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Mana is a unique resource that depletes after various actions, such as using Spells, losing health, and other actions. Mana does not regenerate automatically while available. It must be recovered, with certain Spells or with Recover Mana. Asuka cannot cast Spells without having enough Mana, and thus can't put himself into the "out of Mana" state. | Mana is a unique resource that depletes after various actions, such as using Spells, losing health, and other actions. Mana does not regenerate automatically while available. It must be recovered, with certain Spells or with Recover Mana. Asuka cannot cast Spells without having enough Mana, and thus can't put himself into the "out of Mana" state. | ||
The glow around his healthbar indicates that he has Mana. After running out of mana (Out of Mana state or OOM), Asuka receives doubled damage, making him highly susceptible to combos. While out of Mana, any actions that consumes Mana cannot be used, such as casting Spells with [[#Chant|Chant]] or using Bookmark (Full Order) while the Mana gauge slowly refills. Once full again, Spells become available and his defense is restored to normal. Asuka can still use Special moves in this state, including [[#Recover_Mana|Recover Mana]] to expedite the process. | The glow around his healthbar indicates that he has Mana. After running out of mana (Out of Mana state or OOM), Asuka receives {{tt|doubled damage|Damage Received Mod becomes ×1.5}}, making him highly susceptible to combos. While out of Mana, any actions that consumes Mana cannot be used, such as casting Spells with [[#Chant|Chant]] or using Bookmark (Full Order) while the Mana gauge slowly refills. Once full again, Spells become available and his defense is restored to normal. Asuka can still use Special moves in this state, including [[#Recover_Mana|Recover Mana]] to expedite the process. | ||
* Asuka's Mana bar starts at 42000 (100%) mana | * Asuka's Mana bar starts at 42000 (100%) mana | ||
* When losing health, Asuka loses 125 (0.30%) Mana per 1 point of damage. | * When losing health, Asuka loses 125 (0.30%) Mana per 1 point of damage. | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Launches the opponent into the air allowing for combo extensions and is shockingly safe on block. | |||
}} | }} | ||
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{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=2D | |input=2D | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=2D| | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=2D|isProjectile=yes|frcStart=13|frcEnd=13}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | ||
|description= | |description= | ||
Asuka's farthest reaching normal making it valuable tool in neutral. | Asuka's farthest reaching normal, making it a valuable tool in neutral. | ||
Fires a projectile that doesn't interact with other projectiles, which leaves him in a Counter Hit state during recovery. Since Asuka himself doesn't experience hitstop, cancelling into Specials and Overdrive is slightly faster than from his other normals. | |||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Good jump-in with a low hitbox than can sometimes counter 6P. Combined with the Low-Pass Filter Gravity spell it can fuzzy overhead any opponent including Faust. | |||
}} | }} | ||
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==Special Moves== | ==Special Moves== | ||
===<big>Chant</big>=== | ===<big>Chant</big>=== | ||
{{InputBadge|{{clr|P|236P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} (Air OK)}} or {{InputBadge|{{clr|P|6P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} after Chant}} | {{InputBadge|{{clr|P|236P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} (Air OK)}} or {{InputBadge|{{clr|P|6P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} after Chant (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=236X | |input=236X | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 236X|recovery=39}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 236X|recovery=39}} | ||
|description= | |description= | ||
Activates the [[GGST/Asuka_R/Spells|Spell]] in the corresponding spell slot and will perform a wiff animation if there is no Spell in the activated slot. Spells can be cancelled into another Chant by pressing 6 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}. Spells can also be cancelled into [[#Bookmark|Bookmark]] by pressing 4 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}, cancelled into [[#Recover Mana|Recover Mana]] by pressing 2 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}, or cancelled into [[#Change Test Case|Change Test Case]] by pressing | Activates the [[GGST/Asuka_R/Spells|Spell]] in the corresponding spell slot and will perform a wiff animation if there is no Spell in the activated slot. Spells can be cancelled into another Chant by pressing 6 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}. Spells can also be cancelled into [[#Bookmark|Bookmark]] by pressing 4 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}, cancelled into [[#Recover Mana|Recover Mana]] by pressing 2 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}, or cancelled into [[#Change Test Case|Change Test Case]] by pressing {{clr|H|2H}} then {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}. | ||
}} | }} | ||
===<big>Bookmark</big>=== | ===<big>Bookmark</big>=== | ||
{{InputBadge|{{clr|P|214P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} (Air OK)}} or {{InputBadge|{{clr|P|4P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} after Chant or Bookmark}} | {{InputBadge|{{clr|P|214P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} (Air OK)}} or {{InputBadge|{{clr|P|4P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} after Chant or Bookmark (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=214X | |input=214X (Draw), 214X (Discard) | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 214X|recovery= | |versioned=name | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|title='''Draw'''|input=214X (Draw)|startupIsFirstActive=no|recovery=21}}{{#invoke:GGST-FrameChart|drawFrameData|title='''Discard'''|input = 214X (Discard)|startupIsFirstActive=no|recovery=18}} | |||
|description= | |description= | ||
Refills or Discards the Spell currently stored in the designated Spell slot. Once discarded, the Spell is removed from the Test Case completely and cannot be recovered until the test case is restocked to 30. | Refills or Discards the Spell currently stored in the designated Spell slot. Once discarded, the Spell is removed from the Test Case completely and cannot be recovered until the test case is restocked to 30. | ||
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Most often this move will be cancelled into as Asuka can perfom spells into Bookmark off most attack moves and still be at advantage. This command can be done via shortcut holding back and pressing 4 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}. This shortcut also be done to get [[#Chant|Chant]] with 6 and [[#Recover Mana|Recovery Mana]] or [[#Change Test Case|Change Test Case]] with 2. | Most often this move will be cancelled into as Asuka can perfom spells into Bookmark off most attack moves and still be at advantage. This command can be done via shortcut holding back and pressing 4 and {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}. This shortcut also be done to get [[#Chant|Chant]] with 6 and [[#Recover Mana|Recovery Mana]] or [[#Change Test Case|Change Test Case]] with 2. | ||
* Discarding a Spell is a total of 25f while storing a Spell is 28f | * Discarding a Spell is a total of 25f while storing a Spell is 28f | ||
* Can be used to stall mid-air as a niche anti-air bait | |||
}} | }} | ||
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{{GGST Move Card | {{GGST Move Card | ||
|input=22P/K/S | |input=22P/K/S | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 22P/K/S|recovery= | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 22P/K/S|startupIsFirstActive=no|recovery=5}} | ||
|description= | |description= | ||
Restores Asuka's Mana gauge during an animation. Holding the button down will extend the length of the animation and restore additional Mana. Can be cancelled into from most Spells, allowing for partial or all of the Mana to be refunded by certain Spells. | Restores Asuka's Mana gauge during an animation. Holding the button down will extend the length of the animation and restore additional Mana. Can be cancelled into from most Spells, allowing for partial or all of the Mana to be refunded by certain Spells. | ||
* Mana gain is dependent on range, further ranges gain mana at a notably slower rate. | |||
{{clr|P|P}} version is very slow, but it costs no resources. | {{clr|P|P}} version is very slow, but it costs no resources. | ||
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===<big>Change Test Case</big>=== | ===<big>Change Test Case</big>=== | ||
{{InputBadge|{{clr|H|22H}}~{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} (Air OK)}} or {{InputBadge|{{clr|H|2H}}~{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} after Chant ( | {{InputBadge|{{clr|H|22H}}~{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} (Air OK)}} or {{InputBadge|{{clr|H|2H}}~{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}} after Chant (Air OK)}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=22H~X | |input=22H~X | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 22H~X|recovery= | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 22H~X|startupIsFirstActive=no|recovery=26}} | ||
|description= | |description= | ||
Changes the list from which Asuka draws his Spells. | Changes the list from which Asuka draws his Spells. | ||
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{{GGST Move Card | {{GGST Move Card | ||
|input=632146P/K | |input=632146P/K | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 632146P/K}} | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 632146P/K | |||
|title = ''' ''' | |||
|startup = 7 | |||
|frcStart = 6 | |||
|frcEnd = 6 | |||
|active=0 | |||
|isProjectile = yes | |||
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | |||
|description= | |description= | ||
Launches a huge projectile that travels horizontally. | Launches a huge projectile that travels horizontally. | ||
The {{clr|P|P}} Version's trajectory and speed can be affected by other Spells, while the {{clr|K|K}} Version ignores those effects. | The {{clr|P|P}} Version's trajectory and speed can be affected by other Spells, while the {{clr|K|K}} Version ignores those effects. This is Asuka's only overdrive that can break the wall, and when doing so will cause a hard knockdown, leaving Asuka +36. | ||
Extremely fast and advantageous, with very little recovery even on whiff. If used post wallbreak where neither player used an overdrive to break the wall, there is almost nothing your opponent can do in reaction to the flash to avoid having to block it. You can use this to start your offense or refill your resources, however it is an expensive option, even if a powerful one. It will lose to OR trade with invincible reversals up close, so beware of the distance between you and your opponent when using it. | |||
}} | }} | ||
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{{GGST Move Card | {{GGST Move Card | ||
|input=632146S | |input=632146S | ||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 632146S}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input = 632146S|startupIsFirstActive = false}} | ||
|description= | |description= | ||
Enters a short cinematic mode that allows Asuka to change the Spells in any slots for roughly 2 seconds, draining Mana in the process. Inputting {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} changes the corresponding Spell slots, and pressing {{clr|D|D}} ends the cinematic. Multiple buttons can be pressed simultaneously to swap multiple spells. The active Test Case cannot be changed during the move. | Enters a short cinematic mode that allows Asuka to change the Spells in any slots for roughly 2 seconds, draining Mana in the process. Inputting {{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} changes the corresponding Spell slots, and pressing {{clr|D|D}} ends the cinematic. Multiple buttons can be pressed simultaneously to swap multiple spells. The active Test Case cannot be changed during the move. | ||
If any Spell slots are currently empty, they will be filled with a Spell when the move is activated. This will cause that many pages to automatically be spent. | If any Spell slots are currently empty, they will be filled with a Spell when the move is activated. This will cause that many pages to automatically be spent. | ||
* | *Leaves Asuka plus on block when cancelled from {{clr|H|5H}} or {{clr|H|6H}}. For details from other normals, check [[{{PAGENAME}}/Frame_Data#Cancel_Data|Cancel Data]]. | ||
}} | }} | ||
Revision as of 20:19, 28 May 2023
Overview
Damage Received Mod |
×0.75 |
Guts Rating |
0 |
Prejump |
4F |
Backdash |
21F Duration |
1-5F Invuln |
1-18F Semi-AirborneImmune to grabs and considered airborne if hit during this time, but is otherwise considered grounded such as when performing a Roman Cancel. |
Unique Movement Options |
Go to Marker |
Fastest Attack |
2P (5F) |
Reversals |
Aquila Metron (14F) |
Asuka R♯ (R. Kreutz) is a versatile character designed around his defining gimmick—3 decks of "cards" from which he draws unique and powerful Spell-attacks. | |
Pick if you like | Avoid if you dislike |
|
|
Asuka can store 4 Spells at a time, which cost Mana to use. A Spell must be stocked manually with Bookmark or its Overdrive version Bookmark (Full Order) before it can be used. Alternatively, the same moves can be used to sub out a Spell you don't want; Bookmark removes a Spell, then adds a new one only upon a second use, while Bookmark (Full Order) instantly replaces the removed Spell with a new one.
Asuka has three Spell lists called Test Cases, each with their own specialties:
- Test Case 1 contains projectiles and strong pokes.
- Test Case 2 contains powerful pressure tools.
- Test Case 3 contains gimmicks, mixup tools, and support spells.
Asuka starts the round in Test Case 1 and can change between Test Cases with Change Test Case. When you are in a given Test Case, you will only be able to stock spells from that Test Case.
Stocking a Spell costs one page. Asuka starts each round with thirty pages, and pages can be recovered by switching Test Cases.
For indepth information and framedata about Spells and Test Cases, visit the Spells page.
Mana is a unique resource that depletes after various actions, such as using Spells, losing health, and other actions. Mana does not regenerate automatically while available. It must be recovered, with certain Spells or with Recover Mana. Asuka cannot cast Spells without having enough Mana, and thus can't put himself into the "out of Mana" state.
The glow around his healthbar indicates that he has Mana. After running out of mana (Out of Mana state or OOM), Asuka receives doubled damageDamage Received Mod becomes ×1.5, making him highly susceptible to combos. While out of Mana, any actions that consumes Mana cannot be used, such as casting Spells with Chant or using Bookmark (Full Order) while the Mana gauge slowly refills. Once full again, Spells become available and his defense is restored to normal. Asuka can still use Special moves in this state, including Recover Mana to expedite the process.
- Asuka's Mana bar starts at 42000 (100%) mana
- When losing health, Asuka loses 125 (0.30%) Mana per 1 point of damage.
- Mana Loss % = (damage * 125)/42000
- i.e 131 damage is around 38.99% mana loss
Normal Moves
5P
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | All | 7 | 3 | 12 | -3 |
- Jump and Dash cancellable.
Gatling Options: 6P, 6K, 6H, 5D, 2D
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 1 | Small | ±0 | 1000 | 1000 | 300 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
39 | All | 7 | 6 | 10 | +1 |
Asuka's go-to pressure and punishment tool at close range.
- Jump and Dash cancellable.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
33 | All | 11 | 3 | 17 | -6 |
- Slightly disjointed at the tip.
Gatling Options: 5H, 2H
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -3 | 1500 | 1000 | 300 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
49 | All | 15 | 3 | 29 | -13 |
Far reaching sword swipe and one of Asuka's farthest reaching normals. However be careful to avoid wiffing this move as it has a lot of recovery. Due to the high attack level it can be useful at the tip to charge mana or bookmark a spell.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD | 2500 | 1000 | 300 |
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Dust Attack | 40 | High | 20 | 3 | 26 | -15 | |
Charged Dust Attack | 50 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
Universal Overhead.
- Charged Dust
- Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
- Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving Asuka at +23 instead of neutral (+-0).
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | ±0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
18 | All | 5 | 2 | 10 | -2 |
A standard low jab. Reaches a little bit above the ground, but overall has nice range. Better than 2K for abare, since it is one frame faster and has more range. Can be gatlinged into 6P if you are point blank and want to create some space.
Gatling Options: 5P, 2P, 6P, 6K, 6H
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% | 0 | Small | +1 | 500 | 1500 | 300 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22 | Low | 6 | 3 | 12 | -3 |
Gatling Options: 6P, 6K, 6H, 5D, 2D
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | ±0 | 750 | 1000 | 300 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
31 | Low | 12 | 3 | 18 | -7 |
Gatling Options: 5H, 2H
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -4 | 1125 | 1000 | 300 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
13×3 | All | 14 | 2,2, 2 | 18 | -3 |
Launches the opponent into the air allowing for combo extensions and is shockingly safe on block.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD | 600×3 | 1000 | ~133x3 (500) |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
31 | Low | 12 | 9 | 20 | -9 |
Asuka's farthest reaching normal, making it a valuable tool in neutral.
Fires a projectile that doesn't interact with other projectiles, which leaves him in a Counter Hit state during recovery. Since Asuka himself doesn't experience hitstop, cancelling into Specials and Overdrive is slightly faster than from his other normals.
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% | 2 | Very Small | HKD | 300 |
- Projectile will continue if Purple Roman Canceled on frame 13 at the earliest.
- Clash Level: N/A
- Clash Hits: N/A
- Hitstop: 6F
- 19 frames of effective blockstun due to being a projectile and its hitstop not affecting Asuka.
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
29 | All | 11 | 6 | 17 | -9 | 1-3 Upper Body 4-16 Above Knees |
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | KD | 1500 | 1000 | 500 |
6K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
19×2 | Low | 14 | 2, 2 | 16 | -4 |
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | 525x2 | 1000 | 150x2 (300) |
- First hit hitstop: 6F
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
57 | High | 25 | 7 | 25 | -13 |
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 | Large | HKD | 1875 | 1000 | 500 |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
17 | High | 6 | 3 | 13 |
Gatling Options: j.P
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% | 0 | Small | 375 | 1000 | 300 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
21 | High | 7 | 4 | 15 | -3 (IAD) |
Gatling Options: j.D
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% | 1 | Small | +0 (IAD) | 750 | 1000 | 300 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
27 | High | 9 | 5 | 18 | +1 (IAD) |
Gatling Options: j.H, j.D
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$ | 2 | Mid | +4 (IAD) | 1125 | 1000 | 300 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
37 | High | 11 | 4 | 32 | +4 (IAD) |
Gatling Options: j.D
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% | 2 | Mid | +7 (IAD) | 1125 | 1000 | 300 |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
39 | High | 14 | 3 | 25 | +7 (IAD) |
Good jump-in with a low hitbox than can sometimes counter 6P. Combined with the Low-Pass Filter Gravity spell it can fuzzy overhead any opponent including Faust.
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% | 2 | Mid | +10 (IAD) | 1125 | 1000 | 500 |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
70 | Ground Throw: 90 | 2 | 3 | 38 |
- Can throw the opponent either forward or backwards.
- Hard Knockdown on hit.
- Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced 50% | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 20 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 50 damage
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
70 | Air Throw: 200 | 2 | 3 | 38 or Until Landing+10 |
- Can throw the opponent either forward or backwards.
- Hard Knockdown on hit.
- Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced 50% | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage _.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Special Moves
Chant
236P/K/S/H (Air OK) or 6P/K/S/H after Chant (Air OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
Total 39 (empty Spell Slot) |
Activates the Spell in the corresponding spell slot and will perform a wiff animation if there is no Spell in the activated slot. Spells can be cancelled into another Chant by pressing 6 and P/K/S/H. Spells can also be cancelled into Bookmark by pressing 4 and P/K/S/H, cancelled into Recover Mana by pressing 2 and P/K/S, or cancelled into Change Test Case by pressing 2H then P/K/S.
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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Bookmark
214P/K/S/H (Air OK) or 4P/K/S/H after Chant or Bookmark (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Draw | 7 | Total 28 | |||||
Discard | 7 | Total 25 |
Refills or Discards the Spell currently stored in the designated Spell slot. Once discarded, the Spell is removed from the Test Case completely and cannot be recovered until the test case is restocked to 30.
Most often this move will be cancelled into as Asuka can perfom spells into Bookmark off most attack moves and still be at advantage. This command can be done via shortcut holding back and pressing 4 and P/K/S/H. This shortcut also be done to get Chant with 6 and Recovery Mana or Change Test Case with 2.
- Discarding a Spell is a total of 25f while storing a Spell is 28f
- Can be used to stall mid-air as a niche anti-air bait
Version | 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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Draw | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Discard |
Recover Mana
22P/K/S (Hold OK) or 2P/K/S after Chant (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
13 | 7 | Total 25 (No Hold) |
Restores Asuka's Mana gauge during an animation. Holding the button down will extend the length of the animation and restore additional Mana. Can be cancelled into from most Spells, allowing for partial or all of the Mana to be refunded by certain Spells.
- Mana gain is dependent on range, further ranges gain mana at a notably slower rate.
P version is very slow, but it costs no resources.
- When canceled into, gains a minimum of 1470 (3.5%) Mana
K version costs Tension, and regenerates mana at a decent speed. It's useful in ranges where the opponent can't directly threaten Asuka.
- When canceled into, gains a minimum of 4410 (10.5%) Mana
S version costs HP to use, and at a significant rate. However, it restores Mana the quickest out of the three. It's useful in situations where Asuka is in a safe position but doesn't have enough time to use the K version. By tapping 22S, you can get a quick burst of Mana while staying safe.
- When canceled into, gains a minimum of 8820 (21%) Mana
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- P version
- On cancel gains a minimum of 1470 (3.5%) Mana
- K version
- Gains 1.5% mana per frame
- On cancel gains a minimum of 4410 (10.5%) Mana
- S version
- Drains 2 HP for 3% mana per frame (ignores Guts). A full bar is 68 (16.2%) HP
- On cancel gains a minimum of 8820 (21%) Mana
Change Test Case
22H~P/K/S (Air OK) or 2H~P/K/S after Chant (Air OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
2 | Total 28 |
Changes the list from which Asuka draws his Spells.
- Test Case 1 (P) - Standard projectiles. Asuka begins with this at roundstart. This deck begins at 26 cards instead of 30 because Asuka draws 4 spells before the round starts.
- Test Case 2 (K) - Mixup tools.
- Test Case 3 (S) - Unique effects.
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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Spells
For indepth information and framedata about Spells and Test Cases, visit the Spells page.
Asuka starts the round in Test Case 1, and can change the deck by inputting 22H~P/K/S.
Overdrives
High Compression Submicron Particle Sphere
632146P/K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22×5 | All [Guard Crush] | 6+1 | Until Hit | Total 32 | +36 [+47] |
Launches a huge projectile that travels horizontally.
The P Version's trajectory and speed can be affected by other Spells, while the K Version ignores those effects. This is Asuka's only overdrive that can break the wall, and when doing so will cause a hard knockdown, leaving Asuka +36.
Extremely fast and advantageous, with very little recovery even on whiff. If used post wallbreak where neither player used an overdrive to break the wall, there is almost nothing your opponent can do in reaction to the flash to avoid having to block it. You can use this to start your offense or refill your resources, however it is an expensive option, even if a powerful one. It will lose to OR trade with invincible reversals up close, so beware of the distance between you and your opponent when using it.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4x5 | Very Small | KD | 300 | 0 | 0 |
- Projectile spawns during super freeze on frame 6 and can be Purple Roman Cancelled immediately after end of super freeze.
- Clash Level: 4
- Clash Hits: 5
Bookmark (Full Order)
632146S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16 | Total 17 |
Enters a short cinematic mode that allows Asuka to change the Spells in any slots for roughly 2 seconds, draining Mana in the process. Inputting P/K/S/H changes the corresponding Spell slots, and pressing D ends the cinematic. Multiple buttons can be pressed simultaneously to swap multiple spells. The active Test Case cannot be changed during the move.
If any Spell slots are currently empty, they will be filled with a Spell when the move is activated. This will cause that many pages to automatically be spent.
- Leaves Asuka plus on block when cancelled from 5H or 6H. For details from other normals, check Cancel Data.
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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- Pressing Dust ends the animation instantly.
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 2 Color 12 is included in Additional Colors Pack #2 |