asuka

asuka

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
R.df+1+2m,t55+i20-15+0d
* Rage Art
* Removes Recoverable Health
* Damage increases with lower health
* Input can be held
Power crush 8~
Back throwt50+7d
* Unbreakable
* Side switch on hit
* Opponent recovers FDFA on hit
Left throwt40-3-3d
* Throw break 1
* Opponent recovers FDFT on hit
Right throwt40-3+0d
* Throw break 2
* Side switch on hit
* Opponent recovers FUFA on hit
df+2+3t40i12-6-6d
* Floor Break
* Throw break 2
* Opponent recovers off-axis FUFT on hit
* Can side switch on hit
uf+1+2t40i12-3+0d
* Throw break 1+2
* Opponent recovers FUFA on hit
NWG.f,f,F+1+2h36i17~18+11g+66a (+50)
* Tornado
* Homing
* Balcony Break
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
1+3t35i12~14-2+0d
* Homing
* Floor Break
* Throw break 1 or 2
2+4t35i12~14-2+0d
* Homing
* Throw break 1 or 2
* Side switch on hit
* Opponent recovers FDFA on hit
f,f,F+3m32i24~28+3~+7+16a (+7)+48a (+1)
* Balcony Break
* Chip damage on block
<div class="plainlist">
* Low crush 3~30
* fs31~33</div>
f,F+1m30i23+5+14c
* Spike
* Chip damage on block
f,f,F+1+2h30i17~18+4+32a (+6)+67a (+51)
* Tornado
* Homing
* Balcony Break
* Chip damage on block
f+3**m!28i70~71+28a (+19)+28a (+19)
* Balcony Break
* Cancel to r58? with B
H.2+3m,t12,11,27i16+10g-6
* Heat Smash
* Floor Break
* 17 chip damage on block
* Transition to attack throw on hit
* +15a if only the last hit connects
* +11d (-24) if only the last two hits connect
* 2nd hit damage 11 > 18 if 1st hit whiffs
* 3rd hit damage 27 > 30 if 1st hit whiffs
* Hit level becomes m,m,m on block/whiff
Low crush 5~
f+3+4M27i29~30-1+18a (+9)
* Balcony Break
* Chip damage on block
* Gain NWG on hit
* -2a (-11) on hit after NWG gain
1,2,3*h, m, m6, 9, 26,i52~53+6+28a (+19)
* Balcony Break
* Chip damage on block
* Cancel to r15 with B
* Interrupt with i36 from 2nd block
1+4,2,4sl,h, h, m5,8, 10, 26,i24-9+4+17a (+8)
* Combo from 3rd CH
* Balcony break on CH
f+1,4m, L17, 26,i25~27-26+24a
* Homing
* Combo from 1st CH
* Input can be delayed 15f
* Interrupt with i11 from 1st block
* Cancel to FC -24 -13 r43? with DB
,High crush 6~
f+3*m26i52~i53+6~+7+28a (+19)
* Balcony Break
* Chip damage on block
* Cancel to r55? with B
f+1+2h26i15~16-9+19a (+9)
* Heat Engager
* Heat Dash +43a (+35), +5
* Balcony Break
* +0 on block after absorbing an attack
* Chip damage on block after attack absorption
* Gain Naniwa Gusto on Heat activation
Power crush 7~14
1+4,3sl,h, m5,8, 25,i31~33-2+29a (+20)
* Balcony Break
* Chip on block
* Cancel to r18 with B
* Interrupt with i18 from 2nd block
* Last input can be held to power up
* Link to attack from Spinning Heel Drop (f+3)
df+1,2m, h,t10, 13,25,i22-3+0d
* Floor Break
* Combo from 1st CH with 2f delay
* Combo from 1st hit when off-axis to the left or right
* Input can be delayed 7f
* +18a on off-axis hit, +16a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead
db+1,4m, m13, 25,i28~29-15+16a (+9)
* Tornado
* Combo from 1st hit
<div class="plainlist">
* ,Low crush 29~46
* fs47~49</div>
b+1+325
* Opponent recovers FUFT
* Reverses high or mid attacks
Parry state 5~12
b+1+3*25
* Opponent recovers FUFT
* Reverses high or mid attacks
Parry state 5~54
uf+2h,t20,25i14-1+0d
* Floor Break
* Balcony break on airborne hit
* +12a on off-axis hit, +10a on BT hit
* Transition to attack throw on standing front hit
* Won't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead
uf+4m25i20~21-13+31a (+21)
<div class="plainlist">
* Low crush 9~30
* fs31~33</div>
f,F+2,1+2m, m16, 25,i25~26-13+23a (+13)
* Balcony Break
* Combo from 1st hit
* Combo from 1st CH with 6f delay
* Input can be delayed 12f
* Move can be delayed 10f
* Gain Naniwa Gusto on hit, advantage becomes +0a (-10)
ws2,1,1,1,2,1,4,3,3+4m, h, m, h, m, sm, m, l, m,m18, 10, 8, 8, 6, 5, 7, 7, 25,25-11KND
1,2,3h, m, m6, 9, 24,i31~33-2+29a (+20)
* Balcony Break
* Chip damage on block
* Cancel to r18 with B
* Interrupt with i15 from 2nd block
* Last input can be held to power up
f+3m24i31~i33-2~+0+29a (+20)
* Balcony Break
* Chip damage on block
* Cancel to r33 with B
ws2,1,1,1,2,1+4,1,3+4m, h, m, h, m, sll,h, h, l,m18, 10, 8, 8, 6, 7,5, 6, 5,24-43LNC
NWG.f,F+1+2M24i19~20+2+67a (+51)
* Tornado
* Chip damage on block
* Consumes NWG
* During Heat, remaining Heat is consumed
* Grounded hit can be inconsistent sometimes
NWG.u+1+2M24i31~32+8~+9+18a
* Spike
* Chip damage when guarded
* Consumes Naniwa Gusto
* During Heat, remaining Heat is consumed
Low crush 9~31
2,1,d+1+2h, h, m9, 10, 23,i28~30-9+3c+38a
* Spike
* Combo from 2nd CH with 1f delay
* Cancel to r20 with B
* Cancel to FC with D
* Interrupt with i10 from 2nd block
df+3M23i20~21-8+12a
Balcony Break
b+1+4,4h,L, m15,8, 23,i25~26-14+5b
* Combo from 2nd CH
* Balcony break on airborne hit
b+2+3m23i24~25-9+6
* Kick Sabaki, +59a on successful parry
* Balcony break on airborne hit
Parry state 4~15
f,F+3m23i20~21-9+11g+35a
* Homing
* Balcony Break
f,F+4h23i20~21-3+66a (+46)
* Strong Aerial Tailspin
* Balcony Break
<div class="plainlist">
* Low crush 6~21
* fs22~24</div>
SS.2m23i13~14-13+13a (+4)
* Heat Engager
* Heat Dash +36a (+26), +5
* Gain NWG on Heat activation
* Balcony break on airborne hit
df+1,4m, m10, 22,i23~24-12+22a (+17)+59a
* Balcony Break
* Combo from 1st CH with 1f delay
* Input can be delayed 7f
df+3+4L22i28~30-26+70a (+54)
* Homing
* Alternate input: 3~4
* Cancel to r47? FC with DB
High crush 6~
db+2m22i20~21-11+32a (+22)
Tornado
High crush 3~17
f,F+2,3m, M16, 22,i27~28-8+15a
* Balcony Break
* Combo from 1st CH with 4f delay
* Input can be delayed 12f
* Move can be delayed 10f
1+2m21i16-9+27a
3+4m,M10,21i23~24 i6~8-6+25a
* Spike
* Cancel to FC with D
* r44 on grounded hit
<div class="plainlist">
* Low crush 5~33
* fs34~36</div>
f+4h21i19~21+3+28a
* Homing
* Balcony break on CH
f+2+3h21i23~24+0+25a
* Balcony Break
* Sabaki, parries high or mid punches
* +51a on a successful parry
Parry state 4~15
db+4,3L, h14, 21,i17-3+39a (+29)
Combo from 1st CH with 1f delay
b+4,2,3m, m, M17, 12, 21,i20~23-16+15a (-2)
* Balcony Break
* Combo from 2nd hit with 6f delay
* Move can be delayed 3f
* Gain NWG on hit with 1
f,F+2,1m, h16, 21,i21~22-5+45a (-13)
* Balcony Break
* Elbow
* Combo from 1st hit with 6f delay
* Combo from 1st CH with 10f delay
* Input can be delayed 12f
* Move can be delayed 10f
(Back to wall).b,b,UBm21i39~41+4c~+6c+22a
<div class="plainlist">
* fs5~13
* Low crush 14~33
* fs34~36</div>
1,2,4h, m, m6, 9, 20,i18~19-12+12s
* Combo from 1st CH
* Combo from 2nd CH with 1f delay
f+2M20i17~18-18+33a (+23)
* Cancel to r11 FC with D
* Gain NWG on hit with 1
* hit advantage becomes +26a (+16) on NWG gain
d+1+2L20i20-18+11a
Spike
High crush 10~39
d+3+4l,h5,20i14 i9~12-8+30a (+20)
* Combo from 1st CH
* -25 if 1st hit is blocked
<div class="plainlist">
* Low crush 5~42
* fs43~45</div>
db+1,2m, h13, 20,i26~27-9+22a (+13)
* Heat Engager
* Heat Dash +34a (+27), +5
* Balcony Break
* Combo from 1st hit with 8f delay
* Gain NWG on Heat activation
db+1+2m,m10,20i42 i3+10g +25w+18a (+9)
* Balcony Break
* Wall Crush +25g on block
* Sabaki, parries lows except weapons
Parry state 8~20
b+2,1+2,4m, h, m12, 7, 20,i23~24-13+18a (+9)
* Balcony Break
* Combo from 1st CH
* Combo from 2nd CH
b+3,2m, M15, 20,i17~18-20+33a (+23)
* Cancel to r11 with D
* Gain NWG on hit with 1
* Interrupt with i23 on 1st block
u+1+2m20i31~32-13~-12+19a
* Spike
* Chip damage when guarded
* Power up when using NWG or in Heat
Low crush 9~31
f,F+1+2M20i19~20-6+29a (+14)+68a (+52)
* Tornado
* Chip damage when on block
* Grounded hit can be inconsistent sometimes
ws1,4m, h12, 20,i20-4+37a (+29)
* Balcony Break
* Combo from 1st hit with 7f delay
* Move can be delayed 6f
ws3m20i18~19-16+35a (+25)
Tornado
fs18~40
ws1+2m20i21-2+13g +25w+14 +63a
* Wall Crush +25g on hit
* Elbow
* Cancel to r18 FC with D
FC.df+3m20i17-9+34a (+26)
Balcony Break
DST.2m20i19-3+8a
* Heat Engager
* Heat Dash +36a (+26), +5
* Balcony Break
* Elbow
* Gain NWG on Heat Activation
* Chip damage on block
DST.4l19i19-14+11a
4h18i11-9+7+32a
Balcony break on CH
d+2m18i18-4c+9c
* Heat Engager
* Heat Dash +67a (+50), +5 on block
* Spike
* Gain NWG on Heat activation
b+1+4,3h,L, L15,8, 18,i32~33-13-2+16a
Combo from 2nd CH
ws2m18i13~14-8+8
Elbow
SS.4h18i17~21-6~-2+7~+11+30a
1,1,3h, m, m6, 15, 17,i21~22-5+6+14c
* Combo from 2nd CH with 9f delay
* Input can be delayed 10f
3m17i14-7+9
3,1m, m17, 17,i18~19-11+8+35a (+27)
* Combo from 1st hit with 14f delay
* Input can be delayed 14f
* Move can be delayed 10f
* Balcony break on CH
f+1m17i20-7+4
f+1,3m, m17, 17,i21~22-5+6+14c
* Combo from 1st CH with 9f delay
* Input can be delayed 10f
db+3L17i20-12+4c+14g
b+1L17i29~30-10+6+0d
* Transition to attack throw on CH, +22 damage
* Cancel to r14 FC with D
High crush 6~
b+4m17i15~16-7+8+56a
Knee
uf+3m17i20~21-3+8+33a
<div class="plainlist">
* Low crush 11~27
* fs28~30</div>
2,1,2h, h, m9, 10, 16,i26~27-10+16a (-1)
* Tornado
* Balcony Break
* Combo from 2nd CH with 1f delay
* Interrupt with i8 from 2nd block
2,3h, m9, 16,i22~23-17+14g
* Balcony Break
* Combo from 1st hit with 1f delay
* Opponent recovers crouching on hit
<div class="plainlist">
* ,Low crush 18~41
* fs42~44</div>
df+4m16i12-9+2
db+4,4,4L, L, L14, 15, 16,i31~33-7+4+35a
Transition to r22 FC with D
High crush 1~49
f,F+2m16i15~16-9+1
* Elbow
1,1h, m6, 15,i24-7+4
* Combo from 1st CH with 3f delay
* Links to f+1 extensions
* Interrupt with i4 from 1st block
1+4,2,d+4sl,h, h, L5,8, 10, 15,i24~25-23+27d
* Combo from 3rd CH
,High crush 10~38
db+4,4L, L14, 15,i31~33-7+4+35a
Transition to r22 FC with D
High crush 1~49
b+3m15i16~17-19+22a (+12)
<div class="plainlist">
* Low crush 10~37
* fs38~40</div>
ws4m15i11~12-3+8
Can hit grounded while up-close and off-axis
FC.db+1+2t15,15,15i11-6+56a (+28)
* Throw break 1+2
* Side switch on hit
* 2nd damage on landing
* 3rd damage without tech roll
df+2m14i15~16-6+35a (+25)
+5s on crouch hit
db+4L14i22~24-11+0+3
Transition to r22 FC with D
High crush 6~41
b+2,1m, m12, 14,i28-7+4
* Combo from 1st CH
* Links to f+1 extensions
b+2,4m, L12, 14,i33~35-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
High crush 15~
b+3,4m, L15, 14,i20~22-11+0+3
* Links to db+4 extensions
* Transition to r22 FC with D
,High crush 1~
db+1m13i14-10+6
High crush 6~13
b+2m12i15-4c+1c
b+4,2m, m17, 12,i18~19-12+4c
* Spike
* Knee
* Input can be delayed 14f
ws1m12i14~15-7+4
1,3h, l6, 10,i21-11+0
* Combo from 1st hit with 2f delay
* Combo from 1st CH with 3f delay
2,1h, h9, 10,i18~19-6+6
* Elbow
* Jail from 1st attack with 1f delay
1+4,2sl,h, h5,8, 10,i19-2+9
* Combo from 2nd CH
df+1m10i13~14-3+8
ws2,1m, h18, 10,i22-2+9
* Combo from 1st hit with 3f delay
* Continues into 10 strings
ws2,1,1,3m, h, m, m18, 10, 8, 10,i21+11a (+1)
* Balcony Break
FC.3+4m,m10,10i21~22 i9~10-6+5c
Transition to r22 FC with D
<div class="plainlist">
* Low crush 5~19
* fs20~22</div>
FC.df+2L10i16~17-11+0+25g
* Only i17 or faster guaranteed on CH
High crush 1~
Tackle.2,1,2,15,5,5,10+3c+0d
* Unbreakable unless reversed
* only 1st and 4th hits can be blocked
* 1 to defend left side (against right punch)
* 2 to defend right side (against left punch)
* 1, 2 or 1+2 to defend tackle from behind
* Does not consume CH state on hit
hFC.3L10i16-17-6
High crush 1~
1,2h, m6, 9,i22~23-8+6
* Combo from 1st hit
* Combo from 1st CH with 3f delay
2h9i12-7+2
1+4sl,h5,8i14 i17-3-3+4
* Jail from 1st attack
db+4,1+4L, sl,h14, 5,8,i22 i17--3+9
* Jail from 2nd attack
* Links to 1+4 string extensions
* -19 if entire string is ducked
b+1+4h,L15,8i12 i17~18-8+5+7
Combo from 1st hit
ws2,1,1m, h, m18, 10, 8-23-12
ws2,1,1m, h, m18, 10, 8-23-12
ws2,1,1,1m, h, m, h18, 10, 8, 8-25-14
ws2,1,1,1m, h, m, h18, 10, 8, 8-25-14
ws2,1+2m, t18, 8,i24~25-5+17
* Combo from 1st hit with 3f delay
* Move can be delayed 2f
* Links to Destabilizer (f+1+3_f+2+4) extensions on hit
* +9 on BT hit
hFC.2sl8i11-4+7
High crush 1~
b+2,1+2m, h12, 7,i21-9+2
* Elbow
* Jail from 1st attack with 5f delay
* Combo from 1st CH with 9f delay
* Input can be delayed 12F
* Cancel to r15 FC with D
ws2,1,1,1,2,1,4m, h, m, h, m, sm, m18, 10, 8, 8, 6, 5, 7-16-6
ws2,1,1,1,2,1,4,3m, h, m, h, m, sm, m, l18, 10, 8, 8, 6, 5, 7, 7-25-9
1h6i10-2+9
ws2,1,1,1,2m, h, m, h, m18, 10, 8, 8, 6-11+0
ws2,1,1,1,2m, h, m, h, m18, 10, 8, 8, 6-11+0
ws2,1,1,1,2,1+4,1m, h, m, h, m, sll,h, h18, 10, 8, 8, 6, 7,5, 6-10-43
hFC.4l6i12-15-4
High crush 1~
ws2,1,1,1,2,1m, h, m, h, m, sm18, 10, 8, 8, 6, 5-10+1
ws2,1,1,1,2,1+4m, h, m, h, m, sll,h18, 10, 8, 8, 6, 7,5-33-7
hFC.1sl5i10-5+6
* Transition to Standing with f
High crush 1~
1+2+3+4,1+2m,t0,0i16-6+3
* Throw break 1+2
* Works on standing or crouching opponent
* Tackle is reversed on the player on break
* Opponent recovers FUFT on hit
f+1+3t0i19~20+17
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
Power crush 7~16
1+2+3+4
* Transition to Ultimate Tackle throw with 1+2
* Cannot block for 5 seconds
* CH state for 5 seconds