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| -18 || ws3 || 20(68) || [[Asuka combos#Staples|+35a (+25a)]] | | -18 || ws3 || 20(68) || [[Asuka combos#Staples|+35a (+25a)]] | ||
|- | |||
| -21 || u/f+4 || 25(73) || | |||
|- | |||
|} | |} | ||
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|+ Back-turned opponent | |+ Back-turned opponent | ||
|- | |- | ||
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] | ! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]] !! Notes | ||
|- | |||
| BT Spring Kick || b+2,1,4 || Launch || n/a || On grounded spring kicks like Eddy and Kings, you can use this full string and get a full launch on them. | |||
|- | |||
|BT Spring Kick || b+2,1,d+4 || Launch || n/a || On grounded spring kicks like Eddy and Kings, you can use this full string and get a full launch on them, this is an alternative to the one above and can be seen as more consistent by some players. | |||
|- | |||
| BT Spring Kick || u/f+2 || 20 || KND || On back-turned opponents, u/f+2 will not hit-grab them, instead will flip them for a guaranteed f+2 after. | |||
|- | |||
|} | |} | ||
Revision as of 14:27, 8 November 2021
Asuka (Tekken 7) |
---|
Enemy | Move | Damage | Frames |
---|---|---|---|
-10 | 1[1] | 7 | +8 |
-12 | 2,3 | 9,20 | KND |
-14 | u/f+2 | 20,25(45) | KND |
-15 | d/f+2 | 14(62) | +35a (+25a) |
-16 | b+3 | 15(58) | +22a (12a) |
-17 | f+2 | 20(68) | +33a (+23a) |
Enemy | Move | Damage | Frames |
---|---|---|---|
-11 | ws4 | 15 | +8 |
-13 | ws2,1 | 18,10 | +9 |
-14 | ws1,4 | 32(49) | +33a (+25a) |
-17 | FC d/f+3[2] | 20 | KND |
-18 | ws3 | 20(68) | +35a (+25a) |
-21 | u/f+4 | 25(73) |
Enemy | Move | Damage | Frames | Can reach |
---|---|---|---|---|
-15 | f+1+2[2] | 26 | KND / WB! | Heihachi f,f+2 |
-17 | f+2 | 20(68) | +33a (+23a) | Paul qcf+2 |
Enemy | Move | Damage | Frames | Notes |
---|---|---|---|---|
BT Spring Kick | b+2,1,4 | Launch | n/a | On grounded spring kicks like Eddy and Kings, you can use this full string and get a full launch on them. |
BT Spring Kick | b+2,1,d+4 | Launch | n/a | On grounded spring kicks like Eddy and Kings, you can use this full string and get a full launch on them, this is an alternative to the one above and can be seen as more consistent by some players. |
BT Spring Kick | u/f+2 | 20 | KND | On back-turned opponents, u/f+2 will not hit-grab them, instead will flip them for a guaranteed f+2 after. |
Enemy | Move | Damage | Frames |
---|---|---|---|
-17 | f+2[3] | 16 | +13d (-4d) |
-20 | d/f+3[3] | 17 | +17d |
-22[4] | FC d+3 | 9 | -3a (-11a) |
-23 | 3+4[5] | 16 | 0 |
Move | Damage | Frames | Risk |
---|---|---|---|
d/b+1,2 | 13,25(38) | KND | Not hit-confirming the string, opp can duck and launch 2nd hit. |
u/f+2 | 20,25(45) | KND | Whiffing it |
f+2 | 20(68) | +33a (+23a) | Getting it blocked |
f+1+2[2] | 26 | KND / WB! | Whiffing it |
d/f+2 | 14(62) | +35a (+25a) | Whiffing it |
f,f,F+3[6] | 30 | +10a (+1a) | Steppable |