The Asuka Kazama Thread

Betchu it’s gonna be dumb hard to link

Thank god she can combo after overhead… and with a fierce nonetheless. Can someone confirm if she can cancel a normal into overhead (i.e: st.mk xx overhead)?

I wonder if the sweep follow-up after anti-air grab is only available after the EX version…

That anti-air grab looks awful

Pretty sure you can only chain into target combos that start with a back or neutral input, not towards like her overhead.

Man, the one time I got distracted by the team tekken stream because haunts was doing lili trials I missed most of Asuka’s. But I’ll catch the archive later and see all that stuff I totally called.

Also the Jab Low Kick tekken chain sounds like it starts with a light but it actually starts with a medium.

The trial at the end had a charge dash cancel juggle in it. He never realized how to do it but I wonder if you can get something other than crouch jab from that.

I hear you. I was doing some stuff for a friends birthday when i heard spooky say that Valle is using her right now, at which point he switched to Jin. But yeah, at least spooky’s stuff gets archived.

Are the Thunder Fall kicks her only overhead? It looks a bit too slow to rely on.

No, she has another overhead. Toward Strong or something. People have mostly been using it to ground bounce juggled opponents.

Towards strong is the elbow thing right? The gamesradar video said it wasn’t an overhead even though it looked like one, were they wrong?

does anyone if she can get more than just a reg. cancan kick after her ex cancan or is it able to full combo

From what i’ve seen, full combo

Yesterday, I would’ve said no. Today, I would say it’s certainly a possibility.

good stuff, do you remember where you saw it? from the gamesradar preview it looks to have good invincibility. seems like asuka with meter will garner a lot of respect

3:42:00 in this is where all the good info today comes from.

God I hope they were wrong, we need that overhead normal. I don’t like the idea of relying on Thunder Fall kicks. Even if they do look pretty safe on block they look so easy to react to.

Asuka trials AND Dr Sub-Zero commentary? I’m set.

Remember games radar had an older build too guys… Asuka might have got sOme buffs from that build to final

After watching the trials I could see what you guys meant about the AA grab, but after inspecting the recorded version I don’t really agree yet about it being bad. It looks like there’s a reasonable time window and hitbox to hit the move. The only time there was significant trouble was trial 18, and I suspect that might be specific to the situation where you’ve juggled with EX hopkicks twice. The enemy comes down faster than usual and he was always doing the airgrab too early. He landed it with no issue off of just 1 hopkick.

http://i.imgur.com/F28qq.jpg <- The grab cutscene starts on the next frame or two (best I can get with 30fps.)

Also whiffed chains come out fast.

I said this before but I doubt it’s realistically reactable. It’s not like it’s as slow as Ibuki’s overhead, and it’s probably much more deceptive. The first half of the animation is spent going into a crouch, so by the time it looks like an overhead it’s much too late. I’d rather have that overhead than “hey guys look I’m raising my hand so please block high.” Wouldn’t complain if I had both though.

This image is from 8-9 frames into the move. http://i.imgur.com/3KlwY.jpg

watching Asuka’s trials, I really don’t think we have anything to complain about regarding damage. To me, Asuka gets so much meterless damage that she could be a great battery for your team.

four launchers, not counting HP+HK (Demon Slayer, Dragon Wheel Kick, Upkicks, Kakashi Shiranui)
overhead
far standing HK is cancellable
anti-air throw which gives ground bounce
dirty-ass crossup

seems fine to me

If Asuka’s anti-air throw is good, I’ll play her. That’s really all I want from her to be decent and I’m good :confused:

Real talk: Her winpose in the trial mode is adorable. Hold dat.

That it is.

Poor Ryu, he’s just not sure what to do with himself.

I doubt it’ll be a reliable anti-air.

It seems to me that it’ll serve the same purpose as Abel’s Falling Sky in SFIV where it was only useful as an anti-air in certain situations, but other than that, was mostly used in combos to get the knockdown and mixup afterwards. In this game, I don’t know how good it will be with the forward roll option on wake up, but It’d be cool/good if her Falling Rain (or EX version) created an untechable knockdown.

I’m surprised no one noticed Asuka had Chun’s j.hk in Alpha (Double kick). It looks like a pretty good move to throw out as an air-to-air and on top of that, it creates juggle opportunity.