Re: Tekken 5: Asuka Kazama
Добавлено: 14 сен 2009, 20:42
CleodanIAE
... ну и как довесок:
Tekken 6/Tekken 6: Bloodline Rebellion Move List-
-The Update. As before Mods/Suporters/Members take a look over and see if theres a blank that could be filled. Or anything that pops. This is OUR Thread. I would like that we all help. This thread wont be closed till the end of the year... so please feel free to make self heard.
New Moves to T6 and T6:BR Been Filtered Into Move List. Look For (T6 New Move) and (T6:BR New Move)
Name (Command) - Impact Frames, Guard Frames, Hit Frames, CH Frames
Jab (1) 10, -1,+10,+10
Down Jab (d1) 10,-5,+6,+6
Crouch Jab (FC,1) 10,-5,+7,+7
Crouch Straight (FC,2) 11,-4,+7,+7
Standing Mid (T6 New Move) (3) 14,-6,+3,+3
(3,1) (T6 New Move) 12,-10,+3,+3
Low Spin Kick (d3) 12,-13,-3,-3
Crouch Spin Kick (FC,3) 12,-15,-4,-4
Roundhouse (4) 11,-4,+5,KD
Shin Kick (d4) 12,-13,-3,-3
Crouch Shin Kick (FC,4) 12,-15,-4,-4
Haze Palm Fist Combo (1,1) 10 20,-7,+4,+4
= Haze Blossom Kick (3) 13,-5,+6,KD
= Purple Cloud Kicks (4) 14,-4,KD,KD
= Sacred Blade (d+4) 24,-18,KD,KD
Blossom Rush (1,2) 10,-5,+6,+6
= Spinning Heel Drop [Cancel] (3) [b_d] -5_+6 [-16],KD_KD [-8], KD_KD [-8]
= Front Kick (4) ?,-11,0,KD
(2,1,1+2) (T6 New Move) 13,safe,B!,B!
(2,3) (T6 New Move) ,13,-13,KD,KD
Reverse Shin Combo (1,3) 10,-11,+1,+1
Leg Cutter Combo (1,4) 10,-10,+1,+1
Haze Palm Fist (f+1) 20,-7,+4,KD
= Haze Blossom Kick (3) 13,-5,+6,KD
= Purple Cloud Kicks (4) 14,-4,KD,KD
= Sacred Blade (d+4) 24,-18,KD,KD
Falling Tower (df1,2) 13,-3 -3,+8 KD,+8 KD
(ff+2) (T6 New Move) 13,-3,Throw,Throw
Tsubame Return (db+1) 12,-7,+3,+3
=Tsubame Return Flight (T6:BR New Move) (db+1,2) 13 ?,-14,KD,KD
Sparrow Trip (b+1) 28,-6,+7,KD
Sparrow Gut Punch (ws+1) 15,-7,+6,KD
=Sparrow Slash (T6:BR New Move) (ws+1,4) ?,-9,??,??
Vacuum Mist Palm (1+2) 16,-7,KD,KD
Inner Strength (f+1+2) 17,-3,KD,KD
Raging Storm (df+1+2) 42,-14,KD,KD
Mist Punch (ss+2) (T6 New Move) 13,-12,KD,KD
White Heron Dance (1+4) 14, -19 -2,-8 +9, -8 +9
= Into Plam (2) ?,-4,+7,+7
= Into Charge (3) (T6 New Move) 29,-1,KD,KD
= Cresent Kick (4) ?,-15,KD,KD
= Cresent Sweep (d+4) ?,-26,KD,KD
Mist Blossom (b+1+4) 12,-7,+1,+1
= Low Cresent (3) ?,-16,0,KD
= Mist Cresent (4) ?,-14,KD,KD
Charging Strike (f+2) 17,-20,KD,KD
= Strike Cancel (~d_~db) --,--,--,--
Heaven's Hammer (d+2) 18,-2,+11,KD,B!
Blossom Upper (df+2) 15,-6,KD,KD
Rock Shooter (db+2) 24,-10,KD,KD
Driving Sparrow (b+2) 15,-4,+1,+1
= Spinning Nest (<1+2) 15,-10,+1,+1
= Haze Palm Fist (1) 20,-7,+4,+4
= Haze Blossom Kick (<3) 13,-5,+6,KD
= Purple Cloud Kicks (<d+3+4) 14,-4,KD,KD
= Leg Cutter (<d+3+4) (First Hit) 14,-11,-1,-1
= Sacred Blade (d+4) 24,-18,KD,KD
= Leg Cutter (<4) ?,-13,KD,KD
Mist Elbow (ws+2) 14,-7,+9,+9
Sweeping Sparrow (FC,df_DF+2) 16,-12,-0,+20
Sparrow Pirouette (2+3) 28,0,KD,KD
Sacred Blade (3~4) 25,-13,KD,KD
Sand!Castle (d+1+2) (T6:BR New Move) ?,-17,KD,KD
Spinning Heel Drop [Cancel] (F+3) 29/51,-2/+6 [19],KD/KD [-6], KD/KD [-6]
Minazuki (df+3) 18,-11,KD,KD
Enchanted Circle (db+3) 21,-12,+4,+4
Dragon Wheel (b+3) 16,-19,KD,KD
= Charging Strike (2) 18,-17,KD,KD
= Strike Cancel (~d_~db) --,--,--,--
= Leg Cutter (4) ?,-10,+1,KD
Imato (uf+3) 20,-3,+8,+8
Moon Scent (ws+3) 19,-19,KD,KD
Cartwheel Stomp (3+4) 23,-13 -6,-2 KD,KD
Purple Cloud Kicks (d+3+4) 14,-4,KD,KD
Twin Cloud Kicks (FC_ws+3+4,3) 21,-6 0,+5 +14,+5 +14
Crescent Kick (f+4) 19,+3,KD,KD
(ff+3) (T6 New Move) 17,-13,KD,KD
Siwasu (ff+4) 22,-15,KD,KD
Toe Kick (df+4) 12,-6,+5,+5
Leg Cutter (db+4) 22,-12,-1,-1
= (3) (T6 New Move) 22,last hit safe,+4,KD
Heart Stopper (b+4) 15,-3,+21,KD
Heart Pounder (b+4,2) (T6 New Move) 15,-5,+5,B!
Night Sky (uf+4) 20,-10,KD,KD
Boomerang Sparrow (SS+4) 17,-6,+7,KD
From Heaven (WR+3 or u~b+3) (T6:BR New Move) ?,?,KD,KD
A Quick Breakdown On Asuka's DR moves. And Question's Answered About Some Old other ones.
.db+1
-12 frame punch
-mid
-Sidestep able
-punch is -7 on block
-punch is +3 on hit and CH
.b+1+4
-12 frame string
-Not a NC
-2nd hit can be block or low parried
-2nd hit grants +1 frame advantage
.b+1+4,3
-low variation of this string
-low kick about 16 frames, not for sure
-Interruptible if you block the 2nd hit
-sidestep able left it you block the second hit
-as posted above 2nd hit can be parried
-Launch punishable -16
-floors on CH
.b+1+4,4
-mid variation of this string
-mid kick about 18 frames, not for sure
-Uninterruptible
-Un Sidestep able
-as posted above 2nd hit can be parried
-Launch punishable -14
.b+2<1+2,4
-mid variation of this string
-mid kick about 17 frames, not for sure
- Uninterruptible
- Un Sidestep able
-Punishable only by -13
I did try hard on finding out the frame on the last kicks on all 3 strings, but no luck. In the end didn’t feel important to me because whiffing on all 3 strings your open for punishment by hop kick’s, jabs, 12 or 13 frame punishers. Meaning theses kick are not faster than 14 frame as posted above. You just don’t recover from the 2nd hit in time.
Also as posted above
If you block the 1st hit in b+2<1+2,4 you have to block the whole string.
If you block the 2nd hit in b+1+4,4 you have to block the last hit.
If you block the 2nd hit in b+1+4,3 you can interrupt it or side walk left.
Concerning the b+1+4,3/b+1+4,4 strings you can low parry the 2nd hit. Wanted to make this clear those 2 string aren’t crazy good or anything, but the low variation seems to be weaker than the mid, only cause with the mid being -14 it has to be as soon as you block that hit. With the low being -16 for easy to see launch.
While making this list ive notice some damage changes. Both links are posted at the bottom for comparison.
One more thing I remember seeing some question when DR dropped I think I’ve found some answers. Concerning b+2<1+2,b+4,b+1,FC~df+2.
b+2<1+2 is -10 on block. +1 on hit and CH.
b+4 is the same, im sure the throw was mix up
FC~df+2. is -12 on block. Not longer -1 on hit its 0 you even now, but is +20 now not +19.
db+1+2 Command Grab is +4 on Hit/Block.
... в принципе человек игравший за Аску исключительно в 5.0 или ДР без труда, как мне кажется сможет заиграть за неё в БР. Разве что со спамом WS+3 придётся распрощаться, ( ...
Re: Tekken 5: Asuka Kazama
Добавлено: 02 окт 2009, 02:27
CleodanIAE
... ещё информация к размышлению, общая оценка Аски в шестом теккене, полученная на зайбатсу:
Asuka
Punishment: 2/5
Standing:
-10: 1
-11: 4
-12: d/b+1 or d/f+4
-13: 2,1
-15: d/f+2 or b+2,1+2 (for long range or FC recovered)
-16: 1+2 or b+3
-17: f+2 or f+1+2
-20: u/f+4
FC:
-11: ws+4
-14: ws+2,1
-19: ws+3
-20: u/f+4
Bad in this category. -10 all she gets is 8 damage from standing 1. Though you can probably sneak in 1,3 or go for 1,1_1,2 minor mixup, she needs better guaranteed damage. -12 she gets either d/b+1 or d/f+4 for chip damage though the latter covers good range. Her new 2,1 is decent for -13 since it covers good range. From -15 and above, she has good launchers though.
FC punish is weak. No launch (except cc) until -19. ws+2,1 at -14 is decent damage but doesn't compare to most of the cast.
Offense: 3.5/5
Asuka can be played extremely safe even aggressively. She can move in with u/f+3, randomly do b+4,2 when in range which leads to juggle on CH, d/b+1+2 no escape no damage throw for free +frame (if your opponent hardcore turtles), good mid pokes, standing 1 strings, quick b+1+2 throw. f+4 high +frame on block that tracks, on hit leads to usually leads to guaranteed combo (dash 1+4, b+4,2 B!) or at least guaranteed dash f+2_3+4_d/b+3,4.
Her safe moves allow her to play aggressively. Only thing that waters down her offense, imo, is no real scary low. d/b+4 is slow and chip damage (though high crush), d/b+3 is arguably her best low though you should only throw this out on near max/max range since it's quite slow, 3~4 has short range though is better on block, has good oki, and high crush. Decent lows, but nothing game breaking.
Whiff Punishing: 4.5/5
d/f+2 for something quick that launches. What gives her a high rating is f+2 though--quick, long-ranged launcher that launches both standing and crouching opponent. f+1+2 for things that's slightly out of f+2 range, with f+2 followup if opponent doesn't backroll.
Minor drawback is that she has no quick long range whiff punisher from WS/FC (her ws+3 or u/f+4 covers good range but isn't fast).
Keep Out/Panic: 4/4
b+3 is her main keep out tool which leads to high damage and insane wall carry. Actually everything that launches will lead to good wall carry with b+2,4,3.
CH 4 leads to dash 1+4,2 (second hit whiff), b+2,4,3 or 2,1,1+2 B! Either way, Asuka has one of the best magic 4.
d/b+1 fast high crushing mid, safe with plus frame on block. Though short range, it can kill opponent's momentum in many situation.
d/f+4_1+2_d/f+1_d/f+2_b+4,2 -- all safe mids with good space on block. Asuka has some good CH moves with FC d/f+2, b+4,2 and d/f+1,2 (the latter is a bit risky since on block the 2 can be ducked and launched).
Her d/b+2, though risky, evades lots of moves into launch.
She also has the longest active frame reversal which can lead to wall combo if her back is against the wall -- b+1+3_2+4, W! b+4,2 B!
Wakeups: 3/3**
1+4 no longer hits grounded opponent hurts her oki a bit, but f+2 hitting grounded opponent for juicy damage in T6 compensates more than enough for that. Juggles that ends with either b+4,2 or 2,1,1+2 yield her good oki -- f+2 cannot be evade except get up and block, d+2 knocks back backroller into B! and if whiffed still recovers fast enough to block/parry getup kicks, d/b+3 for the low option, 3+4, etc.
Damage: 4.5/5**
She's crazy with wall. Without wall, she still does good damage with good oki option afterward.
Things like CH 4, dash 1+4,2, b+2,4,3 W! b+4,2 B! b+2,1,4 does great damage.
b+3,4, b+4,2 B! u/f+3, 2,1,1+2 or f+2, u/f+3, 2,1, 2,1,1+2 B! dash b+4,2 all easy with above average damage plus oki.
After B!, if Asuka does d/b+4,3 it also carries high which could lead her to W! WR+1,4_d+4.
Overall Rating: 21.5/27
... со всеми позициями оценки я согласиться не могу, но:
1_паниши, - справедливая оценка в 2 балла, я бы единицу даже поставил;
2_игра в нападении, в принципе всё описано верно, разве что про отсутствие пугающего/жуткого низа автор перегибает. Думаю, что df+2 из крауча ей вполне хватит, да и 1,3 никто не отменял;
3_сложно сказать, раньше на клозрейнже можно было использовать 2, теперь этого приёма нет, df+2 сделали быстрее, возможно он и будет заменой, а так, да 1+2, F+2;
4_что спасёт когда паникуешь, тебя бьют, короче, "быстрые удары на помощь", - ну у меня мэджик фо вне конкуренции;
5_урон от ударов/джаглов,- 4,5 ну ну, хотелось бы верить