She’s a good lesson for this kind of situation. You can block normals and dive kicks all day, she doesn’t even have an overhead, and throw range is bad even in SF4. But that doesn’t mean the opponent can take throws all day and get away with it. They have to press a button eventually, and the one time she catches them doing it, she does so much potential damage off of every hit that it makes up for it. The damage of the main option makes the secondary option threatening.
I could go into a lot more detail on this stuff but I don’t think it’s worth writing it all out in here. The point is there’s more to offense than simple mixup (hi Dudley.) Even stuff like reversals aren’t irrelevant.
That said I could see Asuka being a different kind of character. By default she’ll have to be a close-range character because that’s all she has, but there’s more than one way to play that. Won’t really know how she is without hands-on time.
They’ve said quite a few times on Cross Assault that certain characters strings actually have gaps in them, Heihachi’s string into his overhead which a ton of people use. You could quite possibly make use of that detail and squeeze out Asuka’s counter that hits high/mid moves.
Hm, this is just speculation but it wouldn’t surprise me if Asuka could combo from her AA grab.
The knockdown animation is the same as Heihachi’s counter against mids, and it’s been shown that he can pick them up if he does a quick crouch short. Visually the moves are very similar. There’s a ground bounce during the cutscene and then a smaller bounce after it’s over. The combo counter takes a little longer to show up than usual.
Unlike AA grabs on other characters, it goes into a cutscene, and doesn’t do as much damage. Makes some sense. A little more damage than Heihachi’s counter though.
Earlier in the thread someone mentioned a downfall to Asuka’s counter being that without EX she doesn’t counter low, only high/mid. I think you definitely need to consider the fact that raw launchers are lower body invincible. While it may not start up as fast as a regular counter, I still think it’s a viable option to make them not just tunnel-vision low attacks. You can argue raw launchers are real unsafe, but at the same time I imagine whiffing a counter is unsafe as well.
i get that the hitstun or effects on the opponent may be similar/the same but the effects on asuka may not be the same she may have terrible recovery after it but it is definitely something to look into because it would be good for her.
also
this is my first time saying anything in this thread i actually wasn’t going to use her but with leo no where in sight she became the front runner for my second character.
i am a little worried about her defensively, is it me or did it look like you had to be like next to perfect with her counters/anti air grab. i wanted to use speed gems with her but i dunno maybe defensive ones are what i’ll end up using
Her anti-air grab seemed rather mediocre to me, possibly more of something to predict jumps than an anti air is what it looks like to me. I’m curious to see how effective her kick special will be for anti-air, and even her s.MK from certain ranges.
What? I play Cammy in SFIV, I would kill for an overhead let alone one I can tag cancel on hit and than combo into big damage. Also the knockdown alone may lead into a correct guess with her jumping fierce which than equals a shit load of dmg.
Asuka overhead tag cancel and bring in Kazuya with 2 bars is like 50% life, easy. Otherwise you do some damage with a knockdown and than open up the threat of sweep throw.
I really like her design, she reminds me a bit of what Makoto could look like if she was a human and not some hobbit-like creature [details=Spoiler]I like Makoto :P[/details].
Watching the preview, i like her moveset also. I generally love counters, just never liked the characters that came with them. So maybe she is my chance to play one. I will give her a try with Guile.
in the gamesradar session vid (one ass vid) Asuka did a regular counter and it worked on a low (it was Kuma in that bent over stance or whatever its called).
Thought only EX worked on lows? also what differences do the L/M/H versions have?
its stupid that I’m asking this expecting answers considering the game’s not out, but whatevs lol
Do you mean the 2-hour video? If you could point out where in the video that happens, it would save a lot of time.
Yeah, we don’t really know those details for the most part. The gamesradar Asuka-specific preview showed a low beating at least one version.
Yeah, I wouldn’t have posted that if I didn’t think there was a chance she recovers fast enough. To be specific, she walks backwards in the video, so you know she’s recovered.
To me it looks like she’ll be way better off than most characters as far as defensive options go, but it’s speculation. Just wrote a wall of text on potential anti-air down below, and she has 2 solid EX reversals in the counter and hopkicks. Don’t really know what the non-EX hopkicks properties are, but one video where she reversal counters Vega out of blockstrings multiple times makes me think at least one non-EX version of her counter should have instant startup.
If you’re referring to the gamesradar preview, all those whiffed AA grabs weren’t even remotely close to a time where they could have hit (opponent already landed behind her, or was just miles away.) We don’t really know what the hitbox/hurtbox are like on it but the good part of AA grabs is that they can’t trade.
Seems to me like she has anti-airs for days, though. Depends whether the hitboxes follow suit, but as far as the animations go:
-AA grab, counter both have obvious uses. AA grab likely for neutral jumps and standard angles, counter probably useful against crossups.
-Lift kicks aren’t SRK-fast but look good as a horizontal anti-air against those people who hang out at mid range and go “am I going to divekick or not,” trying to catch a move or mess with anti-air timing. Think Cody’s roundhouse ruffian kick. Invincibility on EX, maybe some on others?
-All of her standing punches look usable for anti-air, but the standing jab in particular looks made to beat crossups/directly above you.
-Dragon Wheel Kick (backflip, :f::lk:) looks like Chun’s SF4 backflip and may start up faster. Also juggles by itself or with followups.
-Stand roundhouse is one of those anti-air roundhouses angled against jumps from a further distance. It’s also special-cancelable.
-Crouch strong is reminiscent of Juri’s crouch strong. Not sure if quite the same angle, but still a good sign.
-Demon slayer does a kind of ducking dash into an uppercut, could have situational use to punish neutral jumps at range.
-Some of her moves move her body abnormally low to the ground (crouch forward.) Maybe situational use for trip guard similar to moves that duck attacks in other games.
-Cross Art. Seems finicky though.
Not sure about a reversal situation but hopkicks might go over lows. Outside of blockstrings, overhead should definitely go over lows if you have startup time, maybe the backflip too.
It’s possible it’s a fringe hitbox issue but it looks like EX exorcisor could have at least some lower-body invincibility.
That’s about all the pausing over and over I feel like doing on youtube. I’m sure there’s some way out there to record just a specific part of it.
By eyeballing it, I can’t really tell what version of the counter he’s using, but the animation doesn’t look different from the version that counters mid/high. Maybe there’s some difference in active/recovery but I might just be imagining things.
Just seen on Cross Assault. You CAN link a crouching H punch after her overhead. Her offense is saved.
Also: Heron dance confirmed.
Edit 2: Combo’ing after falling rain possible. At least with a sweep.
Edit 3: Her damage looks SOLID, and several end in a sweep knockdown.
Edit 4: Falling rain doesn’t look like it’s going to be a solid anti-air throw like Marduk or Hugo level based on the difficulty Valle’s having landing Trial 18. She still has EX upkicks though.
Edit 5: She has a quick jab into standing low kick target combo which should do wonders for her offense once she’s in.