Who do you use with Asuka? Do you use her first or second?

Yeah, I’ve tried Chun as well. I think the goal I’ve been shooting for with Asuka, though, is to get her set up and ready to go as soon as I can and, as you said, Chun plays the game more defensively. If Gems do become standardized, having Nina with a couple of Onslaught gems will be a great way to set the stage for Asuka.

i’ve figured out how to win with asuka

put rufus on point. jokes aside, the guy lands hits like it’s nothing and can easily cross rush or wall carry to set up asuka. If you’re in the market for a support character to set up Asuka’s oki, Rufus has to be the top candidate.

Only problem I see with that is Zangief. Both characters lose to him I’m pretty sure.

Other wise I agree, any character than can get in well is pretty solid, so you really have alot of choices.

speaking of zangief. i’ve noticed weird things when challenging a lariat with her j.HP; sometimes it beats it when it clearly shouldn’t. Maybe it’s just me, but does anyone else notice anything?

anyways, I’ve been recently seeing the potential in asuka’s oki. 40% off an overhead is huge. 60% off a crossup is huge. I can see why dizzy isn’t in this game.

I remember someone saying that his Upper Body Lariat doesnt have invul frames till frame 7?

Also, believe it or not, the lariat on the backside (Behind his head) has a vulnerable spot now. That means crossup J.Hp with her is invited.

yeah it’s something about lariat not having that much of a hitbox if any behind him
so if they don’t time it for crossups properly they will get hit

I think the part about lariat not hitting behind him is only on the later hits. The first hit when he starts the lariat has upper-body invincibility and hits behind him. However the “frame 7” stuff was about mid-body invincibility, so you can do standing attacks and beat it.

Generally when someone knows how to use lariat you have to beat it with ridiculous hitboxes (Vega jump fierce) or empty jumps (vary between sticking out a tip-range jumping attack and not attacking so he whiffs lariat) which requires careful spacing. But Asuka’s jump fierce hits so far behind you that maybe you can beat lariat that way, I don’t know for sure.

Ibuki/Asuka. Gonna set up Asuka with tag in meter gems, since I no longer need ex NB or ex kazigiri (normal goes under fireballs, and no invincibility)
I was practicing it in lab, and with Asuka ex wall bounce move, I believe you can pandora,combo xx super
Have to test it out today, and I believe it will work with most characters.

I been working with Rolento/Asuka. I can’t seem to get good damage off tag cancels. Any ideas?

F. LK -> LP , HK , Onikubigari , Sweep

Still running with Asuka/Ibuki team. I don’t have the time I did back then when I played SFIV series but I finally had time to get some practical play against a friend that uses a team of Ken/Julia, from my findings, Asuka seems to have a hard time getting in on either these two characters on point and often much time is wasted because he’s playing the footsie game while Asuka is trying to capitalize at mid distance but yeah, like many mentioned, once she’s in, she deals a huge amount of damage off her standard BnB game and yomi game(sweep throws and counter throws). Her f.lk anti-air is reliable but it seems to the point against obvious jump ins.

I’ve tried many ways of getting in with Asuka, it’s not worth it but that’s where Ibuki comes in, it seems like almost everything Asuka has trouble with, Ibuki covers it easily:
Air to air: Ibuki’s j.hk is superior for a sure ground bounce.
Anti-air: Upper body invincibility for Ibuki’s b.mp to command dash cancel to dp to Asuka exchange combo
Easier appoarch/pressure game: Ibuki gets in waaay easier than Asuka in terms of normal attacks

I’ve been using Ibuki exclusively in SSFIV(with Cody as a alternate sometimes) so there was a huge period of time to adjust to SFxT Ibuki, in the end, I just had to realize the things Ibuki cannot do in this game, sure going inbetween SSFIV Ibuki and SFxT Ibuki has kinda messed up my SSFIV style but hey, adaptation is the hardest thing for me to correct lol.

Cammy point, Asuka second.

Damn Nina and Asuka hurts pretty freakin bad meterless/no gems, discovered a few new things.

I found a nice damaging combo for those that are playing Nina/Asuka and those that are thinking of Nina.

So, a new alternate combo I found from Nina >>> Asuka and Asuka >>> Nina.

Nina >>> Asuka (From a hit confirmed cr.mk/st.mk):

Cr. :mk:>>> :hk: Geyser, (Early as Possible) Cr. :hp: >>> :lk: Geyser, Ivory Cutter >>> (Tag Cancel first hit to Asuka), Fwd. :lk:>>:lp:, St. :mk: >>> Falling Rain, Cr. :hk: = 413 Damage Meterless/No gems. Plus, you’ve set yourself up for oki positioning. The reward/goal here being the oki positioning for Asuka.

Thats 413 off a hitconfirmed/footsie oriented Cr :mk: from Nina. Nina has some very very good limbs for a Tekken character. Makes me happy.

However, I think some of you might like this because this combo because it can be followed from the oki positioning you made for yourself from that last Nina >>> Asuka combo.

Asuka >>> Nina

j. :hp:, St. :hk: >>> Upkicks, Fwd. :lk: >> :lp:, St. :hk: >>> Onikick (onikubigari) >>> (Tag Cancel to Nina), cr. :hp: >>> skull splitter, cr. :hp: >>> skull splitter = 466 Damage Meterless/No Gems

Theoretically speaking, since Nina >>> Asuka combo sets up great positioning for the Asuka >>> Nina Combo, if you land both combos thats 413+466 = 899. Thats basically killing most female characters and low health characters ALL OFF NINA’S Cr. :mk: and not a jump in. However, with all this being said, this is just theoretically saying you’re able to land that godlike two-sided j. :hp: Asuka has.

Also, the very very awesome thing about these two combos is that the very last moves of each combo, Asuka’s cr. :hk: and Nina’s skull splitter can be tag canceled back into the other character. This is just in case your incoming second character has a sliver of health left and you want to tag back into the healthy point character. Hope it helps some people, and convinces others to try Nina out possibly.

Lili/Asuka

j.:hp: > st.:mp: st.:lk: xx :hk: cancan, > j.:hk: > st.:hk: xx Oni (tag cancel to Lili) > :lk: Angel Knee > cr.:hp: xx :lk: lance.

447 damage

Law/Asuka

  1. J. :hk: > cl. :hk: > cr. :mp: xx spin kicks (tag cancel) > st. :hk: xx cancan > j. :hk: > st. :hk: xx oni > cr. :hk.
    500 dmg

  2. J. :hk: > cl. :hk: > cr. :mp: xx ex spink kicks > j. :hk: > cr. :hp: xx spin kicks (tag cancel) > j. :hk: > st. hk xx oni > cr. :hk:.
    541 dmg

I can do 485 with Law using one bar, and 570 using two. So combo 2) is only worth it if I want Asuka in (does less damage, and it’s recoverable)

From Asuka:

  1. J. :hk: > st. :hk: xx cancan > j. :hk: > st. :hk: xx oni (tag cancel) > st. :hp: xx :hk: somersault > cr. :hp: xx dragon charge, dragon knuckle, dragon knuckle flight.

480 dmg

That’s really the only combo I would do back to Law, using more meter just isn’t worth it.
One of the nice things about Law/Asuka, is that Law’s spin kicks is a really good pressure tool, as it’s safe on block and keeps you pretty close to your opponent while moving them towards the corner. I tend to end a lot of my strings in it. If it hits from a block string, it’s really easy to confirm it into a tag cancel and go straight into Asuka’s bnb for pretty good damage, even if it’s just the kicks that hit before you tag cancel. Also, on block you can tag cancel and go for cross up :hp:/ empty jump low mix ups. I’ve been meaning to mess around with using those mixups on hit as well to reset damage, but haven’t really hit the lab too hard regarding that. I would imagine if I land a jump in with law, and do some heavy links into spin kicks tag cancel reset j. :hp: / empty jump low I could get upwards of 600-700 damage for one bar.

Using Hwoa/Asuka. HK Hunting Hawk sets up cross-ups, overheads, frame traps anything you want. DP Tag cancel is almost safe, if not completely safe at certain distances from the edge of the screen. Command dash for getting in, great jump-in attack(j.mp when used early beats a lot and connects into a full combo from absurd heights, also good cross-up) a few good +frame pokes and decent walk speed. Use his command dash on knockdown to push them towards the corner, and continue to tag cancel his blockstrings into Asuka for mix-ups.

Good tag follow-ups:

EX Hunting Hawk > j.HK > c.MK HK Hunting Hawk > tag: f.LK f.LP > s.mk falling rain > sweep or Oni > sweep ender
Haven’t experimented with charging moves yet, but its definitely possible to charge up to an ex, or charge an ex up to super in this combo.

Asuka to Hwoa:

Upkicks > j.HK > st.mk upkicks > tag: j.HK > c.mk > hk hunting hawk.
Must tag during the first hit of the upkicks so the juggle counter resets and the 2nd hit connects. Very good for juggle setups with anybody because it launches them so high.

Yeah, after trying several other characters, I think Juri’s probably the best character to go with her. Everything else I’ve tried either doesn’t get Asuka in quickly enough or shares the same bad Zangief matchup that Asuka has.

I guess I better start working on my execution then.

I’m thinking of trying out julia/asuka after watching combofiend play her last night.
Is anyone running this team right now? How is it?

Combo plays Asuka or Julia?

Julia is pretty interesting, there is a good video that shows the team’s synergy in the Asuka Video Thread

Combo plays Julia