Overview
Asuka R♯ (R. Kreutz), formerly known as That Man, is a mage who wields the power of the Tome of Origin to cast a wide arsenal of Spells. While he looks like a zoner at first glance, delving into Asuka's extensive kit reveals a character with nearly limitless potential and strong versatility at all ranges.
Asuka's defining mechanic are his Spells. Spells are unique special moves that are spent after use, and Asuka has twenty-six of them to chose from. By using ChantGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage-, Asuka can fire off a spell, which uses it up and requires Asuka to draw another one with Bookmark
GuardStartup7RecoveryTotal 28Advantage-. Asuka has up to four spell slots he can have at a time, allowing him to seamlessly shift between any number of potential attacks. Even better, Asuka has three decks (called "Test Cases") to draw from. Test Case 1 specializes in zoning, Test Case 2 specializes in close-range combat and mixups, and Test Case 3 specializes in pressure and unconventional effects. Asuka must properly manage these spells with his own unique resource, Mana, which decreases when he uses a spell.
On one hand, the Spell system and all the intricacies at play with it make Asuka dangerous at nearly any point in the screen. He has excellent zoning with the Metron series of projectiles, and can redirect them at will with Staff cards. He has a great overhead, a meterless reversal, a teleport... you name it, he probably has it. Combined with his solid buttons, Asuka can enforce himself and completely steamroll the opponent.
In theory, anyways. In practice, Asuka requires a lot of dynamic decision making. His card draw is completely random (with specific ways of manipulating the draw requiring resourcesGuardStartup16RecoveryTotal 17Advantage-), he must manage and switch between three decks at once, and he must have solid decision making to do all of this on top of keeping track of his opponent. Asuka is also uniquely punished if he fully runs out of Mana, as he is put in debuffed state that lowers his defensive values beyond even
Chipp.
Overall, Asuka is easily the most complex character on the roster, but rewards players willing to engage with his complex mechanics like few else. If you can come to grips with his Spell system, you'll find a character who is both deeply rewarding and quite strong.
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Damage Received Mod |
×0.75 |
Guts Rating |
0 |
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) |
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Pick if you like | Avoid if you dislike |
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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. If the number of pages reaches zero, the card pool for the current Test Case is reset, meaning that all Spells from it are able to be drawn again.
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
Fast jab that whiffs on most crouchers. Mainly used as a quick anti-air or to hit crossup attempts.
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 |
A useful pressure and combo tool with decent hitbox.
Asuka's 5K is an important combo tool, allowing him to combo reliably without spending mana. It also helps in conversions to and from different spells.
The large number of cancel options can make it very threatening in pressure.
- 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.
Asuka's only plus on block normal, and thus amazing for his pressure, especially without spells. Like 5K, the large number of cancel options make this move even stronger in pressure. It's also Asuka's primary way of comboing into 2H, making it invaluable in combos.
Despite what the animation suggests, this attacks hitbox does NOT go over Asuka's head. However, it still has an alright anti-air hitbox and very high reward, making it a strong anti-air in certain situations.
- 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 |
A quick neutral poke that is disjointed at the tip.
Asuka's safer neutral option, especially in the mid-range. f.S has decent speed and range, while also being slightly disjointed. The hitbox is very thin, meaning it can often whiff agains attacks with low profile. Can combo directly into 5H to knock the opponent away and create space.
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.
An extremely valuable button for controlling space in neutral. The recovery is on the longer side so whiffing this move can be dangerous.
5H's high attack level means that Asuka can safely charge mana or bookmark a spell when blocked at max range.
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 | |
Dust Attack (Hold) | 50 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
Universal overhead and Asuka's fastest overhead option.
Asuka must set up situations with active spells like Delayed Tardus Metron or
Metron Arpeggio to combo from 5D. Asuka cannot cancel directly into spells.
- Charged Dust
A slower version of Asuka's universal overhead with huge reward on-hit.
5[D] leading to a full meterless combo can make it a situational mix up option depending on Asuka's resources. The orange flash from 5[D] can be difficult to spot when combined with spells in pressure.
- 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% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Dust Attack (Hold) | 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.
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 |
A standard low jab and Asuka's fastest abare option.
Reaches a little bit above the ground, but overall decent range. Better than 2K for abare, thanks to its speed and self-gatling.
2P can gatling directly into 6P to create space or confirmed into a full combo using spells.
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 |
Fast low used for mixups.
Asuka's fastest low, great for his mixups. The frame data and cancel options also make 2K a strong pressure option. However, it has harsh proation, making it less damaging than his other starters.
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 |
A low-poke with decent range and disjoint.
A useful move for controlling space in neutral and pressuring an opponent. Juggles airborne opponents making it useful in combos.
Combos into 5H even at the farthest range.
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 |
Asuka's main launcher in combos.
Incredibly useful as it lets him combo easily into slower spells such as Delayed Howling MetronGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] for their extra combo potential, or lets him link into
5K > 6H
for a hard knockdown.
While safe on block if the last hit connects, the move is susceptible to whiffing the later hits if the opponent is using Faultless Defense, which makes Asuka far more punishable.
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 |
An unorthodox sweep with excellent range and disjoint.
Fires a short ranged projectile that doesn't interact with other projectiles, which leaves him in a Counter Hit state during recovery. Asuka's farthest reaching normal, making it a valuable tool in neutral. Very strong at controlling ground space, but weak to jumps and airdashes.
Since Asuka himself doesn't experience hitstop, cancelling into Specials and Overdrive is slightly faster than from his other normals. However, using 2D to combo into Spells is highly range dependent, with only a few being able to start combos from it at max range.
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 | 1-4 Upper Body 5-16 Above Knees |
Asuka's primary anti air.
Asuka's 6P hits higher up than most others, making it strong at anti-airing predictable jump-ins. It also easily combos into most spells on air hit, giving it high reward. However, the hitbox is entirely in front of Asuka, making it very bad against cross-ups.
6P is also a useful counter-poke against certain higher-hitting attacks. Comboing into spells when used this way is more challenging, but feasible with a good number of them.
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 |
A short range multi-hitting low.
Asuka spins and summons brambles to strike his opponent. 6K is a useful option to mix-up an opponent during pressure. It has strong synergy with Asuka's spells, allowing him to confirm hits into full combos.
Can combo without resources on counter-hit.
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 |
Slow overhead and important combo tool.
6H causes an extremely long tumble, even letting him combo slower spells like Delayed Howling Metron. It also gives excellent advantage for Asuka's manaless combo routes.
It is Asuka's highest damage normal, making it good for breaking the wall if he has the time.
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 |
Asuka's fastest air option.
A stubby air button best used for short distance air-to-airs.
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) |
Fast aerial for jump-ins and mixups.
j.K has fast speed and a good hitbox under Asuka, making it a strong jump-in in situations where j.D would be too slow. The hitbox extends far enough behind Asuka to reliably cross-up, as well.
Hits low and fast enough to be used as an F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. after jump cancelled air normals. The air normal must hit very deep in order for j.K to connect, so generally only used after specific safejumps or using certain spells as IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.'s.
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) |
A fast air-to-air that can be used as a jump-in.
Shorter than Asuka's j.H but much faster making it easier to use. Good gatling options make this button extremely useful for combos and sniping attempts to jump out of the corner.
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) |
Large disjointed button for controlling the air.
Asuka's j.H is on the slower side, but its disjoint makes it formidable as an air-to-air. Extremely useful for denying a careless air approach.
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) |
A good jump-in with a deep hitting hitbox.
Asuka's primary jump-in. Hits very deep, even enough to counter 6P attempts in certain situations. However, the slow speed makes it vulnerable to anti air jabs.
j.D can be jump cancelled on block, letting j.K be used as an F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. after deep jump-ins. j.D also naturally hits as an instant overhead while Low-Pass Filter Gravity is active.
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 |
A standard throw that leaves the opponent somewhat close to Asuka.
Asuka's throw leaves the opponent somewhat close to him allowing him to run up and apply pressure or bookmark/recover mana. In the corner Asuka is left very close allowing him to do both.
- 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 |
- 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 |
A standard air throw that knocks the opponent away.
Asuka has enough advantage to bookmark or recover mana. Near the corner Asuka is left close enough to bookmark and still meaty his opponent.
- 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 IAS height instead.
- Frame advantage _.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Wild Assault
236D with 50% Burst (Hold 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 |
---|---|---|---|---|---|---|---|
236D | 30 | All | 20~31 | 3 | 20 | +12 | |
236[D] | 50 | All | 32 | 3 | 20 | +17 |
Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.
A fast advancing strike at the cost of 50% Burst.
Asuka can combo into the charged version from almost any spell, provided he is close enough. From there, the launch lets him pick up a full combo. He can also combo into the uncharged version from most normals, though the returns at farther ranges are often minimal.
Strong option for resetting pressure, especially when Asuka has few resources. Leaves Asuka close to the opponent and advantageous even when cancelled into Bookmark or Recover Mana.
- Normal, special, jump, and backdash cancelable.
- Drains 12.5% of the opponent's Burst Gauge on hit or block. Drains 25% when charged.
- Applies Hard Knockdown when launching or when used to Wall Break.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Stagger +12 | 2500 | 3000 | 700 | 25% | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +71 | 2500 | 2000 | 700 | 25% | 0 |
236D:
- Guard crush duration: 34F
- Adds additional momentum on cancels without backwards movement.
- Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
- Total stagger duration: 34F (1~26F hitstun, 27~34F can block only)
- Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
- Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)
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. Attempting to activate an empty slot will result in a lengthy whiff animation.
Chant can be cancelled into one of four follow ups:
- Another Chant by pressing 6
and P/K/S/H.
- Another Chant by pressing 6
- Bookmark by pressing 4
and P/K/S/H.
- Bookmark by pressing 4
- Recover Mana by pressing 2
and P/K/S.
- Recover Mana by pressing 2
- Change Test Case by pressing 2H then P/K/S.
A full list of spells can be found on Asuka's Spells page.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Draws a new Spell or Discards the Spell currently stored in the designated Spell slot. Costs a very small amount of Mana.
Spells are drawn from the currently selected Test Case. Discarded Spells are removed from the Test Case completely and cannot be recovered until the Test Case is completely emptied and then restocked back to 30.
Asuka can perform spells into Bookmark off most attack moves and still be at advantage.
- Both the draw and discard cost 1% Mana. Can still be used if Asuka doesn't have enough Mana.
- Discarding a Spell takes slightly less time than drawing a Spell.
- 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Draw | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Discard |
Recover Mana
22P/K/S (Hold OK) or 2P/K/S after Chant or Bookmark (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
13 | 7 | Total 25 (No Hold) |
Asuka enters an animation and Restores his Mana gauge.
Holding the button down will extend the length of the animation and restore additional Mana. Can be cancelled into from Bookmark and most Spells, allowing for partial or all of the Mana to be refunded by certain Spells.
Mana gain is dependent on range, further ranges gain mana at a notably slower rate. The rate that tension or health are drained is not range dependant, making this move also more expensive at further ranges.
22P
- Has no cost, but recovers mana slowly.
Despite the fact that this version does not have any cost associated with it, the extremely slow mana gain makes it difficult to use. The main use is when Asuka's low on mana and can't afford to spend tension or health. Outside of that situation, 22K and 22S are almost always preferred.
22K
- Costs tension and recovers mana quickly.
This version is best used in neutral when Asuka has more time for recovering. Tension is generally less valuable than health and Asuka builds tension quickly, so using this move isn't as costly as 22S. However, using this move will give Asuka less access to his metered options, many of he relies on quite heavily (most notably YRC and his Overdrives).
22S
- Costs health and recovers mana very quickly.
This version is best used during pressure or when the extra mana is necessary. Losing health is a significant downside, but Asuka's amazing defense with mana makes this downside less harsh. The faster mana gain is also very useful, especially when up close.
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.
Asuka begins with Test Case 1 at roundstart. This deck begins at 26 cards instead of 30 because Asuka draws 4 spells before the round starts.
- Test Case 1 (P) - Standard projectiles.
- Test Case 2 (K) - Mixup tools.
- Test Case 3 (S) - Unique effects.
Detailed information about each Test Case can be found on Asuka's Spells page
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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] |
A versatile projectile overdrive with uses in both neutral and offence.
Very strong neutral option thanks to its extremely fast startup and quick movement. Can easily be used to whiff punish, counter projectiles, or punish attacks Asuka normally has trouble punishing. On whiff, Asuka has very little recovery, making it challenging to punish outside of certain overdrives. On block, Asuka is at massive frame advantage, letting him either start his offence or build significant resources.
Fairly strong combo piece as well. The quick startup and movement means the projectile can combo from Spells from almost any range, even in scaled combos. While it does fairly low damage for an overdrive, it's one of Asuka's most advantageous enders, letting him both build resources and safejump the opponent. Additionally, at certain spacings, Asuka is able to combo off of the projectile for massive damage.
- Values in [] refer to the P version under the effects of
Shooting Time Stretch (Accelerate)
- P Version
Launches a huge cube projectile that travels horizontally and interacts with other spell effects.
Being able to interact with spell effects lets Asuka change the projectile's trajectory. This makes it possible to extend combos or even un-stick opponents from the wall.
- K Version
Launches a huge spherical projectile that travels horizontally and ignores all spell effects.
This version is extremely important for breaking the wall when other spells might change its course.
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 |
A utility overdrive to change Asuka's equipped spells.
Enters a short cinematic mode that allows Asuka to change the Spells in any slots for roughly 2 seconds, draining Mana in the process. If any Spell slots are currently empty, they will be filled with a Spell when the move is activated. 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.
Very useful option when Asuka is low on Spells or has a bad hand. Generally most useful in Test Case 3, as Asuka can guarantee himself to get Bookmark (Auto Import) and
Recover Mana (Continuous), letting him snowball extremely effectively. That being said, he can also use Test Case 2 to get
Accipiter Metron and
Terra Metron for strong mixups, Test Case 1 to get
Shooting Time Stretch (Accelerate) for zoning, or whatever other spell he needs in that matchup.
This move has a very short duration, shorter than anything else Asuka can cancel into by a large margin. This allows for much greater frame advantage when cancelled into from normals and Spells.
- Leaves Asuka plus on block when cancelled from 5H or 6H. For details from other normals, check Cancel Data.
- Drains 8% mana if not cancelled.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Pressing Dust ends the animation instantly.
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Color free DLC Colors 14 and 15 are included in the 25th Anniversary Color DLCColors 7-11 are included in Season Pass 2 Color 12 is included in Additional Color Pack #2 |
By pressing up on the color select menu, you can switch between Asuka R♯ and Asuka R. Kreutz. This has no impact on gameplay, but will change his name in the display as well as some character interactions!