The Asuka Kazama Thread

I like to learn the other player to be afraid to poke by using the counter move, then I’m free to do what I please to them.

Is your team Sagat/Asuka?

Because to be honest, with a team like that, you really have no way to get Asuka in at all. I am convinced, to make proper use of this character your first needs to be good at getting in and switching off t Asuka for Oki.

Makes sense, will probably go back to kaz

I played ranked mode with Asuka and it made me realize why I play the character.

I countered them until they were afraid to press buttons, and captilized on it with overhead combos, ex leg throw, some Oni cadc frame traps (after conditioning)

This character is so goddamn fun and rewarding.

starting to get how you play asuka properly, (not too defensive and not to attemptng to counter or go insane once they mess up) Though i have been watch lots lot of asuka players and their replays and i noticed majority of them lke to jump in on you and attack, which seems pretty safe seeing as they can hit but how would you get close to someone who knows how to use their AA’s well? Cause ive tried but most time i get shot down.

But also who is everyones tag partner still looking for one went from cammy to lili and now on nina but unsure as on pad her hcf/b are hard for me to do consistently, and the arm breaker move as well seems hard.

Her grab out of her command grab has some pretty loose timing, but you’ve got to know when to start hitting the buttons.

After the Backhand, wait until she’s about to let go of the arm and then hit PP. After the color of the screen changes on the arm breaker, wait about 1 second and then hit it again.

The first time you get a 10 frame window and the second time you get a 30 frame window. It’s really easy once you learn when to hit it.

Haven’t had much time in the game but I posted my reasons for using Ibuki on point and Asuka as clean up in the partner discussion thread but yeah I do really think Asuka on point takes too much time to pry a footsie based character open usually resulting in time outs.

So far, I’ve just been using whatever time I have(not much) in training learning the in and outs of Asuka and through practical experience, she’s really weak in the mid/far range game. I’ve been using the Brady guide as well for data information and general usage and with the knowledge supplied, she straight out loses to footsie based attacks, air to air isn’t great(low jump arc) and a lot of her normals don’t have range or fast start ups but this was mainly against my training partner who uses Ken and Julie. I would have imagined that her st.mk would be on par to Ken’s step kick but it’s not lol. I was actually using Asuka as point originally until I got practical match up experience with her.

Anyway, still loving Asuka, I tend to use characters that I like in design and her oki game is insanely fun when you start striking fear in your opponent and Ibuki that’s why I have Ibuki on point, so that I can use her to get in on the opponent then tag cancel Asuka in. The only real problems I’m having with Asuka are:
-Wake up game…I really should be rolling on wake ups more often since both characters I use have bad wake up options.
-Anti-air options, does she have a reliable one against cross up attacks?
-Links! The timing are really tight IMO, the standard sweep after her BnB, st.mk(juggle states) and linking after her f.mp

I have high hopes for Asuka as a sleeper character just like how Ibuki wasn’t as popular in SSFIV(at least locally).

On wakeup, if your opponent does a really late jump, you can wakeup ex falling rain it (doesn’t work on experienced players)

You also have ex upkicks but it’s quite slow (11f iirc)

For crossing up, ex falling rain should work, if they’re just barely going over your head, I will have to test this out, I think it loses to cross ups but if they’re jumping for a crossup, it should work.

Thanks man, yeah I wasn’t sure if EX falling rain is a actual viable move to use against attacking airborne opponents. It’s kinda like Abel’s falling sky attack(SFIV version) where it’s not a great move itself but results work better if it’s within a combo or ex done at tight spots.

Oh no, it’s a brilliant AA, one of the best on the Tekken side and probably in the game. Shame it costs a bar :stuck_out_tongue:

Lovin Asuka right now. Kind of got past feeling super akward playing her. I’m running law/Asuka and I think it’s aa really good team. Using light attacks directly into her mk d. Mp string has really helped my game a lot. Dunno why I wasn’t doing that until recently… Before I had absolutely no close mid range game because I was soing nothing at all if I was just slightly too far for lp mp lk to connect.

True, any first hand experience with the ex version against jump in roundhouse? I’ve been beat out of it before but I dunno if I was doing it too late, might have to double check the frame data for start up and active frames to use it properly as well. Thinking that I should adjust Asuka with power(or defense) gems and meter, she’s so deadly when she’s got meter to burn(ex sweep throw ftw)!

Anyone found this yet? Tsuwabaki (the f+mp overhead) causes a ground bounce on airborne opponents to pick up for combos (or a raw Launcher if you’re trying to get out), including after the EX Exorcisor wall bounce. Sorry if I’m way behind on this but up until now I’ve just been using the b+mp -> mk -> H Oni -> Sweep followup.

Yeah, its been known for a while. I believe before the j.HK was found to maximize damage after Upkicks, people were doing Tsuwabuki, f.LP c.MP xx Oni > Sweep.

Either way, I was wondering what you guys do for knockdown pressure. I got the timing for meaty one hit f.HK and meaty df.HK down, but trying o think of way to open up rolls other than the standard jump back HP. Anybody with suggestions?

you can overhead the 1 framer isn’t bad at all. I haven’t tried the f.hk stuff yet since I had the over head link down.

My only problem with The MP over head is that although it deals about 30+ damage in the followup after, it’s unsafe on block compared to a meaty f.HK.

However I was messing in the lab, the f.MP on wakeup timings can actually catch forward rolls as it changes into a b.MP OS. They both seem to hit relatively meaty with a good timing, might get stuffed by some normals though.

the f.hk can’t catch rolls?
You can react to rolls for the f.mp and hit meaty too to help with the link or make it a little safer or go for tick throws.
Whenever I hit the f.mp meaty I haven’t been punished yet and I haven’t tried it out ion training to see what can punish it. I really need spring break to roll around so I can sit int he lab for hours on end.

How do you guys approach oki with Asuka? Lately everybody blocks my j.hp, I don’t know if it’s just something people have gotten used to or if I’m just mistiming it or what.

if that’s the case then empty jump to the side that puts them closest to the corner and sweep throw them or 2nd cutter into whatevs

I like to do a slight walk then meaty f+hk for rolls, meaty f+mp does the job as well.

J.hp doesn’t have to be the answer to every roll although it is ambigous and gives you nice blockstun or a damaging combo on hit.