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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{ | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | hp | }} |
Revision as of 10:25, 12 April 2012


Asuka
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
speccancel
speccancel
hardknockdown
cross-up
(two possible hits)
Unique Attacks
groundbounce vs airborne
groundbounce
knockdown vs airborne on 2nd hit
knockdown vs airborne on 2nd hit
knockdown vs airborne
speccancel
knockdown vs airborne
hardknockdown
speccancel
speccancel
knockdown
speccancel
Throws
Special Moves
knockdown vs airborne
wallbounce on ex
knockdown
counter vs mid
counter vs low
throw vs airborne
can catch juggled state
groundbounce
standthrow
knockdown vs airborne
knockdown on ex
Super Combo
Move Analysis
Normal Moves
{{#motion: n + lp}} - 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
{{#motion: n + mp}} - 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
{{#motion: n + hp}} - 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
{{#motion: n + lk}} - 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
{{#motion: n + mk}} - 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
{{#motion: n + hk}} - 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.
{{#motion: d + lp}} - 30dmg, 4f start, 4f active, 7f recovery, +6 on hit, +2 on block. Cancelable
Not used, bad range, better moves for hit confirm
{{#motion: d + mp}} - 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.
{{#motion: d + hp}} - 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
{{#motion: d + lk}} - 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.
{{#motion: d + mk}} - 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)
{{#motion: d + hk}} - 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
- {{#motion: jumping hp , mp , lk , mk , d + mp , dp + k , f + mp , mk , hcb + mp , mp , f + mp }} 355 dmg
- {{#motion: jumping hp , mp , lk , mk , d + mp , dp + k , uf + hk , mk , dp + mp , d + hk }} 380 dmg
- {{#motion: 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:
- {{#motion: jumping hp , hk , dp + k , uf + hk , mk , dp + mp , d + hk }} 420 dmg
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A