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 more than thirty of them to chose from. By using ChantGST Asuka 236X.pngGuard:
Startup:
Recovery:
Total 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.pngGuard:
Startup:
7
Recovery:
Total 28
Advantage:
. 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.pngGuard:
Startup:
16
Recovery:
Total 17
Advantage:
), 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
Weight
Normal
Prejump
4F
Backdash
21/1~5 strike invuln/1~18 airborne
Unique Movement Options
Go to Marker
Fastest Attack
2P (5F)
Reversals
Aquila Metron (14F)
This section has strict standards that must be followed. Refer to the Documentation before editing.
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.
  • Maintaining constant awareness of finicky unique character resources.
  • Being highly punished for mismanaging resources.
  • Adapting on the fly when RNG won't fork over the best option for the situation.
  • 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.

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
ActiveThe 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
RecoveryThe 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 FireballA 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

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.



Charged Dust
  • 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
LevelHitstopStanding HitstunCrouching 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% 2 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 1~11F, standing 12~28F, 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.pngGuard:
All
Startup:
21
Recovery:
Total 54
Advantage:
+22
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 him far more punishable. Avoid using it in pressure if they're using FD.

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.)

Asuka's farthest reaching normal, making it a valuable tool in neutral.

Fires a projectile that doesn't interact with other projectiles, which leaves him in a Counter Hit state during recovery. Since Asuka himself doesn't experience hitstop, cancelling into Specials and Overdrive is slightly faster than from his other normals.

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 1~4F Upper Body
5~16F Above Knees
Total: 33

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
Total: 25

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
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
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
Total: 41

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
1×20, 50 Ground Throw: 90 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard Knockdown on hit.
  • Counter Hit state during recovery.

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
  • 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
LevelHitstopStanding HitstunCrouching 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 IAS 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

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 from a Test Case, or Discards the Spell currently stored in the designated Spell slot. Once discarded, the Spell is removed from the Test Case completely and cannot be recovered until the Test Case is completely emptied and then restocked back to 30.

Most often, this move will be cancelled into as Asuka can perfom spells into Bookmark off most attack moves and still be at advantage. When cancelling into Bookmark, pressing 4 and P/K/S/H can also be done instead of the full motion. This shortcut also be performed to get Chant with 6 and Recovery Mana or Change Test Case with 2.

  • 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 2 P/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

Restores Asuka's Mana gauge during an animation. 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.

P version is very slow, but it costs no resources.

  • When canceled into, gains a minimum of 1470 (3.5%) Mana

K version costs Tension, and regenerates mana at a decent speed. It's useful in ranges where the opponent can't directly threaten Asuka.

  • When canceled into, gains a minimum of 4410 (10.5%) Mana

S version costs HP to use, and at a significant rate. However, it restores Mana the quickest out of the three. It's useful in situations where Asuka is in a safe position but doesn't have enough time to use the K version. By tapping 22S, you can get a quick burst of Mana while staying safe.

  • When canceled into, gains a minimum of 8820 (21%) Mana

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 6+1 Until Hit +36
Total: 6
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Launches a huge projectile that travels horizontally.

The P Version's trajectory and speed can be affected by other Spells, while the K Version ignores those effects. This is Asuka's only overdrive that can break the wall, and when doing so will cause a hard knockdown, leaving Asuka +36.

Extremely fast and advantageous, with very little recovery even on whiff. If used post wallbreak where neither player used an overdrive to break the wall, there is almost nothing your opponent can do in reaction to the flash to avoid having to block it. You can use this to start your offense or refill your resources, however it is an expensive option, even if a powerful one. It will lose to OR trade with invincible reversals up close, so beware of the distance between you and your opponent when using it.

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

Enters a short cinematic mode that allows Asuka to change the Spells in any slots for roughly 2 seconds, draining Mana in the process. 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.

If any Spell slots are currently empty, they will be filled with a Spell when the move is activated. This will cause that many pages to automatically be spent.

  • Leaves Asuka plus on block when cancelled from 5H or 6H. For details from other normals, check Cancel Data.

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 121Included in Additional Color Pack #2
GGST Asuka R color 13.png
GGST Asuka R color 14.png
GGST Asuka R color 15.png
Color 13
Color 14
Color 15

1Included in Additional Color 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