Sunday, December 21, 2008

The heavies and the heavyweight combo (DR)

The heavyweights are: Armor King, Bruce, Bryan, Devil Jin, Dragunov, Feng Wei, Ganryu, Heihachi, Jack-5, King, Marduk, Paul, Raven & Steve.

The heavyweight combo is: f + 2 (launcher) df + 1, b + 2, 1, 3, f+1+2

Top ten moves (DR) 2.2

Note that this is my personal top 10 where I tell it as I see it but suggestions for changes and edits are welcome. These moves come in no particular order and might get refined further.

01 - Vacuum Fist Palm (aka the hand) 1+2

Stats: Launch, mid, 18 frames, - 7 on block (safe)

Advantages: It tracks well, hit has a large reliable hitbox that easily hits crouchers and allows on hit it allows you to pick up the opponent with 1+4 into combo.

Disadvantages: Tends to lose against similar moves because while the animation is fast the actual hit is slow to come out. It's the worst launcher for opening up wall combos.

Uses: Throwing out during trench wars, countering certain blocked moves from up close, hitting people trying to crouch or sidestep, hitting people expecting a sweep during mind games.

02 - Demon Slayer (aka forward two) f + 2

Stats: Launch, mid, tech crouch, 18 frames, -17 on block (launch counterable)

Advantages: Excellent for okizeme, extremely reliable hitbox, with small advantage it tends to beat even 8f jabs and it opens up Asuka's biggest combos, hitting people trying to roll away from you, hitting people next to walls. Can be cancelled into any WR move and the Falling Rain throw.

Disadvantages: Unreliable range outside of okizeme and punishing depending on whether the opponent is moving backwards or not. If they are backing up even slightly don't count on this move to connect often.

Uses: Countering jabs from advantageous or neutral situations, free punisher on +17 even at long distance, launching near walls, launching heavyweights in the open, hitting “active” people and back rollers on the ground during okizeme or after connecting df+2+3 throw and as a fake dash to set up the FC df, d, df 1+2 throw.

03 - Side kick: df + 4

Stats: Mid, 12 frames, -6 on block (safe), +5 on hit.

Advantages: Asuka's fastest safe mid poke with good range.

Disadvantages: Poor damage potential.

Uses: Keepout, safe poking, tacking on to the end of strings, as a round ender, after connecting with d+2 (even on block)

04 - Sacred Blade (aka the big sweep): 3~4

Stats: Knockdown, low, tech crouch, 24 frames, -16 (~launch counterable)

Advantages: Immediate okizeme where the opponent has to rise from a backturned position, can come out of strings as well, stupid damage on grounded opponent, virtually impossible to sidestep, extremely low hit box, leaves opponent in a forced crouch position on block which severely limits their counter options.

Disadvantages: Easy to see when used in strings if the opponent is alert, some characters get a free launch on block while everyone gets a free launch if they succeed with a universal low parry, an opponent who is already backturned when hit is turned back the right way again.

Uses: As an okizeme tool whenever the opponent is passive or trying to roll sideways, early counter for just about any incoming move that hits above the belt (even mids and throws), during strings, dealing with sidesteps and sidewalks, when moving in on the opponent quickly.

05 – Heaven’s Hammer: d+2

Stats: Forced crouch (block/normal hit), launcher (counter hit), mid, tech crouch, 18 frames, -2 on block (safe)

Advantages: Great range, fantastic properties as long as it connects in any way, semi-evasive, launches on CH.

Disadvantages: Slow to come out.

Uses: Hitting people from afar, hitting backdashers, countering bothersome moves with evasive properties (such as Lili’s d+3+4), counter hitting jabs from advantageous situations for a launch combo.

06 - Hop kick (aka the jump kick launcher): uf + 4

Stats: Launch, mid, low crush, 20 frames, -10 plus distance on guard (jab counterable)

Advantages: Asuka's (sadly) fastest low crush that launches, reliable hit box which will frequently beat or move past low attacks, incredible damage, good combo potential, free launcher after FC df+2 counter hits.

Disadvantages: SLOW! Too slow to throw out randomly like other hop kicks. Will lose to virtually any hop kick but Steve’s.

Uses: After counter hitting FC df + 2, after blocking low moves, launching into walls, as an alternate round ender from a distance.

07 - Jab uppercut: while rising 1+2

Stats: Mid, 12 frames, -2 on block (safe), +9 on hit (a big launch will beat almost anything)

Advantages: Fast mid with reliable hit box, performing it will also auto escape 1+2 throws on the way up. Excellent defensive tool.

Disadvantages: Limited range

Uses: When trying to get up from the ground during okizeme or forced crouch to counter launch attempts and throw pressure.

08 - Rock Shooter (aka the high crush launcher): db + 2

Stats: Launch, mid, high crush, 24 frames, -10 on block (jab counterable)

Advantages: Semi-evasive (backwards) and will frequently beat jabs, throws and other moves that has forward momentum despite it's slow speed.

Disadvantages: It's meant to beat incoming attacks so the range is poor.

Uses: Winning trench wars, beating fast jabs, baiting moves, destroying throws and other high moves.

09 – Tsubame Return (aka the "bail-out")

Stats: Mid, 12 frames, -7 on block (safe)

Advantages: Fast, evasive, safe. Excellent defensive tool.

Disadvantages: Poor range, poor damage.

Uses: When in doubt, at the end of a round, as a random poke and shutting down rushdown strings.

10 - Falling Towers: df + 1, 2

Stats: poke/hit throw, high/mid, 13 frames, tech crouch at the start, -3 on block (safe)

Advantages: Surprisingly difficult to backdash or sidestep, fast and beats many random moves including jabs from starting range.

Disadvantages: Second hit not guaranteed even if it hits crouch.

Uses: At the start of the round, randomly against evasive actions, randomly doing it again after it was blocked to counter punish attempts.

Friday, September 5, 2008

Asuka movelist (Tekken 6) 1.0

Now that Tekken 6 is being played seriously at the arcades and with the new Blood Rebelion around the corner I felt it was time to get some hard intel on our favorite schoolgirl to help players use her in Tekken 6. I will still update the DR sections to the best of my ability since this is still the game that most Asuka players are stuck with but be prepared for sporadic updates on 6 and BR as well when information becomes avaliable. Most of the list was compiled by South Town King at TZ, I merely edited the majority of data to fit on the page and added a throw section at the bottom. Note that the movelist is a work in progress and as such it will change over time. Check in later for updates.



Name (Command) – Impact/Execution Frames, Guard Frames, Hit Frames, CH Frames

Basic moves

Jab (1) 10, -1,+10,+10
Down Jab (d1) 10,-5,+6,+6
Basic upper (2) 15, -6 KD, KD *1
Crouch Jab (FC,1) 10,-5,+7,+7
Crouch Straight (FC,2) 11,-4,+7,+7
Low Spin Kick (d3) 12,-13,-3,-3
Crouch Spin Kick (FC,3) 12,-15,-4,-4
Roundhouse (4) 11,-4,+5,KD *2
Shin Kick (d4) 12,-13,-3,-3

*1 Launches standing opponent only, Asuka is at +5 after hitting crouching opponent
*2 Launches on counter hit (magic 4)

Special moves

Charging Strike/Demon Slayer (f+2) 17,-20,KD,KD *1
Crouch Shin Kick (FC,4) 12,-15,-4,-4
Reverse Shin Combo (1,3) 10,-11,+1,+1
Leg Cutter Combo (1,4) 10,-10,+1,+1
Falling Tower (df1,2) 13,-3 -3,+8 KD,+8 KD *2
Tsubame Return (db+1) 12,-7,+3,+3
Sparrow Trip (b+1) 28,-6,+7,KD
Sparrow Gut Punch (ws+1) 15,-7,+6,KD
Vacuum Mist Palm (1+2) 16,-7,KD,KD
Inner Strength (f+1+2) 17,-3,KD,KD
Raging Storm (df+1+2) 42,-14,KD,KD *3
Heaven's Hammer (d+2) 18,-2,+11,KD,B!
Blossom Upper (df+2) 15,-6,KD,KD
Rock Shooter (db+2) 24,-10,KD,KD
Mist Elbow (ws+2) 14,-7,+9,+9
Sweeping Sparrow (FC,df_DF+2) 16,-12,-0,+20
Sparrow Pirouette (2+3) 28,0,KD,KD *3
Sacred Blade (3~4) 25,-13,KD,KD
Spinning Heel Drop (F+3, first spin) 29, -2, KD, KD *5
Spinning Heel Drop (F+3, second spin) 51, +6, KD, KD *5
Spinning Heel Drop (F+3, third spin) 68, KD, KD, KD *5
Minazuki (df+3) 18,-11,KD,KD
Enchanted Circle (db+3) 21,-12,+4,+4
Imato (uf+3) 20,-3,+8,+8
Moon Scent (ws+3) 19,-19,KD,KD
Cartwheel Stomp (3+4) 23,-13 -6,-2 KD,KD
Purple Cloud Kicks (d+3+4) 14,-4,KD,KD *6
Twin Cloud Kicks (FC_ws+3+4,3) 21,-6 0,+5 +14,+5 +14
Crescent Kick (f+4) 19,+3,KD,KD
Siwasu (ff+4) 22,-15,KD,KD
Toe Kick (df+4) 12,-6,+5,+5
Heart Stopper (b+4) 15,-3,+21,KD
Night Sky (uf+4) 20,-10,KD,KD
Boomerang Sparrow (SS+4) 17,-6,+7,KD

*1 move can be cancelled with d or db
*2 second attack causes automatic hit throw on normal and counter hit
*3 Parries high and mid punches at the start of the attack
*4 Parries low attacks at the start of the move
*5 Move can be cancelled with b. Move is unblockable after third spin, all version hit mid.
*6 both attacks will connect against a crouching opponent on normal- and counter hit. Second move will miss on block. Both attacks are guaranteed against backturned opponent.

New moves

Standing mid (3) 14,-6,+3,+3
(3,1) 12,-10,+3,+3
(2,1,1+2) 13,safe,B!,B!(2,3) ,13,-13,KD,KD
(ff+2) 13,-3,+2,Throw
Mist Punch (ss+2) 13,-12,KD,KD
(ff+3) 17,-13,KD,KD
(b+4,2) 15,-5,+5,B!

Strings

Haze Palm Fist (f+1) 20,-7,+4,KD
= Haze Blossom Kick (3) 13,-5,+6,KD
= Purple Cloud Kicks (4) 14,-4,KD,KD
= Sacred Blade (d+4) 24,-18,KD,KD

Haze Palm Fist Combo (1,1) 10 20,-7,+4,+4
= Haze Blossom Kick (3) 13,-5,+6,KD
= Purple Cloud Kicks (4) 14,-4,KD,KD
= Sacred Blade (d+4) 24,-18,KD,KD

Driving Sparrow (b+2) 15,-4,+1,+1
= Spinning Nest (1+2) 15,-10,+1,+1

Haze Palm Fist (1) 20,-7,+4,+4
= Haze Blossom Kick (3) 13,-5,+6,KD
= Purple Cloud Kicks (d+3+4) 14,-4,KD,KD
= Leg Cutter (d+3+4) (First Hit) 14,-11,-1,-1
= Sacred Blade (d+4) 24,-18,KD,KD
= Leg Cutter (<4) 9 =" Into" 7 =" Into" kd =" Cresent" kd =" Cresent" kd =" Charging" 1 =" Leg" 1 =" Low" kd =" Mist" 6 =" Spinning" 2 =" Spinning" 2 =" Spinning" 2 =" Front" 1 =" (3)">Throws
Name (command) – Escape command

Basic throws

Aiki Nage (1 + 3 or f + 1 + 3) - 1
Katanuki (2 + 4 or f + 2 + 4) - 2
Cloud Taste (from left side 1 + 3 or 2 + 4 or b + 1 + 2) - 1
Wind Wheel (from right side 1 + 3 or 2 + 4 or b + 1 + 2) - 2
Twisted Limbs (from behind 1 + 3 or 2 + 4 or b + 1 + 2) – None

Special throws

White Mountain (df + 2 + 4) - 2
Cherry Blossom (b + 1 + 2) – 1 + 2 *1
Destabilizer (db + 1 + 2) – None *2
Falling Rain (FC, df. d. df + 1 + 2) - 1 + 2 *3
Attack reversal (b + 1 + 3 or b + 2 + 4) – System *4

*1 Move can be sidestepped
*2 Move can be sidestepped but hits crouching. Leaves Asuka at +3
*3 Launches opponent. A precise tech roll will lower the damage upon landing.
*4 Reverses high and mid punches and kicks. Can reverse unblockable as well.

Thanks to South Town King at TZ for the frame data, movelist and research.

Monday, September 1, 2008

Asuka and parrying (DR)


Aside from the universal parry present in all recent Tekken games Asuka also sports a few extras; she has a punch parry (performed with 2+3) as well as an additional low parry, which can almost be thought of as the select few low reversals in the game. I’ve made some notes on both moves as well as notations her regular parry as well, divided into three paragraphs, one for each of her individual parry moves.

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01
Punch Parry: 2 + 3
Stats: Auto-Parry (punch), high, 21-frames (0 frames on block)

A tool best used against aggressive 8-jabbers and Mishimas looking to punish you from small advantage. The speed is decent considering the auto-parry and it’s even on block making it safe as long as the attack doesn’t whiff. The damage is lower than that of a reversal, and an opponent looking for the attack can easily score a magic 4 as a counter if they have it, but keep it mind if your opponent relies heavily on punch strings or try to hit your guard for advantage. If you punish them accordingly with this once in a while it may get you more breathing room.

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02
Raging Storm (Low Parry): df + 1 + 2
Stats: Auto-Parry (low), mid, 42-frames (-14 plus distance on block, ~punishable)

Not to be confused with the similarly named attack employed by the all mighty Geese Howard. While similar to the universal parry in many ways it has a slightly longer window of opportunity and a follow-up attack that comes out regardless of whether the parry portion of the move was successful or not. The damage is decent but nowhere neat enough to contend the potential output that Asuka can get from a the universal low parry. It's also at -14 on block which is really heavy considering the limited payoff. Basically you trade a ton of damage for something that is may be slightly safer, due to the auto attack, in some situations.

On the bright side however the minus frames are a but deceptive because the attacking part of the move also gives some serious knockback which puts Asuka at a distance where she can actually often counter a lot of the intended punishment attempts coming her way using high crushing (such as db+2) or whiff punishment. Because of this the df + 1 + 2 has a potential mind games factor against some characters who might end freeze up upon seeing the move allowing you to get out of some tight spots. But you’d be wise not rely on it much outside of letting your opponent know that it’s there in situations where they will often sweep but where you're not 100% sure that they will.

Addition
Do not use the Raging Storm against serious Mishimas because if they block it they get a free EGWF to punish you if. If you really need to get around their hellsweeps you should start doing uf + 4 or the universal low parry instead to even out the risk / reward ratios. In addition, the attack also has a particular weakness against Xiaoyu and her extremely low stature following some moves.
Overall it's one of Asuka's least useful moves and you are much better off mastering the next one...

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03
Universal low parry: DF

The art of the low parry is available to all characters in Tekken, and of course Asuka is included. You only really need to keep track of whether you parried a punch, such as Steve’s hook sweeps, or a low kick, such as the generic low sweep from lying down position. This is because low parrying a punch gives slightly less frame advantage than low parrying a kick, to Asuka this makes only a slight difference but I have included some additional juggles for the kick scenario regardless because of the bigger launch giving slightly better options.

If you low parry a punch or kick attack then 1 + 2 is a free launch starter. The following combos will work upon connecting:

EZ-mode juggle: 1 + 4, 1, 2, 3
*You can hold 3 to exchange the last hit for a free unblockable if the opponent techs, be ready to cancel with b if they don’t and use okizeme (such as sweeps or f+2) instead.

Damage juggle: b + 4, (step forward) 1 + 4, b + 2, 1, 3

---

After parrying kick attacks only you use the f + 2 launcher for more damage. Use the following combos to deliver additional damage:

EZ-mode juggle: uf + 3, 1 + 4, 2, 4

Slam juggle: df+1, b + 2, 1, 3, d + 2

Expert juggle: (df+1) b + 2, 1, 3, N, f + 1 + 2
* The df + 1 is for heavyweights only. Note that you need to make a slight delay before the final move or Asuka will go into another string.

*Heavyweights are: Armor King, Bruce, Bryan, Devil Jin, Dragunov, Feng Wei, Ganryu, Heihachi, Jack-5, King, Marduk, Paul, Raven & Steve

EDIT:
HexElf's travel special: uf + 3, 1, b+2, 1, 4

Tuesday, August 26, 2008

Asuka's profile (Tekken 6)

Asuka Kasama

Origin: Japan
Age: 17
Fighting Style: Kazama-style ancient martial arts (based on koppou- and aiki-jujutsu)
Relatives: Jun Kazama (aunt), Kazuya Mishima (uncle), Jin Kazama (cousin)
Rivals: Feng Wei and Lili Rochnefort

Story (edited from the literal translation)
"Asuka Kazama involved herself with the King of Iron Fist Tournament 5 in order to defeat Feng Wei, the man responsible for her father’s injuries. But to her dismay, Feng was nowhere to be found. Disappointed Asuka returned to her normal life even though it wouldn't be long before before it was disrupted once again. Wars were starting to engulf the entire planet and after finding out that the one responsible for them was none other than her cousin Jin Kazama, Asuka once again enter the King of the Iron Fist, determined to set him straight."

Ending
No ending yet

Thanks to Tekken Zaibatsu for providing the profile image.

Asuka's profile (Tekken 5/DR)

Asuka Kazama

Origin: Japan
Age: 17
Fighting Style: Kazama-style ancient martial arts (based on koppou- and aiki-jujutsu)
Relatives: Jun Kazama (aunt), Kazuya Mishima (uncle), Jin Kazama (cousin)

"Ever since she was a child, Asuka had received training in Kazama style traditional martial arts from her father. Born with a strong sense of justice, Asuka was well known around Osaka for breaking up fights in the neighborhood. Upon returning home one day, Asuka found pupils of her father had been roughed up. She learned from her father's pupils that an unknown Chinese man showed up at the dojo, severly beat them and sent her father to the hospital.Several days later, an interpol detective from Hong Kong came to investigate the incident, mentioning that the suspect is most likely planning to enter the King of Iron Fist Tournament. Upon hearing this, Asuka decides that she too will enter the tournament. "

Asuka's Tekken 5 ending on youtube (good stuff and a little ecchi!)
Thank you to Tekken Zaibatsu for providing the profile image.

Welcome and shout-outs

Hello dear readers, and welcome to my dojo!
This page is dedicated to the awesomeness that is Asuka Kazama and in here I plan to discuss various her, my current main character in DR. There will be combos, strategy, hopefully the frame data, maybe some images and whatever else I can find and put up here. Updates will be sporadic but I will try my best to keep the content fresh should there be any changes in the actual data that I gather. The site will focus primarily on DR until Tekken 6 is released but I will include the name of the game in question in the title of each topic for easier reading.

So anyway, the name is HexElf and while I've been playing just about every fighting game I could get my hands on since Street Fighter 2 hit the Snes (which adds up to well over two hundred titles at the moment) I haven't been playing Tekken competitively for more than the past year or so and it's only over the past six months that I have had some serious competition as well. While DR is my main game now, with it being an absolutely superior game to to 5.0 in every way imaginable, I actually came to enjoy playing Tekken 4 really, really late. In that one I play around with just about the entire cast, especially Lee, but when it comes to DR it's all about Asuka baby! Lately I've grown considerably more confident in my skill so I decided to open this dojo blogg as a sort of resource where I can share my view and hopefully get in touch with other Asuka players and have their input as well. Because in the end, who needs that other Kazama coverboy anyway?

Before we get this thing started however there are some people and some shout outs I'd like to list regarding this whole blogg and all the motivation they have provided towards creating it. After many years of shunning the series as a broken piece of garbage, these people finally made me realize that a life for me without a competitive Asuka would be a hollow one -_^
I guess readers who don't know me personally, yet, can just skip this loooong entry and go ahead to the other sections.

Hiei
The best damn writer on the net, period. I've always considered you almost like a big bro of sorts and while I know we've never officially met in a Tekken matchup I'll make damn sure not to disappoint when it finally happens! Keep that Devil Jin and zero-compromise attitude sharp for me in the meantime will ya?

JackD
My main man on the net, knower of all things in the genre and all round awesome guy. Thanks for keeping track of all those names I keep forgetting, thanks for providing every piece of interesting news (no matter how small) and thanks for always lending a hand with my writing. Maybe we'll be play Tekken too some day?

Natta
The little boo and the coolest sister one could possibly have. She'll knock your socks off, take your money and, unless you're truly hardcore, knock you out right after as well since she's most likely twice the gamer you are.

KiwE
Possibly he most serious minded fighting gamer that I have met so far. Thanks for helping me get on the competitive fighting game wagon, always bringing such a tremendous fighting spirit and tactical guidance to all our sessions. It's improving all those little things that counts the most in the long run after all.

Takeo
Thanks for providing endless variations of noob crushing tactics for my Asuka to learn from, for being a strong opponent with a passion for Tekken and being an all round great guy! Oh and thanks for taking Soul Calibur seriously as well -_^

Embergem
The only mixed fighting gamer I have in my area, and that counts for gold in my mind! Thanks for your natural ability to find the easiest solutions to any given problem, your serious attitude towards the genre and for always striving to become better no matter how difficult the opponent is.

Chaotica/Trailblazer
Yes I know you probably hate me right now but for the longest time you really were an inspiration and looking back I realized that without you I wouldn't even have begun to understand how much great competition there is out there, not just in Tekken but in all games. And regardless how things ended up I'll always be eternally grateful for you sorting out "that" issue with me. Believe it.

Lord Prashant
It's too bad we can't play anymore, it's thanks to you beating my Asuka like a ragdoll for so many sessions that I was able to motivate myself to learn the game proper, and there are few people I know with so much insight in Tekken 4 still. I hope the lack of penguins in T6 don't put you off too much.

DragonFangs
If there's someone with more natural talent for games in general I'd sure like to meet 'shim. Thanks for being so open minded towards the genre and taking it so seriously that you actually arranged, practiced for, participated in and bloody near won a mixed fighting game tournament! Unreal.

Kandycore
Always an inspiration to rise above your station as an average Joe worker ant. Thanks for continually pushing me and others in more interesting directions and not allowing us to settle down with what's merely average.

Marvel/Therius
Probably the most hardcore gamer in this country today, Tekken players all over the world should consider themselves *lucky* that you've only played it casually so far. Thanks for providing such a relentless attitude towards improvement.

ToraK
Thanks for being my quite possibly biggest inspiration for training to win against other Tekken players rather than simply accepting numerous defeats through one excuse after another. Keep it up man!

Markus
Now you've "gone home to be a family man" so I'm not sure if you even play Tekken anymore but thanks anyway for the early days when we used to play Street Fighter til our knuckles bled and the countless Tekken matches that followed. There's some serious payback coming your way Asuka-style whenever you feel like it, this time Feng will go dooown!

Felicia
I don't where you are right now, but I hope you are happy and doing well. Thanks for all your endless support in the past, I miss you.

Kecchin
Thanks for your endless banter on how fighting games are an inferior breed, it only makes me want to play them even more if only to annoy you haha! And thanks for being an overall great guy in general. A great guy with a car.

Wow that took up more space than expected, but don't worry, it won't be too long before Asuka took over the majority of the blogg. Peace!