Test Cases
Asuka starts the round in Test Case 1, and can change the case by inputting 22H~P/K/S. Each Test Case has a unique purpose, but some cards exist in multiple Test Cases. He has 3 Cases, each of which have their own unique 30 spell pool. Switching Test Cases does not bookmark nor remove any spell he has currently in his hand, but future bookmarked spells will be drawn from the new pool. When the pool reaches 0, it resets back to 30.
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2× | 2× | 1× | 1× | 6× | 5× | 5× | 5× | 1× | 1× | 1× |
Test Case 1 is the case Asuka starts the round in, and is a well-rounded case that specializes in zoning and keep-away.
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2× | 2× | 1× | 1× | 3× | 3× | 3× | 3× | 2× | 3× | 3× | 2× | 1× | 1× |
Test Case 2 is Asuka's mixup case. While it doesn't have much in the way of unique spells, it has a higher number of cards like Terra MetronGuardLow (Air: All)Startup16RecoveryTotal 45Advantage+4 and Accipiter Metron
GuardHighStartup19RecoveryTotal 48Advantage+4 that excel at opening up his opponent.
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2× | 2× | 1× | 1× | 2× | 2× | 2× | 3× | 3× | 4× | 2× | 4× | 1× | 1× |
Test Case 3 is Asuka's most versatile case meant for suffocating pressure and containing powerful passive effects. Some of Asuka's strongest spells are found in Case 3, such as 8-way teleportsGuard-Startup16RecoveryTotal 35Advantage-, walls of projectiles
GuardAll [Guard Crush]Startup31RecoveryTotal 59Advantage+113 [+124], passive mana regeneration
Guard-Startup16RecoveryTotal 39Advantage-, etc., though the large number of passive spells can sometimes leave him strapped for offensive specials.
Spells
Mana
Reduced Mana Cost
Applies a buff that reduces the Mana cost of ChantGuard-Startup-RecoveryTotal 39 (empty Spell Slot)Advantage- spells by 50% for 10 seconds, also reducing the minimum required Mana to cast spells.
Despite the initial cost, the amount of Mana that can be saved this way is huge and the effect has a very generous duration. It is especially helpful when setting up to use a large number of spells at once, however, it won't help if you don't already have Mana to spend.
Mana Cost: 6%
- Copies Available
- Test Case 1: 2x
Recover Mana (Continuous)
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 |
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16 | 900 | Total 39 |
Applies a buff that continuously recovers Mana for 15 seconds, at a rate of 9% Mana per second.
Lasts an incredibly long time for a buff and pays for itself quickly, this easily help sustain Asuka's Mana for longer lasting pressure sequences, and less frequent use of Restore Mana. Therefore it is valuable to use Test Case 3 to set up this buff when possible.
The mana buff is lost when the mana shield is broken. However, the buff does not pause while Asuka is being hit, potentailly saving him from having his shield broken and taking massive damage.
Has longer startup and more recovery than any of Asuka's other buffs, making it less safe to cast during pressure and neutral.
- Total Mana restored is 135%
- The initial cost is recovered in 54 frames.
Mana Cost: 8%
- Copies Available
- Test Case 3: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Recover Mana (Instant)
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 |
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11 | Total 29 |
Discards all Bookmarks to instantly recover a large amount of Mana.
Recovers a respectable amount of Mana even without other Spells, and is an instant full recover of Mana with all 4. Also more meter efficient than Recover ManaGuard-Startup13RecoveryTotal 25 (No Hold)Advantage- as it costs no tension or health. However, Asuka won't be able to immediately cast new spells, making it more useful as the last spell of a string before resetting with new Bookmarks, or for an emergency refill when very low.
This can double as a fast way to quickly empty the Spell slots for a new set of spells. Asuka will momentarily have an empty hand, so there's no way to synergise with other spells (i.e. Bookmark (Full Import)). However, it synergises very well with Bookmark (Full Order)
Guard-Startup16RecoveryTotal 17Advantage-, as Asuka is able to easily have both full Mana and 4 Spells of his choosing.
- Restores 53% / 70% / 87% / 100% Mana, based on the number of additional Bookmarks discarded.
Sampler 404 does not reduce the Mana gained this way.
Mana Cost: 4%
- Copies Available
- Test Case 2: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Bookmark
Bookmark (Full Import)
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 |
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11 | Total 29 |
Bookmarks a Spell into all currently open slots.
This spell is best used after all other spells in your deck have been used up. After a good knockdown, you're able to fill all 4 slots and still have plenty of time to recover mana. It can also work well to discard any junk cards you have in your deck before using, as it will instantly be replaced with a (hopefully) more useful spell.
Mana Cost: 4%
- Copies Available
- Test Case 1: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Bookmark (Random Import)
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 |
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11 | Total 29 |
Discards all currently bookmarked Spells then bookmarks the same number of Spells.
Effectively shuffles your current deck. Good to get when you have multiple "junk" cards in your hand that you need to get rid of. It can sometimes be worth it to hang on to this spell in case of a bad deck, but this spell isn't very useful until then.
Mana Cost: 6%
- Copies Available
- Test Case 2: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Bookmark (Auto Import)
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 |
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16 | 600 | Total 39 |
Applies a buff that automatically bookmarks a new spell after using ChantGuard-Startup-RecoveryTotal 39 (empty Spell Slot)Advantage- for 10 seconds.
Under the right circumstances, this spell can be game ending, as Asuka effectively have infinite spells while it's active. He can completely fill the screen with projecitles, with very little the opponent can do about it. However, if this spell is used too liberally, Asuka will drain through his mana supply fast. As such, it's best used with Reduce Mana Cost or
Recover Mana (Continuous) to offset the limitations.
Has longer startup and recovery like Recover Mana (Continuous), making it less safe to cast during pressure or neutral.
- Can only Bookmark spells from your currently selected Test Case.
Mana Cost: 8%
- Copies Available
- Test Case 3: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Staff
All staffs change the movement and hit properties of the following attacks:
Howling Metron
Delayed Howling Metron
Howling Metron MS Processing
Metron Arpeggio
Delayed Tardus Metron
Bit Shift Metron
- High Compression Submicron Particle Sphere
GuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] (P version)
All staffs stay on the screen for 10 seconds. They will dissapear if a new staff is placed, as well as if an Area Shift or Homing Jump occur. Certain staffs also have additional properties, such as Shooting Time Stretch (Accelerate)'s Guard Crush.
High-Pass Filter Gravity
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 |
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19 | 600 | Total 30 |
Places a staff that extends the height of Asuka's jumps as well as causing certain spells to rise upwards.
A very strong buff for neutral, especially against characters who rely on strong air options. Using any projectile while this staff is active effectively cuts off the air space from your opponent. The strange trajectory also makes it significantly harder to destroy the cubes with normals, which means you will get much more setup time.
The added jump height can be both a blessing and a curse. On one hand, approaching with airdashes becomes much harder as your opponent has more time to react with an anti-air. On the other, your neutral and runaway become much more annoying, as you can jump up to the top of the screen anytime your opponent gets close.
- Increases Asuka's jump height by approximately 40%.
- Projectiles are launched in an upward arc, repeatedly bouncing off the ground in a very tall arc.
- Vertical launch speed on hit increased by 100%.
- Projectiles on hit bounce back down to the ground, underneath the opponent.
Mana Cost: 4%
- Copies Available
- Test Case 2: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Low-Pass Filter Gravity
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 |
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19 | 600 | Total 30 |
Places a staff that reduces Asuka's jump height and causing spells to bounce along the floor.
Counter-intuitively, reducing Asuka's jump is beneficial. An instant rising j.D is able to hit crouching opponents for a Frame 19 overhead, in addition every IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. is more advantaged for being lower to the ground. However, this also makes jump-ins much easier to counter with mid-height pokes such as f.S attacks.
Projectiles bounce along the ground more closely, this makes them more reliably counter low-profile attacks, but become much easier to jump over. Especially useful in the air, where cubes can reliably cover the ground at any height.
- Decreases Asuka's jump height by approximately 33%.
- Projectiles are launched in a downward arc, repeatedly bouncing off the ground in a very low arc.
- Vertical launch speed on hit decreased by 25%.
- Projectiles on hit bounce back down to the ground, underneath the opponent.
Mana Cost: 4%
- Copies Available
- Test Case 2: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Shooting Time Stretch (Accelerate)
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 |
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19 | 600 | Total 30 |
Places a staff that increases the speed and power of moving projectiles for zoning.
Extremely strong zoning buff. The added speed makes destroying projectiles almost impossible, which lets them be used much more liberally. This complements the added Guard Crush, which will lock down opponents from any range. In pressure, it also greatly increases all of the cubes frame advantage and inflicts chip damage which adds up quickly over time.
The added wall bounce also largely increases combo potential in the corner. It is fairly easy to knock the opponent out of the corner during combos, so use caution.
- Increases the base projectile speed by 25%, and continues to rapidly accelerate over time.
- Projectiles on hit Wall Bounce in the corner.
- Horizontal launch speed on hit increased by 100%.
- Applies Guard Crush on block, for 11 frames of advantage more than regular blockstun.
Mana Cost: 4%
- Copies Available
- Test Case 1: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Shooting Time Stretch (Decelerate)
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 |
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19 | 600 | Total 30 |
Places a staff that decreases the speed of projectiles to control space for longer.
Slower moving projectiles become continuous threats for the opponent, forcing them to attack through it, and potentially allowing Asuka to either approach behind projectiles or use the time to manage resources.
Projectiles on hit also launch less far, making it easier to keep the opponent close during combos. The slower movement speed can make the cubes harder to combo into at farther ranges, though.
- Decreases the base projectile speed by 50%, and continues to gradually slow down over time.
- Horizontal launch speed on hit decreased by 50%.
Mana Cost: 4%
- Copies Available
- Test Case 1: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Gravity Rod (Shooting)
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 |
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19 | 600 | Total 30 |
Places a staff that draws in all nearby cubic Metron spells for 10 seconds.
When placed, any Metron spell that comes near the staff will fly towards it in a sort of "orbit." This creates a massive, persistent threat that greatly restricts the opponent's movements. Additionally, if close enough, hitting the opponent with an affected spell causes them to be launched towards the staff. This can be used to stay plus on-block while keeping the opponent close as well as create massive, theoretically infinite combos (sometimes referred to as "summoning Exodia" by the community) if Asuka has the right buffs active and some ArpeggiosGuardAll [Guard Crush]Startup31RecoveryTotal 59Advantage+113 [+124], Tarduses
GuardAll [Guard Crush]Startup21RecoveryTotal 39Advantage+57 [+68], or Bit Shift Metrons
GuardAll [Guard Crush]Startup14RecoveryTotal 39Advantage+8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] available.
- Usually placed midscreen or behind Asuka after a knockdown.
- Pull range is approximately slightly less than half screen
- Staff placement can controlled by holding a direction after chanting
/
/
= high / mid / low
/
/
= far left / midscreen / far right
- Directions can be combined
Mana Cost: 4%
- Copies Available
- Test Case 3: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Repulsive Rod (Shooting)
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 |
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19 | 600 | Total 30 |
Places a staff that repels cubic Metron spells for a set length of time.
If close enough, hitting the opponent with any cube spell will push them away from staff. On block it can be used to pull the opponent closer while staying advantageous. On hit the opponent will be knocked down in a tumble state, allowing for combos after. Usually placed behind the opponent after a knockdown.
- Push range is approximately slightly less than half screen
- Cannot push opponent out of corner
- Staff placement can controlled by holding a direction after chanting
/
/
= high / mid / low
/
/
= far left / midscreen / far right
- Directions can be combined
Mana Cost: 4%
- Copies Available
- Test Case 3: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Metron

Howling Metron
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 |
---|---|---|---|---|---|---|
41 | All [Guard Crush] | 11 | Total 39 | +5 [+16] |
Fires a fast-moving, single hit projectile.
Asuka's most basic spell, and also his fastest. This spell is a strong harrasment tool in neutral, with the downside of being easy to destroy at longer ranges. It also makes for a strong roundstart option.
This spell has lower damage and less hitsun than most of Asuka's other spells, so it's generally preferred to use other spells in combos when you can. However, the speed often makes it the only spell in your deck that will combo, such as after spaced connects of 2D. In those situations, it's an invaluable combo tool that adds a lot to your damage.
Unlike most fast projectile moves, this one is advantageous on block point-blank, including when cancelled into Bookmark or Recover Mana. c.S, 5K and 2K will frame trap even 3 frame attacks.
Mana Cost: 8%
- Copies Available
- Test Case 1: 6x
- Test Case 2: 3x
- Test Case 3: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 500 | 2000 | 700 |
Delayed Howling Metron
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 |
---|---|---|---|---|---|---|
22×3 | All [Guard Crush] | 21 | Total 54 | +22 [+33] |
Fires a multi-hit projectile with somewhat slow startup.
Excellent blockstring and combo tool. On block, this spell has great frame advantage, allowing for two Bookmarks or significant mana gain with enough time to continue pressure after. Especially useful when used with dash cancel kara's from 5K or c.S. Do be aware that from point blank in the corner, the final hit can sometimes whiff. In combos, this move has very high hitstun, allowing for strong followups. The slow speed can make it somewhat restrictive to combo into, though.
In neutral, this move is a high-risk, high-reward projectile. It's easier than most spells to pick up a combo on hit or start pressure on block. However, the slow startup and single projectile means a savvy opponent can destroy it on reaction from most ranges. It will also be destroyed by single hit projectiles, making it fairly bad against them.
Mana Cost: 12%
- Copies Available
- Test Case 1: 5x
- Test Case 2: 3x
- Test Case 3: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100×3 | 2000 | ~233×3 (700) |
- Costs 5040 (12%) Mana.
- Can cancel into Specials Frames 25~45.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- Used at point-blank range, it is possible for the projectile to move through the opponent before the third hit connects.
- Projectile is similarly affected by hitstop, causing it to next hit on the first frame of blockstun, accounting for the 2 additional frames of advantage.
Howling Metron MS Processing
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 |
---|---|---|---|---|---|---|
24×3 | All [Guard Crush] | 16, 21, 26 | Total 49 | +10 [+21] |
Fires three fast-moving projectiles. The upper and lower ones are angled.
Amazing option for screen control. The upper cube can easily hit airborne opponents, preventing airdash approaches or other aerial options. The lower cube can also hit moves with low profile from farther out, like Sol's Night Raid Vortex
GuardAllStartup15~31 [32]Recovery32 [26]Advantage-17, or hit grounded opponent when airborne. This spell is also harder to destroy than his other basic cube spells. Most characters are forced to use 6P instead of jabs, which are generally much slower and riskier.
This spell is fairly standard in pressure, with good frame advantage, but not terribly high compared to Asuka's other options. On hit it has good damage and high hitstun, making it strong combo filler.
Mana Cost: 16%
- Copies Available
- Test Case 1: 5x
- Test Case 2: 3x
- Test Case 3: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100x3 | 2000 | ~233x3 (700) |
- Costs 6720 (16%) Mana.
- Can cancel into Specials Frames 20~40.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 17 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- The projectile spawn in the following order: Middle, Up, Down.
Metron Screamer 808
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 |
---|---|---|---|---|---|---|
53 | All (Guard Crush) | 12 | Total 34 | +16 |
Fires a short range projectile that Guard Crushes. Causes a Wall Bounce in the corner on hit.
This spell is one of Asuka's best pokes thanks to its quick startup, giant hitbox, loads of active frames, quick recovery, and advantage on block. It's especially useful against rushdown characters, as it covers most of their approach options while having amazing frame data. These properties also make this move an amazing roundstart option, especially when used as an IASInstant 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., where it can dodge many other roundstart options and still hit. Unfortunately, on hit the opponent will fly fullscreen with few combo options outside the corner. At the very least, the knockdown and space created give you plenty of time to build resources.
This move isn't used often in midscreen combos because of the lack of follow ups. When it is used, it's as a high damage ender that puts you back in neutral. However, in the corner, the high damage and wall bounce make it an amazing combo tool. It's very easy to combo into, but comboing out of it can be picky when cancelling into Bookmark.
Mana Cost: 16%
- Copies Available
- Test Case 1: 5x
- Test Case 2: 3x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 500 | 2000 | 700 |
Metron Arpeggio
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 |
---|---|---|---|---|---|---|
17×10 | All [Guard Crush] | 31 | Total 59 | +113 [+124] |
Fires many projectiles over a wide area. Comes in two volleys.
Amazing lockdown and pressure tool. On block, this is one of the most advantageous moves in the entire game. You can completely fill both your deck and mana by making your opponent block this move. For mixups, you can run up and do either a low or 5D for a simple high/low. The two volleys have a gap in between them, which you can either make airtight by using a normal or exploit for throws and crossups. The crossups are especially strong with Go to Marker in your deck, as you're able to get a near unreactable left/right anywhere on the screen.
This move is also great in neutral if you can set it up. The cubes cover a huge area and can even catch superjumps at farther ranges. Many characters simply don't have options to avoid the cubes from far away, letting you do whatever you want. Combining this move with staffs can amplify these effects even more, and make it challenging even for the characters who could dodge it well.
All that being said, this move is far from perfect. It's by far Asuka's slowest attacking spell, meaning if you try to do this move on its own, it's often very easy for your opponent to hit you out of the startup. Generally, the best times to set it up are after a knockdown, using a spell like Delayed Howling Metron on block, or at fullscreen against characters with bad mobility. It's also Asuka's most expensive spell, which combined with the costs often needed to set up this spell, can deplete your mana very quickly.
Mana Cost: 24%
- Copies Available
- Test Case 3: 3x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100×10 | 2000 | 70×10 (700) |
Delayed Tardus Metron
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 |
---|---|---|---|---|---|---|
26×3 | All [Guard Crush] | 21 | Total 39 | +57 [+68] |
Fires a slow-moving multi-hit projectile that stays on the screen for a long time.
This move is rarely useful in neutral. While it might seem like a strong area denial tool thanks to the slow movement and long active frames, in reality that just makes it easy to swat away with a jab. It can become more useful when staffs are on the screen, but even then, it's generally outclassed.
Where this move really shines is in pressure and combos. This spell is extremely advantageous on block, and it's not terribly slow, either. On block you're able to completely fill your deck/mana, meterlessly combo off of 5D, set up staffs, or do whatever other pressure you want to do. And on hit, it's just as good. In combos, this spell gives you tons of time to set up and does high damage as well. This spell should be a high priority combo piece, as the rewards are very high.
Mana Cost: 12%
- Copies Available
- Test Case 2: 2x
- Test Case 3: 3x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 100×3 | 2000 | ~233×3 (700) |
- Costs 5040 (12%) Mana.
- Can cancel into Specials Frames 25~30.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- Upon connecting with the opponent, the projectile cannot hit for the next 21 frames, therefore hitting every 22 frames.
Terra Metron
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 |
---|---|---|---|---|---|---|
47 | Low (Air: All) | 16 | Total 45 | +4 |
Fires a long range projectile that hits Low when used on the ground. Does not hit Low when used in the air.
Strong pressure option for ending blockstrings. The synergy with Accipiter Metron is great, but this move is still solid on its own. Adding a delayed low after your normals is a strong way to catch someone buffering a backdash or reversal while in blockstun.
This spell is also quite good in neutral. Having a halfscreen low on hand makes it much harder for your opponent to play footsies, and forces them to crouch block or jump more in neutral. Additionally, because this move has no travel time, it's one of Asuka's fastest options at its maximum range. This is great when you need to counter a long-range move quickly, such as Happy Chaos's At The Ready
Guard-Startup-RecoveryTotal 18Advantage-.
Don't overlook this move in the air, either. It still has its amazing range and also hits lower than any of Asuka's other spells, making it a strong long-range aerial. The low hitbox also lets you combo off of F-shikiSometimes 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.'s without using meter.
Mana Cost: 16%
- Copies Available
- Test Case 1: 1x
- Test Case 2: 3x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 375 | 2000 | 700 |
Accipiter Metron
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 | High | 19 | Total 48 | +4 |
Fires an overhead projectile that homes in on the opponent's position to an extent. Causes a ground bounce that allows Asuka to confirm or extend combos.
Amazing mixup tool. Asuka is able to get easy 50/50s by mixing up between this move and any low in blockstrings, preferably 6K. If you happen to have Terra Metron in your deck, then any blockstring can end in a 50/50 from over half screen away. The launch is lower compared to most spells, so it's harder to get good combos off of this move from far away.
Fairly mixed option in neutral. On one hand, the rock homes in on the opponents location, making it quite fast at its maximum range. It's also able to catch jumps quite well and is much less telegraphed when used outside blockstrings. On the other hand, the tracking isn't amazing and the hitbox is narrow, meaning it will often miss against moderately fast movement. It also won't track fullscreen, meaning it must be used at ranges where Asuka can be punished by fast movement options.
Mana Cost: 16%
- Copies Available
- Test Case 1: 1x
- Test Case 2: 3x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 375 | 2000 | 700 |
Aquila Metron
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 |
---|---|---|---|---|---|---|
40 | All | 14 | Total 59 | -25 | Strike 1~15 |
Fires a short range projectile, in which Asuka is strike invincible during the startup. Unlike the rest of his Spells, this move cannot be canceled into any of his typical cancel options making it most useful on defense. Asuka's only invincible reversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
Aquila Metron is a valuable defensive tool, but suffers from a long startup, no throw invulnerability, a short hitbox, and high mana cost. It gives the opponent a guaranteed punish on block if Asuka doesn't have Tension to Roman Cancel. The slow startup also means that most characters can use P or K normals as meaties and still have enough time to block the attack. Use with caution.
Unlike most other meterless reversals, this attack causes a hard knockdown on hit. This allows for either a safejump or time to safely build resources.
Mana Cost: 20%
- Copies Available
- Test Case 1: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
60% | 2 | Very Small | HKD +41 | 500 | 1000 | 500 |
Bit Shift Metron
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 |
---|---|---|---|---|---|---|
28×1~5 | All [Guard Crush] | 14 | 4 | Total 39 | +8/+18/+28/+38/+48 [+19/+29/+39/+49/+59] |
Fires a varying number of projectiles depending on how long it's been bookmarked.
Bit Shift Metron has 2 versions, one that starts at Level 1 and one that start at Level 5. If starting at Level 1, it slowly gains Levels over time. If starting at Level 5, it slowly loses Levels over time. It shoots an according number of projectiles to its Level (1 at Level 1, 2 at Level 2 etc).
At Level 1, this spell is effectively a slightly worse version of Howling Metron. However, every level gained increases the power of the move greatly, until Level 5, where it's one of Asuka's strongest spells. It has fast startup, covers almost everywhere in front of Asuka, is hard to destroy with normals, has amazing frame advantage on both hit and block, and does extremely high damage. As such, it's important to use this spell at as high of a level as possible, in order to reap the full benefits.
Mana Cost: 12%
- Copies Available
- Test Case 2: 2x
- Test Case 3: 4x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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80% | Very Small | KD | 100×5 | 2000 | 700 total, divided evenly per cube |
- Costs 5040 (12%) Mana.
- Can cancel into Specials Frames 18~30.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 15 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
Counter-Hit state during entire move.
- Each projectile applies R.I.S.C. Loss separately.
- Each additional projectile takes an additional 10F to be released, this has no effect on the recovery time.
RMS Boost Metron
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 |
---|---|---|---|---|---|---|
55/66/77/88/99 | All (Guard Crush) | 14 | Total 44 | +25 |
Conjures a number of pages increasing with the level of the spell that fire a fast and advantageous projectile that applies Guard Crush.
This Spell functions very similarly to Metron Screamer 808, albiet with a smaller hitbox and worse frame data. These differences hurt this move in neutral, though it's far from a bad option. One upside is the higher advantage on block, allowing for stronger pressure after. The other upside is that this move launches upward instead of wall bouncing, allowing for combos midscreen. This significantly raises the damage when used as a poke, and also allows this move to be used in midscreen combos, where it's a very powerful option.
For every 11 spells cast, this spell will increase its level by 1, which causes it to deal 11 extra damage. This goes up to Level 5, where the spell will do extremely high damage. However, the high amount of spells needed to level up means that it can be challenging to even get to Level 3. This spell still does high damage at Level 1, so it's usually not necessary to level up this spell.
Mana Cost: 16%
- Copies Available
- Test Case 2: 1x
- Test Case 3: 2x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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80% | 4 | Very Small | KD | 500 | 2000 | 700 |
- Costs 6720 (16%) Mana.
- Can cancel into Specials Frames 18~35.
- Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.
- Projectile will continue if Purple Roman Canceled on frame 15 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
Level number only affects damage. Higher Levels deal more damage.
- Guard Crush duration: 40F.
Other
Go to Marker
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 35 | 16~25 All |
Teleports Asuka a fixed distance in one of eight directions (downwards options only available in the air) based on what direction is held during startup.
Alright option when used on its own. If you teleport alone as an approaching option, it's generally easy for the opponent to react and hit you out of it. You can use it to punish projectiles, but it generally must be done as a read thanks to the recovery. Both of these uses become much better when PRC is used, as it's harder to react to the teleport and you have more time to punish whiffed attacks. It can also sometimes be useful to teleport to the top of the screen where you can safely draw cards.
Where this move really shines is when combined with other spells. Teleporting after most projectile spells can be used to start pressure from almost anywhere, and potentially punish people trying to destroy the cubes. With slower moving spells, you're able to teleport behind the opponent for an easy crossup, or even teleport in place to fake the crossup. At certain spacings, you can use the up forward teleport after a fast projectile to give very ambiguous crossups as well.
Mana Cost: 8%
- Copies Available
- Test Case 3: 4x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Sampler 404
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 |
---|---|---|---|---|---|---|
11 | Until Spell Used | Total 29 |
Makes it so that the next spell used is not discarded.
Can be occasionally useful if you draw a powerful card you're able to use again (Level 5 Bit Shift Metron, for example). However, due to the mana cost and time it takes to cast the spell, it's usually preferred to just have a normal attacking spell.
Mana Cost: 4%
- Copies Available
- Test Case 3: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Chaotic Option
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 |
---|---|---|---|---|---|---|
11 | Total 29 |
Bookmarks a powerful spell at random, independent of your current Test Case.
Functionally weaker than just using an equivalent spell, because Chaotic Option requires you spend additional mana and time to activate the spell it provides. However, because Chaotic Option always grants a particularly strong spell, even from other Test Cases you may not have access to, it can be valuable to identify what spell is given.
In addition, because the random selection includes both the overhead Accipiter Metron and Low
Terra Metron, instantly cancelling the Chaotic Option into its spell can be a very ambiguous mixup. However, the probability of Terra or Accipter Metron being bookmarked is 40%, meaning that getting one of the other 3 spells which each have a significantly longer startup is more likely. Therefore, instantly cancelling is only safe if the opponent is locked down by
Bit Shift Metron (Lvl 5) or
Delayed Tardus Metron. Additionally, you should end this sequence with Recharge Mana or Bookmark to keep it as safe as possible.
- May become one of five random spells, each spell is equally likely to occur (20%):
- The spell received by Chaotic Option is not removed from any Test Case, and just replaces the current function of the Chaotic Option spell.
Mana Cost: 4%
- Copies Available
- Test Case 2: 1x
- Test Case 3: 1x
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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