"Another one already? Catch ya later, kiddos!" The Asuka Kazama Thread


:eek: Please allow me to make a correction.

You can’t do 2, 1, 1+2 B! after a dash 1+4 from the 3~4 combo I listed earlier. Forgot that she can’t do that despite the changed frame data. Might have to settle for micro-dash b+4, 2 or just d+2 instead.

Also, anybody have any good recommendations on partners for Asuka? I just need someone to break turtling online and that’s just not her game. Breaking turtlers is just so much harder than running mixup RTSD I feel like; I’m thinking Ganryu or Bruce or maybe Jin or Heihachi. No clue here. =___=


Maybe Bryan?


:eek: Bryan seems pretty defensive from what I’ve seen. What does he have to break people down (besides Snake Edge, LOL)?


Yeah Bruce and Heihachi would benefit Asuka. I think Asuka needs a wild partner like Xiaoyu or Law. I’ve been partnering Asuka with Dragunov 'cause I like his character design. But I think he’s too straight-forward and easy to read. I played a bit of Lee, and he seems to have a great set of tools: Quick pokes, lots of chain combo mix-ups, delayed combo enders, multiple launchers, and feints.


Im using Nina/Asuka right now.

In terms of TA combos I dont get crazy damage output but I think Nina has a lot of tools Asuka lacks which is gd. Originally I was using Jun/Asuka but I feel that is a terrible team since they both have more or less the same weaknesses.


:eek: Jun/Asuka is more or less a terrible team, which is really unfortunate.


I was using Asuka/Forest which was an okay pairing as they had decent tag combos and tag assaults, they complemented each other fairly well.
But since the new update I dropped Forest for Kunimitsu which wasn’t that smart of a move because so far she hasn’t been going as well with Asuka as Forest did however Kuni is still awesome and I have no intention of dropping her even if Asuka/Kuni haven’t got good team synergy


:eek: What do you think is holding Kunimitsu back from reaching the Forest level of teamwork with Asuka?


I may be wrong as I have only started playing that team but so far Kuni’s combos with Asuka are harder to connect with because she use’s a lot of dashes and timing specific moves where as Forest’s were fairly easy to connect. But I am sure that with a bit of practice I will be doing great with the pair, the team just has a bit of a higher learning curve that’s all


:eek: Oh, okay. I thought you meant they had horribly lopsided matchups or stuff like that. Sweet, keep practicing them then. :smiley:

Also, only two days of practicing old man Mishima and the tendons in my left arm are not pleased, LOL.

P.S. - I realized very recently that to get the dash 1+4 for many of Asuka’s pickups, you have to, essentially, “buffer” her dash. That makes the pickups much more consistent. You’re not actually buffering, but accounting for the 1-frame lag that the console version has–if you’re trying to visually confirm where to dash, that might not give you a large enough window. Once I figured this out, things became MUCH simpler and more consistent across the board.


:eek: Screw it. Just gonna do Asuka/Lili and be done with it.


I use Asuka/Miharu and I think they work nicely together, although they both don’t do very well against turtlers, they have nice combos together, I can get 95 off Asuka’s f+2 with no walls and about 70-80 off df+2, they both provide each other with high wallsplats that can be tag buffered (Asuka’s db4,3 and Miharu’s backturn 2,1,4) for great wall combos, and Miharu can ff1 after Asuka’s f+4, db4,3~5 although it’s really tricky. One downside to this team though is they both do badly vs turtlers.

Also someone told me that FC df+2 CH can be crouch cancelled into df+2, is this true?


:eek: I was actually considering Miharu since I think she’s super fun to play, but declined to for that very same reason you mentioned.

And yes, you can CC into d/f+2.


anyone kno any gd low parry combos?

Was playing got a low parry and pretty much all i did was d/b +4,3


:eek: In T6, she used to have a pretty good one.

I doubt it’s optimal, but I usually do 1+4,2, 2,1,1+2. The spike usually gives her time she needs to set up some safe oki, but if you’re looking for that Kansai damage, there may be some other better ones out there.


Okay, ladies. I’ve been looking at some gameplay of my Asuka and I’m trying to switch things up a bit.

I’ve recently been spacing out a lot more and really sticking to <b>SS 4</b>, <b>d/f+4</b>, <b>d+2</b>, <b>d/b+3</b> and <b>b+3</b>. Trying to really step up my spacing game. Everyone I talk to who has ever had trouble with Asuka always tells me that Asuka can put up a barrier around here where her legs just stop people from cross into her space so I’m trying to experiment and emulate that style a bit more. I’ve recently tried to get out of close range and avoid using moves like <b>b+1+4</b> and <b>d/f+1</b>. Also trying to use lots more <b>CH 4</b>.

One thing I’ve noticed is that I’m unnecessarily nerfing my combo damage by using the traditional <b>2,1, 2,1,1+2 B!</b> string. I’m trying to beef up the damage while cutting back on hits by using things like <b>b+2,1,3, d+2</b> and <b>u/f+4, b+4,2 B!</b> depending on the situation/stage/TA! partner/distance from the wall. Aside from <b>WS 1,4</b> and <b>f,f+2,1+2</b>, are there any post-B! strings you guys do to beef up that damage after a bounce? I still reserve <b>f+2~5</b> and <b>d/b+4,3~5</b> if I need to tag out at the end of a combo, but I’m wondering if Asuka has cool stuff post-B! that she can do if she shortens her pre-B! combos a bit.


Im actually doing the opposite of wat ur doing my Asuka is very spacing and defensive im trying 2 apply a bit more pressure in my game.

As far as shorter B! combos go, only one I can think of is 1+2, b+4,2, u/f+3, b+2,4,3 but depending on who ur partner is after u hit 1+2, b+4,2 u can always do an extended TA filler. I have an extended TA filler with Nina that does more damage and sets up an oki


I’m new to Tekken. Can someone explain to me how to read Tekken combos?


<blockquote class=“Quote” style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/80076/The%20Martian">The Martian</a> said:</div>
<div class=“QuoteText”>I’m new to Tekken. Can someone explain to me how to read Tekken combos?</div>

<br><font size=“2”><a href="TTT2 Commands and Notations Combo Notations</a></font>


I wanted to put this in a much cleaner format, but I’m…very lazy.<div style=“font-weight: normal;”><br></div><div><span style=“font-weight: normal;”>Basically, Asuka doesn’t have too many options for </span><b>TA!</b>, but the options she does have are absolutely stellar if your partner is the kind to capitalize on high relaunches.</div><div style=“font-weight: normal;”><br></div><div>If the pre-<b>TA!</b> combo is at max 2 hits, she can do: <b>b+2,4,4,4,3</b></div><div style=“font-weight: normal;”><br></div><div><span style=“font-weight: normal;”>If the pre-</span><b>TA!</b><span style=“font-weight: normal;”> combo is at max 4 hits, she can do: </span><b>b+2,4,4,3</b><br></div><div style=“font-weight: normal;”><br></div><div><span style=“font-weight: normal;”>If the pre-</span><b>TA!</b><span style=“font-weight: normal;”> combo is at max 6 hits, she can do: </span><b>b+2,4,3</b><br></div><div style=“font-weight: normal;”><br></div><div><span style=“font-weight: normal;”>If the pre-</span><b>TA!</b><span style=“font-weight: normal;”> combo is higher than that, she can do: </span><b>d/b+4,3</b> or <b>2,3</b><br></div><div><b><br></b></div><div>For example, if Heihachi does <b>EWGF</b>, <b>EWGF</b>, <b>d/f+1,2 TA!</b>, then the pre-<b>TA!</b> combo is 4 hits (counting the bind) and Asuka can do her max 4 hit filler.</div><div><br></div><div>If Heihachi does <b>EWGF</b>, <b>EWGF</b>, <b>d/f+1,1</b>, <b>d+1 TA!</b>, then the pre-<b>TA!</b> combo is 5 hits (counting the bind) and Asuka can do her max 6 hit filler (since the combo has gone past 4 hits).</div><div><b><br></b></div><div><b>2,3</b> is especially interesting since it acts like Leo’s <b>BOK 1,2</b> and pops the opponent almost straight up with no horizontal knockback; this allows characters like Ganryu and Kuma to really take huge swings for a high damage ender that otherwise wouldn’t be possible (Ganryu’s <b>HCF+2</b> ender, for example).</div><div><br></div><div>I’m not sure Asuka’s other <b>TA!</b> options are worth it; not in an open field, at least.</div>