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Whatcheva
This is my journal. Henceforth, this shall be a place where anything may show up. And if you don't understand it, it's not for you to understand.
blah
Asuka has a number of crushes that give free OTG follow ups or juggles. Her wall game is spotty, and oki is better than average. Only problem? A lot of her moves are punishable with combos.

f+1+2-hits high. high crush. gives free 3~4_f+2 on hit. If the spring forward, the f+2 will launch.

3~4-hits low. high crush. gives free 3~4 on hit. Slow start up, yet seems to hit on people since the motion is unrecognizable. One would think people would have caught on. Unsafe on block.

f+2-hits mid. inconsistent high crush. does more damage than in TTT. goes under some moves, take others hard. hits face up grounded. a dependable, but not an abusable, launcher. Unsafe on block. Block=loss of half life. best used to punish whiffs. holding d_d/b cancels and leaves her crouching for a FC d/f+2, WS 1, or WS 3.

d/b+2-hits mid. high crush that beats out crouching jabbers. slow, punishable, and inconsistent (IMO). best used in the d/b+1+2 mixup (more on this later)

u/f+4-hits mid. low crush. unsafe, but still a great launcher. juggle depends on opponent. (more later)

d/f+3-hits mid. high crush (I think). No real follow up, but pushes pretty far on hit and block. Great Oki tool. They move at all, it hits. No CH roll, so no advantage there.

d/b+3-Hit low. Start up resembles d/f+3, so you may get mixup out of this, but it's not likely. A bit quick. Great range. A little less than f+2. Good on oki, too. Causes DTK (drop to knee) on CH.

d/b+4-hits low. follow up with 3+4, another 4, or 1+4. up to 2 more 4's are allowed, then either a 1+4 or 3+4. a second or third 4 will cause an actual trip if it CH. On CH, follow with 1+4 juggle. Hold d to remain crouching for a FC/WS mixup

f+1-hits mid. underrated mid jab. gives mid/low mix up. follow with 4 for double lift kicks, d+4 for Sacred Blade (3~4), or 3 for left kick. 3 leads into the left kick infinite (1,1_b+2,1_f+1,3, 1,1,3, 1,1,3......). 3 flips on CH, allowing for a juggle.

b+1-hits low. High crush, and beats out a few mids. on CH gives auto ankle break follow up. slow, and only useful for the CH, or to keep your opponent guessing.

b+2-good mid poke. follow with 4 (d/b+4) for low kicks, 1 (f+1) for a mid punch, or 1+2. only the 1+2 is guaranteed on normal hit. if it's blocked, follow with 1+2, since it's safe on block. Sometimes, it's prudent to do a psychic reversal the first couple times, as people will try to punish. It's not the safest thing, as they may go low, but it does give them something to think about after they eat the reversal a couple times. If it hits, follow with the 1. after the one, it's just like the f+1 mixup, so refer to that. only use the 4 when your opponent is very low on health and you're sure it will hit. taking a low parry is not the greatest thing in the world.

d/f+1,2-quick mid. great mid poke with a lack luster follow up. if the first hit is a CH, the second is guaranteed. if second hit connects, the auto grab slams them on the ground. in the first hit is normal or blocked, the second can be ducked and then punished. use d/f+3 as a wake up.

d/f+1+2-low parry into a two-hit attack. ducks highs, but is too slow to connect most of the time. even if you manage to parry a low, the attack still may not connect. pushes back pretty good on block, so it's relatively safe.

1+2-hits mid. your BnB launcher. Out prioritizes most stuff. good off SS too. pretty quick, safe on block, does good damage. Use it, abuse it.

d+2-hits mid. decent attack. DTK on hit, safe on block, but has a slow start up and can't track worth a damn. (SS vs d+2)=you lose half life. CH gives 1+4 juggles.

b+4-quick mid with no range. Safe on block, can't be parried. CH causes crumple stun. Gives 1+4 juggles.

f+3-slow mid that's safe on block. it sidesteps, so any move that doesn't track will most likely miss, giving you a CH. by holding 3, you can add spins, thus adding damage. initial spin is 30, second spin is 40, and the third spin make the kick unblockable for 50 damage and knock your opponent back hella far. pressing back while holding 3 cancels the move. If you watch some top tier players, like Srayer, you'll see them use this move after a knock down. if the opponent is far enough away, and they tech when they land, your f+3 will hit. the 3 in the 1,2,3 string acts the same way.

f+4-fast high spin kick. guaranteed 3~4 on hit. Safe on block, but if it's ducked, say good bye to half your life.

d+3+4-hits low, then high. if the first hit is a CH, the second is guaranteed. anything else, the second hit can be ducked. if the second hit is blocked, it's safe, but it's too easy to duck. you can catch some people by doing two back to back if the first is blocked. they'll try to punish and eat the second, giving you a juggle.

3+4-low crush. grounds on hit. the second hit always hits now, unlike the TTT version. also nice on oki. hits those that roll back, and sometimes forward. Safe on block. on high wall stun, it hits three times for sick damage.

2+3-parry into a kick. parries some punches. if it parries, the attack is guarenteed. for some reason, it won't parry some overheads, like Bryan's b+1. on hit, quickly follow with 3~4 or d/b+4,4

d/b+1+2-inescapable mid grab. does no damage, but interrupts some moves and pulls them in closer. Gives a slight frame advantage. It then becomes a guessing game. Will you grab, go low, or try for another attack. The mix up goes like this. Most will just block high, so use 3~4 to get through that. If they start using crouching jabs, b+4 beats that, and gives a free juggle. If they block low, d/b+2 launches, and also beats the crouching jab. Fun had by all. Don't think all is dandy. This grab is slow, and can be jabbed or backdashed.

FC d/f,d,d/f+1+2-may be one of the best grabs in the game. does 15 damage, then launches your opponent into the air. then, you have options. you can do 3+4, b+2,1,4 as soon as possible, let them hit the ground and hit with d/f+3, or let them hit and use 1+4, 1,2,3. The last does the most damage. The only drawback is that if they hit the ground, they can tech, take less damage, and avoid the juggle. If you want to give yourself a mixup, do the last juggle, but do it before they hit the ground. That way, you can train your opponent to not expect to hit the ground, so that they'll take the added damage. The grab is a 1+2 escape.

b+1+2- 1+2 escape. good damage. leaves them head first on their back. no real follow up.

d/f+1+3- 1+2 escape. good damage. leaves them face down with you at their side. no consistent follow up.

b+1+3_2+4-high/mid reversal. Learn these. Well. Very well. Asuka doesn't deal well with pokers and those that can lock you down (Nina, Bryan, Steve). Her punch reversals are her best. They allow for a run up and give way to her oki game. (See below)

Juggles:
d,d/f,d,d/f+1+2_2_d/f+2_f+2_d/b+2_d+3+4 CH_u/f+4_WS 3:
~1+4, 1,2,3

~b+2,1,3
~~f+1+2 (if u/f+4 is the launcher, hits only big)
~~d/f+3 (if u/f+4 is the launcher, hits only big)
~~f+2 (if u/f+4 is the launcher, hits only big)
~~d+2
~u/f+3 (will not hit after last 4 launchers listed)
~~1+4,2,4
~~1,2,4 wall f,f+4

1+2_b+4 CH_d+2 CH:
~1+4
~~1,2,3
~~1,2,4 wall f,f+4

More specific stuff:
d,d/f,d,d/f+1+2
~3+4,b+2,1,4
~*ground hit* d/f+3
~*ground hit* 1+4, 1,2,3

Stupidly impossible juggle:
1+4,2,1,1,4, b+2,1,3, f+1+2 (11 hits, 114 dmg)

Oki: Asuka has a decent oki game, though no where near as good as Nina. You're not going to get many chances for oki after your juggles, as they all knock your opponent too far back. But, if you learn to use your reversals, you'll see that her oki has some potential. If they lay there, use either f+2 or 3+4. The only problem is that both can be beat by rising attacks that you didn't anticipate. If they roll to the side, use 3~4. if they roll back, forward, or try an attack, 1+4 picks them up. finish with 1,2,3 to do damage equal to 3+4 in the same situation.

Wall: This is where Asuka lacks. She has no good combos that hit on walls. You have to look for more single strikes. d/f+3, f+4, and 1+2 are the most consistent, though if you do it early enough, you can hit with f+3. If you get a high wall stun, go for 3+4. On low wall stun, do f+1,d+4. Make sure the d+4 hits when they go to the ground for max damage.






User Comments: [4] [add]
feebleweiner
Community Member
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commentCommented on: Thu Jun 30, 2005 @ 01:02am
please do not tell me that you honestly sat there and wrote that about some boring old Tekken characters. if so then i heart you even more. if you just copied and pasted well i'll make you taste the rainbow in your eye


commentCommented on: Thu Jun 30, 2005 @ 05:23pm
Blah indeed. stare



Dragon Aura
Community Member
HaZeL_ViiSiOn
Community Member
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commentCommented on: Tue Jul 12, 2005 @ 04:44am
hi,i have no idea what your journal is about but then again i give you your props for writing that much and if you coppied it and pasted it i still give you your props thats hard work so keep it up and well yeah,bye, biggrin biggrin whee


commentCommented on: Fri Sep 16, 2005 @ 12:13am
crying I really wish i could do that, biggrin *oh a puppy* ADD....



C works
Community Member
User Comments: [4] [add]
 
 
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