Asuka Kazama in Version 2013

Pfft don’t let this patch fool you guys. You Asuka users are still free as before. Last vs session me 5 phyre 9…Yup still free as before. I’m happy I’m actually able to use my 4 favorite Tekken characters now. ^^

[S]What CADC tactics should I be using besides bmp xx fmp? (love that this works now!!!) Same stuff as before?[/S]

Edit: Nvm I got it =D

Works with Lili too!
I had like 20min with the new Asuka, tried new bnbs ect. I got DP’d out of lp-mp-lk chain (on block) in arcade mode lol, if you want to apply pressure by starting with a jab go for lp-mk-cr.mp chain instead. I also tried the new Pandora, I didn’t got high damage (maybe I should try with gems) but Asuka can set Pandora up for her partner with:
upkicks, f.mp - Pandora (ground bounce)
upkicks, f.lk - f.lp - Pandora (opponent high in the air, limited juggle potential)

Now I gotta go to school :(, I’ll add more tonight. Heron Dance is great! It feels like a new game really. (I got 2 wtf, boost combos launcher.pushback and Lili’s walk speed)

Heron Dance catching backdashes and now being a good move is huge.

In 2012, Asuka had a huge amount of trouble with backdashes.

b+mp st.mk was good vs backdashes, could followup with cr.mk xx ex falling rain.

Or even f+mp on most characters, Asuka had problems but backdashes wasn’t one of them.

I won’t be able to play this game for a few days, this is killing me :frowning:

You can do overhead -> crouch fierce xx EX falling rain -> crouch fierce xx lift kicks/EX oni.

That’s regular lift kicks, and it just gets one hit, but it’s the max damage one-meter followup I’ve found. EX Oni finisher gets both hits and does 516 (?) damage.

^ 514
424 with regular upkicks, 436 with ex (just go for EX oni or regular upkicks). Great find!
So much damage everywhere lol, I’ll try her with power gems now. :smiley:

This actually works:

(whatever) xx lift kicks -> j.rh -> cr.fierce xx falling rain (-> sweep)

Falling rain bnb with only heavies!

It does 408/438 damage with heron dance starter. The timing isn’t trivial but I think we can get used to it. You want to delay the j.rh and do cr.fierce as fast as possible when you land. It might help to hold forward for the tiniest of moments between the lift kicks and the jump, but it still works if you jump right away and delay the kick.

Heron dance does more damage than a standing rh for a combo starter now, unless you are using EX moves. But it’s good to get used to using heron dance anyway because it doesn’t whiff crouchers.

The range increase on it is also quite noticeable, you have a pretty strong low/high mixup from a distance:

low: heron dance (408/438 meterless, 456/478 1-bar, 526 2-bar, 633 3-bar)
high: thunder fall kick (195/232 meterless, 424 1-bar, 514 2-bar)
high: tsuwabuki (~400 meterless)

Collecting best combos so far, let me know if you have anything better:

combos

Spoiler

(haven’t tried b+MP combos)

Default punish
heron dance xx lift kicks -> jump rh -> crouch fierce xx falling rain
408 damage, 438 with sweep ender

Thunder Fall Kick (f+HK)
overhead -> sweep
195 damage
overhead -> crouch fierce xx lift kicks
232 damage
overhead -> crouch fierce xx EX falling rain -> crouch fierce xx lift kicks =
424 damage, 514 if ending with EX oni instead

Tsuwabuki (f+MP)
overhead -> crouch strong -> crouch fierce xx lift kicks -> jump rh -> crouch fierce xx falling rain
401 damage, 423 with sweep ender

1-bar punish
heron dance xx EX oni -> crouch strong -> leg cutter x2 xx falling rain
456 damage, 478 with sweep ender

2-bar punish
standing rh xx EX oni -> crouch strong -> crouch fierce xx EX falling rain -> crouch fierce xx lift kicks
548 damage, 608 if ending with EX oni instead (but BNB to cross art is a better 3-bar combo)

The “1-bar punish” is interesting, actually a use for leg cutter in combos! But it’s very hard to do, please experiment and see if you can figure out how to make it consistent (it does work midscreen.) Or if you find something better for solo Asuka 1-bar.

Overall I like how you have more variety in offense now. Being able to combo crouch strong x2 -> crouch fierce is nice since having real frame traps opens up the rest of your options.

I want to use Asuka but I feel she is easier to use in TTT2 than she is here, maybe its just me

That combo should be strictly corner only. For midscreen, simply Heron Dance xx Upkicks -> j.HK -> cr.HP xx EX Falling Rain -> cr.HP xx Upkicks.

472 vs. 478 is negligible and it’s completely a piece of cake to do.

A better corner combo off of Heron Dance, though, would be Heron Dance xx EX Oni -> cr.HP xx Falling Rain -> Sweep. 480 damage.

Is it just me or is EX Exorcisor now 100% safe?

Couldn’t get a shoryuken between the hits, and can block the reversal at the end.

Yeah, but on the other hand the oki from falling rain (or even sweep) is better than what you get from upkicks ender. If I could figure out how to do it more reliably midscreen I’d be a big fan.

For 1-bar you have Heron dance (or HK/cr.HP) x EX oni - cr.mp x oni - mk x falling rain - sweep (= 500 with Heron Dance, 520 with HK and 510 with cr.HP. works midscreen but not easy to do at first)

I managed to combo cr.hp into falling rain, ir sure is weird to do at first lol. I didn’t know that you could link cr.mp to cp.hp !
Your Tsuwabuki combo with sweep ender does 428dmg.

[S]Yeah, the 2nd and 3rd hit of EX exorcisor seem safe to 3-frame reversals. Stopping at the 2nd hit puts you very close, stopping at the 3rd hit puts you at a little distance.[/S] Stopping at the second hit is safe to 3-frame reversals. Stopping at the 3rd hit appears to put you at -4. You can be punished by fast reversals/normals but they need enough range, probably relatively safe against most characters. For example, only Sagat’s EX uppercut can punish even though both LP and EX are 4f startup.

Hah, don’t know why I forgot to test the old combo.

If your links are crispy, replace the cr.MP with cr.HP. 514 from Heron Dance, 536 from s.HK, 544 off of j.HP with s.HK. I am confident now that 544 is her max damage with one bar.

So then 582 from that combo with 2 bars and s.RH starter (EX falling rain -> crouch fierce -> lift kicks) and 627 with 3 bars (EX oni.) Still not quite beating cross art damage, but just about.

If it’s possible to sneak a crouch strong in after the oni, that might be enough to make it.

I really wish I could test stuff with you guys now :frowning:

Probably won’t get access til like Friday/Saturday.

Keep up the good work!

MP in general is fucking rad now. You can link 3 in a row and it frame traps, super easy hit confirm in pressure. You wouldn’t want to link it so much cause damage, but since it links into itself and keeps up pressure it’s super nice to have.

[media=youtube]y091mcDneOU[/media]

[media=youtube]k6p4gSR7VKc[/media]

What are her best ways to get in nowadays? I was trying to get in against a Paul/Gief yesterday, and just getting shut out on all my ways in. I couldn’t jump in safely since it became obvious after a while, and it seemed like they out-footsie her. What are her best tools for getting in?

That my friend, is the downside to Asuka, gonna have to be pretty damn good at using her tools at neutral to get in.

Vs a good bit of characters, if you can get in the range for j.hp crossup and they have no tools to stop crossups, that’s one way, eg Xiaoyu, Kazuya, Nina, and others.

Her normals are pretty bad to get in on the opponent with due to their slow speed, so you have to recognize your opponent’s patterns and captilize, her b+mp (19f startup) is pretty slow but catch them in a moment of hestitation and get in with it, it’s + on block which is nice.

You also have tools like f+mk, df+hk etc. A nice way to get in is f+mp after your opponent whiffs a normal within f+mp’s range (hard but doable)

st.lk got a nice hitbox buff so you can do st.lk within it’s range buffer hk upkicks or st.lk st.mk cr.mp and cadc back on block or upkicks on hit.

For projectiles, she has exocrisor (hcb punch) to go through fireballs.

If your opponent knows the matchup, then you would be expected to face the gauntlet aka her neutral game a lot, as her strings are quite ACable and she struggles a lot at neutral so expect to be AC’ed a lot and going through it. This is where her buffs helps her a lot with st.mp and cr.mp, so she’s less dependant on her strings to survive upclose.

And ofc, this is a team game so if you have a strong point character to cover Asuka’s weaknesses, then that’s good.

1.Pick Yoshi on point
2. Do windmill
3.???
4.Profit