Asuka (Tekken 7) |
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Key tools
Counter-hits
Counter hit launchers:
- 4
- i11 high, combo can require execution.
- d+3+4
- i14 low-mid string. Launch on block.
- b+4
- i15 mid knee with string follow-ups and weak-side tracking.
- d+2
- i18 mid with strong range that forces FC.
- u/f+3
- i20 mid that's extremely hard to whiff punish, -3 on block, strong range, low crush.
- f,f+1
- i23 mid, (+4) on block, wallsplat KND on normal hit.
- WS 1+2
- i21 mid, long range, low profile, (-2) on block, (+5) on normal hit, can follow up with f+2 on CH for big damage
Pokes
- d/b+3
- long range +4 on hit -11 low poke. Linear to R like most of her novelist. Foothold stun on CH.
- d/f+2
- d/b+4
- high crushing low poke, -11, +0 with CH launching string follow-ups.
- 2,1
- long-range high-high with string follow-ups.
Whiff Punishers
- f+2
- i17 mid launcher, death on block.
- f+1+2
- high armoured elbow wallbounce.
- WS 3
- slow pushback mid launcher.
Keepout
- b+3
- Infamous fast retreating launcher, hard to punish. String F2 that can be cancelled as normal. Early low crush frames, minor high crush frames.
- f,f+3
- long range safe homing mid CH launcher. Ballerina stun on hit, Asuka in FC.
- f+4
- +3 on block homing high. 40+ damage KND on hit, but slow at i19.
- SS 2
- evasive safe mid KND. Built-in sidestep extension.
Animation Cancels
Moves that can be cancelled with the corresponding input:
- 3~4 | d/b
- f+2 | d
- f+3 | b
- b+1 | d
- b+2,1+2 | d
- WS 1+2 | d
Jab strings
1-3. +0 -11 Jab to low, comes out quickly, can be fuzzy guarded. Mostly used for tracking purposes.
1-1. Jab mid with multiple CH launcher string follow-ups, which also combo on CH. Canned 50/50 with 1-4 that cannot be interrupted or stepped.
1-4 String DB4 out of jab with all the same properties.