:dp: :hk:
Also, I don’t think I’ve found any enders better than j :hk: st :hk: xx :hcb: :hk: cr :hk: after a :dp: :hk:
:dp: :hk:
Also, I don’t think I’ve found any enders better than j :hk: st :hk: xx :hcb: :hk: cr :hk: after a :dp: :hk:
Found a meterless combo that hits for 426 damage. Will post once I learn how to type the notation.
nm TimeKillr posted it above, except that instead of crouching MP, I use standing HK or standing MK. (The MK is easier to land)
Notation is simple. Just type the short forms of the input in : : example : hk : = :hk:
just take away the spaces
I posted this in the discussion, but what is the hitbox on falling rain, it seems I can only get it for the combo holli put as an ex version
So, Asuka can do the thing where you switch cancel her airgrab on the frame it hits. It doesn’t give you enough time to charge a super, but it’s there, and the groundbounce is probably more convenient for the average character than Marduk’s full screen throw.
I’m imagining a combo video where Asuka lands a counterhit jab into airthrow, switch cancels it, and then the partner activates Pandora at some point so Asuka continues the combo.
443 damage.
Punish fireballs harder than HP Exorcisor. It’s also the only version that works against low fireballs… such as Sonic Boom.
(j.:hp:) ~ :mp: :lk: :mk: cr.:mp: :dp::hk: j.:hk: :hcb::hk: cr.:hk:
around 390 damage (not sure)
looks like i’ve figured out my BnB for now
decent time for hitconfirms
its a shorter version of TimeKiller’s but after the j.:hp: i often found myself not connecting the[ :mp: :lp: :mp: :lk: … ]
its 391
Yeah the long version of that is just overkill (not to mention it kills the damage you’ll do!)
I still think :mp: :lk: is still worthwhile for hitconfirms without adding the :mk: c.:mp:, though. Seems like a waste to add that afterwards for less damage…
This punishes light DP -
:f::lk::f::lp:~:d::mp: xx:dp::hk: 210 DMG. (You can replace :dp::hk:
with :hcb::2k: for 310 at the cost of a bar.)
This is a poke combo (well more or less something grounded, because you can’t always rely on jump ins.)
:d::mk: xx :dp::hk: J.:hk: ~ St. :hk: xx :hcb::hk: 317 meterless.
:df::hk::hk: xx :dp::hk: J.:hk: ~ St. :hk: xx :hcb::hk: 317 Meterless.
You may cancel only after the second hit of leg cutter, third one causes a sweep and leaves you in a generally unsafe situation. If you find that the enemy is blocking you for some odd reason, you can cancel into Asuka’s counter OR :hcf::lk:.
link combo bnb:
cr.:lp: > st.:lp: > st.:mp: xx whatever
Has anyone found a good combo into her super art? I can only get to it through up kicks and those tend to be fairly early, so the damage isn’t much.
Anyone found a reliable way to land her Super during a juggle? Every time I try it the third low hit whiffs and they fall out. (edit: lol I had this written out in the box but forgot about it for a half hour and someone asks the same thing right above me, whoops)
So far I’m not seeing a lot of value in using meter during combos. EX Onikubigari is the only move that gets a significant damage boost. I haven’t been able to make much use out of tag cancels either (with my team of Asuka/Hugo). I can tag cancel the Onikubigari juggle at the end of the common B&B but the tag is worth about +40 damage (LK xx Clap>Backbreaker). Not very clear if it’s worth doing except to get her out. Any ideas?
j.:hp:, :mp:, :lk:, :mk:, cr.:mp:, :hcb::p::p:, :p:, :f::p:, (wall bounce), :hcb::k::k::k:
I don’t know if it’s practical but I’m using that for the time being.
What we’ve come up with so far does good damage on it’s own, but it’s always important to have a go to tag combo to get her out without letting damage down too much.
Hell, if you’ve got a partner combo don’t be afraid to throw that up either.
I play with another person. With Nina he tags in after :dp: :k:, j.:hk: and does decent damage with a short juggle combo. I’ll edit this post and throw it in here after he gets to my place tonight.
I also play with a Hugo who tags in and does :lk:, Clap > back-breaker so you’ve got the right idea as far as I can tell.
Tagging in, however, I’ve just been doing s.:mk:, :dp: :p: for lack of anything I’ve seen so far.
cr.:lp: > st.:lp: > st.:mp: xx :srk::k:, :mk: xx :hcb::k: dmg: 231
What is a good ender combo for auska? So for I have been using c.mk xx falling rain , c.rh.
Is there anything else that is good even if it requires an ex bar?
If by ender you mean post launch or whatnot, try f+LK - f+LP, c.MP xx Onibu (HCB + K), c.HK.
After a cross rush, this combo works:
f+LK, f+LP, s.HK xx hcb+K, sweep.
From some other tag-ins you can get the default jump roundhouse juggle. But it really depends on the move you’re switch-canceling. For example off of Jin’s Median Line Destruction switch cancel I can get:
(jump forward) jump fierce (crosses over), walk backwards slightly (away from Jin), s.HK xx hcb+K, sweep.
With the right timing you can actually get f+LP between the jump fierce and s.HK, but I usually don’t bother.
Hello,
In regards to st.:hk: after j:hk: during the combo, it is possible to get his 100% of the time, you just have to time alot earlier than you think you do.
After about 2 hours of training room time learning Asuka from scratch I am at about 95% at hitting the st.:hk: . I am sure with an hour or so of training room time most of you will also start getting it all the time.
I have no tips on the cr. :hk: after the :hcb::k:, except it is far later than expected, and even with plinking I am at about 30%.
Most damaging combo ive found:
493
j:hp: st.:hk: :hcb::k::k: st.:mp::lp: :hcb::k: cr.:hk:
Bought the guide, ask me anything about the frame data and the like. Oni is -1 on block, so end strings with it. There is no reason to ever use LP or MP Exercisor. HP has more projectile invulnerability than EX, but you can’t combo out of it. Reversal works against all ground based attacks, so if they don’t have an SRK it’s damn good to use as a Reversal. EX Sweep Throw has projectile invulnerability so it’s also a solid plan against fireballs. EX Falling Rain is pretty much fully strike invulnerable as well. No combos in it that are more effective than the meterless combo we’ve found.
1 meter combo in it
:mp: :lp: xx :hcp: :k: :k: :mp: :lp: xx :hcb: :k: cr :hk:
You can probably maximize damage on this off a jump in to roundhouse then start the combo; also cancel out of the magic series. Will have to test later