Sounds like Asuka will make a good second character as long as you start someone on point who can either hold their own or is able to get in.
Lol I didn’t watch the video above. My combos are already outdated.
That guy was pretty good with her…his bison…not so much.
I’m finding her ability to get in to be…lacking
run her second, then.
I do, julia is first but I’m not always going to get the ideal tag
Got the game today, trying out shit… Loving Asuka man, j.FP is sooooooo godlike <3
So far my only real issue is Anti-airing, jump-ins are retarded in this game, against some characters it seems you can just hold up-forward all day…
I was trying to use Falling rain to catch jump-ins, I’m pretty sure one of the versions has armor on it coz in one of my matches a Ryu did a deep j.MK and i did falling rain and Asuka “absorbed” the hit but didnt grab him coz the jump was too deep.
idk, will play around with her in training tomorrow.
anyways, if you guys have anything you want me to try out or test lmk and I’ll do my best ^^ seems there’s also a few dudes doing that but thought I’ll offer doing it anyway =P
Can’t you just anti-air with counter?
Trials.
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Honestly didnt try that, if that actually works wouldnt that make the air-grab redundant -_-?
probably but then you can get empty jumped low/thrown for that
where as the grab would take care of that but counter should be an option
i don’t know why i haven’t noticed it before but does she have a charge move that’s dash cancelable?
Thanks! This’ll help me out. I got stuck at 17. -_-
Well air grab seems to be a combo extender as well, but considering how stupid jump ins are in this game having a counter looks like being a good option, but not something you want to make too predictable.
Not really. It’s still a solid combo tool, and the ex version may or may not have armor properties that could be useful elsewhere.
Just had a quick go at the mentioned anti-air options:
Counter - doesn’t work against any jump ins (tried against Juri MK, Juri HK). Seems to be a ground counter only but it works against lows as well as mids/highs (has a different animation). As a side-note, not sure what the start-up of the counter but it seems really fast, had Juri set to empty neutral jump > cr.MK and the counter would always scoop up the attack.
Anti-air grab - standard versions didn’t seem to work at all. EX version would work but not consistently, I think it’ll only work if you scout the jump early. It might become an experience/match-up specific thing but right now, it’s definitely not something you can rely on in a pinch. Main use seems to be for combos.
Ground normals - nothing seems to work. Cr.MP would trade but that’s the best option I’ve found. st.MK kiiiinda works against far jump-ins but not consistently.
EDIT: Just messed around with cr.MP some more, it’s not nearly as bad as I first thought. You just need to be tight with your timing but it works a lot better than I initially thought. Feels like Juri’s cr.MP in SF4 but watered down.
Jump attacks - jump back HK works well but this only works against jumps you’ve scouted, otherwise you get tagged on the way up. I haven’t played much versus yet but I suspect this isn’t a reliable option because you can’t follow up from a jump back attack (too much distance) while your opponent can if you’re tagged in the air, so the risk/reward is skewed in their favour. But that’s theory talk really, I won’t know until I play more.
My own stupid idea - I tried doing HP ground sweep throw to see if it would take Asuka under the jump-in attack but her hitbox is too big, she always gets tagged. It doesn’t even save her against cross-ups unfortunately.
EX moves - none of them appear to have armour, so they don’t work as ghetto AA solutions either. Not so sure on the anti-air grab but the others don’t appear to.
The short version is that Asuka struggles in the AA department. EX anti-air grab might be her saving grace at this point, so it may be something you always want to hold onto a stock of EX for. This isn’t even day one talk though and this is just me dicking about in training mode for 15-20 minutes, so there may be another solution… I hope so
Neutral jump HK juggles for big damage on counterhit.
wow
great post
it sucks that counter doesn’t handle air attacks but amazing that it counters all ground based attacks that’s pretty strong
i’m not too worried that she struggles in the aa department but i probably won’t be ex air grabbing for aa’s just because i want the meter for other uses then a not so consistent aa
looks like we’re going to have to be block artists
Crouching MK/HK blocked into charge cancel dashforward for huge frame advantage
Did you guys try to use her Wheel kick as an anti air?
You can cancel her sweep?
Should have the game tomorrow and I can test stuff, too bad the postal service doesn’t deliver today.