f+lk -> f+lp, s.mk XX dp+hk is 4 hits.
f+lk -> f+lp, s.mk XX dp+hk XX TAG (just after 1st hit) is 5 hits.
Known?
Edit: Huh. Guess it was. Nothing to see here.
f+lk -> f+lp, s.mk XX dp+hk is 4 hits.
f+lk -> f+lp, s.mk XX dp+hk XX TAG (just after 1st hit) is 5 hits.
Known?
Edit: Huh. Guess it was. Nothing to see here.
What combo are you guys doing after her F+MP overhead?
I’ve been doing LP > MP > LP > Juggle BNB, but the damage scaling is pretty brutal.
I usually do f+mp into st.lp (confirm) into st.lp st.mp st.hp launcher
IMO it isn’t about the damage you get off of f+mp, but the position it leaves you at after your standard bnb. It sets up the mix up opportunity that Asuka can thrive on and end matches in 2-3 combos.
i dunno if this has been said yet but you can link Asuka’s cancan to her launcher. you just need to mash it to connect it XD
i just did it by accident mid match and im now going to training mode if i can actually get a hit off of it.
Yeah you can do cancan > j.hk into launcher, and no you can’t get anything off but you can do a tag cancel to reset the juggle potential for your partner
Still trying to figure out a use for the thunder fall kick guys, anybody wanna fill me in? Also what’s Asuka’s main BnB?
Asuka’s main BnB from a jumpin is
j.hp > (can insert further chains if you want, if you insert more chains, the damage is going to scale more but you get a bit more meter, I usually just do st.mp >st.lk chain) xx upkicks > j.hk > st.hk xx oni (hcb k) into sweep
Her TFK overhead can be done meaty, it can also avoid lows from frame 14-27. It’s quite slow though at 24f though, you have a big chance of being hit out of it so you have to condition your opponent to stop pressing buttons, it can be done meaty though. You can tag cancel into your partner for a full juggle combo or just do cr.hk or ex falling rain with Asuka.
I havent seen this posted but ex cancan lets you dash under unlike the normal cancan. So against Hugos (this works on most people but I found it easiest on him) I have been doing her standard juggle but instead of ending in oni I was using ex cancan dashing under then hoping back over him with a J. HP. Just a little mixup but works well if they haven’t seen it before. Puts you right back in there face if they try to roll also.
what is cancan ive tried looking all over for it
cancan is dp+k
I think this post will end up being a bit long.
Falling Rain oki
So I forget what I was trying to do, but I accidentally did hopkicks after ex falling rain with the opponent in the corner and it did a dead-body crossover.
If you’ve seen Chris Hu’s Lili, his default combo with her puts Lili close to the opponent where she can use her projectile hop move to cross over the opponent before they get a chance to roll. So instead of the usual situation:
The dead-body crossover creates a situation where:
I think it gives the attacker more of a win-win scenario as opposed to the 50/50 of regular roll mixup. And of course, in the corner it pretty much nullifies the roll option completely.
So I’ve been looking for a setup like that with Asuka, but her sweep and her throws don’t give her enough time to jump over the opponent before they can roll forward.
Now I know you can end your combo in any version of falling rain and get a hard knockdown that gives you time to do the crossover setup. Works anywhere, not just the corner. You can do it with walk forward -> hopkicks, but it turns out that puts you at disadvantage. It’s better to just jump over the opponent after the knockdown, and you get plenty of time to do whatever you want from there.
The opponent will be unable to roll away from the corner, and if they’re already in the corner, they’ll be unable to get away from you at all.
You’ll sacrifice some damage due to ending with falling rain, depending on how long the grounded portion of the combo was. If Asuka is being tagged in after launcher, for example, you won’t lose as much for doing the falling rain ender as you would during a raw punish combo. And you gain a different oki situation - it’s up to you to decide what your priorities are, but I think gaining another noteworthy decision is worth appreciation.
Another nice thing – after falling rain -> forward jump -> whiff jumping attack -> land, if you do f+MP immediately, you get a perfect meaty setup. +7 on hit, -4 on block – you can link low forward after the overhead if you want to, and you can’t be punished by 5-frame reversal spd/lariat. You have to do the jumping attack, otherwise the f+MP will whiff.
There’s plenty more mixup you can do from that setup, but that particular setup is worth mentioning because it’s the only setup for perfect meaty f+MP I know of, and it’s also easy.
Falling Rain combos
When you end in falling rain, Asuka’s combos follow different rules than they usually do. Normally you want to keep the ground series as short as possible to maximize damage, but with the falling rain ender, you actually want to add some extra hits if you can, as long as the scaling doesn’t go all the way to 10%. So this usually ends up being about 4-5 hits before the hopkicks.
Default combo: [MP - LP] - [MP - LK] xx hopkicks, jump HK, land, (wait) s.MK xx Falling Rain.
Corner combo: [MP - LP] - [MP - LK] xx hopkicks, f+LK (2 hits), s.HK xx Falling Rain.
Specifically, on the ground, [MP - LP] - [MP - LK] xx hopkicks etc. or [MP - LK] - [MK - d+MP] xx hopkicks etc. will do more damage than [MP - LP] xx hopkicks etc. and s.HK xx hopkicks etc.
If you did a jump-in first, (jump attack) [MP - LP] - [MP - LK] xx hopkicks etc. is maximized damage, but unlike on the ground, if you’re far enough that you can’t connect both MP strings, doing (jump attack) [MP - LK] - [MK - d+MP] xx hopkicks etc. is less damage than just (jump attack) [MP - LK] xx hopkicks etc. or (jump attack) s.HK xx hopkicks etc.
If you’re too far to do strings before hopkicks (i.e. you can only get s.MP xx hopkicks off a punish or something) then the f+LK juggle will actually do more damage than the jumping HK juggle.
Example: s.MP xx hopkicks, (walk forward slightly) [f+LK - f+LP], s.MK xx Falling Rain.
Falling Rain tag cancels
If you feel like it, you can attempt to tag cancel your Falling Rain which gives you (probably) Asuka’s best 1-bar and 2-bar damage, and it’s very hard, but you don’t lose anything for trying. You have to input the MP+MK the moment the Falling Rain hits, there’s probably only a 1-frame window and it has to be done earlier than you might think. But if you fail it then you can just keep going with the oki setup.
If you do connect the tag cancel, you have all day to do just about anything with the character coming in except charge a meterless super. (You can do the 1-bar EX charge super just fine, which will do more damage than Asuka’s best combos into super.) If you don’t want to spend any extra meter, you can probably find a good juggle that does more damage than a typical tag cancel from s.HK xx oni because of the time you have to set up, but that’ll be character dependent.
It also looks super cool and all that.
Pandora
Spent a little bit of time on what Asuka might be able to do if you manage to get her into a good Pandora situation. I didn’t get too much into juggles, but if you somehow managed to get her in with a grounded Pandora (like for a punish, or after a corner crossup or something) then her best combo seemed to be this:
s.HK xx EX Onikubigari, [MP - LP] xx EX Falling Rain, sweep.
You don’t need any meter when Pandora activates to be able to do that, otherwise it would usually be better to just do a regular meter combo than bother with Pandora.
If Pandora lasted slightly longer, then you could get a better combo using Asuka’s super, but as it is, this is likely the best grounded damage without timing yourself out waiting for the cinematic to finish.
R-D is there a reason you are not sweeping after falling rain?
Does it give you some advantage over sweeping them after falling rain or something?
of the like 2 asukas I’ve seen online that didn’t completely blow none of them did sweep after falling rain. Am I missing something?
Well, for the most part if I was going to sweep after regular falling rain, I would just do oni -> sweep instead.
I think people online who don’t sweep after falling rain either don’t know you can, or are missing the timing. I wasn’t doing falling rain combos before today. But there might be some worth in it for the wakeup setup it gives you, which I just described up there.
To summarize, hold up-forward after falling rain and you prevent the opponent from rolling away from the corner. You sacrifice combo damage for screen positioining. Plus it gives you an automatic perfect meaty f+MP setup.
It’s up to you to decide whether it’s worthwhile. You can do max damage, or you can get an anti-roll setup, which is better than not having the choice. I think it’s especially worth doing after Asuka gets tagged in because the scaling is so bad by then you’re barely losing anything for doing the Falling Rain ender.
You can also do the same thing by ending in oni and not sweeping, but you can quickstand that knockdown.
I’ll have to try out this some when I play with friends and see what comes of it.
Jeeeeez, good stuff R.D
Never thought about whiffing jump normals for meaty f+mp. I was trying to find some setups but gave up
Huge post from R-D as usual ^^ !!! I notepad that right now !!
PS : I’m calculating the frame advantage after every knockdown from Asuka, i’m sure that will help everybody. Stay tuned
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ugh, wth
i’ve been doing it all wrong after crumple
I haven’t read this anywhere yet. So here you go.
Manual launcher (hp+hk) for some reason does 100 damage when cancelled off asuka’s light attacks. (For most/all other characters, it does the standard 50 when cancelled into.) This gives her mp->lp and mp->lk a nice little buff. You can do 200 damage for 3 hits before continuing to juggle with the other character after a relatively safe hit-confirm.