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
Very adept at high/low mixups, able to get full combos off of both her overheads and standing lows.
Her command low (f+mk) can be made safe on block and has enough block stun to easily confirm into either a safe ender or an ender that can lead to full combos
f+MP overhead comes out fairly quick and can lead to full combos
Strings can be mixed with target combos to create unique pressure
Possesses an Air Crush command normal (f+LK, LP) that leads to a full combo
Poor mobility
Difficulty dealing with pressure thanks to lack of reliable reversals to get her out of trouble consistently other than EX Cancan Kicks, which has a slow startup time.
Buttons don’t lend themselves well to footsies, necessitating that she always be on the offense
Several of her combo starters have long recovery, making her vulnerable to effective spacing and well-timed neutral jumps
Lower than average health
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
Far/Close LP LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
H
-
3
2
9
+6
+2
1
1
1
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
Far/Close MP MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
60
H
SM,EX,SA,CA
6
4
11
+6
-3
2
1
1
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
Far/Close HP HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
90
H
-
11
4
25
-4
-9
3
1
1
Crumples on counter hit
Rarely EVER used outside of emergency ABC magic chain; if you want to launcher combo, there are better options anyways
Far LK LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
30
L
SM,EX,SA,CA
5
2
12
+3
-1
1
1
1
Amazing move that is crucial to Asuka's mixup game. Only standing normal that hits low
Far/Close MK MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
60
H
SM,EX,SA,CA
8
3
19
-1
-5
2
1
1
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
Far/Close HK HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
90
H
SM,EX,SA,CA
9
4
21
0
-5
3
1
1
Strange hitbox on this move, possibly prone to whiffing during launcher combos. Considering starting using HP xx Launcher as a more reliable attack.
Close LK (near opponent) LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
(near opponent)
30
H
SM,EX,SA,CA
4
2
12
+3
-1
1
1
1
-
Crouch LP d+LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
30
H
SM,EX,SA,CA
4
4
7
+6
+2
1
1
1
Not used, bad range, better moves for hit confirm
Crouch MP d+MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
60
H
SM,EX,SA,CA
5
5
9
+7
0
2
1
1
Ends all of Asuka's variations of her Tekken chain and links, then canceled into a special move.
Crouch HP d+HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
80
H
SM,EX,SA,CA
7
5
27
-7
-12
3
1
1
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
Crouch LK d+LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
30
L
SM,EX,SA,CA
4
3
11
+3
-1
1
1
1
Can be used to start her low game, but st.lk is much more ambiguous and harder to see coming.
Crouch MK d+MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
60
L
SM,EX,SA,CA
7
4
16
+1
-7
2
1
1
Great utility can be used to duck under normal fireballs (Sonic Boom, Low Tiger Shot, and Juri's LK Fuhajin can still hit Asuka)
Crouch HK d+HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
75
L
-
9
3
28
hard knockdown
-11
4
1
-
An average sweep. can be chained into for the hard knockdown, otherwise not much use.
Jump LP ub/u/uf+LP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
40
M
-
6
7
until ground+4
+12
+4
1
1
1
-
Jump MP ub/u/uf+MP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
70
M
-
7
6
until ground+4
+16
+5
2
1
1
-
Jump HP ub/u/uf+HP
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
90
M
-
10
5
until ground+4
+20
+8
3
1
1
-
Jump LK ub/u/uf+LK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
40
M
-
7
5
until ground+4
+12
+4
1
1
1
-
Jump MK ub/u/uf+MK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
70
M
-
7
9
until ground+4
+16
+5
2
1
1
-
Jump HK ub/u/uf+HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
/ / +
60,60
M
-
8
3(5)5
until ground+4
+20
+8
3
1
1
-
Launcher **LC HP+HK
Command
Damage
Guard
Cancel
Startup
Active
Recovery
Hit Adv.
Block Adv.
JP
JC
JS
+
100
H
-
13
2
54
switch
-34
3
-
-
Crushes crouching attacks frames 1-14, Launches opponent while switching characters