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[[Category:Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 19:52, 5 January 2021


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