The Asuka Matchup/Strategy Thread

Working from memory after testing, so if I make a mistake somewhere, I’m sorry.

f+MP is more unsafe than f+HK. f+HK is probably like -1, f+MP is like -3.

Jab Uppercut and Jab Low Kick are -1 or so, punishable by Julia super but not SRK.

Hyakujitsuko is neutral or better. So it might be ideal to end the chain of strings in that, or just cancel at some point to :hcb::k:, which is also neutral or better.

The chain [MP - LP] - [MP - LK] - [MK - d+MP] xx hcb+K has no gaps.

f+MK is unsafe to jabs, as is the punch followup. But the punch followup pushes you back, so you might be safe in some cases.

b+MP by itself is unsafe. But the MK followup is positive on block, and there is no gap.

Sacred Blade (d+MK ender for b+MP and f+MK) is neutral or better on block, and is special cancelable. But there is a gap where you can be reversaled (not jabbed) before it hits.

Leg Cutter is weird. The first hit is -1 or so and not cancelable into specials. The second hit is neutral or better, and is cancelable. The 3rd hit is unsafe to Flash Kick iirc, but it’s cancelable, so cancel it into hcb+K. There is no gap between the 3 hits and the special move at the end if you do them with no delay.

Demon Slayer is very unsafe.

Dragon Wheel Kick (f+LK) is probably around -4 on block. When used at an appropriate distance it will be safe against most characters. You could cancel it into Leg Cutter to make it completely safe but there is a gap where you can be jabbed.

Standing roundhouse can be weird sometimes. At point blank, it whiffs a crouching Julia, but if she is crouch-BLOCKING, she will block it. Meanwhile it whiffs on Guile even if he is blocking.

How are you guys getting in with her? I am just getting blocked out by everyone I play.

Exorcisor to punish fireballs, otherwise it’s more trying to jump over people. I’m work on it; a lot of my footsie game is baiting an attack for that sweet, sweet counter.

As I do like the Leg Sweep for my mixup game, I suppose I’ll pretty much always buffer it in twice then, cancel to Cancan on hit or Oni on block. If Thunderfall Kick can only be punished by 1 frame moves I think we can consider it pretty safe. Going to work on getting the link out of f :mp: down, but goddamn it’s difficult.

Her counter keeps winning me rounds, even when I mash it out on accident. Do we know exactly what each press defends against? I only know EX is everything short of throws.

Currently running with King, as I learned that slow Marduk is not for me. Working on some team synergy here; you can cross cancel you f :hk: into King’s upknees, I’m getting close to 400 damage off that. Don’t really have time to confirm though but it does make it safe. Figure if I can get at least 100 damage off a bar I’m probably in a good spot

Got the guide in front of me and a few minutes to kill. Posting the guide’s on-block numbers for the stuff you mentioned above in bold.

The strength of the counter determines the active frame window and the recovery. All regular counters will counter all grounded attacks, but not supers and what not. I think ex is the same as heavy but does more damage, I can’t remember for sure though

you cant counter jump-ins =/

EX airthrow has… 10 frames of invincibility though?

EX airthrow is good, he was talking about her counter though which doesnt work on jump-ins.

You may want to check what supers you can and cannot counter, because you can counter Marduk’s super with her command counter on reaction.

Quick edit: That is, unless charging into super from a special means different properties to the super itself. That’s how I was countering it. I’d charge up Marduk’s special, wait for it to turn into the super and counter. Raw super I didn’t bother with because I assumed it’d be the same with no property changes to the super itself.

Or any attacks that makes the character leave the ground. I.E. Tatsu, Spinning Bird Kick

Oh, yeah, I got that. Sorry if I wasn’t clear.

I just putting that forward as the alternative to the counter.

Alright, so here’s my gameplan with Asuka. Tell me if this makes sense.

She’s got that range where she can hit low with either sweep throw or c.MK, and hit high with f+MP or f+HK and get decent combos off of them, and also where she can get that really awkward range on j.HP to ambiguously crossup and it’s kinda weird to antiair. Unfortunately that range is just inside the range of most character’s better pokes because Asuka doesn’t have great footsies. So you have to let their range work against them by hitting one or two counters and making them just afraid enough to press buttons to let you walk into that range, and then mixing it up with overheads, lows, and jump ins. Don’t use meter in your combos and save it for antiairs.

This is what I’ve done so far and what I’ve had the most success with. Let me know what you’re doing.

good. i try not to rush in and take my time. this character def has some issues though…

I think you have a good strategy here. Her normals are bad. Coming from Makoto in SF4 (who has amazing normals) I’m having a seriously difficult time doing anything at any sort of poke or punish range.

Well, I’m actually coming from a different Makoto – the blazblue incarnation feels pretty similar, with shortish normals but good overheads and all, just hard to get into a certain range. She also has a parry and similar chaining normals. Playing Asuka like that has been pretty successful.

yeah I looked at the guide. I was wrong. HELLA unsafe all over. Jab is +3 though, with 2 active frames.

If you play Makoto, welcome to the complete opposite character. The only similarity is anti air domination.

Anti-air domination? How do you figure?

I cannot see Asuka being anything other than your #2. She gets zoned out easily, and her normals are below average. Need someone who can do the work first, then get Asuka in there to begin dominating.

Does counter work against Sim’s limbs?

falling rain catches… behind you. Case closed.

i have to side with korbidon on this i don’t get the aa domination falling rain catching on both side doesn’t equal domination when its not 100% reliable
just about everyone i know that’s playing her (which is only 2 ppl lol) are having issues dealing with aa’s
i am not so bothered by it because i don’t mind blocking but I just don’t see this anti air domination

but i will say i think the timing of aa’s are really different in this game so it just maybe getting use to it, so glity could be right, as for now i don’t see it

Falling rain is only useful when it is ex, otherwise it is way too unreliable.Remember to sweep after a falling rain for more damage. I wonder if there is any other followups apart from sweep.

f+lk is a VERY decent anti air. Covers a lot of angles and often puts them in a juggle state for extra damage. It wins in a lot of anti air. Although it is slow to startup I find it very active as an anti air. S.mp and c.mp trades too much to be reliable as an anti air.