GiantDojoALPHAv0.01
Asuka

Asuka

Asuka - defense/punish. Tools include i15 launcher.

defensepunish
19 / 19 combos

Combos

Starter

Most Important

  • f+2then1df+1f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
  • f+2f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
  • CH uf+3db+4,32,1,2 T!f,f+4(long dash) f,f+2,1
  • b+3then4then32,1,2 T!f,f+4(long dash) f,f+2,1
  • CH fthenfthenf+1+2 (or NG fthenfthenf+1+2)f,f+2,31,2,3f,f+2,1

More Combos

  • fthenf+4f,f+4f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
  • uf+4f,f+2,3db+1,4 T!f,f+4(long dash) f,f+2,1
  • df+3+4f,f+2,31,2,3f,f+2,1
  • b+2+3 (after parry)db+4,32,1,2 T!f,f+4(long dash) f,f+2,1
  • heat on d+2~Fb+2,4,3f,f+2,3db+1,4 T!NG u+1+2f+3+4
  • NG f+2then1+2f,f+2,31,2,3f,f+2,1

Wall Combos

  • 1+4,2,4
  • b+2,1,4 (delay last hit)

Wall Carry

  • For a lot of wall carry without Heat Burst, you can sidestep left after the tornado and use b+2,4,3. Use 2,3 for mid distance and df+3 for short carry.

With Tornado

  • db+2 T!1+4,2,4
  • db+2 T!41+4,2,4
  • db+2 T!b+2,1,4 (delays last hit)

Heat Burst Ender

  • After most combos T!f,f+4dashHeat Burstender

Wall / Floor Break

  • End with f+1+2 for wall break and 2,1,d+1+2 to break floor.

Key Moves

  • 1Single jab to check situations. It has useful extensions.
  • f+4Strong homing attack to check sidestepping opponents.
  • df+1Mid option to check situations and poke. The extensions are risky, but useful against players that challenge it.
  • b+3Good button to stop opponents from approaching. Commit to just b+3 and try to hit confirm into b+3,4,3.
  • uf+3A jumping counterhit launcher that can be used for approaching at midrange.
  • db+3 and FC df+2Both lows create a bit of spacing on hit, which can be used to bait the opponent into whiffing or falling for her keepout buttons. Don't look at them as mixup tools but as a way to annoy defensive opponents.
  • d+3+4A fast low/high counterhit launcher that jumps quite fast over low attacks. Useful against opponents overextending in their pressure.
  • f+3A mid attack that changes properties the longer you hold the input for. Becomes an unblockable when fully charged. Very useful in some okizeme setups.

Heat Engagers

  • d+2Safe mid attack to fish for a Heat activation.
  • fthenf+2then1Long range heat engager.
  • db+1then2Useful in punish situations. The first hit high crushes.
  • sidestep 2Very evasive option out of sidestep.
  • f+1+3 ⏵ 2Safe mid follow-up from Destabilizer.

Command Grabs

  • df+2+32 escape
  • uf+1+21+2 escape
  • FC db+1+21+2 escape
  • f+1+3 (or f+2+4)unbreakable

Block Punishers

StartupStandingCrouching
101then3FC d+1
1then2
11WSthen4
122then3
13uf+1then2WSthen2then1
uf+1then2
14uf+2WSthen1then4
db+1then2 (heat)
15df+2
161+2
17f+2
18WSthen3

Suggested Whiff Punishers

  • 2then1
  • db+1then2
  • f+2

Guaranteed Follow-ups

  • f+4db+4then3 ⏵ f+2
  • -can also be converted into a
  • -combo with a tricky dash into 1+4
  • 3+4f+2 ― 3+4
  • WSthen1then4f+2 ― 3+4
  • CH 4f+2 ― 3+4
  • FC df+3 (hold)(dash) f+2 ― (dash) df+3
  • (fthenf+2)then3 (hold)(dash) f+2 ― (dash) df+3
  • fthenf+1db+1then4 ― db+1then2 (heat)
  • CH (1then1)then3db+1then4 ― db+1then2 (heat)
  • CH (f+1)then3db+1then4 ― db+1then2 (heat)
  • d+1+2(micro walk) f+2
  • CH fthenf+3(dash) f+3+4
  • CH (3)then1f+2 ― df+3
  • CH FC df+2WSthen1then4

Defensive Options

  • b+1+3 (or b+2+4)Reversal
  • db+1+2Has low parry properties
  • b+2+3Has kick parry properties
  • f+2+3Has punch parry properties
  • f+1+2Power crush

Matchup Punishment

  • SlideWSthen2then1 float
  • Asuka's b+3f+2 (except max range)
  • Kazuya db+1,2f+2
  • Ling RDS f+3+4,3+41then2then4
  • Ling AOP 3+4WSthen2then1 float
  • evade Leo's b+1,4sidestep left 2nd hit
  • Paul's Deathfistf+1+2
  • Demoman (3rd hit)...
  • Alisa's b+3+4,(3+4)df+2
  • Claudio's f+2,2fthenfthenf+1+2 (hard)
  • Kuma's f,f+2f+2 (except max range)
  • Heihachi's f,f+2f+1+2 ― uf+2
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4WSthen3 T!

Notes

  • Can perform Naniwa Gusto moves at any time during Heat.