Loserprance (talk | contribs) (changed graphics) |
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| description = | | description = | ||
* Neck and above crushes airborne attacks frames 1-4 | * Neck and above crushes airborne attacks frames 1-4 | ||
Asuka does not have a spammable jab such as Cammy, Rolento, or Raven, therefore she cannot rely on walking and jabbing. Also does not have very good range. Mostly used to hit-confirm her BnB | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
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 | |||
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| description = | | description = | ||
* Crumples on counter hit | * Crumples on counter hit | ||
Rarely EVER used outside of emergancy ABC magic chain; if you want to launcher combo, there are better options anyways | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
Amazing move that is crucial to Asuka's mixup game. Only standing normal that hits low | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
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 cr.MP into BnB | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
Strange hitbox on this move, possibly prone to whiffing during launcher combos. Considering starting using HP xx Launcher as a more reliable attack. | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
Not used, bad range, better moves for hit confirm | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
Ends all of Asuka's variations of her Tekken chain and links, then canceled into a special move. | |||
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| description = | | description = | ||
* Crumples on counter hit | * Crumples on counter hit | ||
This moves crumples on counter hit, therefore 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 crumple the opponent, setting up major damage | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
Can be used to start her low game, but st.lk is much more ambiguous and harder to see coming. | |||
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| js = 1 | | js = 1 | ||
| description = | | description = | ||
Great utility can be used to duck under normal fireballs (Sonic Boom, Low Tiger Shot, and Juri's LK Fuhajin can still hit Asuka) | |||
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| js = - | | js = - | ||
| description = | | description = | ||
An average sweep. can be chained into for the hard knockdown, otherwise not much use. | |||
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Revision as of 22:05, 25 September 2022
Introduction
Ideal Team Position: Anchor
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.
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 |
---|---|
|
|
Asuka | |
---|---|
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 | 35 |
Diagonal super jump duration | 35 |
Misc. | |
Charge Cancel Delay (Normal/EX) | 5 |
Move Analysis
Normal Moves
Unique Attacks
Normal Throws
Special Moves
Super Combos
The Basics
N/A
Advanced Strategy
N/A