GGST/Asuka R

From Dustloop Wiki

Overview

Overview

Asuka R♯ (R. Kreutz), formerly known as That Man, is a mage who wields the power of the Tome of Origin to cast a wide arsenal of Spells. While he looks like a zoner at first glance, delving into Asuka's extensive kit reveals a character with nearly limitless potential and strong versatility at all ranges.

Asuka's defining mechanic are his Spells. Spells are unique special moves that are spent after use, and Asuka has twenty-six of them to chose from. By using ChantGGST Asuka 236X.pngGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage-, Asuka can fire off a spell, which uses it up and requires Asuka to draw another one with BookmarkGGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage-. Asuka has up to four spell slots he can have at a time, allowing him to seamlessly shift between any number of potential attacks. Even better, Asuka has three decks (called "Test Cases") to draw from. Test Case 1 specializes in zoning, Test Case 2 specializes in close-range combat and mixups, and Test Case 3 specializes in pressure and unconventional effects. Asuka must properly manage these spells with his own unique resource, Mana, which decreases when he uses a spell.

On one hand, the Spell system and all the intricacies at play with it make Asuka dangerous at nearly any point in the screen. He has excellent zoning with the Metron series of projectiles, and can redirect them at will with Staff cards. He has a great overhead, a meterless reversal, a teleport... you name it, he probably has it. Combined with his solid buttons, Asuka can enforce himself and completely steamroll the opponent.

In theory, anyways. In practice, Asuka requires a lot of dynamic decision making. His card draw is completely random (with specific ways of manipulating the draw requiring resourcesGGST Asuka R 632146S.pngGuardStartup16RecoveryTotal 17Advantage-), he must manage and switch between three decks at once, and he must have solid decision making to do all of this on top of keeping track of his opponent. Asuka is also uniquely punished if he fully runs out of Mana, as he is put in debuffed state that lowers his defensive values beyond even  Chipp.

Overall, Asuka is easily the most complex character on the roster, but rewards players willing to engage with his complex mechanics like few else. If you can come to grips with his Spell system, you'll find a character who is both deeply rewarding and quite strong.
Asuka R♯ (R. Kreutz)
GGST Asuka R Portrait.png
Damage Received Mod
×0.75
Guts Rating
0
Prejump
4F
Backdash
21F Duration
1-5F Invuln
1-18F Semi-AirborneImmune to grabs and considered airborne if hit during this time, but is otherwise considered grounded such as when performing a Roman Cancel.
Unique Movement Options
Go to Marker
Fastest Attack
2P (5F)
Reversals
Aquila Metron (14F)
 Asuka R♯ (R. Kreutz) is a versatile character designed around his defining gimmick—3 decks of "cards" from which he draws unique and powerful Spell-attacks.
Pick if you like Avoid if you dislike
  • Very large toolkits that allow for extensive player expression.
  • Forcing your opponent to stay aware of constantly changing options.
  • Having lots of meter to work with in pressure and lots of ways to use it.
  • Versatile conversions and on-the-fly optimizations depending on your spell stocks
  • High-stakes resource management. Live and die by management of the mana bar and your spell stocks.
  • Almost exclusively relying on system mechanics for defense.


Unique Mechanic: Spells
GGST Asuka R Spells.png

Asuka can store 4 Spells at a time, which cost Mana to use. A Spell must be stocked manually with Bookmark or its Overdrive version Bookmark (Full Order) before it can be used. Alternatively, the same moves can be used to sub out a Spell you don't want; Bookmark removes a Spell, then adds a new one only upon a second use, while Bookmark (Full Order) instantly replaces the removed Spell with a new one.

Asuka has three Spell lists called Test Cases, each with their own specialties:

  • Test Case 1 contains projectiles and strong pokes.
  • Test Case 2 contains powerful pressure tools.
  • Test Case 3 contains gimmicks, mixup tools, and support spells.

Asuka starts the round in Test Case 1 and can change between Test Cases with Change Test Case. When you are in a given Test Case, you will only be able to stock spells from that Test Case.

Stocking a Spell costs one page. Asuka starts each round with thirty pages, and pages can be recovered by switching Test Cases. If the number of pages reaches zero, the card pool for the current Test Case is reset, meaning that all Spells from it are able to be drawn again.

For indepth information and framedata about Spells and Test Cases, visit the Spells page.


Unique Mechanic: Mana
GGST Asuka R Mana Gauge.png

Mana is a unique resource that depletes after various actions, such as using Spells, losing health, and other actions. Mana does not regenerate automatically while available. It must be recovered, with certain Spells or with Recover Mana. Asuka cannot cast Spells without having enough Mana, and thus can't put himself into the "out of Mana" state.

The glow around his healthbar indicates that he has Mana. After running out of mana (Out of Mana state or OOM), Asuka receives doubled damageDamage Received Mod becomes ×1.5, making him highly susceptible to combos. While out of Mana, any actions that consumes Mana cannot be used, such as casting Spells with Chant or using Bookmark (Full Order) while the Mana gauge slowly refills. Once full again, Spells become available and his defense is restored to normal. Asuka can still use Special moves in this state, including Recover Mana to expedite the process.

  • Asuka's Mana bar starts at 42000 (100%) mana
  • When losing health, Asuka loses 125 (0.30%) Mana per 1 point of damage.
    • Mana Loss % = (damage * 125)/42000
    • i.e 131 damage is around 38.99% mana loss

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 All 6 3 9 -2
Total: 17

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 All 7 3 12 -3
Total: 21

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 All 7 6 10 +1
Total: 22

Asuka's go-to pressure and punishment tool at close range.

Asuka's only plus on block normal, and thus amazing for his pressure, especially without spells. Like 5K, the large number of cancel options make this move even stronger in pressure. It's also Asuka's primary way of comboing into 2H, making it invaluable in combos.

Despite what the animation suggests, this attacks hitbox does NOT go over Asuka's head. However, it still has an alright anti-air hitbox and very high reward, making it a strong anti-air in certain situations.

  • Jump and Dash cancellable.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 All 11 3 17 -6
Total: 30

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
49 All 15 3 29 -13
Total: 46

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Dust Attack 40 High 20 3 26 -15
Dust Attack (Hold) 50 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead and Asuka's fastest overhead option.

Asuka must set up situations with active spells like GGST Asuka R Delayed Tardus Metron Icon.png Delayed Tardus Metron or GGST Asuka R Metron Arpeggio Icon.png Metron Arpeggio to combo from 5D. Asuka cannot cancel directly into spells.



Charged Dust

A slower version of Asuka's universal overhead with huge reward on-hit.

5[D] leading to a full meterless combo can make it a situational mix up option depending on Asuka's resources. The orange flash from 5[D] can be difficult to spot when combined with spells in pressure.


  • Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
    • Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
    • Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Asuka at +23 instead of neutral (+-0).
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid ±0 1125 3000 [1000] 700 (900) 60%
Dust Attack (Hold) 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Dust Attack (Hold):

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 5 2 10 -2
Total: 16

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 Low 6 3 12 -3
Total: 20

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 Low 12 3 18 -7
Total: 32

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13×3 All 14 2,2, 2 18 -3
Total: 37

Asuka's main launcher in combos.

Incredibly useful as it lets him combo easily into slower spells such as Delayed Howling MetronGGST Asuka R Delayed Howling Metron.pngGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] for their extra combo potential, or lets him link into 5K > 6H for a hard knockdown.

While safe on block if the last hit connects, the move is susceptible to whiffing the later hits if the opponent is using Faultless Defense, which makes Asuka far more punishable.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 Low 12 9 20 -9
Total: 40
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

An unorthodox sweep with excellent range and disjoint.

Fires a short ranged projectile that doesn't interact with other projectiles, which leaves him in a Counter Hit state during recovery. Being a projectile, it has obscene range for a 2D while still being usable in the same circumstances as any other. Asuka's farthest reaching normal, making it a valuable (and often belligerent) tool in neutral. Very strong at controlling ground space, but weak to jumps and airdashes.

Since Asuka himself doesn't experience hitstop, cancelling into Specials and Overdrive is slightly faster than from his other normals. However, using 2D to combo into Spells is highly range dependent, with only a few being able to start combos from it at max range.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 11 6 17 -9 1-3 Upper Body
4-16 Above Knees
Total: 33

Asuka's primary anti air.

Asuka's 6P hits higher up than most others, making it strong at anti-airing predictable jump-ins. It also easily combos into most spells on air hit, giving it high reward. However, the hitbox is entirely in front of Asuka, making it very bad against cross-ups.

6P is also a useful counter-poke against certain higher-hitting attacks. Comboing into spells when used this way is more challenging, but feasible with a good number of them.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
19×2 Low 14 2, 2 16 -4
Total: 33

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
57 High 25 7 25 -13
Total: 56

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17 High 6 3 13
Total: 21

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 High 7 4 15 -3 (IAD)
Total: 25

Fast aerial for jump-ins and mixups.

j.K has fast speed and a good hitbox under Asuka, making it a strong jump-in in situations where j.D would be too slow. The hitbox extends far enough behind Asuka to reliably cross-up, as well.

Hits low and fast enough to be used as an F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. after jump cancelled air normals. The air normal must hit very deep in order for j.K to connect, so generally only used after specific safejumps or using certain spells as IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
's.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
27 High 9 5 18 +1 (IAD)
Total: 31

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
37 High 11 4 32 +4 (IAD)
Total: 46

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 High 14 3 25 +7 (IAD)
Total: 41

A good jump-in with a deep hitting hitbox.

Asuka's primary jump-in. Hits very deep, even enough to counter 6P attempts in certain situations. However, the slow speed makes it vulnerable to anti air jabs.

j.D can be jump cancelled on block, letting j.K be used as an F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. after deep jump-ins. j.D also naturally hits as an instant overhead while GGST Asuka R Low-Pass Filter Gravity Icon.png Low-Pass Filter Gravity is active.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Ground Throw: 90 2 3 38
Total: 42

A standard throw that leaves the opponent somewhat close to Asuka.

Asuka's throw leaves the opponent somewhat close to him allowing him to run up and apply pressure or bookmark/recover mana. In the corner Asuka is left very close allowing him to do both.

  • Can throw the opponent either forward or backwards.
  • Hard Knockdown on hit.
  • Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% 2500 1000
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does 20 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 50 damage

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 Air Throw: 200 2 3 38 or Until Landing+10
Total: 42
Total: 14

A standard air throw that knocks the opponent away.

Asuka has enough advantage to bookmark or recover mana. Near the corner Asuka is left close enough to bookmark and still meaty his opponent.

  • Can throw the opponent either forward or backwards.
  • Hard Knockdown on hit.
  • Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage _.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 20~31 3 20 +13
236[D] 50 All 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

Asuka can combo into the charged version from almost any spell, provided he is close enough. From there, the launch lets him pick up a full combo. He can also combo into the uncharged version from most normals, though the returns at farther ranges are often minimal.

Strong option for resetting pressure, especially when Asuka has few resources. Leaves Asuka close to the opponent and advantageous even when cancelled into Bookmark or Recover Mana.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

Special Moves

Chant

236P/K/S/H (Air OK) or 6P/K/S/H after Chant (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 39 (empty Spell Slot)
Chant (empty Spell Slot)
Total: 39

Bookmark

214P/K/S/H (Air OK) or 4P/K/S/H after Chant or Bookmark (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Draw 7 Total 28
Discard 7 Total 25
Bookmark (Draw)
Total: 28
Bookmark (Discard)
Total: 25

Draws a new Spell or Discards the Spell currently stored in the designated Spell slot. Costs a very small amount of Mana.

Spells are drawn from the currently selected Test Case. Discarded Spells are removed from the Test Case completely and cannot be recovered until the Test Case is completely emptied and then restocked back to 30.

Asuka can perform spells into Bookmark off most attack moves and still be at advantage.

  • Both the draw and discard cost 1% Mana. Can still be used if Asuka doesn't have enough Mana.
  • Discarding a Spell takes slightly less time than drawing a Spell.
  • Can be used to stall mid-air as a niche anti-air bait.

Recover Mana

22P/K/S (Hold OK) or 2P/K/S after Chant or Bookmark (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13 7 Total 25 (No Hold)
Recover Mana (No Hold)
Total: 25

Asuka enters an animation and Restores his Mana gauge.

Holding the button down will extend the length of the animation and restore additional Mana. Can be cancelled into from Bookmark and most Spells, allowing for partial or all of the Mana to be refunded by certain Spells.

Mana gain is dependent on range, further ranges gain mana at a notably slower rate. The rate that tension or health are drained is not range dependant, making this move also more expensive at further ranges.


22P

  • Has no cost, but recovers mana slowly.

Despite the fact that this version does not have any cost associated with it, the extremely slow mana gain makes it difficult to use. The main use is when Asuka's low on mana and can't afford to spend tension or health. Outside of that situation, 22K and 22S are almost always preferred.


22K

  • Costs tension and recovers mana quickly.

This version is best used in neutral when Asuka has more time for recovering. Tension is generally less valuable than health and Asuka builds tension quickly, so using this move isn't as costly as 22S. However, using this move will give Asuka less access to his metered options, many of he relies on quite heavily (most notably YRC and his Overdrives).


22S

  • Costs health and recovers mana very quickly.

This version is best used during pressure or when the extra mana is necessary. Losing health is a significant downside, but Asuka's amazing defense with mana makes this downside less harsh. The faster mana gain is also very useful, especially when up close.

Change Test Case

22H~P/K/S (Air OK) or 2H~P/K/S after Chant (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2 Total 28
Total: 28

Spells

For indepth information and framedata about Spells and Test Cases, visit the Spells page.

Asuka starts the round in Test Case 1, and can change the deck by inputting 22H~P/K/S.

Overdrives

High Compression Submicron Particle Sphere

632146P/K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×5 All [Guard Crush] 6+1 Until Hit Total 32 +36 [+47]
Total: 32
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

A versatile projectile overdrive with uses in both neutral and offence.

Very strong neutral option thanks to its extremely fast startup and quick movement. Can easily be used to whiff punish, counter projectiles, or punish attacks Asuka normally has trouble punishing. On whiff, Asuka has very little recovery, making it challenging to punish outside of certain overdrives. On block, Asuka is at massive frame advantage, letting him either start his offence or build significant resources.

Fairly strong combo piece as well. The quick startup and movement means the projectile can combo from Spells from almost any range, even in scaled combos. While it does fairly low damage for an overdrive, it's one of Asuka's most advantageous enders, letting him both build resources and safejump the opponent. Additionally, at certain spacings, Asuka is able to combo off of the projectile for massive damage.

P Version

Launches a huge cube projectile that travels horizontally and interacts with other spell effects.

Being able to interact with spell effects lets Asuka change the projectile's trajectory. This makes it possible to extend combos or even un-stick opponents from the wall.


K Version

Launches a huge spherical projectile that travels horizontally and ignores all spell effects.

This version is extremely important for breaking the wall when other spells might change its course.

Bookmark (Full Order)

632146S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Total 17
Total: 17

A utility overdrive to change Asuka's equipped spells.

Enters a short cinematic mode that allows Asuka to change the Spells in any slots for roughly 2 seconds, draining Mana in the process. If any Spell slots are currently empty, they will be filled with a Spell when the move is activated. Inputting P/K/S/H changes the corresponding Spell slots, and pressing D ends the cinematic. Multiple buttons can be pressed simultaneously to swap multiple spells. The active Test Case cannot be changed during the move.

Very useful option when Asuka is low on Spells or has a bad hand. Generally most useful in Test Case 3, as Asuka can guarantee himself to get GGST Asuka R Bookmark (Auto Import) Icon.png Bookmark (Auto Import) and GGST Asuka R Recover Mana (Continuous) Icon.png Recover Mana (Continuous), letting him snowball extremely effectively. That being said, he can also use Test Case 2 to get GGST Asuka R Accipiter Metron Icon.png Accipiter Metron and GGST Asuka R Terra Metron Icon.png Terra Metron for strong mixups, Test Case 1 to get GGST Asuka R Shooting Time Stretch (Accelerate) Icon.png Shooting Time Stretch (Accelerate) for zoning, or whatever other spell he needs in that matchup.

This move has a very short duration, shorter than anything else Asuka can cancel into by a large margin. This allows for much greater frame advantage when cancelled into from normals and Spells.

  • Leaves Asuka plus on block when cancelled from 5H or 6H. For details from other normals, check Cancel Data.
  • Drains 8% mana if not cancelled.

Colors

GGST Asuka R color 1.png
GGST Asuka R color 2.png
GGST Asuka R color 3.png
GGST Asuka R color 4.png
GGST Asuka R color 5.png
GGST Asuka R color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Asuka R color 7.png
GGST Asuka R color 8.png
GGST Asuka R color 9.png
GGST Asuka R color 10.png
GGST Asuka R color 11.png
GGST Asuka R color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Asuka R color 13.png
GGST Asuka R color 14.png
GGST Asuka R color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 2
Color 12 is included in Additional Colors Pack #2

By pressing up on the color select menu, you can switch between Asuka R♯ and Asuka R. Kreutz. This has no impact on gameplay, but will change his name in the display as well as some character interactions!

Navigation

To edit frame data, edit values in GGST/Asuka R/Data.
Systems Pages