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

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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