it counters all grounded attacks, anything air-borne beats it (jump-ins, moves like Tatsu, lots of overheads etc) and it loses to all supers IIRC.
didnt try EX counter vs Supers though.
Would it be too broken to ask for it to counter similar to Gouken in that it counters…everything. I mean the damage on it isn’t that high in the first place Wishful thinking…
Gouken’s doesn’t counter everything. And besides, EX Falling rain is basically your air counter anyways.
honestly i think counter is fine
if only sweep throw left us even half as close to the opponent as counter does i’d be happy
Her counter is perfect as it is. That hard knockdown means a free setup for her. That’s a pretty harsh punishment for just pushing a button.
It occurs to me that Asuka could be improved greatly by simply switching the inputs for oni and counter. That is, the defensive move finishes at the back position, and the offensive move finishes in the forward position. I wonder why it is the way it is.
Nah her counter input is perfect, you can sit at down back and just do a QCF P for the counter to come out.
Oni input isn’t really an issue since there’s no issue doing the input because you’ll be doing it in a combo or a blockstring anyway
Yeah. I like her inputs the way they are. It’s easy to input counter during untrue blockstrings.
Only input i hate is her f+lp they should remove it and make it only useable when doing her dragon wheel because outside of that the move is useless on its own and prevents her pressuring with her jab.
^ now that I agree with. F+LP should be in combo only. I’ve gotten that a few times. It’s almost as annoying as Hwoarang’s db+LK
Oh yes, I hate her f+lp so much, makes jab pressure with her difficult
hate f+lp as well but I’ll deal.
What I REALLY need for Asuka is a buff to her overheads. f+mp is unsafe on block and it’s 1f link to combo after it. f+hk is sooo slow and you only get a sweep or so after. She needs better overheads for her command throw to ever be a threat. Otherwise her mixups are not worth the risk half the time.
Asuka was never meant to be a mix up character. It’s not her core game play. I feel her main game plan is to keep your opponent quiet through counter and pressure till they break. Her mix ups comes after that which can be secondary depending on how your opponent handles pressure. I feel that she plays similarly to Cammy in SF4 and as such, I use the same game plan for Asuka. I only use overheads as a surprise move or when I can’t break my opponent. It’s not something I rely on.
If you stand back at a distance, do it meaty or CADC for a CH, the link of f+MP is easy as pie.
F+hk can be tag cancelled for damage depending on your partner.
So I wimped out a few weeks ago and started using Hwoarang second instead of Asuka, but recently I’ve been practicing with her again. I’m pretty sure I’ll be ranting about something sooner or later once I bring her back out online -_-
I’m more or less at peace with Asuka. I dropped her for Hwoarang but got bored and quit playing. Even with her faults Asuka’s just about the only character in the game that keeps it fun for me.
I wish non-EX airgrab was worth anything though. The most I can do with it is catch Rufus’s divekicks if he gets predictable.
Horrible footsies…no real options on wake up…long start up… ughhhhhhhhhhh
Asuka has left me in D-C tier for awhile now…it’s getting very frustrating.
I think Asuka would be WAY better if throws in the game worked like they do in SF4 because she can apply some pressure and get in for a tick throw. Then again, every character would be better too -_-
Still, I think she is more of a rushdown character than anything. Though her Tekken strings mainly put her at a frame disadvantage, most of them can be cancelled to Oni to make them a bit safer from there. Some strings have her hit a standing low attack, so mixing those up should be the base of her game.
I guess st.mp ~ st.lk and st.mp then f+mp would be a nice mixup.
Or f+mp and cr.lk (into chain, combo into dp on hit, oni on block)