Than partner her with someone that gets around that stuff… if SFIV was a tag game and people picked Abel and Sim and complained about divekick characters… I would have no sympathy for them. If you want to make a team that has a glaring weakness than it’s on your head… if Asuka is getting zoned out fullscreen, switch that bitch out.
Just saw her character demo. I think she looks interesting, but at the same time a lot of things bugs me about the properties for some her moves.
How are you suppose to make an opponent afraid of blocking high with Tsuwabuki (fwd+mp) being only a mid and Thunder Falling Kick (fwd+hk) not being able to make Asuka follow up for a combo on her own. It kinda removes the whole purpose of her sweep grab that she has since it can be avoided by blocking low and make her whiff completely (for a possible whiff punish?). It’s sad how characters like Heihachi have access to fast overheads with decent range that leads to easy combos while Asuka has a slow one with deceptive range and needs to spend meter to make it comboable.
Her st.mk is fast and has good range, but it doesn’t seem like it’s gonna be able hit opponents crouching. Her st.hk looks like it could be used the same way Bison used his st.hk in SFIV which is a good thing. The dude didn’t show us her crouching normals but all in all, she doesn’t seem like she’s gonna be playing footsies against a lot of the characters. Although, I’m curious to see how good using her counters as counterpokes would work because they look relatively fast and safe to throw out without getting punished too hard. Too bad she doesn’t have a low counter that doesn’t require meter, though…
He has obviously left out some of the unique normals as well as the White Heron sequences.
Screw this demo. I will try my hand at doing a full demonstration of all her moves and damage values once the game drops.
Do you guys think she’ll work better as a secondary character? Use someone with natural defense and workarounds against zoning and get her in once you build meter. You’ll then have access to her good ex stuff and 50/50 jump fierce if you combo from your point
From what I’ve seen meter is easy to come by in this game, so for most of the match I think her opponents are going to have to seriously respect that overhead- especially if you have some option to tag her back in safely at the end of her partner’s combo.
Besides that, if I lack meter and my opponent wants to eat naked overheads all day because they’re respecting Sweep-throw, I’m okay with that.
asuka looks to be a 2nd spot character.
With meter she should be very scary…
Her biggest issue is going to be getting around fireballs… she pretty free to that from the looks of things. Her next biggest issue is going to be opening up people…
She excels at punishing people for mistakes and having a strong defensive, I wonder what her health is like?
I hope there’s some point in normal sweep throw. Having to burn meter for a command grab would be a bit weak. I’m not why you’d use the normal version over a low short into combo?
Ono said that all tekken character will have a way around fireballs.
Kuma has his :mk: that make his invinsible to projectile
While I haven’t really played Tekken, I’ve heard that Asuka is a very defensive character, which suits my tastes, and I was thinking about using her. But after seeing that video, honestly, she just looks like a rushdown character that happens to have a counter, like Dudley.
I don’t really know what you’re supposed to do with her in this game…
I don’t think her rush down is that great her issue with overheads means her standing mixup isn’t scary like others
to me she looks pretty defensive and a punish character
It’s weird to me that they’d give her an overhead that bounds that she can’t combo into it without tagging. I think it’s more likely that LPN just couldn’t find a way to do it. Seems like an air grab should work there.
A lot of characters seem to have overheads that only lead to combo/knockdown if you get a counterhit. For example, I think Law was like that.
She has (seems to have) an overhead that always knocks down and can always lead to a combo if you use meter.
I think I’d rather have the second option. You need an overhead when people aren’t pressing buttons. If she wants to bait a counterhit she’d already have other ways to do that and combo. Since she doesn’t have to use meter for good juggles, she could save it for overhead combos and ex moves outside of combos.
I’ve been taking screencaps from the video and among other things I noticed that he did show the Heron Dance target combo, he just didn’t say so (think it was when he was talking about canceling :mk: to a special.) Also since she doesn’t seem to have different close/far normals, I bet you can cancel far roundhouse to a special.
I also think she’s gonna be a decent pick as a secondary character if the point character paired with her allow her to combo or setup 50/50’s with her j.hp. Her damage output seems pretty good and that’s without the power gem nonsense. I don’t really see her being able to get in on characters with good normals or good projectiles on her own except maybe if she’s equipped with a speed gem or something that helps her work around spacing/zoning gameplay.
Her overhead that doesn’t hit overhead causes a bound on juggle opponents. And yes she seem to have great punish combos
I just hope she has good moves that are safe on block. That’s just something I like to look in a character.
For all we know, she might have some great crouching normals.
For some reason I took a bunch of screencaps of her moves from the gamesradar video and put them in a photobucket album. They’re labeled based on which hit of the move is being shown, 0 means it’s before the move starts (to give an idea of how far the move travels.)
There were some moves I didn’t recognize which he might have done by accident, so I had to guess which moves they are.
I don’t really know why I bothered to spend the time, but it was vaguely interesting. Comments:
- expecting her light kicks to get a workout
- Demon slayer/lift kicks/overhead have odd trajectories, probably can avoid a bunch of moves/maybe fireballs
- The one I labeled “lunging mist thrust” looks a lot like her exorcisor special move, but there’s enough difference in the startup that I think they’re separate moves and not just the exorcisor’s first hit whiffing.
She looks like an absolute beast in the gamesradar video. She pretty much has everything except a fireball, but that doesn’t matter much because she can just go through them.
the intresting thing is her wiff punish game is gonna be good due to her normals moving her forward,
thats about it though
She looks pretty good in that vid. I main her in tekken, so I’m definetely going to main her in this game. I have no idea who I’ll pair her with though.