Hi guys, there isn’t a thread for this yet, so I thought of making one. 
New stuff:
Her unblockable is now a mid, so instead of doing an ender you can just F3 or 1+4,3* after a S! (or at the wall), although the damage is pretty bad.
If the opponent stops tech rolling and lies on the ground instead, you can do f3~b, 1+4 for a reset.
A f2 is guranteed after d1+2 at the wall, and if they try to get up after f2, you can do ff1 for frames. I believe ff1 hits grounded but is it confirmed? You can also do another d1+2 after the f2.
3~4 isn’t a good option for tech traps now, it was seeable in TTT2 but you could catch enemies off guard.
If you end a combo with d2 or ff1 at the wall, it will cause this flop and you can mixup with db3, d1+2, df3, 3+4 etc.
After a floor or balcony break (preferably in the open with the floor one), you can spike with the generic uf1 like all characters, after that you can use db3 or f2, I don’t think they are guranteed but I’m not sure.
Her new df3 seems to hit grounded consistently (tends to randomly whiff).
Ending a combo with b4,2,3 leaves you a lot of time for mixups.
This is all I can think of for the moment, I will add more and if you guys help me I’ll be glad.
Old stuff: (in the open)
Another reset after a S! is dash, wait, b1+4 – the second hit will reset them if they don’t tech.
All of old backroll catches are gone.
In TTT2 I use this funny tech trap that works surprisingly against some high level players too (I’ve seen it done by Rude and tried to create more setups with his idea). The idea is doing b2,4,4,3 in a combo, where the first leg cutter whiffs and the second one will launch them. Extremely risky though. Rude’s TTT2 combo: low parry, df1, 2,1, b2,4,4,3 – it looks like the leg cutter will connect but it won’t, and it can catch the opponent off guard. You could also do something like f2, f4, d2 B!, dash, ssr, df1, b2,4,4,3. You need to ssr because if you don’t the first leg cutter will connect. On new opponents I don’t ssr, I use f2, f4, d2 B! dash, df1, b2,4 and a lot of people quick back roll so I catch them with f2. Then after they know that they have to tech and not back roll use this. It will be hard to recreate a setup like this and I would need to have my hands on the game to write some new combos with this.
Her okizeme from d1+2 in the open is gone, now we only get a mixup between dash db3 and dash ff3.
I will add more.
Old stuff: (wall)
1+4, b3 leaves some options for you – can either cancel a b3,2~d for FC mixups or falling rain, or bait a getup kick if they don’t tech and FC df2 for a huge combo. You can also do b3,4, just for the low poke but you won’t be at + frames.
You can spike them with b4,2 and Asuka has a huge variety of options, you can be creative. My favourites are d1+2, 3+4, df3, 3~4 and db3.
After landing a f4 at the wall, you can either dash in and do 1+4,2,4 or db4,3. If you choose db4,3, you can get that “crossover kick” setup with UF4, like Changs in TTT2 after 1+2,4,bf1+2 (can’t think of any other example).
Throw okizeme:
-will be added-

New stuff:
Her unblockable is now a mid, so instead of doing an ender you can just F3 or 1+4,3* after a S! (or at the wall), although the damage is pretty bad.
If the opponent stops tech rolling and lies on the ground instead, you can do f3~b, 1+4 for a reset.
A f2 is guranteed after d1+2 at the wall, and if they try to get up after f2, you can do ff1 for frames. I believe ff1 hits grounded but is it confirmed? You can also do another d1+2 after the f2.
3~4 isn’t a good option for tech traps now, it was seeable in TTT2 but you could catch enemies off guard.
If you end a combo with d2 or ff1 at the wall, it will cause this flop and you can mixup with db3, d1+2, df3, 3+4 etc.
After a floor or balcony break (preferably in the open with the floor one), you can spike with the generic uf1 like all characters, after that you can use db3 or f2, I don’t think they are guranteed but I’m not sure.
Her new df3 seems to hit grounded consistently (tends to randomly whiff).
Ending a combo with b4,2,3 leaves you a lot of time for mixups.
This is all I can think of for the moment, I will add more and if you guys help me I’ll be glad.
Old stuff: (in the open)
Another reset after a S! is dash, wait, b1+4 – the second hit will reset them if they don’t tech.
All of old backroll catches are gone.
In TTT2 I use this funny tech trap that works surprisingly against some high level players too (I’ve seen it done by Rude and tried to create more setups with his idea). The idea is doing b2,4,4,3 in a combo, where the first leg cutter whiffs and the second one will launch them. Extremely risky though. Rude’s TTT2 combo: low parry, df1, 2,1, b2,4,4,3 – it looks like the leg cutter will connect but it won’t, and it can catch the opponent off guard. You could also do something like f2, f4, d2 B!, dash, ssr, df1, b2,4,4,3. You need to ssr because if you don’t the first leg cutter will connect. On new opponents I don’t ssr, I use f2, f4, d2 B! dash, df1, b2,4 and a lot of people quick back roll so I catch them with f2. Then after they know that they have to tech and not back roll use this. It will be hard to recreate a setup like this and I would need to have my hands on the game to write some new combos with this.
Her okizeme from d1+2 in the open is gone, now we only get a mixup between dash db3 and dash ff3.
I will add more.
Old stuff: (wall)
1+4, b3 leaves some options for you – can either cancel a b3,2~d for FC mixups or falling rain, or bait a getup kick if they don’t tech and FC df2 for a huge combo. You can also do b3,4, just for the low poke but you won’t be at + frames.
You can spike them with b4,2 and Asuka has a huge variety of options, you can be creative. My favourites are d1+2, 3+4, df3, 3~4 and db3.
After landing a f4 at the wall, you can either dash in and do 1+4,2,4 or db4,3. If you choose db4,3, you can get that “crossover kick” setup with UF4, like Changs in TTT2 after 1+2,4,bf1+2 (can’t think of any other example).
Throw okizeme:
-will be added-
Last edited by dawee59 on Jul 24th, 2016 at 18:37

