Asuka: Difference between revisions

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{{See other}}
{{See other}}


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


One of Asuka's most iconic moves is her f+2, Demon Slayer (known as Tooth Fairy before Tekken 5), a best-in-class whiff punish move that travels far, ducks under some highs, and can even be cancelled by holding down. This move, along with other damaging mid launchers, are core to Asuka as a character and define her general playstyle. The main tradeoff for this is that her short backdash can make it difficult to make things whiff, and her punishes on block for slightly unsafe strings are very below average. Fortunately, her inputs tend to be very simple, requiring little to no dexterity to perform her moves and react to opportunities in neutral as they turn up.
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.


Don't let her apparent simplicity fool you, thoughโ€”using her tools against high level players can be far more difficult than it seems, putting her weaknesses as a character at the forefront. Those who know how to crouch her safest strings and punish her attempts at a parry or lucky launcher hit force Asuka to only really rely on her whiff punishes, sidestep knowledge, reactive parries, and meager offensive tools to play without taking massive risks. These aspects are undoubtedly the most intricate and demanding parts of her kit, relying on good knowledge of spacing, evasion, and matchups to reach their full potential. Although her inputs are generally simple to perform, she actually has some tricky combos in this game if one wants to truly optimize her damage, which is warranted as she has difficulty simply opening opponents up and needs to squeeze as much damage out of her punishes as possible. Understanding her parries and punch sabakis can also go a long way, as can scaring opponents with the fake-out cancels on moves like f+2,d and 2,1,d+1+2,b. Her new mechanic, Naniwa Gusto, can improve her offense after she does a combo with powered up versions of u+1+2, f,F+1+2, and wr1+2, but gaining it can often make her sacrifice damage or oki.
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.


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* 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
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|red=
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* 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 i10-13 frame punishes
* Very weak i10-13 frame punishes
* Struggles vs defensive players
* Struggles vs. defensive players
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{{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}}
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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
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