The Asuka Matchup/Strategy Thread

Credits:
Credits to Karsticles and his amazing Dormammu Guidefor the format/layout as I’m practically copying (practically stealing I guess lol) his exact layout coz I find it very organized and informative. I do appreciate all his hard work so i want to make it clear from the start so there’s no confusion.
and of course credits go to BradyGames’ Guide as there’s alot of info from there.
with that out of the way lets get to the actual thread stuff =D

A Word:
This will be a one-stop thread for all everything regarding Asuka. Feel free to post any info/suggestions here or by PMs. Please do not hesitate to contribute! This is a community effort not just one person’s, if you have any info share it with everyone and Lets all level up together =D

A brief overview of what is contained in each section:

The Basics: General character information, such as her dash and health values, along with the legend for notation that will be used throughout the guide. Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Asuka’s normals, specials, or her super useful in a variety of situations, read the “Discussion” portion of that move’s section.

Strategy: First, a general overview of what it means to play Asuka. Then, a breakdown of general methods of approach, zoning, creating mixups, and meter usage, etc. is provided. This section is purely with regard to Asuka, and does not involve considerations of team functionality.

Team Building: I have presented a general overview of what it means to make a team in Street Fighter X Tekken. This is followed by a section for each character in the game Asuka can pair with, along with the various synergistic abilities between Asuka and the given character. As often as possible, I will include videos of any claims made.

Matchups: A specific section exists for each potential opponent in the game; within these sections I will try to list effective strategies against each character in the game, especially options Asuka has to directly counter specific abilities each character has. Be sure to read the Legend so the information is intelligible to you.

Gameplay and Combo Vidoes: Here contains an archive of videos showing excellent Asuka gameplay or concepts, and hopefully videos of all her Mixups and tricks. If you would like to contribute to this section, please be sure to read the rules for video submission. This section does not deal with team-based combos. If you want to see what Asuka can do with a particular teammate, consult that teammate’s section in the Team Building part of the guide.
Breakdown of the normals, specials, strings etc and their uses and have all the extra info about them here

Gem Selection: Seeing as this is part of the game too I’ll have all the good/beneficial setups in here. Those will depend on you in the very end and who you’re teaming Asuka with, but this will be organized by playstyles (rushdown, poke/hit-and-run, defensive etc) and position on the team. I still dont know much about the chaos emeralds as of now so I could use some help in this…

General Statistics:
Vitality: 950
Forward dash duration: 17 frames
Backdash duration: 26 frames (8f invulnerability, 10f airborne, 8f grounded)
Pre-jump frames: 4 frames
Jump duration: 35 frames

Legend::lp: - Light Punch
:mp: - Medium Punch
:hp: - Heavy Punch
:lk: - Light Kick
:mk: - Medium Kick
:hk: - Heavy Kick
(Launch) - Launcher ( :hp:+:hk:)
:qcf:- Quarter Circle Forward Motion
:qcb:- Quarter Circle Back Motion
:dp: - Dragon Punch Motion
:hcb:- Half Circle Back Motion
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump (Character Specific)
> - link into the next move
~ - Chain into the next move
xx - Cancel into the next move
W! - Wallbounce
B! - Groundbounce
[TC] - Tag Cancel
[CC]/[CADC] - Charge Cancel
(C.A) - Cross Art ( :qcf::mp::mk:)
(CH) - Counter Hit
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
Exo - Exocisor
FR - Falling Rain
UpKicks/Cancan - Double Lift Kicks
Counter - Attack Reversal
SwT - Sweep Throw
Oniku/Oni - Onikubigari

Normals:

Standing :lp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Standing :mp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:

Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Standing :hp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Standing :lk: (far)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Standing :lk: (close)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Standing :mk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Standing :hk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Crouching :lp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Crouching :mp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Crouching :hp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Crouching :lk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Crouching :mk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Crouching :hk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Aerial :lp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Aerial :mp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Aerial :hp:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Aerial :lk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Aerial :mk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Aerial :hk:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Throw ( :b:/:f:+:lp::lk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Launcher ( :hp::hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Cross Cancel ( :f::hp::hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

**Command Normals/Unique Attacks: **
Demon Slayer ( :f::lp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Twusabaki ( :f::mp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Thunder Fall Kick ( :f::hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Tekken Strings:
I’ll list every String on its on and its follow-up hits will have their own spoiler inside the spoiler (inception?) to keep things tidy, I tried having them all with seperate spoilers and it looked messy as hell

Dragon Wheel Kick ( :f::lk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

=====

Demon Slayer ( :f::lk:~ :f::lp:)

[SPOILER=Details]
Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Leg Cutter ( :f::lk:~ :df::hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

[/details]

Jab Uppercut ( :mp:~ :lp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

=====

Jab Low Kick ( :mp:~:lk:)

[SPOILER=Details]
Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

[/details]

Lunging Mist Thrust ( :b::mp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

======

Whiplash to Toekick ( :b::mp:~:mk:)

[SPOILER=Details]
Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Whiplash Sacred Blade ( :b::mp:~:d::mk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

[/details]

Heron Dance ( :f::mk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

====

Heron Dance Follow-up ( :f::mk:~:mp:)

[SPOILER=Details]
Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Heron Dance> Whiplash Sacred Blade ( :f::mk:~ :d::mk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

[/details]

Leg Cutter ( :df::hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

=====
Leg Cutter 2nd hit ( :df::hk:~:df::hk:)

[SPOILER=Details]
Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Leg Cutter 3rd hit ( :df::hk:~:df::hk:~:df::hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Karaishi Shiranui ( :hk: during any of the Leg Cutter follow ups)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

[/details]

Specials:

Exorcisor ( :hcb::lp:/:mp:/:hp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

====

Mist Palm Thrust ( :p: during exorcisor)

[SPOILER=Details]
Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

[/details]

Double Lift Kicks ( :dp::lk:/:mk:/:hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Attack Reversal ( :hcf::lk:/:mk:/:hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Falling Rain ( :dp::lp:/:mp:/:hp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Sweep Throw ( :hcf::lp:/:mp:/:hp:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Onikubigari ( :hcb::lk:/:mk:/:hk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

EX:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Supers:

Kishin Enbu ( :hcb::3k:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

Cross Art ( :qcf::mp::mk:)

Details

Spoiler

Attack Data:
•Hits:
•Damage:
•Cancelable:
Frame Data:
•Startup Frames:
•Active Frames:
•Recovery Frames:

•Frame Advantage on Hit:
•Frame Advantage on Block:

Discussion:

=======================================================

General Strategy

A Word:
Asuka is a very mixup up-in-your character, her main gameplan is mainly getting you in range where she can go for high/low mixups and get decent combo off of them., she doesnt have much at long/mid range so getting in can be a pain a times.
Her damage potential is very good and she doesnt need meter to bring the pain, she can definitely use it to maximize her potential though.
Her tools so far are pretty decent and all of them -more or less- have their use so thats a good thing.

So far Asuka doesnt seem like she wont very flexible gameplay-wise, Asuka with meter and without meter are completely different characters because a fair amount of her specials arent that useful unless theyre EX’d, which is a heavy toll in this game.
However once you get in her good range, you can get creative and thats where the fun starts where you can run all sorts of setups and mixups.

Table of Contents:
Playstyles
Approach Methods
Hit Confirmation
Once you’re in
Cross-ups, Mix-ups, and Setups
Team Order

===

PlayStyles:
Asuka as for now doesnt seem like she’ll be diverse. However i’d say Its a bit too early to judge now, so I’m leave this empty for the time being, at least till the game develops and there’s enough footage of alot of different people playing Asuka, THEN we’ll get to judge and see what style works best.

Approach Methods:
One of Asuka’s current main issues is how to approach the Opponent. At long range she obviously doesnt have much. At footsies range though (long/mid range) she has a good amount of tools to use, a lot of her moves move her forward; s.:mk:, s.:mp:, c.:mp:, c.:hp:, :b::mp:~:mk:,:f::lp: and :f::mp: all move you forward, almost all of them are unsafe though so pick and choose when and where to use them, usually people will throw out limbs/specials at that range so dont forget about the counter.
Upkicks and :f::hk: both go over lows if timed/spaced well, her sweep throw can catch limbs but its somewhat difficult to actually time it right, and there’s always the counter which works against any move that isnt air based (ie: Tatsu, jump-ins, some DPs), buffering a normal into Onikubigari is also good as its safe on block [-1], there’s also Charge Canceled Oniku which would put you right in their faces usually so try to do this off moves that give you big block advantage (Whiplash Toe Kick [+3], Leg cutterx2 [0], s.:hk:).

Hyakujitsuko ( s.:mk:~c.:mp:) in particular is pretty awesome at this range for a few reasons; its safe on block [-1] and covers alot of range, you cancel it into Onibu on block, or you can cancel it into Upkicks on hit into a combo, and lastly it comes out even if you whiff the s.:mk: which makes it a good “flinch bait”. You can use it right outside of the s.:mk: range where the c.:mp: comes out and stuffs their limbs.
For fireballs zoning you have HP/EX Exorcisor and EX Sweep throw all go through fireballs. HP exorcisor should be good enough to be your go-to against firballs unless its a low fireball (or Sonic boom…) where it doesnt go through and gets beaten.

Experiment around and try to see patterns in your opponent and what works against what, Asuka theoretically has an answer to everything, its just that you have be patient and know where and when to use each of those tools to get to your sweet spot- Right up in their face.

Hit Confirmation:
Thankfully this is one of the aspects that Asuka shines in.

TBA

Once you’re in:
After you get a bit closer you can start your mixup game, Asuka has alot of options here from high/lows to j.:hp: to Onibu Charge canceled strings etc. Asuka’s chains can go directly into her Strings which her pressure upclose pretty frightening… you can do stuff like c.:lk:~[s.:mp:~:lp:]~[:mp:~:lk:]~[:mk:~d.:mp:] and you can then cancel into Onibu on block or Upkicks on hit, and thats one reeeeally long hitconfirm (which Asuka thankfully has no trouble with as most her tekken strings are amazing hit-confirms and you can go from and into them normals very easily). You can stop at the d.:mp: which is safe and leaves you in range for c.:lk:.
this range is also where you can do her really ambiguous j.:hp: and it becomes harder to anti-air.
Be aware that this area is also the best area for a good amount of characters as well so this where the Counter really shines, landing a few of those should make the opponent aware of it and afraid enough so they’d -usually- stop hitting buttons. Again seeing and noticing patterns is very useful while playing Asuka.
Her meter is best spent on EX Falling Rain anti-airs as thats one of her main lacking areas. The fact that Asuka has very good damage without needing to spend meter makes saving the meter for anti-air and Super/ EX Upkicks reversal/Cross Art finishers a bit easier and usually the smart choice.

Cross-ups, Mix-ups, and Setups:
TBA

Team Order:
This section is in the General Strategy portion of the guide, rather than the Team Building section, because it does not deal with specific team compositions. Proper team composition can go a long way to mitigating some of the cons of your character, and can even destroy some of his pros. Thus, this is more about thinking about what makes Asuka what she is, and how her position in a team can detract from or benefit her abilities.

first

Spoiler

TBA

second

Spoiler

TBA

Team Building:

A Word:
When building a solid team, there are five questions to be asked in no particular order of importance:

  1. What are my characters strengths/weaknesses
  2. What Cancel-based synergy is there with your partner.
  3. How able your partner is at handling strategies/characters that give Asuka trouble.
  4. How able Asuka is at handling strategies/characters that give your partnertrouble
  5. Whether the structure and order of your team is solid (point/anchor).

The character sections below cover mainly 1,2 and 5. The rest will be covered but most likely briefly. The Cross art damage is done raw, calculate the scaling and if its worth it late in the combo is up to you.

Remember that these sections are ever-evolving; please do not hesitate to contribute, as it is a massive task to take on alone.

Team Synergy Legend:
TBA

Abel (partner)

Spoiler

•Cross Art damage:
-To Abel:
-From Abel:

•Abel to Asuka Cancels:
•Asuka to Abel Cancels:

•General tips and tricks:

Akuma (partner)

Spoiler

•Cross Art damage:
-To Akuma:
-From Akuma:

•Akuma to Asuka Cancels:
•Asuka to AkumaCancels:

•General tips and tricks:

Balrog (partner)

Spoiler

•Cross Art damage:
-To Balrog:
-From Balrog:

• Balrog to Asuka Cancels:
• Asuka to Balrog Cancels:

•General tips and tricks:

Bob (partner)

Spoiler

•Cross Art damage:
-To Bob:
-From Bob:

• Bob to Asuka Cancels:
• Asuka to Bob Cancels:

•General tips and tricks:

Cammy (partner)

Spoiler

•Cross Art damage:
-To Cammy:
-From Cammy:

• Cammy to Asuka Cancels:
• Asuka to Cammy Cancels:

•General tips and tricks:

Chun-Li(partner)

Spoiler

•Cross Art damage:
-To Chun-Li:
-From Chun-Li:

• Chun-Li to Asuka Cancels:
• Asuka to Chun-Li Cancels:

•General tips and tricks:

Cole (partner)

Spoiler

•Cross Art damage:
-To Cole:
-From Cole:

• Cole to Asuka Cancels:
• Asuka to Cole Cancels:

•General tips and tricks:

Dhalsim (partner)

Spoiler

•Cross Art damage:
-To Dhalsim:
-From Dhalsim:

• Dhalsim to Asuka Cancels:
• Asuka to Dhalsim Cancels:

•General tips and tricks:

Guile (partner)

Spoiler

•Cross Art damage:
-To Guile:
-From Guile:

• Guile to Asuka Cancels:
• Asuka to Guile Cancels:

•General tips and tricks:

Heihachi (partner)

Spoiler

•Cross Art damage:
-To Heihachi:
-From Heihachi:

• Heihachi to Asuka Cancels:
• Asuka to Heihachi Cancels:

•General tips and tricks:

Hwoarang (partner)

Spoiler

•Cross Art damage:
-To Hwoa:
-From Hwoa:

• Hwoarang to Asuka Cancels:
• Asuka to Hwoarang Cancels:

•General tips and tricks:

Hugo (partner)

Spoiler

•Cross Art damage:
-To Hugo:
-From Hugo:

• Hugo to Asuka Cancels:
• Asuka to Hugo Cancels:

•General tips and tricks:

Ibuki (partner)

Spoiler

•Cross Art damage:
-To Ibuki:
-From Ibuki:

• Ibuki to Asuka Cancels:
• Asuka to Ibuki Cancels:

•General tips and tricks:

Jin (partner)

Spoiler

•Cross Art damage:
-To Jin:
-From Jin:

• Jin to Asuka Cancels:
• Asuka to Jin Cancels:

•General tips and tricks:

Julia (partner)

Spoiler

•Cross Art damage:
-To Julia:
-From Julia:

• Julia to Asuka Cancels:
• Asuka to Julia Cancels:

•General tips and tricks:

Juri (partner)

Spoiler

•Cross Art damage:
-To Juri:
-From Juri:

• Juri to Asuka Cancels:
• Asuka to Juri Cancels:

•General tips and tricks:

Kazuya (partner)

Spoiler

•Cross Art damage:
-To Kaz:
-From Kaz:

• Kazuya to Asuka Cancels:
• Asuka to Kazuya Cancels:

•General tips and tricks:

Ken (partner)

Spoiler

•Cross Art damage:
-To Ken:
-From Ken:

• Ken to Asuka Cancels:
• Asuka to Ken Cancels:

•General tips and tricks:

King (partner)

Spoiler

•Cross Art damage:
-To King:
-From King:

• King to Asuka Cancels:
• Asuka to King cancels:

•General tips and tricks:

Kuma (partner)

Spoiler

•Cross Art damage:
-To Kuma:
-From Kuma:

• Kuma to Asuka Cancels:
• Asuka to Kuma Cancels:

•General tips and tricks:

Law (partner)

Spoiler

•Cross Art damage:
-To Law:
-From Law:

• Law to Asuka Cancels:
• Asuka to Law Cancels:

•General tips and tricks:

Lilli (partner)

Spoiler

•Cross Art damage:
-To Lilli:
-From Lilli:

• Lilli to Asuka Cancels:
• Asuka to Lilli Cancels:

•General tips and tricks:

M.Bison (partner)

Spoiler

•Cross Art damage:
-To Bison:
-From Bison:

• Bison to Asuka Cancels:
• Asuka to Bison Cancels:

•General tips and tricks:

Marduk (partner)

Spoiler

•Cross Art damage:
-To Marduk:
-From Marduk:

• Marduk to Asuka Cancels:
• Asuka to Marduk Cancels:

•General tips and tricks:

Nina (partner)

Spoiler

•Cross Art damage:
-To Nina:
-From Nina:

• Nina to Asuka Cancels:
• Asuka to Nina Cancels:

•General tips and tricks:

Ogre (partner)

Spoiler

•Cross Art damage:
-To Ogre:
-From Ogre:

• Ogre to Asuka Cancels:
• Asuka to Ogre Cancels:

•General tips and tricks:

Paul (partner)

Spoiler

•Cross Art damage:
-To Paul:
-From Paul:

• Paul to Asuka Cancels:
• Asuka to Paul Cancels:

•General tips and tricks:

Poison (partner)

Spoiler

•Cross Art damage:
-To Poison:
-From Poison:

• Poison to Asuka Cancels:
• Asuka to Poison Cancels:

•General tips and tricks:

Raven (partner)

Spoiler

•Cross Art damage:
-To Raven:
-From Raven:

• Raven to Asuka Cancels:
• Asuka to Raven Cancels:

•General tips and tricks:

Rolento (partner)

Spoiler

•Cross Art damage:
-To Rolento:
-From Rolento:

• Rolento to Asuka Cancels:
• Asuka to Rolento Cancels:

•General tips and tricks:

Rufus (partner)

Spoiler

•Cross Art damage:
-To Rufus:
-From Rufus:

• Rufus to Asuka Cancels:
• Asuka to Rufus Cancels:

•General tips and tricks:

Ryu (partner)

Spoiler

•Cross Art damage:
-To Ryu:
-From Ryu:

• Ryu to Asuka Cancels:
• Asuka to Ryu Cancels:

•General tips and tricks:

Sagat (partner)

Spoiler

•Cross Art damage:
-To Sagat:
-From Sagat:

• Sagat to Asuka Cancels:
• Asuka to Sagat Cancels:

•General tips and tricks:

Steve (partner)

Spoiler

•Cross Art damage:
-To Steve:
-From Steve:

• Steve to Asuka Cancels:
• Asuka to Steve Cancels:

•General tips and tricks:

Vega (partner)

Spoiler

•Cross Art damage:
-To Vega:
-From Vega:

• Vega to Asuka Cancels:
• Asuka to Vega Cancels:

•General tips and tricks:

Xiaoyu (partner)

Spoiler

•Cross Art damage:
-To Xiao:
-From Xiao:

• Xiaoyu to Asuka Cancels:
• Asuka to Xiaoyu Cancels:

•General tips and tricks:

Yoshimitsu (partner)

Spoiler

•Cross Art damage:
-To Yoshi:
-From Yoshi:

• Yoshimitsu to Asuka Cancels:
• Asuka to Yoshimitsu Cancels:

•General tips and tricks:

Zangief (partner)

Spoiler

•Cross Art damage:
-To Gief :
-From Gief:

• Zangief to Asuka Cancels:
• Asuka to Zangief Cancels:

•General tips and tricks:

**Matchups:
**
As of now it seems that Asuka is gonna struggle against a fair amount of characters, especially without meter. She also seems very reliant on knowing what your opponent and their character can do. In some cases you’ll have to outplay your opponent in every single way just to make it even. Nothing unwinnable but its an uphill battle it seems.
thankfully this game is a 2vs2 game so you can always cover her weaknesses with your other character, but thats not a point thats gonna be taken in these matchup listings.
This will basically have things like how to approach the matchup overall, how to avoid or punish certain moves, what thinks you should do (or dont do), your options with and without meter and so on.
The perspective taken is your opponent’s options, and then what options you have for responding, either pre-emptively or after the fact.

For the time being Asuka doesnt have anything specific to certain opponents setups that only work on a few (ie: Fuzzy guard setups, moves/combos whiffing on some characters).
When anything of that sort is discovered however, a Matchup Legend will be added to show if that setup/combo/trick works on that character or not.

Abel (opponent)

Spoiler

Akuma (opponent)

Spoiler

Balrog (opponent)

Spoiler

Bob (opponent)

Spoiler

Cammy (opponent)

Spoiler

Chun-Li (opponent)

Spoiler

Cole (opponent)

Spoiler

Dhalsim (opponent)

Spoiler

Guile (opponent)

Spoiler

Heihachi (opponent)

Spoiler

Hwoarang (opponent)

Spoiler

Hugo (opponent)

Spoiler

Ibuki (opponent)

Spoiler

Jin (opponent)

Spoiler

Julia (opponent)

Spoiler

Juri (opponent)

Spoiler

Kazuya (opponent)

Spoiler

Ken (opponent)

Spoiler

King (opponent)

Spoiler

Kuma (opponent)

Spoiler

Law (opponent)

Spoiler

Lilli (opponent)

Spoiler

M.Bison (opponent)

Spoiler

Marduk (opponent)

Spoiler

Nina (opponent)

Spoiler

Ogre (opponent)

Spoiler

Paul (opponent)

Spoiler

Poison(opponent)

Spoiler

Raven (opponent)

Spoiler

Rolento (opponent)

Spoiler

Rufus (opponent)

Spoiler

Ryu (opponent)

Spoiler

Sagat (opponent)

Spoiler

Steve (opponent)

Spoiler

Vega (opponent)

Spoiler

Xiaoyu (opponent)

Spoiler

Yoshimitsu (opponent)

Spoiler

Zangief (opponent)

Spoiler

reserved 5

reserved 6

reserved 7

reserved 8

reserved 9

reserved 10

k that should be more than enough -.-

Ok so how do you guys think the format should be?

I’m thinking this:

-Basics:
Breakdown of the normals, specials, strings etc and their uses and have all the extra info about them here (eg: MP~c.LK string doesnt hit low)

-Mixups:
all the mixups, tricks, setups and gimmicks Asuka has.

-Matchups:
this is obvious, It’ll just be spoilers for all the characters containing info about how to play that certain matchup.

-Strategy+Tips
just general info and stuff that’ll help people play a better Asuka. A couple of strats on how she should play at certain ranges, what her gameplan is, her options in every range, stuff she should avoid using etc.

what do you guys think? looks good? anything missing you wanna add?

it’s fine how you have
but if i was nitpicking i’d have basics > matchups > strategy > mixups
just because i don’t think knowing mixups should come before knowing how to approach the matchup but like i said that would just be nitpicking

Everything she does is safe except her old f+2 seems like

her qcb+P move is unsafe, all versions+ all followups, Upkicks are also unsafe. and i think her f+HK isnt safe either. She does have a good amount of safe stuff though.

I didnt have order in mind when I did that list tbh, your order is probably the order Im gonna go for.

Cancan pushes you sooo far back though. Who can punish it?

I know I can smack her with Vega thats for sure >.> probably with Hugo too and a few others with derpy range.

Vega I can see, for sure. Probably Juri too.

2MP is a good anti air. 5RH and 5MK are good too

If f :HK: is unsafe, you’ll probably want to use f :MP: for your overhead, as it can link into :LP: or :LK: I believe; it’s really tight though.

Also, I don’t think you can cancel your close :MK: so I’ve been avoiding that unless I’m going to chain into down :MP:

So what are her good footsies? She’s got solid range on her throw, but it’s hideously punishable if they duck so I want to avoid it unless I’m blowing meter. Maybe if you’re putting on pressure with f :MP: as well. How safe is leg cutter? Or her :hcb: :HK:? Since if the latter is safe, then you can just end pretty much any of her non-magic chains with it.

Going to try and work the counter into my game more; I think it’s against high and mid, so against the members of the cast with a slow jump in it could be useful.

how unsafe is :hcb: :p: ?

im hoping it’s not too unsafe to be punished. I have some ideas in mind