GiantDojoALPHAv0.01
Asuka

Asuka

Asuka - defense/punish. Tools include i15 launcher.

defensepunish

Key Moves

f+4

Strong homing attack to check sidestepping opponents.

df+1

Mid option to check situations and poke. The extensions are risky, but useful against players that challenge it.

b+3

Good button to stop opponents from approaching. Commit to just b+3 and try to hit confirm into b+3,4,3.

uf+3

A jumping counterhit launcher that can be used for approaching at midrange.

db+3 and FC df+2

Both 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+4

A fast low/high counterhit launcher that jumps quite fast over low attacks. Useful against opponents overextending in their pressure.

f+3

A mid attack that changes properties the longer you hold the input for. Becomes an unblockable when fully charged. Very useful in some okizeme setups.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • df+3+4 -26 on block (low)
  • b+3 -19 on block
  • f+2 -18 on block
  • d+1+2 -18 on block (low)
  • R.df+1+2 -18 on block
  • hFC.3 -17 on block (low)

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • DST.4 -14 on block
  • u+1+2 -13~-12 on block
  • uf+4 -13 on block
  • SS.2 -13 on block

Jab punish (-12 to -10, fast string starter):

  • db+3 -12 on block
  • db+2 -11 on block
  • db+4 -11 on block
  • FC.df+2 -11 on block
  • db+1 -10 on block
  • b+1 -10 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • f+4 (i19, high, +3 on block, launcher)
  • f+2+3 (i23, high, +0 on block, launcher)
  • f,F+4 (i20, high, -3 on block, launcher)
  • f,f,F+1+2 (i17, high, +4 on block, launcher)

Step their linear strings

The data doesn’t flag specific step weaknesses for Asuka. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Asuka threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

NWG (4 moves):

  • Launcher: NWG.u+1+2 (i31, mid, +8~+9 on block, launcher)
  • Mid threat: NWG.f,F+1+2 (i19, mid, +2 on block, launcher)
  • Their main stance options here look safe on block in the data; whiff-punish their string attempts instead.

DST (2 moves):

  • Mid threat: DST.2 (i19, mid, -3 on block)
  • Low option: DST.4 (i19, low, -14 on block)
  • Punishable on block: DST.4 (i19, low, -14 on block)