Street Fighter X Tekken/Asuka/Introduction

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Introduction

Ideal Team Position: Anchor

Asuka is a rushdown character that does not want to be on the defense. On Knockdown.png she has great mixups ranging from ambiguous cross-ups to High.png and Low.png guesses, all which lead to great meterless damage and another Knockdown.png or can be combed to supers/cross-arts. Asuka's combos come from a mix of Tekken Chains and Links that with practice and muscle memory, are easy to get down. Her BnB is very usefull because it can be used as a hit-confirm to cut off the combo and make it safe.

While overheads existed within the Street Fighter franchise long before this game came out, no game in the series placed such a high commodity on comboable overheads like this one. Instead of overheads being used simply to break an opponent’s guard, Asuka’s overheads are used as combo starters that lead to big damage and hard knockdowns. She also has a command standing low, f+mk, that is easily confirmable into a target combo that also leads to big meterless damage. This high-low game of Asuka, along with a command grab to keep opponents continuously wary of her approach, makes her up-close game extremely dangerous. Her f+LK, LP target combo has a very large hitbox, air crush properties, and quick startup that leads to yet another combo option, giving her a weapon against airborne opponents. Her j.HP can hit from either side of her body and has a high highbox, giving her a powerful crossup tool that helps her get in and start her mix-ups. To compensate for her strong offense, Asuka herself is not particularly mobile, as her jump is slow and easy to react to while her forward movement is susceptible to opponents with good ground options. She has particular difficulties against zoners as her main way around fireballs, her lunging elbow rekka (hcb+P) does not have particularly long window of fireball invincibility and none below her waist. However, if she can pair herself with a point character that overcome her mobility deficits, and tag her in once they’re in appropriate position...Asuka can ensure that she continues to get plenty of students for her father’s dojo.

Strengths Weaknesses
  • Very adept at high/low mixups, able to get full combos off of both her overheads and standing lows.
  • Her command low (f+mk) can be made safe on block and has enough block stun to easily confirm into either a safe ender or an ender that can lead to full combos
  • f+MP overhead comes out fairly quick and can lead to full combos
  • Strings can be mixed with target combos to create unique pressure
  • Possesses an Air Crush command normal (f+LK, LP) that leads to a full combo
  • Poor mobility
  • Difficulty dealing with pressure thanks to lack of reliable reversals to get her out of trouble consistently other than EX Cancan Kicks, which has a slow startup time.
  • Buttons don’t lend themselves well to footsies, necessitating that she always be on the offense
  • Several of her combo starters have long recovery, making her vulnerable to effective spacing and well-timed neutral jumps
  • Lower than average health