways | ||
{{n}} + {{lk}} - 30dmg, 5f start, 2f active, 12f recovery, +3 on hit, -1 on block. Cancelable | |||
<br> Amazing move that is crucial to Asuka's Mixup game. Only standing normal that hits low | <br> Amazing move that is crucial to Asuka's Mixup game. Only standing normal that hits low | ||
{{n}} + {{mk}} - 60dmg, 8f start, 3f active, 19f recovery, -1 on hit, -5 on block. Cancelable | |||
<br> Used in tekken chain as her BnB. Asuka takes a step forward before attacking make this a good more for footsies or punishing an unsafe normal as you can cancel this move to c.MP into bnb | <br> Used in tekken chain as her BnB. Asuka takes a step forward before attacking make this a good more for footsies or punishing an unsafe normal as you can cancel this move to c.MP into bnb | ||
{{n}} + {{hk}} - 90dmg, 11f start, 4f active, 25f recvoery, -4 on hit, -9 on block. Cancelable | |||
<br> Strange hitbox on this move. The only time I messed with it was during a launcher combo and if i was not on top of my opponent, the HK would whiff. Starting using HP xx Launcher as a more reliable attack. | <br> Strange hitbox on this move. The only time I messed with it was during a launcher combo and if i was not on top of my opponent, the HK would whiff. Starting using HP xx Launcher as a more reliable attack. | ||
{{d}} + {{lp}} - 30dmg, 4f start, 4f active, 7f recovery, +6 on hit, +2 on block. Cancelable | |||
<br> Not used, bad range, better moves for hit confirm | <br> Not used, bad range, better moves for hit confirm | ||
<br> | <br> | ||
<br> | <br> | ||
{{d}} + {{mp}} - 60dmg, 5f start, 5f active, 13f recovery, +3 on hit, -1 on block. Cancelable | |||
<br> Ends all of Asuka's variations of her tekken chain and links, then canceled into a special move. | <br> Ends all of Asuka's variations of her tekken chain and links, then canceled into a special move. | ||
{{d}} + {{hp}} - 90dmg, 9f start, 5f active, 27f recovery, +3 on hit, -12 on block. Crumple | |||
<br> This moves Crumple's on counter hit's therefor it is a good tool to throw out while trying to footsie someone from close range. Stand just outside of HP's max range and if you attack a outlying limb, it will crumble the opponent, setting up major dmg | <br> This moves Crumple's on counter hit's therefor it is a good tool to throw out while trying to footsie someone from close range. Stand just outside of HP's max range and if you attack a outlying limb, it will crumble the opponent, setting up major dmg | ||
{{d}} + {{lk}} - 30dmg, 5f start, 3f active, 11f recovery, +3 on hit, -1 on block. Cancelable | |||
<br> Can be used to start her low game, but s.lk is much more ambiguous and harder to see coming. | <br> Can be used to start her low game, but s.lk is much more ambiguous and harder to see coming. | ||
{{d}} + {{mk}} - 60dmg, 7f start, 4f active, 21f recovery, -4 on hit, -8 on block. Cancelable | |||
<br> Great utility, can be used to duck under normal fireballs (sonic boom, low tiger shot, and lk.Fajujin(spelling?) can still hit asuka) | <br> Great utility, can be used to duck under normal fireballs (sonic boom, low tiger shot, and lk.Fajujin(spelling?) can still hit asuka) | ||
{{d}} + {{hk}} - 90dmg, 9f start, 3f active, 28f recovery, Hard knockdown, -11 on block. | |||
<br> An average sweep. can be chained into for the hard knockdown, otherwise not much use. | <br> An average sweep. can be chained into for the hard knockdown, otherwise not much use. | ||
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== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * j.HP , st.MP , st.LK , st.MK , cr.MP , dp+K , f+MP , st.MK , hcb+MP , st.MP , f+MP [355 dmg] | ||
* | * j.HP , st.MP , st.LK , st.MK , cr.MP , dp+K , uf+HK , st.MK , dp+MK , cr.HK [380 dmg] | ||
* {{ jumping {{hp}} , {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{dp}} + {{k}} , {{uf}} + {{hk}} , {{hk}} , {{dp}} + {{mp}} , {{d}} + {{hk}} }} 389 dmg (corner only variation) | * {{ jumping {{hp}} , {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{dp}} + {{k}} , {{uf}} + {{hk}} , {{hk}} , {{dp}} + {{mp}} , {{d}} + {{hk}} }} 389 dmg (corner only variation) | ||
Note that, due to the game's engine, more damage can be obtained with shorter combos: | Note that, due to the game's engine, more damage can be obtained with shorter combos: |
Revision as of 11:52, 29 March 2022


Asuka
Ideal Team Position: TBW
Asuka is a rushdown character that does not want to be on the defense. On she has great mixups ranging from ambiguous cross-ups to
and
guesses, all which lead to great meterless damage and another
or can be combed to supers/cross-arts. Asuka's combos come from a mix of Tekken Chains and Links that with practice and muscle memory, are easy to get down. Her BnB is very usefull because it can be used as a hit-confirm to cut off the combo and make it safe.
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks

















































cross-up















(two possible hits)
Unique Attacks


























































































Throws









Special Moves

























can catch juggled state












Super Combo



Move Analysis
Normal Moves
+
- 30dmg, 3f start, 2f active, 9f recovery, +6 on hit, +2 on block. NOT cancelable
Asuka does not have a spammable jab such as cammy, rolento, or raven, therefor she cannot rely on walking and jabbing. Also doesn not have very good range. Mostly used to hit-confirm her BnB
+
- 60dmg, 6f start, 4f active, 18f recovery, -1 on hit, -5 on block. Cancelable
Cannot link but MP plays a main part of her BnB combo using her Tekken strings. Longer range than LP so can be used in place to hit-confirm combos
+
- 90dmg, 11f start, 4f active, 25f recovery, -4 on hit, - 9 on block. Not Cancelable
Rarely EVER used unless emergancy ABC magic chain, and if you want to launcher combo there is a better option anyways
+
- 30dmg, 5f start, 2f active, 12f recovery, +3 on hit, -1 on block. Cancelable
Amazing move that is crucial to Asuka's Mixup game. Only standing normal that hits low
+
- 60dmg, 8f start, 3f active, 19f recovery, -1 on hit, -5 on block. Cancelable
Used in tekken chain as her BnB. Asuka takes a step forward before attacking make this a good more for footsies or punishing an unsafe normal as you can cancel this move to c.MP into bnb
+
- 90dmg, 11f start, 4f active, 25f recvoery, -4 on hit, -9 on block. Cancelable
Strange hitbox on this move. The only time I messed with it was during a launcher combo and if i was not on top of my opponent, the HK would whiff. Starting using HP xx Launcher as a more reliable attack.
+
- 30dmg, 4f start, 4f active, 7f recovery, +6 on hit, +2 on block. Cancelable
Not used, bad range, better moves for hit confirm
+
- 60dmg, 5f start, 5f active, 13f recovery, +3 on hit, -1 on block. Cancelable
Ends all of Asuka's variations of her tekken chain and links, then canceled into a special move.
+
- 90dmg, 9f start, 5f active, 27f recovery, +3 on hit, -12 on block. Crumple
This moves Crumple's on counter hit's therefor it is a good tool to throw out while trying to footsie someone from close range. Stand just outside of HP's max range and if you attack a outlying limb, it will crumble the opponent, setting up major dmg
+
- 30dmg, 5f start, 3f active, 11f recovery, +3 on hit, -1 on block. Cancelable
Can be used to start her low game, but s.lk is much more ambiguous and harder to see coming.
+
- 60dmg, 7f start, 4f active, 21f recovery, -4 on hit, -8 on block. Cancelable
Great utility, can be used to duck under normal fireballs (sonic boom, low tiger shot, and lk.Fajujin(spelling?) can still hit asuka)
+
- 90dmg, 9f start, 3f active, 28f recovery, Hard knockdown, -11 on block.
An average sweep. can be chained into for the hard knockdown, otherwise not much use.
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- j.HP , st.MP , st.LK , st.MK , cr.MP , dp+K , f+MP , st.MK , hcb+MP , st.MP , f+MP [355 dmg]
- j.HP , st.MP , st.LK , st.MK , cr.MP , dp+K , uf+HK , st.MK , dp+MK , cr.HK [380 dmg]
- {{ jumping
,
,
,
,
+
,
+
,
+
,
,
+
,
+
}} 389 dmg (corner only variation)
Note that, due to the game's engine, more damage can be obtained with shorter combos:
- {{ jumping
,
,
+
,
+
,
,
+
,
+
}} 420 dmg
Hit Confirm Combos
- {{
,
,
,
+
,
+
, jumping
+
, land
,
+ k}} 368 dmg
- {{
,
,
,
+
,
+ k}} safe on block
Advanced Combos
- {{ jumping
,
,
,
,
,
,
+
,
+
, jumping
+
, landing
,
+
,
+ hk}} Meterless style. 330 dmg?
Combos Into Supers
- N/A