The Asuka Combo thread

I’ve found a pretty nifty Pandora setup. I use Chun / Asuka, so in the corner if I land a Spinning Bird Kick with Chun I can tag cancel to Asuka, do an EX Oni but hold and cancel out of it to store a counter hit, then do her c.:hp: crumple at the end of Spinning Bird Kick, after which you Pandora. Chun has infinite combos with her EX Kikoken, so she can get several reps worth before Pandora completes. It’s a little tricky because Pandora puts you pretty far back so you need to make sure to do Pandora as soon as possible after the c.:hp: and then walk forward slightly and hit with a long range normal.

I haven’t optimized it yet, but I have gotten ~550 damage with this, but I imagine a bit more is possible. I’m sure a similar setup can be found for other characters with long lock-down specials.

Are people consistently hitting forward light kick after they get put in after a magic series? I can’t get the timing at all.

So here’s a fun one for everybody and it’s probably a good idea. Know how online has that sound problem? Well instead of griping about it, prepare for it! Starting today, I’ve been practicing with my TV muted, relying solely on visuals and muscle memory. It’s harder than I give it credit for because I can’t believe just how important sound actually was to me, but it’s manageable.

Truth be told, the only thing affected in my combos by muting the TV was the cr.:hk: ender. I couldn’t land it without sound for the first few minutes, but I’m starting to get the hang of it. Since I don’t mind it going unresolved if it means there will be more lag, I figured I would just deal with it instead by preparing ahead of time. Have fun!

(Note: Having earphones and some music to listen to makes this method more effective because it’ll tune out the sound of you hitting the buttons. That way you don’t accidentally adjust yourself to the rhythm of the button presses either. ;))

I always play with sound muted, hating hearing the screeching noises when doing combos over and over, but i also think its good for well anyone to do that as if you rely on sound a lot than visual clues sound may not be useful for online or busy places like majors ect.

Yeah I almost forgot about tournaments. Those places get noisy as hell. Good thing I started doing this then.

CanCan > Jf. H > S.H > Oniki > Cr. H is still giving me troubles :frowning:

So :b::mp: > :mk: CADC forward is at least +6 on hit, because you can link a st. :mp:. In case people were not aware.

What bits giving you trouble out of that?

S.H to Oniki

i can do the starters fine but this is the part im really having trouble with. i tried doing the negative edge thing but it doesnt come fast enough and sometimes i get Cancan instead.

You are most likely getting the input incorrect, try holding on :df: then do the rest of the :hcb: Motion practise getting that done well. But Do not do this when you go to hit S.H on fall, just get your self prepared to hit that button.

For the S.H into Oni Cancel into the Oni, so once you see the S.H Hit go into the Oni, its better do negative edge but thats up to you.

Though if your getting a CanCan instead this is most likely down to you input motion!

its probably my inputs, im a newbie stick player (i had my Q4 for about 3 months now) and thats probably why lol. Thanks for the info though :smiley:

I personally don’t negative edge the Oni input and I’d say I have at least a 95% efficiency with everything in the combo but the ending sweep.

I had a good set of casuals with some better players of my local scene last night. I figured I’d share my input of running Ogre Asuka all night.

Asuka can be very clutch. Her damage output is great, obviously. I worked a lot with her CADC and I want to emphasis some notes I made about it.

First off, if you’re going to use Oni CADC, don’t make your strings long. By this, I mean do NOT j.hp lp mp lk mk d.mp Oni CADC. The string is INCREDIBLY long and gives the opponent a lot of time to visually confirm what is going on. The other note is that the string is always the same. It’s not a jab jab jab throw kind of thing, where at any jab I can throw. Instead you have to draw out the combo string the whole time.

Let me elaborate how important keeping your opponent guessing is for Asuka. We know her normals kind of blow overall, so every mix up opportunity must be dealt with carefully. Therefore, limit your strings down to, say, lp mp lk Oni CADC after a jump in. In a neutral setting where you’re at advantage, use lk (this will hit low if done far) mk d.mp Oni CADC.

You have several options after a CADC.

  1. Dash up, throw
  2. Dash up, EX sweep throw
  3. Dash up, Attack Reversal
  4. Dash up, attempt to continue another string into another CADC. She has a 3 frame standing jab. Meaning lk mp lk Oni CADC is repeatable against an opponent afraid to do something, such as jab spamming.
  5. Dash backwards, f.hk or df.hk. I caught a good amount of people using these attacks which lead to some good damage and tagging Asuka out if needed.
  6. Dash backwards, wait out a reaction, such as a c.mk from Ryu or whatnot. Then use b.mp mk, Oni CADC if you did not land a hit.

The list goes on, but these are the majority of things I used off of a CADC for Asuka.

In short, keep your strings short and to the point. Avoid doing the full 5 or 6 hit strings that give people too much time to be ready for what mix up is to come.

I feel like going into a long string before doing a bnb or block strings is pretty bad. I’ve kept all my bnbs and block strings short and to the point, though I have a feeling I’ll want to start using longer strings for meter gain meter though I’m still not paying attention to meter game just getting used to footsies right now.
also it seems like nj.mk is a decent air to air AA

I’m learning stick so doing CADCs consistently is extremely awkward for me lol, especially when it’s :hcb:

So I like to just end blockstrings into :hcb: :k: for now until I can CADCs consistently.

I do CADC almost every time I end a block string for the mix up.
You should take the time to play with it
even if it’s just making the oni delayed it catches people a lot because they just want to press buttons.

Best advice I can give you is get used to holding down the Kick and just dash. Do your string, lp mp lk hcb hold K dash. For your first application in actual combat, I would suggest just dashing backward until you get more of a feel for it.

I’m not saying be perfect on frames of dash canceling right away, just get used to holding down the kick for the dash cancel. It doesn’t matter in how long you hold it, just get used to it while dashing.

Poor fergus :’(
Isn’t lp mp lp more advantageous on block than lp mp lk?

It’s kind of useless because it’'s a little harder and does basically the same damage, but I like to do something other than jf.hk after her upkicks. After you can move again, if you take just the babiest of steps forward, you can do f+lp, f+lk, and then whatever you want to finish from there.

My Example: j.hp, s.lp, s.mp, s.lp, upkick, step forward, f+lk, f+lp, s.mk, air grab, c.hk.

I personally think it looks much cooler than the jf.hk, and as all of us know, the cool factor is so important. It also gives her more of that “I’m a monster on the ground” aura too, since she doesn’t jump for anything but that one combo piece (Upkicks, jf.hk). Which is also pointless, I guess, unless you can make people afraid of being on the ground.

Seeing as soft knockdown may be the thing do nowadays, is there any enders that cause soft knockdown?