Street Fighter X Tekken/Asuka: Difference between revisions

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{{MoveData
{{MoveData
| name    = Stand Jab
| name    = Stand Jab
| input    = 5LP / Far LP
| input    = Far/Close LP
| subtitle = Light Punch
| subtitle = 5LP
| image    = SFxT_Asuka_5LP.png
| image    = SFxT_Asuka_5LP.png
| caption  = caption
| caption  = caption
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=== Super Combos ===
=== Super Combos ===
N/A
N/A


== The Basics ==
== The Basics ==

Revision as of 21:31, 14 September 2022

Introduction

Ideal Team Position: Anchor

Asuka is a rushdown character that does not want to be on the defense. On Knockdown.png she has great mixups ranging from ambiguous cross-ups to High.png and Low.png guesses, all which lead to great meterless damage and another Knockdown.png 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.

While overheads existed within the Street Fighter franchise long before this game came out, no game in the series placed such a high commodity on comboable overheads like this one. Instead of overheads being used simply to break an opponent’s guard, Asuka’s overheads are used as combo starters that lead to big damage and hard knockdowns. She also has a command standing low, f+mk, that is easily confirmable into a target combo that also leads to big meterless damage. This high-low game of Asuka, along with a command grab to keep opponents continuously wary of her approach, makes her up-close game extremely dangerous. Her f+LK, LP target combo has a very large hitbox, air crush properties, and quick startup that leads to yet another combo option, giving her a weapon against airborne opponents. Her j.HP can hit from either side of her body and has a high highbox, giving her a powerful crossup tool that helps her get in and start her mix-ups. To compensate for her strong offense, Asuka herself is not particularly mobile, as her jump is slow and easy to react to while her forward movement is susceptible to opponents with good ground options. She has particular difficulties against zoners as her main way around fireballs, her lunging elbow rekka (hcb+P) does not have particularly long window of fireball invincibility and none below her waist. However, if she can pair herself with a point character that overcome her mobility deficits, and tag her in once they’re in appropriate position...Asuka can ensure that she continues to get plenty of students for her father’s dojo.

Strengths Weaknesses
  • Very adept at high/low mixups, able to get full combos off of both her overheads and standing lows.
  • Her command low (f+mk) can be made safe on block and has enough block stun to easily confirm into either a safe ender or an ender that can lead to full combos
  • f+MP overhead comes out fairly quick and can lead to full combos
  • Strings can be mixed with target combos to create unique pressure
  • Possesses an Air Crush command normal (f+LK, LP) that leads to a full combo
  • Poor mobility
  • Difficulty dealing with pressure thanks to lack of reliable reversals to get her out of trouble consistently other than EX Cancan Kicks, which has a slow startup time.
  • Buttons don’t lend themselves well to footsies, necessitating that she always be on the offense
  • Several of her combo starters have long recovery, making her vulnerable to effective spacing and well-timed neutral jumps
  • Lower than average health
Asuka
SFxT Asuka Art.jpg
Health 950
Ground Movement
Forward walk speed 40
Back walk speed 25
Forward dash duration 17
Back dash duration 8,10,8
Jumping
Prejump duration 4
Neutral jump duration 35
Diagonal jump duration 35
Neutral super jump duration
Diagonal super jump duration
Misc.
Charge Cancel Delay (Normal/EX) 5

Move Analysis

Stand Jab
5LP
Far/Close LP
SFxT Asuka 5LP.png
caption
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Lp.png x x x x x x x x x x x
  • Neck and above crushes airborne attacks frames 1-4

lorem ipsum

Normal Moves

N.png + Lp.png - 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

N.png + Mp.png - 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

N.png + Hp.png - 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

N.png + Lk.png - 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

N.png + Mk.png - 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

N.png + Hk.png - 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.

D.png + Lp.png - 30dmg, 4f start, 4f active, 7f recovery, +6 on hit, +2 on block. Cancelable


Not used, bad range, better moves for hit confirm

D.png + Mp.png - 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.

D.png + Hp.png - 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

D.png + Lk.png - 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.

D.png + Mk.png - 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)

D.png + Hk.png - 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 ~ LK ~ MK ~ d+MP xx dp+K , f+MP , st.MK xx hcb+MP , st.MP ~ f+MP [355 dmg]
  • j.HP , st.MP ~ LK ~ MK ~ d+MP xx dp+K , uf+HK , st.MK xx dp+MK , cr.HK [380 dmg]
  • {{ jumping Hp.png , Mp.png , Lk.png , Mk.png , D.png + Mp.png , Dp.png + K.png , Uf.png + Hk.png , Hk.png , Dp.png + Mp.png , D.png + Hk.png }} 389 dmg (corner only variation)

Note that, due to the game's engine, more damage can be obtained with shorter combos:

  • {{ jumping Hp.png , Hk.png , Dp.png + K.png , Uf.png + Hk.png , Mk.png , Dp.png + Mp.png , D.png + Hk.png }} 420 dmg

Hit Confirm Combos

  • {{ Mp.png , Lk.png , Mk.png , D.png + Mp.png , Dp.png + K.png , jumping Uf.png + Hk.png , land Hk.png , Hcb.png + k}} 368 dmg
  • {{ Mp.png , Lk.png , Mk.png , D.png + Mp.png , Hcb.png + k}} safe on block

Advanced Combos

  • {{ jumping Hp.png , Mp.png , Lp.png , Mp.png , Lk.png , Mk.png , D.png + Mp.png , Dp.png + K.png , jumping Uf.png + Hk.png , landing Mk.png , Dp.png + Mp.png , D.png + hk}} Meterless style. 330 dmg?

Combos Into Supers

  • N/A

Game Navigation

General
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Street Fighter Characters
Abel
Akuma
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