GGST/Asuka R/Strategy

From Dustloop Wiki
< GGST‎ | Asuka R



General Strategy

Understanding Spells

Asuka is entirely dependent on his unique Spell mechanic. Asuka has 4 “slots” that he can store his Spells in at any time, starting the round with 4 random Spells. He’s able to use these Spells with ChantGGST Asuka 236X.pngGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage- (236X), which will perform the Spell corresponding to the button pressed. Using Chant will also discard the Spell in that slot and cost a specific amount of Mana. All Spells (besides GGST Asuka R Aquila Metron Icon.png Aquila Metron) can freely cancel into any special Asuka has.

When Asuka has used up a Spell, he must manually restock a Spell into that slot to perform another. He has 3 primary ways of doing this; First, he can use BookmarkGGST Asuka R 214X.pngGuardStartup7RecoveryTotal 28Advantage- (214X), which will store a random Spell into the corresponding slot. Like with his Spells, Bookmark can be canceled into any special Asuka has, including itself. Second, he can use one of his 3 Bookmark Spells. These are generally stronger than Bookmark, but are not always available and come with a mana cost. Lastly, he can use his Bookmark: Full OrderGGST Asuka R 632146S.pngGuardStartup16RecoveryTotal 17Advantage- (632146S) overdrive. This automatically fills all slots and lets Asuka choose the specific Spells he wants, but comes with the large cost of 50% Tension.

Which Spell Asuka gets from these moves is determined by which Test Case he is in. Asuka has 3 Test Cases, and he will always start the round in Test Case 1. This can be changed by using Change Test CaseGGST Asuka R 22HX.pngGuardStartup2RecoveryTotal 28Advantage- (22H). Each Test Case has 30 Spells that Asuka can draw from. It’s best to think of these Test Cases as “pools” of cards, where Asuka will pick out whatever Spells are in the pool, and once he picks a specific instance of a Spell, it can’t be picked again. For example, Test Case 2 has 3 instances of GGST Asuka R Terra Metron Icon.png Terra Metron in it, so if Asuka draws 30 cards in TC2, he is guaranteed to get Terra exactly 3 times. After drawing 30 cards in one Test Case, the pool will refill, and Asuka is free to keep drawing cards.

Mana is the main resource that keeps Asuka in check. Mana will automatically deplete when using Spells, as well as when Asuka is hit or blocks. If Asuka has less mana than the cost of a Spell, he isn’t able to perform that Spell until he gets more mana. If Asuka runs out of mana by being hit, he will be put into a special state until his mana gauge refills to full. In this state, not only does Asuka lose access to all of his Spells, but he also takes double damage, turning him into by far the frailest character in the game. Thankfully, during this time, mana will automatically regenerate. Besides this method, Asuka has 2 ways of recovering his mana. He primarily uses Recover ManaGGST Asuka R 22PKS 2.pngGuardStartup13RecoveryTotal 25 (No Hold)Advantage- (22P/K/S), which regenerates mana fairly quickly, but costs Tension or health to perform. He also has his 3 Mana Spells, which are generally more powerful, but are not always available to him.

Mana Cost of Spells
Spell Cost
GGST Asuka R Recover Mana (Instant) Icon.png Recover Mana (Instant), GGST Asuka R Bookmark (Full Import) Icon.png Bookmark (Full Import), GGST Asuka R Sampler 404 Icon.png Sampler 404, GGST Asuka R Chaotic Option Icon.png Chaotic Option, All Staffs 4%
GGST Asuka R Reduce Mana Cost Icon.png Reduce Mana Cost, GGST Asuka R Bookmark (Random Import) Icon.png Bookmark (Random Import) 6%
GGST Asuka R Recover Mana (Continuous) Icon.png Recover Mana (Continuous), GGST Asuka R Bookmark (Auto Import) Icon.png Bookmark (Auto Import), GGST Asuka R Howling Metron Icon.png Howling Metron, GGST Asuka R Go to Marker Icon.png Go to Marker 8%
GGST Asuka R Delayed Howling Metron Icon.png Delayed Howling Metron, GGST Asuka R Delayed Tardus Metron Icon.png Delayed Tardus Metron, GGST Asuka R Bit Shift Metron Icon.png Bit Shift Metron 12%
GGST Asuka R Howling Metron MS Processing Icon.png Howling Metron MS Processing, GGST Asuka R Metron Screamer 808 Icon.png Metron Screamer 808, GGST Asuka R Terra Metron Icon.png Terra Metron, GGST Asuka R Accipiter Metron Icon.png Accipiter Metron, GGST Asuka R RMS Boost Metron Icon.png RMS Boost Metron 16%
GGST Asuka R Aquila Metron Icon.png Aquila Metron 20%
GGST Asuka R Metron Arpeggio Icon.png Metron Arpeggio 24%

Resource Management

Asuka is heavily reliant on his resources, and if even one of them is low, he becomes a significantly less threatening character. Not having Spells makes Asuka's neutral mediocre and his pressure lacking, and without mana, he can easily be killed in a single combo. As such, it's extremely important to understand how to manage these resources effectively.

Both resources are important to maintain, and whichever is lower should usually be prioritized. If Asuka is about even on both, generally mana should be prioritized over Spells. Not having Spells has a host of downsides, but not having mana has all of those same downsides with a 2x damage multiplier added on. Additionally, it's much easier for Asuka to "skip" the process of maintaining Spells with tools like Bookmark: Full OrderGGST Asuka R 632146S.pngGuardStartup16RecoveryTotal 17Advantage- than with mana. That being said, there are absolutely times where Spells should be prioritized over mana, such as near the end of the game where any hit could kill. Ultimately, which resource to prioritize largely comes down to the player, and what they choose to prioritize in that given moment.

Asuka is able to find opportunities to replenish resources at almost any time, with generally low cost. Canceling Spells into Recover Mana or Bookmark has a somewhat variable advantage. For some spells, canceling will increase their advantage slightly, while for others, it will decrease it by a noticeable amount. Most spells will have around the same frame advantage when canceled, though. If you want to know specifics, you can look at the Cancel Data table in the Frame Data page. One thing to keep in mind is that drawing a card and Change Test Case have 3 more frames of duration than discarding a card or Recover Mana when unheld. Cancelling into Full Order has 8 less frames of duration than unheld Recover Mana, making it by far Asuka's most advantageous cancel.

If the situation calls for it, Asuka is able to sacrifice advantage to safely build resources. This can occasionally be worth it, as Asuka can often take back his advantage with the resources he built. However, it’s important to know when to press an advantage, as successfully hitting the opponent will leave opportunities for even greater resources and continued pressure. He’s also able to safely build resources at fullscreen, where many characters cannot challenge him. Be aware that Recover Mana will work slower at farther distances, so it’s recommended to prioritize Spells at these ranges.

In addition to these resources, Asuka must also deal with the Tension drain of K Recover and the health drain of S Recover. Which one to use heavily depends on the state of the game and how high said gauges are. S Recover will recover mana twice as fast as K Recover, so it’s best in situations where you need a large burst of mana. K Recover is nice against characters with high damage outputs, but can lock Asuka out of strong metered options. P Recover can also be useful if you can’t afford to spend either Tension or health, or if you only need a tiny bit more mana to use a certain spell. Outside of those situations, avoid it, as it’s virtually impossible to get significant mana out of without sacrificing your advantage (and sometimes it’s still impossible).

Changing Test Cases

One of the most important aspects of playing Asuka is managing which deck you're currently using. Asuka has three of them to equip at any given time, and they can be roughly broken down into three specialties:

  • Test Case 1: Zoning. Primarily focuses around using the Metron series of projectiles to control space, set up pressure, and convert combos into lengthy corner-carry setups. Key cards include:
    • Howling Metron Processing: A green, multihit, three-pronged projectile that covers a huge portion of the screen in a wave shape.
    • Screamer Metron: A red, huge, single hit orb that acts as both a disjointed poke and a guard crush. Can also set up mixups in the corner.
    • Full Import: A "hand refresh" that fills every empty slot in Asuka's hand with a card.
    • Aquila Metron: An ice spike attack that acts as Asuka's only meterless reversal. Causes hard knockdown, allowing him to safejump or refresh resources.
  • Test Case 2: Mixups. Primarily focuses around using pressure tools and quick high/low tools to start combos. Notable cards include:
    • Terra Metron: A 16f rock wave that functions as a half-screen low. Can start combos if it lands. Also found in Test Case 1, but is more common in Test Case 2.
    • Accipter Metron: A tracking 19f overhead that starts combos. Extremely powerful pressure and mixup tool, groundbounces if it lands for a full combo. Also found in Test Case 1, but is more common in Test Case 2.
    • Low-Pass and High-Pass Filter Gravity: Staves that decrease and increase Asuka's jump height respectively. Allows for powerful mixup scenarios, like turning Asuka's j.D into a 19f instant overhead.
  • Test Case 3: Pressure and Specialty Buffs. Primarily focuses on using unconventional but effective buffs to maintain control of the match. Notable cards include:
    • Go to Marker: An 8-way teleport. Extremely useful for basically everything, including setting up mixups and escaping an advancing opponent.
    • Sampler 404: Causes the next spell used to be saved for an additional cast. Excellent for holding onto a valuable card and keeping it for whatever reason you desire.
    • Metron Arpeggio: A more powerful version of Howling Metron that fires more projectiles over a wider area, and even fires in two waves. Is notable for being insanely plus and controls the neutral all by itself.
    • Gravity Rod (Shooting): Places a stave that draws Metron projectiles towards it, allowing Asuka to essentially creating a "loop" of flying Metron projectiles in front of himself. Provides a strong orbit when active, allowing Metron projectiles to be very threatening.
    • Auto Import: Aka "checkmate". Causes all slots to automatically replenish themselves for five seconds, allowing Asuka to essentially fire off infinite spells if he has the mana for it.

So, when and where should you be using these cases? As you can see they all generally focus on different things. As well, Change Test CaseGGST Asuka R 22HX.pngGuardStartup2RecoveryTotal 28Advantage- is 28f, which requires a lengthy amount of time to effectively change out a case. This means that changing a case needs to be a considerate effort. Thankfully, we can generally break down a deck changing decision into this method.

1. Analyze the matchup. 2. Create advantage scenarios to swap cases. 3. Utilize Tension effectively.

First, determine your win condition. Are you facing an opponent who needs to rush you down in order to win? Then it might be best to just stay in Test Case 1 and zone them out. If the opponent has no good answers to the various Metron attacks, keep using them. Alternatively, are you facing an opponent who can duke it out with you? Maybe switch to Test Case 2 and set up some mixups. Make sure that you analyze both player habits and the character they are playing as in order to determine how best to proceed.

Second, create advantage scenarios to be plus enough to safely change a case. Remember that Asuka can cancel any Chant into a Change Test Case, allowing him to lay down a spell and change cases behind it. Look for large multihit projectiles to safely change cases behind. Delayed Howling Metron, Tardus Metron, Bit Shift Metron, and RMS Boost Metron are all very plus, and will often provide enough advantage to sneak in a deck change if used properly. Lastly, Asuka can often change decks safely at range. It's important to know that if Asuka ever cancels Chant or Bookmark into Change Test Case, he will be locked into the animation.

Third, use Tension. Asuka builds an insane amount of meter due to his use of special moves, which means that he often has at least 50 Tension depending on the circumstances. Asuka can use Tension to assist with recovering resources or drawing cards, as well as managing his deck. For example, Asuka can use a multihit projectile and then immediately cancel into Change Test Case and usually be safe. Just after he's cancelled into Change Test Case, immediately use his Full Order super to refill your hand and still be safe enough to avoid a reversal!

Overall, Asuka has a lot of ways to manage his deck, but it's important to know he doesn't always need to change his case. Asuka can win every matchup in the game with just Test Case 1; the second and third Cases are just there to push his kit further and supplement his already strong pressure game further. Use them as you grow more comfortable with Asuka, but beginners should stick to the first case and only switch if they want to really begin running down the opponent.

Spending Knockdown to Build ResourcesAsuka can replenish cards and swap decks at the end of most combos.

At the end of any combo ending with 6H, 214X~2H~X
Asuka's ability to cancel Bookmark into Change Test Case or Recover Mana allows him to cycle decks however he pleases.

One of the most important things about Asuka's Metron spells is that they extend combos properly. If Asuka uses a Metron spell, he can end a combo by replenishing it. 6H gives an excellent, spaced knockdown that also gives Asuka just enough time to replenish a card and change his deck.

You can sub out changing his deck for a mana charge if your mana is low.

Building Resources in Pressure (Meterless)Asuka can build resources mid-pressure if he has enough frame advantage.

214X(Metron)~}2H~X
Asuka's can change decks or recover resources mid-string if he uses a spell that is plus enough. Generally speaking, this is any Metron Asuka has access to. Simply fire off a Metron and immediately cancel into a Change Test Case or Recover Mana.

It's worth noting that certain Metrons have longer startup. These would be Delayed Howling Metron, Metron Arpeggio and Tardus Metron. Opponents can DP through these gaps in Asuka's pressure and heavily punish him for it.

Stick to any other Metron but these if you give resources. As well, know that doing this gives up pressure, but keeps Asuka stable for future interactions.

Building Resources in Pressure (Metered)Asuka can use meter to keep himself very safe while changing decks, or set up nasty reads.

Asuka can force a deck change if he spends meter. All of Asuka's metered options provide strong ways for him to get back resources while keeping him completely safe.

  • Particle Sphere pushes opponents a huge distance away and is +36, allowing Asuka to regain multiple cards or change mana.
  • Full OrderGGST Asuka R 632146S.pngGuardStartup16RecoveryTotal 17Advantage- has 17 frames of recovery, allowing Asuka to cancel into it behind certain Metrons. This not only allows him to completely restock his hand, but if he's got enough plus frames he can even continue pressure behind it. In particular, Metron Screamer has 12f of startup, meaning Asuka only needs 29f of blockstun in order to extend his pressure even further.

Neutral

Round Start Options

Asuka's round start options are unusual compared to the rest of the cast. Asuka has no fast normal that hits at roundstart distance, forcing him to play around his opponent's options. However, two of his spells (GGST Asuka R Howling Metron Icon.png Howling Metron and GGST Asuka R Metron Screamer 808 Icon.png Metron Screamer 808) are amazing round start options with tons of utility. As such, Asuka has the issue of his best roundstart options not being available to him if he gets unlucky. Thankfully, both spells are very common in Test Case 1, so he's more likely to have one than not. If he doesn’t have either, a defensive roundstart (e.g walking or jumping back) is usually best.

2P - Very fast with decent range, but often doesn’t lead into combos. Generally only used against specific roundstart options where the speed is needed.

5K - Surprisingly useful counterpoke. Although 5K doesn’t hit from roundstart, it’s fairly strong at countering roundstart options with enlarged hitboxes. It can also be used with a microdash, which will catch options 5K normally wouldn’t. This normal will only work versus specific attacks, as the active frames are quite short.

5H - Can be used after walking back to punish moves with longer recovery. It won’t work on everything and the window is quite tight, but it leads to fairly good damage on counterhit.

2D - Can be used after walking back like 5H, trading consistency for greater reward without counterhits. Besides that, 2D can be used as a callout to walking back. Do NOT use it this way without a hard read as it will lose to almost every other roundstart button.

GGST Asuka R Howling Metron Icon.png Howling Metron - Strong roundstart option with alright speed and great range. Gives full combos on hit, plus on block, and is very advantageous on trades. Also moves fast enough to catch backdashes. It will lose clean to faster roundstart options and 6P’s, so use caution against certain characters.

GGST Asuka R Metron Screamer 808 Icon.png Metron Screamer 808 - On the ground, Screamer is slightly slower than average, but has enormous range which can catch the opponents doing almost anything besides attacking. In the air, Screamer hits low enough to hit grounded opponents, making it very strong when used as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
. The height performed can be varied based on what you want (higher for greater evasion, lower for faster speed and more consistency against low profile). If Screamer doesn't hit, the guard crush and fast recovery makes it nearly impossible to punish. It’s mainly countered by fast attacks that catch Asuka in his jump (e.g  Chipp's f.S) or specific callouts with long range aerials.

Defense

Pressure

Strike/Throw

Casting Staff

Asuka's many powerful staffs are essential to his gameplay. However, due to the long cast time, it is important to know how to cast staff safely during pressure.

Corner Pressure

Jump Cancel Metron Screamer

Asuka has access to an ambiguous high/low/throw three way mixup after landing c.S > jc, Metron Screamer in the corner. In this case the input needs to be 9236X, not 2369X. 2369X causes Asuka to super jump. Making him too high for the following mixup.

High: c.S > jc, Metron Screamer > j.K > jc, j.K > j.D

Low: c.S > jc, Metron Screamer > j.K > 2K > 2D

Throw: c.S > jc, Metron Screamer > 6D

Because Metron Screamer puts the opponent in guard crush state, Throw is able to beat 5F or less abare.

2D Pressure

Asuka's 2D is unique in that it is a projectile. Because projectiles do not have hit stop, this gives Asuka's special cancels better frame data. Slower chants that have a mash-able gap become gap-less or frame traps. Here are some examples that are extremely powerful in the corner:

  • c.S > 2D > Delayed Howling Metron
  • c.S > 2D > Delayed Tardus Metron

Navigation

Systems Pages