Asuka Kazama's Oki Thread

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Fergus
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#1 “Quote” Edit Post
Just a thread where we can discuss Asuka's oki setups although she is a bit lacking in that area, nice to have something for it.

I'll update OP with whatever we have.

After d1+2 at the wall, df+3 is pretty good.

After CH df1,2 3~4 covers a lot of options.
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General Mustang
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#2 “Quote” Edit Post
Most of the time at the wall if I hit a d+1+2 I usually just go for the db+3. If they get up from it, I just do d+1+2 again into the same thing, eventually doing the df+3.
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pIchu
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#3 “Quote” Edit Post
When your opponent is near the wall 3~4, WS+4, f+2~d. The f+2 is technicable since it's on wall. If your opponent techs, it's a good chance to go for FR. If they can break but don't duck, FC 1+2 to reset into d/f+3. If they tend to duck a lot, use WS+1,4 for the splat. If they do anything but hopkick, FC d/f+2 for the CH into WS+1,4. If they stay down, all the low options I listed hit grounded.
General Mustang
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#4 “Quote” Edit Post
Ahhh, that's really good info. I actually never thought of cancelling the f+2 after 3~4, WS+4 near the wall into some oki situations. I'm going to be trying that out myself now.
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Fergus
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#5 “Quote” Edit Post
Wonder if Asuka gets anything nice off b+3 as a W! ender, might be able to do b+3~5 and make tag crash whiff for partner to launch or even b+3 f+2~d for oki mixups.

Will explore this tomorrow.
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Dilly
When in doubt, D+3+4
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#6 “Quote” Edit Post
Originally posted by Fergus
Wonder if Asuka gets anything nice off b+3 as a W! ender, might be able to do b+3~5 and make tag crash whiff for partner to launch or even b+3 f+2~d for oki mixups.

Will explore this tomorrow.


Off the w! f+3, b+3 combo (basically if you already used b! to carry to wall) I would think you could do b+3,(4),4 and if the second 4 hits you get a free 3 for OVER 9000 damage!

I haven't tested, but it should catch.
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Fergus
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#7 “Quote” Edit Post
That should work off a WR3 ender right? If the WR3 floats them onto the wall rather than splat them directly.

Didn't know she could do f3 into b+3 against the wall.

That setup sounds nasty as hell, will try that out tomorrow as well.
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pdog305
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#8 “Quote” Edit Post
Originally posted by Fergus After CH df1,2 3~4 covers a lot of options.


after ch df1,2 Asuka can cover pretty much every option on wakeup and almost all her options are safe

ff3 - will hit front and backrollers also hits siderollers
f1,3 - also hits backrollers, the 1 whiffs over their head and the 3 floats them
f1,4~5 - a safe tag option the 1 should whiff over their head
d1+2 - hits grounded
uf3 - hits get up kicks for a full ch uf3 combo
sw into the foreground - will avoid tag crash followup with uf4 to their back for a combo
b4,2 - will also beat get up kicks and backrollers and B! the opponent
pIchu
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#9 “Quote” Edit Post
Random useless info about d/f+1,2.. in BR it was guaranteed if not delayed and will KND Marduk (maybe other bigs) and is actually a launch. You can pick up with 1+4.
Fergus
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#10 “Quote” Edit Post
That's pretty sick pdog, will explore those, don't have a console this weekend though
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Fergus
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#11 “Quote” Edit Post
Does anyone have anything to catch the person tag crashing at the wall, catch the person tagging out.

Gonna explore stuff from the typical wall enders like df1,4_f1,4_b4,2_ff2,1+2 etc.

Thinking db4 might go under and nab that last bit of health or w/e.
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Dilly
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#12 “Quote” Edit Post
f+1+2 would probably be your best bet. Maybe f,f+3 as well.
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Fergus
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#13 “Quote” Edit Post
d1+2 at the wall seems to give a guaranteed 3~4 unless my testing is wrong.

Also d1+2 f2 is guaranteed on bigger chars, does less damage but gives a tag.

What do you guys have after df1,2 CH?

EDIT - nvm df1,2 CH is covered already
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#14 “Quote” Edit Post
Originally posted by Fergus
d1+2 at the wall seems to give a guaranteed 3~4 unless my testing is wrong.

Also d1+2 f2 is guaranteed on bigger chars, does less damage but gives a tag.

What do you guys have after df1,2 CH?

EDIT - nvm df1,2 CH is covered already
Doesn't d+1+2 3+4 do more damage and leave them in an untechable get up if they try to stand after d+1+2.

I need to get back into tekken.
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Fergus
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#15 “Quote” Edit Post
Hmmm I must try 3+4, didn't play around with that.

Also we must play more, I really enjoy our sets. Nice to play vs your own characters lol
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#16 “Quote” Edit Post
Originally posted by Fergus
Hmmm I must try 3+4, didn't play around with that.

Also we must play more, I really enjoy our sets. Nice to play vs your own characters lol
I need to start playing tekken again (too much doa5u) I keep making stupid mistakes as the buttons are different in doa5u, like tagging XD.
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Lukmendes
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#17 “Quote” Edit Post
The other day I was trying to see Asuka's oki options, and I tried some stuff with d+1+2, I saw that f+2 is going to hit many characters, it may either:

*Cover all options except Tag Crash (Ogre, Bears)

*Whiff only against side rolling or staying on the ground (Nina, Alisa, Wang)

*Whiff against get up kicks [I'm guessing it's most of the cast, but so far I saw that it whiffs against Jin, Devil Jin, Heihachi, Lars, Asuka, Paul, Roger Jr, capos, Hwoarang, Jinpachi, Marduk, King, Kazuya (Weirdly enough, sometimes it doesn't whiff against Kazuya, I think you need to be at 0 range or do it at the first possible frames)]

*Whiff against all options (I only saw Xiaoyu so far).

This gives an interesting Oki game for Asuka, characters who whiff side rolling or staying on the ground, In case you predcit they're gonna use either of those, just go for f+2~d, FC d/f+2. And against characters whom f+2 whiff against get up kicks, you can just hold f a little, then press 2 and a CH, or if the player abuses the get up kicks, you can use WS 1+2 to get an even juicier CH.
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Skeering
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#18 “Quote” Edit Post
After d1+2 at the wall I like to try df1 which will wall splat for another combo, and it recovers well on wiff to go for another mixup.

After a b3,2~d cancel at the wall I love to use d1+2 fc df2 and mix them up with ub4. If you do her hopkick at the wall with ub it gives a safe push back if I'm not mistaken.... really dirty.
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#19 “Quote” Edit Post
after d+1+2 at the wall, b+4,2 will hit for a juggle if they try to get up. if they stay, d+1+2 resets the situation. I also think that d+1+2 is guaranteed after the first d+1+2...
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Fergus
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#20 “Quote” Edit Post
The mixup I do after d1+2 is

d1+2 to guaranteed 3~4 (if they try to quickstand to take less damage, df1 will resplat them and you can bound with d2, if they remain/sideroll to avoid the df1 refloat, they take the full damage of 3~4)
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