Asuka Kazama | Backdashing and F+2'ing you all day

Thanks for all the combos. I never knew Asuka could combo off her 1+2. I didn’t realize it sort of crumples the opponent. I’ve always thought it just knocks the opponent down. All this time I’d been playing Tekken 5 and Dark Ressurection, I’ve been letting my opponent hit the floor after a 1+2. God damn. But I was never on a forum before so no one ever told me these things.

I’ve been feelin’ myself in ranked. I’m like… DF+2, UF+3, B+4 2, UF+3, 2 1 1+2. All day. I only do it because it was the first combo in the strategy guide and it was the first combo I’d gotten used to, lol. It’s all memory, like studying for a test. Sometimes I’ll juggle with a D+3+4 and I’ll be like, “Oh shit, WTF do I do now?” Uh… 1+4, 2 1 1+2, F F, DB+4, 3. I don’t know, I just make up random combos really quick sometimes.

I need to find a consistent and powerful combo to execute every time during certain juggles and Counter Hits. I sometimes hesitant and pull off random stuff 'cause I’ve only been playing the game ever since it came out on console and I haven’t been playing that much since with all the SF IV tournaments coming up. Asuka’s the shit though. At first I didn’t like her because her 1+4 lost that bounce property (which was given to Devil Jin for some reason) but she’s got some better stuff in Tekken 6 so it’s all good.

And thanks to everyone else for sharing the Asuka knowledge. DF+3 really is a great poke. You guys definitely helped my Asuka get better. Good stuff and keep it up.

So did anyone figure out the infinite yet?

Yea you hit these buttons in exact sequence

1,2,3,1,5,110+124325235,4332353,lick the stick,3,6,2,666+777,9~11, you’re a retard,8,3,45,346,2,46,573

You’re not gonna land f+2 or df+2 a lot in real matches local with good players.

Oh yeah? Well I’ve gotta mix it up of course so they don’t expect it. It’s not like I’m going to go for the F+2 and DF+2 all the time. I can side-step or bait something in order to counter hit with the launches if that’s possible.

Yeah, that little tidbit of info helped Mooyang, being a Tekken virgin til recently.

I like how the 1+2 crumple allows you to juggle the opponent so to speak. I’ve been getting down some combos piece by piece.

If anyone wants some Asuka mirrors for fun, just add me.

Dunno if this was already common knowledge, but if you land d+4 in her 1+4,2, (4 or d+4) white heron dance mixup… d/b 4, 3, d+2, b! is totally free after that.

I wish the d+4 in that mixup wasn’t as unsafe as it is. Most of the time people prefer to think I’m going low so I end up using the high kick ender more than I’d like. The high kick ender is still -15 on block it seems, but I haven’t been punished for it yet 'cause I don’t over abuse it.

Oh shit, that does work. I went into Training and made up some of these combos:

This is a two-part combo that does 66 and 43 damage. Pretty sick though.

1+4, 2, D+4, D/B+4, 3, FF, B+4, 3, B!, U/F+3, 1, 2, 1+2

This combo does a total of 90 damage! God damn!

1+4, 2, D+4, D/B+4, 3, D+2, B!, FF, D/B+4, 3

That’s for sharing that. That just makes my Asuka even more dangerous than she already is.

I wouldn’t base much of your game around 1+4,2,d+4… You can duck jab under the 2 on reaction.

Honestly I only use 1+4 in oki, juggles, and on the wall. Of course, from time to time 1+4,3 is good to catch people who’d rather duck and punish.

That’s true. But it’s good to know that it’s capable of a powerful follow-up just in case you ever randomly connect it during a mix-up or something.

IMHO 1+4 should only be used for oki and back rollers. Top players will always duck that shit and just launch you for free. Trust me: I play with them A LOT. If I see another Asuka do 1+4 on me it’s a free d/f+2 into 40 percent wall carry juggle.

Asuka doesn’t really have many good strings. Honestly I don’t think she should be close to the opponent. She’s the ultimate turtle. Keep them out with good pokes such as D/B+3; D/F+3; D+2; 1,3 or 1,4. B+4 is possibly her best move. It’s so fucking fast (like 12 frames I believe) and it lands so many counter hits for a free 40 percent juggle. Getting a good solid life lead with Asuka is very crucial, because if you’re behind in life the chances of you winning drop dramatically. Her rush down game is pure ass.

Anyway, here’s more tips. Asuka has quite possibly the best counter in the game. Learn to use it effectively. Read your opponent’s patterns. One strategy I like to use is to poke my opponent with 1,2 or 1,3. I watch to see if they immediately jab back after I’m done doing my string. I’m a Psych major, and I’ve learned people are creatures of habit. If they try to poke you back after you do your poke the last 3 times, chances are they will try to attack you the next 3 times also. Why block it when you can get a free counter for 30 damage and oki setups?

When they get up and you notice them try to kick you the last 3 times, what makes you think they’ll suddenly stop doing that for the 4th or 5th time? COUNTER THAT SHIT!

Once you start countering opponents, you open up so many options for Asuka. You get into their head. They’re thinking “oh shit…I just got countered like 3 times in a row…can’t be attacking too much anymore.” That’s when you can just do whatever the fuck you want with Asuka. Dash throw, high risk high reward mixups, etc etc.

Is she really low tier? Like, are her matchups against the Mishimas 7:3?

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.

Well guys, I tested the wall trap finally… Doesn’t catch their back, apparently she doesn’t spin as wide in T6 as she did in T5/DR. Ah well, still good for a +6 frame advantage on tech rollers with their back to the wall, and that alone can be worth the mild damage reduction.

Any advice against Alisa? She seems to be the one I struggle against the most. Especially her chainsaw attacks, it seems the only thing to do is block when you can anticipate them.

Just bought T6 today and played online some. Low Cutter combos seem like they’ve been toned down a bit. I’m still enjoying her though, aside from those online matches where it seems like I just can’t land the first attack…

I dont know the technicals of T6 but I just do a loop with her and do pretty well on campus. I guess you could call me a scrub all you want but I rather learn than pretend to be good. I have difficulty against Eddy alot though