There IS no match up charts in tekken… No 7:3 bs.
The primary reason asuka is considered low is because her block punishment game isn’t that good at under -15. At -12 to -13 she really doesn’t get anything worth mentioning while this is the most common punishment to take place at high-level. The thing about asuka is, she doesn’t need that block punishment to be effective. Let me give you a mild run down…
Expect a high?
d/b+1(and if you got CH follow-up)
d/b+2
d/f+3
d+4
d/b+4,3(CONFIRM YOU GET THE CH BEFORE THROWING THE 3!!!)
iws+3(be careful here)
f+2(be careful here)
3~4(be careful with this one, it’s risky)
and I think d+1+2(haven’t had time to test)
All these options rape highs for free. There’s more, but this is just an example.
Lows?
d+3+4
3+4
u/f+3(on CH this is TOO sweet)
u/f+4
Again, there’s more, I’m just giving a few solid examples.
To top it all off, b+3 can crush BOTH high and low.
On lows, honestly, the only options she needs is d+3+4 and 3+4, both murder lows in the opening frame(literally invincible to lows), d+3+4 on CH gives a free juggle for good damage while 3+4 gives EXCELLENT wake up games and a full wall combo at wall. Tip, dash 1+4 picks up anything but side roll or staying down after 3+4 in the open. Easy combo from there.
So yes, while her block punishment sucks, she excels in other points. Her crush game makes her VERY dangerous to attack even when she’s at frame disadvantage, allowing her to stay on the offense even though she threw something that put her at a -3 or -4. Her whiff punishment game is just crazy, her crushing game is top tier, and her wall game is something out of a horror film.
Btw guys, on small wall stages d/f+2, u/f+3, 2,1, d/b+4,3 w! dash 2,1,1+2 b! f+1,4 for 86 damage IIRC. Shit works from the start point with ease on levels like the Tomato stage, haven’t tested yet to see just how far back it’ll carry, but it’s close to half life. Should be over half with f+2, I haven’t tested as it yet but I know any juggle that works for d/f+2 will work on f+2.
Side note, with the above combo change out the w! follow-up for dash b+4,2 b!, 1+4,3(hold 3 for 2 spins) will force side rollers to block, leaving you at +6. It should also hit both wake-up 3 and 4 for a second wall splat. If you’d like, you can go for an unblockable_1+2 mix-up, with both options giving a wall splat, and the unblockable recovers pretty quickly on whiff so a lot of WS launchers can be blocked, allowing you to punish with a wall splat once again as well. I prefer going for the +6 myself, as you can then really get into their heads from here. b+4 is entirely uninterruptable and will CH everything except MAYBE yoshi’s flash, have no way to test that situation out, and once again give you a wall splat. This isn’t something to use every time, but it is a nice trap.
ps, for a fun shenanigan on people who never insta-tech roll d/f+2, d/b+4,3, d/b+4,3(loop d/b+4,3) will keep picking them off the ground and re-launching them until they side roll. Quick way to condition your enemy into always tech rolling so you can force those 2 spin block/back traps.