Friday, July 17, 2009

Updates

We are now a part of the fighting connection, check out the link in the useful links section! In addition to this I have added an alternate wall combo and updated my personal combos section with the most devestating Asuka juggle yet!

Wednesday, May 13, 2009

Updates

I updated most of the sections in the blog including the Top 10 section further back.

Asuka and walls 1.1 (DR)

Asuka has some trouble getting used to handling walls compared to some other characters who thrive on dishing out extreme pain by using them as a middle hand. Her wall traveling abilities may be somewhat limited but if you want to win you need to learn how to use the walls to your advantage. So what tools does she have?



Wall travel
First of all you want to get your opponent heading towards the wall as early in the match as possoble. The faster you can get them there, the faster you can gain a major and hopefully decisive advantage. The quickest way I know so far is to land either the big f+2 launcher or the standard 2 uppercut launcher and then get started on this combo:

uf + 3, 1, b+2, 1, 4

The double kick at the end does incredible damage even if one of them usually misses but should your opponent get slammed into the wall at some point you will usually score both kicks which usually means you've just cut their whole lifebar in half.

Wall combo
Once your opponent hits the wall it's time to go for a bonus round. What you do depends on how high up they are when they hit. The wall combo itself is simple enough as it goes like this:

b+1+4, 4

It's a three-hitting combo that can be used to tack on free damage after a wall splat. It does nice damage on it's own and should usually be attempted even when you're in doubt about your wall splatting abilities.

Update
For a strong alternative when it comes to funny angles I recommend this wall combo:

f + 1, 4

It is another three hitter and the double kicks at the end does amazing damage when both connect. All three hits in this one track really well so when you're in doubt, especcially regarding angles and distance angles, go for this one to ensure that you get some damage off the wall.

Now, If you want to be really fancy I will now get into:

Tacking onto a high wall splat
Your opponent almost hits the screen ceiling after a deep f+2. It's possible to add a uf +3 as the start to fall back down before finishing off with either wall combo. If they are not at the maximum height or if you are unsure you can substitute the jump kick for a df+1 instead before going for the combo.

Throwing by the wall
While throwing is rather weak in Tekken compared to most other 3D fighters Asuka has an excellent tool for as long as they are still a viable tactic. Once you have your opponent's back to the wall you want to keep them there for as long as possible and her b+1+2 throw not only sends them in the right directions but forces them to rise from a backturned position as well. This is a good time to start harassing them with either continuous 3~4 sweeps, another b+1+2 throw or go for a high wall splat using f+2.

The sidewind box trap
Make no mistake, Asuka has one of the most useful unblockables in the game. And while it has uses in okizeme as a tool for traveling or getting you back into frame advantage on block, the f+3 is truly a weapon of mass destruction if you're lucky enough to have your opponent land in a corner. In Tekken this is usually the same as an automatic loss and with Asuka death comes faster than usual.

After a knockdown or combo simply unleash your f+3 onto the opponent as they try to get up and get out. The walls will prevent them from going anywhere (front, side or back) and adding Asuka's sidewinding motion into the box it's extremely hard for them to even attack their way out of this particular position. More often than not their attacks will simply whiff and cause Asuka to counter hit them for even BIGGER damage! In short; your opponent needs to be incredibly alert to get out of this simple trap and even if they know not to stand up or how to time a reversal you still have the option to cancel your spin, throw them with b+1+2 or sweep with 3~4 to start the whole thing again.

Tuesday, May 12, 2009

New personal combos 1.1 (DR)

These are the newest personal combos that I use in matches.
After f+2 or standing 2
uf + 3, 1, b+2, 1, 4
or
uf + 3, 1, b+2, 1+2, 4

- Both of them do the same damage (~59 depending on the setup) and allows you to recover fast enough to continue the pressure via okizeme or wall games.

After 1+4, 2, d+4 (the last sweep is a launcher)
dash > 1+4, 1, 2, 3

- You will be able to dash right after to threaten with either a sweep (against passive opponents) or a 1+4 for another pick-up against active opponents. Alternatively you can use an f+3 to set up mind games by alternating between canceling the kick (and going into another move) or attacking on the second (advantage on guard) or third (unblockable) spins.

Update
Guess what? Asuka finally has a 60+ combo! It's only a slight modification of the big one mentioned above and at it's biggest it goes like this:

f+2, uf +3, df + 1, b + 2, 1, 4 (wall splat) f + 2

In case you get a wall splat and the follow-up you get a staggering 75 points of damage and an opponent who is forced to rise into your okizeme by the wall. Make it pay off and you've practically won the round. Note that it is exceedingly difficult to land this whole thing on certain characters, with Steve being a major offender. You might want to stick with the slightly smaller version mentioned at the top for him.