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|id=Asuka-2+3}} | |||
{{Move | {{Move | ||
|id=Asuka-H.2+3 | |id=Asuka-H.2+3 |
Revision as of 11:12, 26 September 2024
Asuka |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Asuka movelist (Tekken 7).
Heat
Input
2+3
- Cancel to r45 with b,b
- 3 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- 17 chip damage on block
- Transition to attack throw on hit
- +15a if only the last hit connects
- +11d (-24) if only the last two hits connect
- 2nd hit damage 11 > 18 if 1st hit whiffs
- 3rd hit damage 27 > 30 if 1st hit whiffs
- Hit level becomes m,m,m on block/whiff
f+1+2
- +0 on block after absorbing an attack
- Chip damage on block after attack absorption
- Gain Naniwa Gusto on Heat activation
db+1,2
- Combo from 1st hit with 8f delay
- Gain NWG on Heat activation
SS.2
- Gain NWG on Heat activation
- Balcony break on airborne hit
DST.2
- Gain NWG on Heat Activation
- Chip damage on block
- f+1+3,2
- Destabilizer.2
n
Input
1,1
- Combo from 1st CH with 3f delay
- Links to f+1 extensions
- Interrupt with i4 from 1st block
1,1,3
- Combo from 2nd CH with 9f delay
- Input can be delayed 10f
1,2
- Combo from 1st hit
- Combo from 1st CH with 3f delay
1,2,3
- Chip damage on block
- Cancel to r18 with B
- Interrupt with i15 from 2nd block
- Last input can be held to power up
1,2,3*
- Chip damage on block
- Cancel to r15 with B
- Interrupt with i36 from 2nd block
1,2,4
- Combo from 1st CH
- Combo from 2nd CH with 1f delay
1,3
- Combo from 1st hit with 2f delay
- Combo from 1st CH with 3f delay
2,1,2
- Combo from 2nd CH with 1f delay
- Interrupt with i8 from 2nd block
2,1,d+1+2
- Combo from 2nd CH with 1f delay
- Cancel to r20 with B
- Cancel to FC with D
- Interrupt with i10 from 2nd block
2,3
- ,js18~41
- ,fs42~44
- Combo from 1st hit with 1f delay
- Opponent recovers crouching on hit
3,1
- Combo from 1st hit with 14f delay
- Input can be delayed 14f
- Move can be delayed 10f
- Balcony break on CH
3+4
- js5~33
- fs34~36
- Cancel to FC with D
- r44 on grounded hit
1+4,2,4
- Combo from 3rd CH
- Balcony break on CH
1+4,2,d+4
- Combo from 3rd CH
1+4,3
- Chip on block
- Cancel to r18 with B
- Interrupt with i18 from 2nd block
- Last input can be held to power up
- Link to attack from Spinning Heel Drop (f+3)
f
Input
f+1,3
- Combo from 1st CH with 9f delay
- Input can be delayed 10f
f+1,4
- Combo from 1st CH
- Input can be delayed 15f
- Interrupt with i11 from 1st block
- Cancel to FC -24 -13 r43? with DB
f+2
- Cancel to r11 FC with D
- Gain NWG on hit with 1
- hit advantage becomes +26a (+16) on NWG gain
f+3
- Chip damage on block
- Cancel to r33 with B
f+3*
- Chip damage on block
- Cancel to r55? with B
f+3**
- Cancel to r58? with B
f+1+2
- +0 on block after absorbing an attack
- Chip damage on block after attack absorption
- Gain Naniwa Gusto on Heat activation
f+3+4
- Chip damage on block
- Gain NWG on hit
- -2a (-11) on hit after NWG gain
f+2+3
- Sabaki, parries high or mid punches
- +51a on a successful parry
df
Input
df+1,2
- Combo from 1st CH with 2f delay
- Combo from 1st hit when off-axis to the left or right
- Input can be delayed 7f
- +18a on off-axis hit, +16a on BT hit
- Transition to attack throw on standing front hit
- Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
df+1,4
- Combo from 1st CH with 1f delay
- Input can be delayed 7f
df+3+4
- Alternate input: 3~4
- Cancel to r47? FC with DB
d
Input
d+3+4
- Combo from 1st CH
- -25 if 1st hit is blocked
db
Input
db+1,2
- Combo from 1st hit with 8f delay
- Gain NWG on Heat activation
db+1,4
- ,js29~46
- ,fs47~49
- Combo from 1st hit
db+4,4,4
db+4,3
db+4,1+4
- Jail from 2nd attack
- Links to 1+4 string extensions
- -19 if entire string is ducked
db+1+2
- Sabaki, parries lows except weapons
b
Input
b+1
- Transition to attack throw on CH, +22 damage
- Cancel to r14 FC with D
b+2,1
- Combo from 1st CH
- Links to f+1 extensions
b+2,4
- Links to db+4 extensions
- Transition to r22 FC with D
b+2,1+2
- Jail from 1st attack with 5f delay
- Combo from 1st CH with 9f delay
- Input can be delayed 12F
- Cancel to r15 FC with D
b+2,1+2,4
- Combo from 1st CH
- Combo from 2nd CH
b+3
b+3,2
- Cancel to r11 with D
- Gain NWG on hit with 1
- Interrupt with i23 on 1st block
b+3,4
- Links to db+4 extensions
- Transition to r22 FC with D
b+4,2,3
- Combo from 2nd hit with 6f delay
- Move can be delayed 3f
- Gain NWG on hit with 1
b+1+3
- Opponent recovers FUFT
- Reverses high or mid attacks
b+1+3*
- Opponent recovers FUFT
- Reverses high or mid attacks
b+1+4,3
b+1+4,4
- Combo from 2nd CH
- Balcony break on airborne hit
b+2+3
- Kick Sabaki, +59a on successful parry
- Balcony break on airborne hit
u
Input
u+1+2
- Chip damage when guarded
- Power up when using NWG or in Heat
NWG.u+1+2
- Chip damage when guarded
- Consumes Naniwa Gusto
- During Heat, remaining Heat is consumed
- ub+2
- u+2
uf+2
- Balcony break on airborne hit
- +12a on off-axis hit, +10a on BT hit
- Transition to attack throw on standing front hit
- Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
Motion Input
Input
f,F+2,1
- Combo from 1st hit with 6f delay
- Combo from 1st CH with 10f delay
- Input can be delayed 12f
- Move can be delayed 10f
f,F+2,3
- Combo from 1st CH with 4f delay
- Input can be delayed 12f
- Move can be delayed 10f
f,F+2,1+2
- Combo from 1st hit
- Combo from 1st CH with 6f delay
- Input can be delayed 12f
- Move can be delayed 10f
- Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
f,F+1+2
- Chip damage when on block
- Grounded hit can be inconsistent sometimes
NWG.f,F+1+2
- Chip damage on block
- Consumes NWG
- During Heat, remaining Heat is consumed
- Grounded hit can be inconsistent sometimes
- Unparryable by traditional parries, Asuka, Nina, etc
f,f,F+3
- js3~30
- fs31~33
- Chip damage on block
f,f,F+1+2
- Chip damage on block
- Unparryable by traditional parries, Asuka, Nina, etc
NWG.f,f,F+1+2
- Chip damage on block
- Consumes NWG
- During Heat, remaining Heat is consumed
- Unparryable by traditional parries, Asuka, Nina, etc
Crouch
Input
hFC.1
- Transition to Standing with f
FC.3+4
- js5~19
- fs20~22
FC.3+4,3
- js21~37
- fs38~40
- Combo from 3rd hit
- Interrupt with i11 from 2nd block
- Transition to r22 FC with D
FC.df+2
- Only i17 or faster guaranteed on CH
WS
Input
ws1,4
- Combo from 1st hit with 7f delay
- Move can be delayed 6f
ws2,1+2
- Combo from 1st hit with 3f delay
- Move can be delayed 2f
- Links to Destabilizer (f+1+3_f+2+4) extensions on hit
- +9 on BT hit
ws2,1
- Combo from 1st hit with 3f delay
- Continues into 10 strings
Others
Input
R.df+1+2
- Damage increases with lower health
- Removes recoverable health on hit
- Input can be held
R.df+1+2**
- Chip damage on block
- Armored for the full duration
- Damage increases with lower health
- Removes recoverable health on hit
SS.2
- Gain NWG on Heat activation
- Balcony break on airborne hit
1+2+3+4
- Transition to Ultimate Tackle throw with 1+2
- Cannot block for 5 seconds
- CH state for 5 seconds
(Back to wall).b,b,UB
- fs5~13
- js14~33
- fs34~36
Throws
Input
2+4
- Throw break 1 or 2
- Side switch on hit
- Opponent recovers FDFA on hit
Right throw
- Throw break 2
- Side switch on hit
- Opponent recovers FUFA on hit
Back throw
- Unbreakable
- Side switch on hit
- Opponent recovers FDFA on hit
DST.2
- Gain NWG on Heat Activation
- Chip damage on block
- f+1+3,2
- Destabilizer.2
DST.4
- f+1+3,4
- Destabilizer.4
df+2+3
- Throw break 2
- Opponent recovers off-axis FUFT on hit
- Can side switch on hit
uf+1+2
- Throw break 1+2
- Opponent recovers FUFA on hit
FC.db+1+2
- Throw break 1+2
- Side switch on hit
- 2nd damage on landing
- 3rd damage without tech roll
1+2+3+4,1+2
- Throw break 1+2
- Works on standing or crouching opponent
- Tackle is reversed on the player on break
- Opponent recovers FUFT on hit
Tackle.2,1,2,1
- Unbreakable unless reversed
- only 1st and 4th hits can be blocked
- 1 to defend left side (against right punch)
- 2 to defend right side (against left punch)
- 1, 2 or 1+2 to defend tackle from behind
- Does not consume CH state on hit
- 1+2+3+4,1+2,2,1,2,1
10 Strings
ws2,1
- Combo from 1st hit with 3f delay
- Continues into 10 strings
ws2,1,1,1,2,1,4
ws2,1,1,1,2,1,4,3
ws2,1,1,1,2,1,4,3,3+4
ws2,1
- Combo from 1st hit with 3f delay
- Continues into 10 strings
ws2,1,1,1,2,1+4
ws2,1,1,1,2,1+4,1
ws2,1,1,1,2,1+4,1,3+4
ws2,1
- Combo from 1st hit with 3f delay
- Continues into 10 strings