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{{ | {{Infobox Character SFxT | ||
|name=Asuka | |||
|image=SFxT_Asuka_Art.jpg | |||
|health=950 | |||
|fWalk=40 | |||
|bWalk=25 | |||
|fDash=17 | |||
|bDash=8,10,8 | |||
|prejump=4 | |||
|dJump=35 | |||
|nJump=35 | |||
|ccDelay=5 | |||
|extra=Extra text | |||
|data=Data text | |||
}} | |||
{{ | {{TOClimit|10}} | ||
== Movelist == | |||
== | |||
==== Normal Attacks ==== | ==== Normal Attacks ==== | ||
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== Move Analysis == | == Move Analysis == | ||
{{MoveData | |||
| name = Stand Jab | |||
| input = 5LP / Far LP | |||
| subtitle = Light Punch | |||
| image = SFxT_Asuka_5LP.png | |||
| caption = caption | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-SFxT | |||
| command = {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = x | |||
| guard = x | |||
| cancel = x | |||
| startup = x | |||
| active = x | |||
| recovery = x | |||
| advHit = x | |||
| advBlock = x | |||
| jp = x | |||
| jc = x | |||
| js = x | |||
| description = | |||
* Neck and above crushes airborne attacks frames 1-4 | |||
lorem ipsum | |||
}} | |||
}} | |||
=== Normal Moves === | === Normal Moves === | ||
{{n}} + {{lp}} - 30dmg, 3f start, 2f active, 9f recovery, +6 on hit, +2 on block. NOT cancelable | {{n}} + {{lp}} - 30dmg, 3f start, 2f active, 9f recovery, +6 on hit, +2 on block. NOT cancelable |
Revision as of 20:44, 14 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 |
---|---|
|
|
Movelist
Normal Attacks

















































cross-up















(two possible hits)
Unique Attacks


























































































Throws









Special Moves

























can catch juggled state












Super Combo



Move Analysis
Normal Moves
+
- 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
+
- 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
+
- 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
+
- 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
+
- 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
+
- 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.
+
- 30dmg, 4f start, 4f active, 7f recovery, +6 on hit, +2 on block. Cancelable
Not used, bad range, better moves for hit confirm
+
- 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.
+
- 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
+
- 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.
+
- 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)
+
- 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
,
,
,
,
+
,
+
,
+
,
,
+
,
+
}} 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