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==General Strategy== | ==General Strategy== | ||
====<big>Understanding Spells</big>==== | ====<big>Understanding Spells</big>==== | ||
Asuka is entirely dependent on his unique Spell mechanic. Asuka has 4 “slots” that he can store his | Asuka is entirely dependent on his unique Spell mechanic. Asuka has 4 “slots” that he can store his Spells in at any time, starting the round with 4 random Spells. He’s able to use these Spells with {{MMC|input=236X|label=Chant}} (236X), which will perform the Spell corresponding to the button pressed. Using Chant will also discard the Spell in that slot and cost a specific amount of Mana. All Spells (besides {{GGST-Spell|name=Aquila Metron}}) can freely cancel into any special Asuka has. | ||
When Asuka has used up a Spell, he must manually restock a Spell into that slot to perform another. He has 3 primary ways of doing this; First, he can use {{MMC|input=214X (Draw)|label=Bookmark}} (214X), which will store a random Spell into the corresponding slot. Like with his Spells, Bookmark can be canceled into any special Asuka has, including itself. Second, he can use one of his 3 Bookmark Spells. These are generally stronger than Bookmark, but are not always available and come with a mana cost. Lastly, he can use his {{MMC|input=632146S|label=Bookmark: Full Order}} ({{clr|S|632146S}}) overdrive. This automatically fills all slots and lets Asuka choose the specific Spells he wants, but comes with the large cost of 50% Tension. | When Asuka has used up a Spell, he must manually restock a Spell into that slot to perform another. He has 3 primary ways of doing this; First, he can use {{MMC|input=214X (Draw)|label=Bookmark}} (214X), which will store a random Spell into the corresponding slot. Like with his Spells, Bookmark can be canceled into any special Asuka has, including itself. Second, he can use one of his 3 Bookmark Spells. These are generally stronger than Bookmark, but are not always available and come with a mana cost. Lastly, he can use his {{MMC|input=632146S|label=Bookmark: Full Order}} ({{clr|S|632146S}}) overdrive. This automatically fills all slots and lets Asuka choose the specific Spells he wants, but comes with the large cost of 50% Tension. | ||
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Which Spell Asuka gets from these moves is determined by which Test Case he is in. Asuka has 3 Test Cases, and he will always start the round in Test Case 1. This can be changed by using {{MMC|input=22H~X|label=Change Test Case}} ({{clr|H|22H}}). Each Test Case has 30 Spells that Asuka can draw from. It’s best to think of these Test Cases as “pools” of cards, where Asuka will pick out whatever Spells are in the pool, and once he picks a specific instance of a Spell, it can’t be picked again. For example, Test Case 2 has 3 instances of Terra Metron in it, so if Asuka draws 30 cards in TC2, he is guaranteed to get Terra exactly 3 times. After drawing 30 cards in one Test Case, the pool will refill, and Asuka is free to keep drawing cards. | Which Spell Asuka gets from these moves is determined by which Test Case he is in. Asuka has 3 Test Cases, and he will always start the round in Test Case 1. This can be changed by using {{MMC|input=22H~X|label=Change Test Case}} ({{clr|H|22H}}). Each Test Case has 30 Spells that Asuka can draw from. It’s best to think of these Test Cases as “pools” of cards, where Asuka will pick out whatever Spells are in the pool, and once he picks a specific instance of a Spell, it can’t be picked again. For example, Test Case 2 has 3 instances of Terra Metron in it, so if Asuka draws 30 cards in TC2, he is guaranteed to get Terra exactly 3 times. After drawing 30 cards in one Test Case, the pool will refill, and Asuka is free to keep drawing cards. | ||
Mana is the main resource that keeps Asuka in check. Mana will automatically deplete when using | Mana is the main resource that keeps Asuka in check. Mana will automatically deplete when using Spells, as well as when Asuka is hit. If Asuka has less mana than the cost of a Spell, he isn’t able to perform that Spell until he gets more mana. If Asuka runs out of mana by being hit, he will be put into a special state until his mana gauge refills to full. In this state, not only does Asuka lose access to all of his Spells, but he also takes double damage, turning him into by far the frailest character in the game. Thankfully, during this time, mana will automatically regenerate. Besides this method, Asuka has 2 ways of recovering his mana. He primarily uses {{MMC|input=22P/K/S|label=Recover Mana}} ({{clr|P|22P}}/{{clr|K|K}}/{{clr|S|S}}), which regenerates mana fairly quickly, but costs Tension or health to perform. He also has his 3 Mana Spells, which are generally more powerful, but are not always available to him. | ||
{|class="wikitable sortable" | {|class="wikitable sortable" |
Revision as of 22:23, 8 October 2023
General Strategy
Understanding Spells
Asuka is entirely dependent on his unique Spell mechanic. Asuka has 4 “slots” that he can store his Spells in at any time, starting the round with 4 random Spells. He’s able to use these Spells with ChantGuardStartupRecoveryTotal 39 (empty Spell Slot)Advantage- (236X), which will perform the Spell corresponding to the button pressed. Using Chant will also discard the Spell in that slot and cost a specific amount of Mana. All Spells (besides Aquila Metron) can freely cancel into any special Asuka has.
When Asuka has used up a Spell, he must manually restock a Spell into that slot to perform another. He has 3 primary ways of doing this; First, he can use BookmarkGuardStartup7RecoveryTotal 28Advantage- (214X), which will store a random Spell into the corresponding slot. Like with his Spells, Bookmark can be canceled into any special Asuka has, including itself. Second, he can use one of his 3 Bookmark Spells. These are generally stronger than Bookmark, but are not always available and come with a mana cost. Lastly, he can use his Bookmark: Full OrderGuardStartup16RecoveryTotal 17Advantage- (632146S) overdrive. This automatically fills all slots and lets Asuka choose the specific Spells he wants, but comes with the large cost of 50% Tension.
Which Spell Asuka gets from these moves is determined by which Test Case he is in. Asuka has 3 Test Cases, and he will always start the round in Test Case 1. This can be changed by using Change Test CaseGuardStartup2RecoveryTotal 28Advantage- (22H). Each Test Case has 30 Spells that Asuka can draw from. It’s best to think of these Test Cases as “pools” of cards, where Asuka will pick out whatever Spells are in the pool, and once he picks a specific instance of a Spell, it can’t be picked again. For example, Test Case 2 has 3 instances of Terra Metron in it, so if Asuka draws 30 cards in TC2, he is guaranteed to get Terra exactly 3 times. After drawing 30 cards in one Test Case, the pool will refill, and Asuka is free to keep drawing cards.
Mana is the main resource that keeps Asuka in check. Mana will automatically deplete when using Spells, as well as when Asuka is hit. If Asuka has less mana than the cost of a Spell, he isn’t able to perform that Spell until he gets more mana. If Asuka runs out of mana by being hit, he will be put into a special state until his mana gauge refills to full. In this state, not only does Asuka lose access to all of his Spells, but he also takes double damage, turning him into by far the frailest character in the game. Thankfully, during this time, mana will automatically regenerate. Besides this method, Asuka has 2 ways of recovering his mana. He primarily uses Recover ManaGuardStartup13RecoveryTotal 25 (No Hold)Advantage- (22P/K/S), which regenerates mana fairly quickly, but costs Tension or health to perform. He also has his 3 Mana Spells, which are generally more powerful, but are not always available to him.
Spell | Cost |
---|---|
Recover Mana (Instant), Bookmark (Full Import), Sampler 404, Chaotic Option, All Staffs | 4% |
Reduce Mana Cost, Bookmark (Random Import) | 6% |
Recover Mana (Continuous), Bookmark (Auto Import), Howling Metron, Go to Marker | 8% |
Delayed Howling Metron, Delayed Tardus Metron, Bit Shift Metron | 12% |
Howling Metron MS Processing, Metron Screamer 808, Terra Metron, Accipiter Metron, RMS Boost Metron | 16% |
Aquila Metron | 20% |
Metron Arpeggio | 24% |
Neutral
Defense
Pressure
Strike/Throw
Casting Staff
Asuka's many powerful staffs are essential to his gameplay. However, due to the long cast time, it is important to know how to cast staff safely during pressure.
Corner Pressure
Jump Cancel Metron Screamer
Asuka has access to an ambiguous high/low/throw three way mixup after landing c.S > jc, Metron Screamer in the corner. In this case the input needs to be 9236X, not 2369X. 2369X causes Asuka to super jump. Making him too high for the following mixup.
High: c.S > jc, Metron Screamer > j.K > jc, j.K > j.D
Low: c.S > jc, Metron Screamer > j.K > 2K > 2D
Throw: c.S > jc, Metron Screamer > 6D
Because Metron Screamer puts the opponent in guard crush state, Throw is able to beat 5F or less abare.
2D Pressure
Asuka's 2D is unique in that it is a projectile. Because projectiles do not have hit stop, this gives Asuka's special cancels better frame data. Slower chants that have a mash-able gap become gap-less or frame traps. Here are some examples that are extremely powerful in the corner:
- c.S > 2D > Delayed Howling Metron
- c.S > 2D > Delayed Tardus Metron