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Asuka is a rushdown character that does not want to be on the defense. On knockdown she has great mixups ranging from ambiguous cross-ups to high and low guesses, all which lead to great meterless damage and another knockdown 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.}} | Asuka is a rushdown character that does not want to be on the defense. On {{knockdown}} she has great mixups ranging from ambiguous cross-ups to {{high}} and {{low}} guesses, all which lead to great meterless damage and another {{knockdown}} 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.}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | 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}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | speccancel }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | speccancel }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | speccancel }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | chcrumple }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{chcrumple}} }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }} | {{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high }} | {{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high <br> cross-up }} | {{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} <br> cross-up }} | ||
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }} | {{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high }} | {{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> (two possible hits) }} | {{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} <br> (two possible hits) }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Demon Slayer | f + lp | knockdown }} | {{SFxTMoveListRow | Demon Slayer | {{f}} + {{lp}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Tsuwabuki | f + mp | high <br> groundbounce vs airborne }} | {{SFxTMoveListRow | Tsuwabuki | {{f}} + {{mp}} | {{high}} <br> {{groundbounce}} vs airborne }} | ||
{{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 | Demon Slayer | Dragon Wheel Kick --- f + lp | knockdown }} | {{SFxTMoveListRow | Demon Slayer | Dragon Wheel Kick {{---}} {{f}} + {{lp}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Leg Cutter | Dragon Wheel Kick --- df + hk | }} | {{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}} }} | ||
{{SFxTMoveListRow | Hyakujitsuko | mk --- d + mp | speccancel <br> knockdown vs airborne on 2nd hit }} | {{SFxTMoveListRow | Hyakujitsuko | {{mk}} {{---}} {{d}} + {{mp}} | {{speccancel}} <br> {{knockdown}} vs airborne on 2nd hit }} | ||
{{SFxTMoveListRow | Lunging Mist Thrust | b + mp | knockdown vs airborne }} | {{SFxTMoveListRow | Lunging Mist Thrust | {{b}} + {{mp}} | {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Whiplash to Toe Kick | b + mp --- mk | speccancel <br> knockdown vs airborne }} | {{SFxTMoveListRow | Whiplash to Toe Kick | {{b}} + {{mp}} {{---}} {{mk}} | {{speccancel}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Whiplash Sacred Blade | b + mp --- d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Whiplash Sacred Blade | {{b}} + {{mp}} {{---}} {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Heron Dance | f + mk --- mp | low on first hit <br> knockdown vs airborne }} | {{SFxTMoveListRow | Heron Dance | {{f}} + {{mk}} {{---}} {{mp}} | {{low}} on first hit <br> {{knockdown}} vs airborne }} | ||
{{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 | Kariashi Shiranui | Leg Cutter --- hk | knockdown }} | {{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter {{---}} {{hk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Leg Cutter 2nd Hit | Leg Cutter --- df + hk | low <br> speccancel }} | {{SFxTMoveListRow | Leg Cutter 2nd Hit | Leg Cutter {{---}} {{df}} + {{hk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter 2nd Hit --- hk | knockdown }} | {{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter 2nd Hit {{---}} {{hk}} | {{knockdown}} }} | ||
{{SFxTMoveListRow | Leg Cutter 3rd Hit | Leg Cutter 2nd Hit --- df + hk | low <br> knockdown <br> speccancel }} | {{SFxTMoveListRow | Leg Cutter 3rd Hit | Leg Cutter 2nd Hit {{---}} {{df}} + {{hk}} | {{low}} <br> {{knockdown}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter 3rd hit --- hk | knockdown }} | {{SFxTMoveListRow | Kariashi Shiranui | Leg Cutter 3rd hit {{---}} {{hk}} | {{knockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Cloud Taste | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Cloud Taste | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | White Mountain | b + lp + lk | throw }} | {{SFxTMoveListRow | White Mountain | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{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 | Mist Palm Thrust | Exorcisor --- p | }} | {{SFxTMoveListRow | Mist Palm Thrust | Exorcisor {{---}} {{p}} | }} | ||
{{SFxTMoveListRow | Raging Storm | Mist Palm Thrust --- f + p | hardknockdown <br> wallbounce on ex }} | {{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 vs low }} | {{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}} }} | ||
{{SFxTMoveListRow | Onikubigari | hcb + k | ex chrg <br> knockdown vs airborne <br> knockdown on ex }} | {{SFxTMoveListRow | Onikubigari | {{hcb}} + {{k}} | {{ex}} {{chrg}} <br> {{knockdown}} vs airborne <br> {{knockdown}} on {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Kinshin Enbu | hcb + 3k | hardknockdown }} | {{SFxTMoveListRow | Kinshin Enbu | {{hcb}} + {{3k}} | {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== 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 === | ||
* {{ | * {{ jumping {{hp}} , {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{dp}} + {{k}} , {{f}} + {{mp}} , {{mk}} , {{hcb}} + {{mp}} , {{mp}} , {{f}} + {{mp}} }} 355 dmg | ||
* {{ | * {{ jumping {{hp}} , {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{dp}} + {{k}} , {{uf}} + {{hk}} , {{mk}} , {{dp}} + {{mp}} , {{d}} + {{hk}} }} 380 dmg | ||
* {{ | * {{ 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: | ||
* {{ | * {{ jumping {{hp}} , {{hk}} , {{dp}} + {{k}} , {{uf}} + {{hk}} , {{mk}} , {{dp}} + {{mp}} , {{d}} + {{hk}} }} 420 dmg | ||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
*{{ | *{{ {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{dp}} + {{k}} , jumping {{uf}} + {{hk}} , land {{hk}} , {{hcb}} + k}} 368 dmg | ||
*{{ | *{{ {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{hcb}} + k}} safe on block | ||
=== Advanced Combos === | === Advanced Combos === | ||
* {{ | * {{ jumping {{hp}} , {{mp}} , {{lp}} , {{mp}} , {{lk}} , {{mk}} , {{d}} + {{mp}} , {{dp}} + {{k}} , jumping {{uf}} + {{hk}} , landing {{mk}} , {{dp}} + {{mp}} , {{d}} + hk}} Meterless style. 330 dmg? | ||
=== Combos Into Supers === | === Combos Into Supers === | ||
* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:02, 9 December 2020


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
{{ + 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
{{ + 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
{{ + 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
{{ + 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
{{ + 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
{{ + 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.
{{ + lp}} - 30dmg, 4f start, 4f active, 7f recovery, +6 on hit, +2 on block. Cancelable
Not used, bad range, better moves for hit confirm
{{ + 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.
{{ + 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
{{ + 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.
{{ + 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)
{{ + 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
- {{ jumping
,
,
,
,
+
,
+
,
+
,
,
+
,
,
+
}} 355 dmg
- {{ jumping
,
,
,
,
+
,
+
,
+
,
,
+
,
+
}} 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