Man I’m trying to play footies with asuka and it aint happen…
I really like the character ( played her a bit in tekken) but I can’t put two and two together with her just yet in SFXTK…
Man I’m trying to play footies with asuka and it aint happen…
I really like the character ( played her a bit in tekken) but I can’t put two and two together with her just yet in SFXTK…
Lol interesting to see that we have same taste in characters, hate to say this again phoenix but IMO she’s another bad character, okay i’ll put it like this she is most certainly not easy, been using her and rog for about 5 days now, was talking to chris G today while playing and he mentioned he wanted to use her to but she was just to bad. She’s another one that needs EX bars her air throw is pretty bad unless ex’d, he jumping fierce is great but air to air with her you’ll pretty much always lose unless you’re bold enough to jump with mp. when you can jump in freely though she’s really nice with her fierce.
I’ve been using a lot of mk-d.mp works pretty good and can be canceled into upkicks which is safe on block,although i really wish her hcb+p was safe on block could make for some interesting traps.
Hmm, I like Asuka a lot. Just need a helluva lot more practice with her. Sticking with ultra basic combos:
BnB: (mp, lp, upkicks, j.HK)
Tag in: f.MK, cr.MK, s.HK, EX HCB.HK
For now just so it’s one less thing to think about mid match but here’s some things that may or may not help you:
If you aren’t already, an early f.LK is a fairly good AA, at the worst you’ll trade as far as I can tell. Another odd, but useful late AA is cr.mk. It’s weird, but reminiscent of Chun Li’s cr.MP AA against jump ins. cr.MK seems to move Asuka’s hitbox backward, out of the range of the attack. I could also be way off base since I’ve only played a handful of matches, but it’s something to test out. I haven’t found any other good AA normals, EX falling rain is obviously good, but costs meter so I’m not a huge fan.
Using Ryu as a crutch right now until I understand her better though, so I don’t get completely destroyed.
wait wait, upkicks are safe on block? o_O
We gave up on trying to enforce the rule. Doesn’t mean I like them “cutesy” thread names though.
I am at least going to put “SFxT” in the Chun-Li one then. I routinely bump the SF4 and UMvC3 ones. This is to avoid confusion while looking at the Active Threads ticker.
So I’m taking a slight lunch break from grinding combos and discovering some stuff. (although not as impressive as some of the other people I’ve seen in training mode with.) and did this -
Asuka’s Sweep throw range -
Standing - http://i.imgur.com/ljGlj.jpg
Crouching - http://i.imgur.com/IaGaY.jpg
Asuka’s crouching animation is a bit deceiving range wise. But I couldn’t find a way to kara-throw with her sweep throw. Crouching in general actually makes this throw useless, but your best option to get it to work is to have the opponent think it’s okay to standing block you a lot. Considering most of the SF players are conditioning to blocking low, this could be an issue. However, if you could find a way to make it work, I’d say Sweep throw might be your best friend for getting some set ups afterwards.
so does asuka’s counter counter overheads, since she cant counter jump-ins…
It’s looking like it counters anything that has the opponent grounded. It will not work against airborne attacks, so jump ins it won’t work with. Not sure about things like Tatsumaki’s, but I’ve been able to counter Marduk’s super when he jumps at you and it looks like he’s mid air with it, so specials may be a different story. For sure, if your opponent’s standing, you will counter it.
You can counter moves that put them in the air if the attack has a hitbox while they are still on the ground. In other news I am really enjoying forward lk into forward lp. My current BnB on a jump in is j.HP mp lp mp lk double kick f.lk f.lp df.hk hk. Works out pretty well. Though I think f.mp into f.lp does more damage. Both do roughly 350 damage without meter.
Some notes I’ve gotten just messing with her moves.
[LIST]
[]f.LP juggles into c.HK / df.HK
[]f.HK juggles into only into c.HK, c.HP and EX Falling Rain
[]f.LK > f.LP is good and easy juggle starter
[]jf.HK is an amazing cross-up
[]s.MK > d.MP is a good juggle extender
[]b.MP > MK seems only useful as a wallbounce juggle.
[]f.MK > s.MP can’t find a use for this.
[]f.MK > d.MK is cancellable. At first glance this does not seem like much but it provides a shit load of block stun so you can do f.MK > d.MK xx Onikubigari xx charge-dash forward or backward and you are still safe. If you press a button after forward dash, you will run into problems, but you can counter if you think your opponent will press a button.
[]jf.MK isn’t all too great. Very specific range which means capcom meant for it to be done in certain set-ups.
[]s.MK only good footsie
[*]c.LK is garbage. Her WHOLE SHOE has no hitbox…
[/LIST]
She seem interesting when she gets in, but she’s got bad footsies : /
I don’t really like s.MK outside of chains, aside from obvious punishes. It moves your hurtbox forward too much.
I find f+MK to be one of her better footsie tools for whiff punishing, the hitbox is pretty decent, and if nothing else it hits low so you can use it carefully like you would a sweep.
Also don’t underestimate s.LK, cr.MP, both her fierces, and hcb+K as pokes. Hopkicks too once in a while.
Just a random note, her forward dash is really good. This really buffs her charge cancel game.
Also, her f+MP overhead has a ton of active frames, so if you space it to hit meaty, the follow up link is alot easier.
Loving Asuka so far, running Juri/Asuka, idea is to use Juri to get Asuka in. They have some really great tag combos too. I might make a little vid tomorrow. Not positive everything is super optimized yet though.
It works on some attacks that look airborne but aren’t I guess. It works on Bison’s Scissor Kick, but not Psycho Crusher. It works on every one of Guile’s hop kicks and his upside down kick. It works on multi-hit dps that hit on the ground first including Akuma’s Ken’s, Poison’s, Ibuki’s and on select single hit DPs like Guile’s Flash Kick and Cammy’s DP. Does not work on Ryu’s or Sagat’s, or Vega’s Scarlet Terror and EX Wall jump or Balrog’s Headbutt. Works on Cammy’s Spiral Arrow and Spinning Backfist. Works on the first hit of Tiger Knee but if the first hit whiffs it doesn’t. Does not work on any Tatsu, Spinning bird kick, any of Chun’s flip kicks. Doesn’t work on airborne overheads like Rufus, Juri, Ibuki.
I was making a list but I didn’t get through the whole cast yet.
Don’t forget Exorciser as a poke either. To be honest, it’s one of her best. Try to get used to the different versions, and use the shortest range version you can reach with in a match for faster start-up, though even the fierce is fairly fast. You can still do the first punch follow-up and be safe, and that should be enough time to hit confirm into raging storm finisher. Practice it on training mode with the dummy set to random block if you need to, but don’t neglect this tool!!
Moved to strat section*
Just got the game a few min ago. I’ve been using Asuka since TK5. So far I love everything about her in this game.
ok so i have a huge issue so far with this character. like, during neutral game i just feel really lost, and i really can’t open people up with her. how do you guys get around this issue? because ken can’t be doing all the work man lol.
i really do like her and all, but she seems really mediocre.
has anyone been testing her j.HK in the corner? If you space it right she wont cross up. Its looks very ambiguous.
whisplash might be safe on block? whisplash to toe kick b+mp to mk can be use in your footsie game and on hit you can combo into upkicks or to oniku. I found out that instead of cancelling b,mp~mk to oniku it’s best to CADC(charge attack dash cancel) it, lol. It give her i’m sure at least +5 on hit, I was able to connect a st.mp after the cadc, i’m just not sure how fast her st.mp is.
So, for a easy and more meter combo, you could. b.mp~mk, cadc, stand.jab~mp~lk~mk,down.mp to upkicks.
The more i play the more i realize, She sorta have a descent defense game, you have to be on point with those ex fallen rain or forward light kick. I tend to neutral jump mk a lot as of now, it works alright as an air-air. Ex sweep throw is pretty good too, I use it as a tick throw.
my advice is not to rush with her and use her counter well, it’s really good.