Asuka (Vanilla Part 1)
AsukaPart1(Done)
[details=Spoiler]**OVERVIEW
[FONT=Helvetica]But I think from that convo we can get the gist here. But for those who aren’t very quick when it comes to finding things in a lot of text. When Asuka gets in, it can really hard to stop her flow if you play a character who doesn’t have a ‘Get off Me’ move like a DP, Teleport or just good anti-airs. Her wake-up also isn’t as bad in comparison to the rest of the Tekken Cast. In V.2013 this pressure has become scarier in the fact that thanks to her buffs, she can now do more damage from hitting you (500 damage combos hurt much?)
She has some really effective high/low mix-ups including a command throw that hits low and an overhead with some decent speed. Her counter is also extremely good against those who don’t know what is safe and what is unsafe against Asuka and it also does some good damage too.
Unfortunately despite her buffs, Asuka still suffers from having a not so strong poke game, her normals don’t reach very far and her anti-fireball doesn’t travel her as far as the other Tekken characters in the game giving her a very weak neutral game.
She also has below average life at 950 making her slightly easier to KO than most other characters in the game.
**APPROACH TACTICS **
THOSE TEKKEN STRINGS
Yeah not knowing Asuka’s Tekken strings will get you killed pretty quickly against a good Asuka. Hence I this write up I want to cover these strings so that you can find ways to counter them.
JUMPING WITH J.HP
J.HP is Asuka’s best jump in against you, it is a double armed attack that can be really ambigious with the correct spacing. Teleport out to safety if you don’t know which way to block it
EXORCISOR
Asuka’s Exorcisor is a good way for her to get through your fireballs and hit you. You’ll want to learn the range on this move so that you can predict it in your zoning.
NORMALS TO LOOK OUT FOR
cr.MK
Asuka’s cr.MK doesn’t have a tonne of range on it however it makes up for it in its hitbox.
This move lowers Asuka’s hitbox allowing her to use this move as if it were an anti-air against you. This move will avoid your regular jump ins if she times it right but you can use your regular dive kick (Down + MK) to beat it.
The move can also avoid your fireballs, allowing her to duck under them in order to avoid taking chip damage from your grounded fireballs but not your aerial ones.
J.HP
Asuka’s main jump in move of choice. You’ll want to anti-air this move as much as you can in order to avoid the mix-up as to whether you should block it as a regular jump in or as a cross-up.
st.MK
Asuka’s st.MK is arguably her best ground normal against you. It moves her forwards along the ground and it has some decent reach. You will want to learn the range on this move so that you can whiff punish it in footsie situations.
cr.HP
Just something to recognise here but Asuka’s cr.HP on counter hit causes a crumple state from which she can combo from.
**UNIQUE ATTACKS / TEKKEN STRINGS **
DEMON SLAYER (Forward + LP)
Asuka ducks and then comes out with rising uppercut.
This move has a little bit of invincibility to high attacks. Well those high attacks that miss on crouching opponents.
The only high attacks that you have are either your Tatsu or the second hit of your Far Standing HK.
On block you can punish with a st.HP into a Solo Combo or a Cross Rush.
You can also get her to whiff this move if it is done randomly. You can punish with a Far Standing HK for a stronger combo.
TSUWABUKI (Forward + MP)
Asuka slams her elbow down on top of you.
This move hits as an overhead and it is one of the moves you should look out for when fighting against Asuka as she can follow-up with this move solo.
On block you can Reversal DP this move into your partner for some good damage.
The move is little more unsafe on block in this version so you can now also do a st.HP into a solo combo or launcher to punish it now
THUNDER FALL KICK (Forward + HK)
Asuka jumps and does a no handed cartwheel type move.
Another overhead move from Asuka.
This move can go over your lows. Especially your cr.MK if she times this move right.
The move is also safe-ish on block allowing Asuka to get in and start her pressure game.
I say safe in the fact that it is safe to your DP but not to your Reversal Demon
You should try to learn the range of this move so that you can get her to whiff it. Allowing you to punish it on whiff with a Far Standing HK.
You could also interrupt it with a DP if you can see it coming or neutral jump it on reaction as it won’t hit you if you jump it.
DRAGON WHEEL KICK SERIES
The Dragon Wheel Kick Series is a series of strings starting from Asuka’s Dragon Wheel Kick.
These series of strings are useful as anti-airs against you.
DRAGON WHEEL KICK (Forward + LK)
Asuka flips backwards whilst using her feet to deliver a backflilp kick attack.
This move got a huge buff from vanilla in the fact that it now has air crush properties on it. Making jumping at Asuka quite hard work should you try to do it with normals. Late air fireballs can give you a safer approach.
If she tries this on the ground against you, then you can punish with a Far Standing HK into a Solo Combo or a Cross Rush. Although at longer ranges you’ll have to settle with a cr.HK sweep if you don’t have 2 bars for a demon.
From this kick Asuka has the following follow-ups.
DRAGON WHEEL KICK > DEMON SLAYER (Forward + LK > Forward + LP)
After performing a Dragon Wheel Kick, Asuka ducks and then comes back with a Rising Uppercut.
This is one of Asuka’s follow-ups after a successful Dragon Wheel Kick.
This follow-up can act as a frame-trap should you be punishing the first hit consistently. You’ll have to be pretty quick in order to avoid getting hit by this follow-up otherwise you’ll trade and get launched–a trade not in your favor mind you.
The follow-up however is interruptable. There are two main punishes you can do: one ‘sure-fire, safe punish’ and one ‘risky but rewarding punish’. The former being cr.HK sweep for a knockdown and the latter being far st.HK into a solo combo or launcher. Take your pick I suppose.
[FONT=Helvetica]DRAGON WHEEL KICK > LEG CUTTER (Forward + LK > Down-Forward + HK)
After performing a Dragon Wheel Kick, Asuka performs sweeps along the floor.
This move is a good way for Asuka to lead into her Leg Cutter Series of strings.
Apart from that its just another follow-up that she can do after a successful anti-air Dragon Wheel Kick. Another follow-up where you can get juggled to death.
This move is safer than her Demon Slayer follow-up.
If she does this move on the ground against you, the completed move, is safe to your normals but unsafe to your Reversal Demon on block.
If you can see this move coming on the ground, you can Raw Launcher the sweep ender as it is a low attack.
You can also stick a DP in between the string for a full combo from your partner or interrupt it in the same manner as the ‘Demon Slayer’ follow-up; only this follow-up is much easier to interrupt.
JAB SERIES
The Jab Series is a series of strings starting from Asuka’s st.MP.
All hits in the Jab Series are special cancellable on hit or block.
JAB UPPERCUT (MP > LP)
Asuka does a jab and then…an uppercut! The move speaks for itself.
This string is mainly used for hit confirming and not much else.
The 1st hit on block is Asuka’s st.MP it is Reversal Demon Punishable on block
The 2nd hit on block is also only Reversal Demon Punishable on block.
JAB LOW KICK (MP > LK)
Asuka does a Jab and then a low kick.
This is similar to her Jab Uppercut String (MP > LP) only the ender is different.
The ender in this case is a low kick that now hits low. Unlike in Vanilla where it didn’t
Like her Jab Uppercut, the completed move is only Reversal Demon Punishable on block. This is also the same for the first hit of the string. You can also stick a demon or a DP in between the 2 hits of the combo
HYAKUJITSUKO (MK > Down + MP)
Asuka does a kick and then crouches low for a low hitting gut punch.
This string is a good way for Asuka to find her way in against you and get all up close and personal.
The string starts off with her st.MK, which if you block successfully, you can get a free Reversal DP assuming that she doesn’t finish the string.
If she does then the ender, then this is safe to your Reversal DP but not to your Reversal Demon on block.
Some Asuka Players may want to make the st.MK whiff so that they can catch you out with the Down + MP portion of the string. Hence you will want to learn the range on this move so that you can whiff punish it in footsies.
There’s also the option to raw launch the Down + MP portion of the string if you can see it coming.
WHIPLASH SERIES
The Whiplash Series is a set of strings starting from Asuka’s Lunging Mist Thrust (Back + MP.)
These series of strings are what I like to call ‘counter opportunties’ for Asuka. Due to the safety of the enders in these strings.
LUNGING MIST THRUST (Back + MP)
Asuka turns around then throws a downwards punch attack.
Despite what it looks like, this move is NOT an overhead. You can block this move standing or crouching
This move has some decent range but unfortunately for Asuka it is unsafe on block to you by your Reversal DP.
WHIPLASH TO TOE KICK (Back + MP > MK)
After doing a Lunging Mist Thrust, Asuka turns around does an upwards kick.
This is one of her follow-ups after a Lunging Mist Thrust
The ender is an upwards kick that is completely safe to your stuff including your Reversal Demon.
This ender is special cancellable
Asuka players sometimes like to stick a counter at the end of this move. If so don’t try to stick something out topunish the move and then wait for the counter animation to end.
WHIPLASH SACRED BLADE (Back + MP > Down + MK)
After doing a Lunging Mist Thrust Asuka goes in for a low sweep attack.
Another follow-up after a Lunging Mist Thrust
The ender this time is a low attack that you can’t raw launcher in between due to the frame gap it leaves.
You can however DP in between the two hits into your partner for some good damage.
On block the ender is safe to your normals but unsafe to your Reversal Demon
Asuka Players like to put a counter on the end of this move to punish you should you try to punish with a normal. If this is the case, wait for the counter to finish and then punish her with a full combo of your choice.
HERON DANCE SERIES
The Heron Dance Series is a series of strings involving Asuka turning around punching and hittting you in a frenzy of moves.
HERON DANCE (Forward + MK > MP)
Asuka does a low kick and then turns around for a backfist and then finishes the string off with a straight punch afterwards.
Something to note about this string is that the first part is actually a low attack. So block it low if you don’t want to recieve some damage.
The rest of this string can be blocked either standing or crouching.
The first hits of the string are unsafe to your Reversal DP on block.
The last hit of the string (the ender) is unsafe to your cr.HK sweep. Make sure that you do it properly as Asuka can just stick in a counter and punish you for being late on your punisher.
HERON DANCE > WHIPLASH SACRED BLADE (Forward + MK > Down + MK)
Asuka does a low kick and then turns around for a backfist fakes it and then does a low sweep.
This string is similar to Asuka’s Heron Dance (Forward + MK > MP) only the last part is different
The ender this time is a low sweep that must be blocked low.
Asuka will stop the string prematurely and then go into a low sweep for a hard knockdown.
The string is not a true blockstring, you can DP in between the blockstring and you can even Raw Launcher in between the string too.
The sweep is safe to your normals and your Reversal Demon too.
So try not to punish it and instead wait for what Asuka will do next.
LEG CUTTER SERIES
The Leg Cutter Series is a set of strings starting from Asuka’s Leg Cutter, a low sweeping move.
Asuka can transition into this move from the following string.
[LIST]
[*]Dragon Wheel Kick > Leg Cutter
[/LIST]
From this move, Asuka can go into her Kariashi Shiranui (HK During Leg Cutter) at any point in these series of strings.
The whole point of this series is to act as a mix-up against you.
You can Raw Launcher the low attacks but once you start doing so Asuka can stick her knee at the end of any of these sweeps to launch you for a full combo. Your best bet is to just watch out for it if you start Raw Launching her sweeps.
LEG CUTTER (Down-Forward + HK)
Asuka does a low sweep.
This move is another way for Asuka to get in against you.
As mentioned before this move hits low and you can Raw Launcher it if she tries it randomly in your face.
Unlike other sweeps this move alone, will not knock you down.
On block this move is safe to your normals but unsafe to your Demon on block.
LEG CUTTER > KARIASHI SHIRANUI (Down-Forward + HK > HK)
Asuka does a Leg Cutter and then lifts her knee up for a launcher attack.
This move is a follow-up to Asuka’s Leg Cutter.
The ender is a knee that will launch you in the air if it hits you.
On block you can punish with a Far Standing HK into a Solo Combo or a Cross Rush.
LEG CUTTER 2ND HIT (Down-Forward + HK > Down-Forward + HK)
Asuka does 2 Leg Cutters
This move is like her Leg Cutter. Only two of them.
Punish this move in the same way you would punish her Leg Cutter on block.
Asuka Players tend to use this move for hit confirming and getting in. If you can see this move coming, get the first one to whiff and then Raw Launcher the second if you think she is getting a little too predictable.
LEG CUTTER 2ND HIT > KARIASHI SHIRANUI (Down-Forward + HK > Down-Forward + HK > HK)
Asuka does 2 Leg Cutters and then her launching knee
Same thing as her Leg Cutter > Kariashi Shiranui String. Only this just has two leg cutters before the knee ender.
Punish the knee ender with a Far Standing HK into a Solo Combo or Cross Rush on block.
LEG CUTTER 3RD HIT (Down-Forward + HK > Down-Forward + HK > Down-Forward + HK)
Asuka does 3 Leg Cutters
Yeah I think you guys are getting the pattern here.
The only difference in this move is that the last hit puts you in a hard knockdown state. From which Asuka can pressure you on your wake-up.
Punish these on block with a Demon.
LEG CUTTER 3RD HIT > KARIASHI SHIRANUI (Down-Forward + HK > Down-Forward + HK > Down-Forward + HK > HK)
Asuka Does 3 Leg Cutters and then her knee ender.
Same move only just more of those Leg Cutters before it.
Punish this move with a Far Standing HK into a Solo Combo or Cross Rush on block. [/details]