Asuka: Difference between revisions

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(removed pro about high damage for little effort bc it's not true, her damage is pretty average in t8. also various rewordings)
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|slashKick=wr3
|slashKick=wr3
|lore=[[fandom:Asuka Kazama|Asuka Kazama]]
|lore=[[fandom:Asuka Kazama|Asuka Kazama]]
|discord=[https://discord.gg/Kt44rQ5]
|discord=[https://discord.gg/Kt44rQ5 Asuka Kazama Discord]
|twitter=T8_Asuka
|twitter=T8_Asuka
}}
}}
{{See other}}
{{See other}}


'''Asuka''' Kazama is a great pick for beginner players. Her combos are straightforward and rewarding, and while her block punishment can leave a lot to be desired, she makes up for it in remarkable keepout tools, safe counter hit launchers, and multiple good panic buttons.
'''Asuka''' Kazama is a solid defensive character that is a good pick for beginner players looking to punish their opponent's habits. Her basic combos are straightforward, and she has good keep-out tools, safe counter hit launchers, and good panic buttons that are all fairly easy to understand and use.


Don't let her apparent simplicity fool you though. Her kit is fairly evasive and deep, and reaching her full potential as a character requires a good deal of understanding of her parries and punch sabakis, scaring opponents with cancels on moves like f+2,D and ws1+2,D, and her new install, Naniwa Gusto, which gives her oppressive, powered up versions of moves like u+1+2, f,F+1+2, and f,f,F+1+2.
As a practitioner of the Kazama-ryu, Asuka thrives on turning the opponent's offense against them, either by making them whiff and punishing, by counterhitting them, or by using her many sabakis and reversals. A key technique of the Kazama-ryu is the Demon Slayer (f+2, also known as Tooth Fairy before Tekken 5), a best-in-class whiff punisher that travels far, ducks under some highs, and can even be cancelled if you want to back out. Her inputs tend to be very simple, requiring little to no dexterity to perform her moves, allowing her pilot to better react to opportunities in neutral as they turn up. She also has strong keep-out and panic buttons to further discourage her opponent from rushing her down.


All of these moves also have one thing in common; they are almost all best in class whiff punishers, and this is core to Asuka as a character. She requires careful movement and quick reactions to utilize them, but f+2 is potentially the best whiff punisher in the game, and keeping a close eye on poor spacing by your opponent will repeatedly give you access to it for huge damage.
Her focus on defense makes it difficult for her to mount a safe, effective offense. Asuka lacks the standard plus on block jab, and instead earns her frame advantage with big, slow moves, by threatening string extensions or reversals, or by confusing her opponent with fake-out cancels. She demands patience and creativity in opening up a defensive opponent, as getting greedy with her flashier mixups can be very risky. Optimizing her combo damage can also sharply increase her execution requirements. Her weakness on offense is remedied when she gets access to Naniwa Gusto, her new install mechanic, which she can access after landing certain moves, or when in Heat.


{{BlueRed
{{BlueRed
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|blue=
|blue=
* One of the best whiff punishers in the game
* Highly rewarding whiff punish tools
* Good arsenal of panic moves and heat engagers to close rounds and turn the tide
* Good arsenal of panic moves and heat engagers to close rounds and turn the tide
* Strong keepout with midrange pokes and [[Attack#Sabaki|sabakis]]
* Strong keepout with mid-range pokes and [[Attack#Sabaki|sabakis]]
* Solid confirmable mid strings and CH launchers
* Fast, safe CH launchers
|red=
|red=
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* No plus jab, generally risky and flawed offense
* No plus jab, generally risky and flawed offense
* Subpar backdash, forcing her to rely more on sidesteps and spacing traps to make things whiff
* Subpar backdash, forcing her to rely more on sidesteps and spacing traps to make things whiff
* Very weak 10-13 frame punishes
* Very weak i10-13 frame punishes
* Struggles vs defensive players
* Struggles vs. defensive players
 
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Whiff Punishing|importance=4|value=5|dexterity=2|rhythm=3}}
{{KeyTech|Whiff Punishing|importance=4|value=5|dexterity=2|rhythm=3}}
{{KeyTech|Parrying|importance=2|value=3|dexterity=2|rhythm=3}}
{{KeyTech|[[Sabaki]]s|importance=2|value=3|dexterity=2|rhythm=3}}
{{KeyTech|[[Crouch cancel]]<br> off CH [[Asuka_movelist#Asuka-FC.df+2|FC.df+2]]|importance=2|value=4|dexterity=2|rhythm=4}}
}}
}}
== External links ==
* [https://www.youtube.com/watch?v=m4aX5jsRKfc The DEFINITIVE Asuka Kazama Guide For Tekken 8 by Fergus2k8]


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 17:48, 3 June 2024

Asuka
Heat
  • Can always utilise Naniwa Gusto
Heat Smash Mid, i16, +10
Heat Engagers
  • f+1+2
  • d+2
  • db+1,2
  • SS.2
  • f+1+3,2
Stances (none)
Fastest
Launch
  • i15 – df+2
CH launch
  • i14 – d+3+4
Wall splat
  • i12 – 2,3 (standing)
  • i14 – ws1,4 (crouching)
Archetypal moves
Sabaki
  • Low attacks – db+1+2
  • Punches – f+2+3
  • Kicks – b+2+3
Reversal b+1+3 (high or mid punches or kicks)
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • 3 (standing)
  • ws4 (crouching)
Slash kick wr3
Generic moves
Remapped (none)
Missing
  • d+2
  • uf,n,4
External links
Lore Asuka Kazama
Twitter #T8_Asuka
Discord Asuka Kazama Discord

This page is for Tekken 8. For Tekken 7, see Asuka (Tekken 7).

Asuka Kazama is a solid defensive character that is a good pick for beginner players looking to punish their opponent's habits. Her basic combos are straightforward, and she has good keep-out tools, safe counter hit launchers, and good panic buttons that are all fairly easy to understand and use.

As a practitioner of the Kazama-ryu, Asuka thrives on turning the opponent's offense against them, either by making them whiff and punishing, by counterhitting them, or by using her many sabakis and reversals. A key technique of the Kazama-ryu is the Demon Slayer (f+2, also known as Tooth Fairy before Tekken 5), a best-in-class whiff punisher that travels far, ducks under some highs, and can even be cancelled if you want to back out. Her inputs tend to be very simple, requiring little to no dexterity to perform her moves, allowing her pilot to better react to opportunities in neutral as they turn up. She also has strong keep-out and panic buttons to further discourage her opponent from rushing her down.

Her focus on defense makes it difficult for her to mount a safe, effective offense. Asuka lacks the standard plus on block jab, and instead earns her frame advantage with big, slow moves, by threatening string extensions or reversals, or by confusing her opponent with fake-out cancels. She demands patience and creativity in opening up a defensive opponent, as getting greedy with her flashier mixups can be very risky. Optimizing her combo damage can also sharply increase her execution requirements. Her weakness on offense is remedied when she gets access to Naniwa Gusto, her new install mechanic, which she can access after landing certain moves, or when in Heat.

Strengths
  • Highly rewarding whiff punish tools
  • Good arsenal of panic moves and heat engagers to close rounds and turn the tide
  • Strong keepout with mid-range pokes and sabakis
  • Fast, safe CH launchers
Weaknesses
  • No plus jab, generally risky and flawed offense
  • Subpar backdash, forcing her to rely more on sidesteps and spacing traps to make things whiff
  • Very weak i10-13 frame punishes
  • Struggles vs. defensive players
Whiff Punishing
importance
★★★★☆
value
★★★★★
dexterity
★★☆☆☆
rhythm
★★★☆☆
importance
★★☆☆☆
value
★★★☆☆
dexterity
★★☆☆☆
rhythm
★★★☆☆
importance
★★☆☆☆
value
★★★★☆
dexterity
★★☆☆☆
rhythm
★★★★☆