GGST/Asuka R

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Revision as of 16:40, 26 May 2023 by PerfumedLeftist (talk | contribs) (→‎{{clr|P|2P}}: added description)

Overview

Overview

Asuka R♯ (R. Kreutz), formerly known as That Man, is a mage who wields the power of the Tome of Origin to cast a wide arsenal of Spells.

Asuka R♯ (R. Kreutz)
GGST Asuka R Portrait.png
Damage Received Mod
×0.75
Guts Rating
0
Weight
Normal
Prejump
4F
Backdash
21/1~5 strike invuln/1~18 airborne
Unique Movement Options
Go to Marker
Fastest Attack
2P (5F)
Reversals
Aquila Metron (14F)
This section has strict standards that must be followed. Refer to the Documentation before editing.
Asuka R♯ (R. Kreutz) is a versatile character designed around his defining gimmick—3 decks of "cards" from which he draws unique and powerful Spell-attacks.
Pick if you like Avoid if you dislike
  • The ability to truly zone, keeping opponents at bay with big, fast projectiles.
  • Very large toolkits that allow for extensive player expression.
  • Forcing your opponent to stay aware of constantly changing options.
  • Maintaining constant awareness of finicky unique character resources.
  • Being highly punished for mismanaging resources.
  • Adapting on the fly when RNG won't fork over the best option for the situation.
  • Almost exclusively relying on system mechanics for defense.


Unique Mechanic: Spells
GGST Asuka R Spells.png

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

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

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

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

Stocking a Spell costs one page. Asuka starts each round with thirty pages, and pages can be recovered by switching Test Cases.

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


Unique Mechanic: Mana
GGST Asuka R Mana Gauge.png

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

The glow around his healthbar indicates that he has Mana. After running out of mana (Out of Mana state or OOM), Asuka receives doubled 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 or using Bookmark (Full Order) while the Mana gauge slowly refills. Once full again, Spells become available and his defense is restored to normal. Asuka can still use Special moves in this state, including Recover Mana to expedite the process.

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

Normal Moves

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

5P

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

5K

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

c.S

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

f.S

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

5H

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

5D

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

Universal Overhead.



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

Dust Attack:

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


Dust Attack (Hold):

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

2P

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

2K

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

2S

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

2H

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

2D

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

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 11 6 17 -9 1~4F Upper Body
5~16F Above Knees
Total: 33

6K

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

6H

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

j.P

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

j.K

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

j.S

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

j.H

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

j.D

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

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1×20, 50 Ground Throw: 90 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard Knockdown on hit.
  • Counter Hit state during recovery.

Air Throw

j.6D or j.4D

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

Special Moves

Chant

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

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 Bookmark)
Total: 39

Bookmark

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

No results
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
No results

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

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
Total: 44

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.

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

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

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

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

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

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

Change Test Case

22H~P/K/S (Air OK) or 2H~P/K/S after Chant (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
2 Total 28
Total: 29

Spells

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

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

Overdrives

High Compression Submicron Particle Sphere

632146P/K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22×5 All 6+1 Until Hit +36
The number of active frames is not a simple number (Until Hit). Please specify explicitly.

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
0 16 1
Total: 16

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.

  • If used after a level 4 move can be +1 on block

Colors

GGST Asuka R color 1.png
GGST Asuka R color 2.png
GGST Asuka R color 3.png
GGST Asuka R color 4.png
GGST Asuka R color 5.png
GGST Asuka R color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Asuka R color 7.png
GGST Asuka R color 8.png
GGST Asuka R color 9.png
GGST Asuka R color 10.png
GGST Asuka R color 11.png
GGST Asuka R color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Included in Additional Color Pack #2
GGST Asuka R color 13.png
GGST Asuka R color 14.png
GGST Asuka R color 15.png
Color 13
Color 14
Color 15

1Included in Additional Color Pack #2

Navigation

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