... tekkenzaibatsu.com ...Miomi писал(а):а где фреймдату взять на Кристи?на Аску кстати есть но корявая
Tekken 5: Asuka Kazama
- CleodanIAE
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Re: Tekken 5: Asuka Kazama
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- Новичок
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Re: Tekken 5: Asuka Kazama
а вот еще фанатские пинки у нее=)с разбегу так,вроде как мой F3=)ток чем перебить эту дрянь,она быстрая к тому же...=(и вот такая мерзость тоже, b+1 вроде они делают,ваще джойстики уже залипают от этого безобразия ихнего
кстати СПАСИБО)))
фреймдата меня загрузила,это пока неподвластно моему уму,зато есть целая тема Аска против Эдди\Кристи...познавательно)юсают кстати тоже что и я..только они видимо попадают хДДД
кстати СПАСИБО)))
фреймдата меня загрузила,это пока неподвластно моему уму,зато есть целая тема Аска против Эдди\Кристи...познавательно)юсают кстати тоже что и я..только они видимо попадают хДДД
- CleodanIAE
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Re: Tekken 5: Asuka Kazama
... тише, тише, почитай что я написал, посмотри фрейм дату с зайбатсу свою и Кристи, и действуй как я описывал, - всё получится, ) ...
... например b+3,3 хоть и имеет на блоке за Кристи -10 фреймов, панишится F+2 Аски по фреймам не получается но чаше всего проходит как ни странно, ) ...
... например b+3,3 хоть и имеет на блоке за Кристи -10 фреймов, панишится F+2 Аски по фреймам не получается но чаше всего проходит как ни странно, ) ...
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- Новичок
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- Darklexxx
- Новичок
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Re: Tekken 5: Asuka Kazama
Всем привет !
Прочитал топик, много поучительной инфы, однако возникло несколько вопросов...
Итак первый:
Есть у Аси такая интересная вещь как df+1+2, Лоупэри с гарантированным авто наказанием... Имхо серьёзный аргумент в бою...
Тут про него ни слова... может он не так хорош как Я думаю ? Хотелось бы услышать мнение опытных игроков
Прочитал топик, много поучительной инфы, однако возникло несколько вопросов...
Итак первый:
Есть у Аси такая интересная вещь как df+1+2, Лоупэри с гарантированным авто наказанием... Имхо серьёзный аргумент в бою...
Тут про него ни слова... может он не так хорош как Я думаю ? Хотелось бы услышать мнение опытных игроков
- pepsi_generation
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Re: Tekken 5: Asuka Kazama
не изпользуется, тк довольно трудноно сетапить, большой риск отгрести, да и ктомуже лоу перри 1+2=>джагл, зделают гораздо больше демейджа.
потролирую местность
- Darklexxx
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Re: Tekken 5: Asuka Kazama
Понял, а по фреймам вроде дольше получается... нет шанса на блок попасть ?
Мне кажется что эффективнее юзать 3 при вставании и соответственно джагл...
Мне кажется что эффективнее юзать 3 при вставании и соответственно джагл...
Последний раз редактировалось Darklexxx 11 сен 2009, 22:52, всего редактировалось 1 раз.
- pepsi_generation
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Re: Tekken 5: Asuka Kazama
не нету, если не запоришь) лоу пери +15 окно открывает.
потролирую местность
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Re: Tekken 5: Asuka Kazama
... а ещё есть B+2+3 - попытка перехвата с последующим, ну если перехват не прошёл, ударом ... Имхо Аска адский персонаж имеющий массу приёмов, так сказать серьёзных аргументов в бою, ). Именно за это её и пофиксили в шестом теккене, - мочи топтаеров !!! ) ...Darklexxx писал(а):Есть у Аси такая интересная вещь как df+1+2, Лоупэри с гарантированным авто наказанием... Имхо серьёзный аргумент в бою...
- Darklexxx
- Новичок
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Re: Tekken 5: Asuka Kazama
Да, удар интересный ! Но он и без b работает и вроде разницы нет... к тому же его использовать не очень удобно... разве что на шифты забиватьCleodanIAE писал(а): ... а ещё есть B+2+3 - попытка перехвата с последующим, ну если перехват не прошёл, ударом ...
Да адский... но скорости иногда не хватаетCleodanIAE писал(а): Имхо Аска адский персонаж имеющий массу приёмов, так сказать серьёзных аргументов в бою, ). Именно за это её и пофиксили в шестом теккене, - мочи топтаеров !!! ) ...
Приходится брать неожиданностью
ПыСы
Если не лом, не мог бы кто нибудь кинуть пару линков на интересные бои с аськой ? Не обязательно где она вин
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Re: Tekken 5: Asuka Kazama
CleodanIAE писал(а):Имхо Аска адский персонаж имеющий массу приёмов, так сказать серьёзных аргументов в бою, ).
???Darklexxx писал(а):Да адский...
... слушай, ну я ведь явно иронизировал. Адского в ней, кроме сейва на блоке почти во всез случаях, нет практически ничего. Можно конечно обсудть многое по её приёмам и стратегии, но как и в случае с линьками предлагаю повременить до попадания T6 непосредственно в наши руки. Ну а пока:
TEKKEN 6 BARK RESOLUTION NEW MOVES:
d+1+2
l.
a punch to your opponents toes that floors them FDHT (face down, head towards). very minimal range but still usable at the wall and open areas if you get them to think about defending about asukas mixups.
d/b+1,2
ml.
d/b+1 into the new low d+1+2 punch. the low punch doenst KD unless CH.
ws+1,4
mh.
extension kick off of ws+1 is high. NATURALE COMBO! does one of those new crazy hit animations on hit, but they can hold back to roll out of the recovery. wall splats!
f,f,f+3 (or u/b,b,n+3)
m.
running jump kick that ends standing. interesting to note that the girls in tekken usually have jump kicks that end with their backs on the floor and dont have delay hopkicks. the backflip jumpkick covers a surprising amount of space.
Property Changes from Tekken 6 to Tekken 6 Bloodline Rebellion:
- harder to do fc d/f+2 from standing position.
- fc d/f+2 on CH gives less frames. ws+3 NOT guaranteed but the new ws+1,4 is.
- u+3 on CH puts opponents in FDHA. d/b+4,3 catches for juggle
- old running 3 replaced with one that ends standing.
- new running 3 can be done by pushing 3 after a generic backflip (u/b~b).
- 1+4,2,d+4 doesnt work as a wall combo quite as well.
- f+2 hitbox changed so it doesnt hit prone grounded (maybe it does at weird angles, you test).
- new reversal property: hold B during b+1+3 or b+2+4 to hold the reversal out longer. only seems to be 2 versions, classically short or strangely long.
- 3~4 hit animation has changed.
- b+1+4,4 last mid kick puts opponent BT instead of KD.
- d/f+3 knock the opponent back, ass first. they end up FDHT.
- d/b+2 flips opponents in the air like ws+3 does.
____________________
Tekken 6 New Moves:
b+4,2
mm. 15f. Block: -5. Hit: +5
On counter hit the whole string bounds. Can be used as a post b! combo to floor them right in front of you for good wake ups. Second part on counter hit will put them face down, head towards you. On block and hit will force the opponent into FC.
2,1,1+2 [~b to cancel]
hhm. 13f. Block: safe.
New string. First two hits (2,1) combo naturally and can be used as a juggle filler. Last hit bounds. New combo of choice after ws+3. On block will force the opponent into FC.
2,3
hm [uncomfirmed]. 13f. Block: -13.
Natural counter hit combo [unconfirmed]. Second hit knocks down.
3,1
mm. 14f. Block: -6 (kick) -10_11 (punch). Hit/CH: +3 (punch)
New kick into d/b+1. Delayable.
1+4,3*
lhm. Final spin kick is -2 on block.
First two hits of White Heron (three ring circus) that transitions into f+3.
ws+1+2 [~d to cancel]
m.
Spinning mid punch. Can be used as a punch parry [unconfirmed]. Frame advantage on counter hit and hit. Safe on block. Cancel ends in full crouch.
ss+2
m. Block: -12
Old f,f+2 move. Very evasive and powerful looking knock back attack.
d/b+4,3
lh.
Old canned jump kick (3+4) replaced with a new launching high kick. Guaranteed on counter hit. Safe on block.
f,f+3
m. 22f. Block: -14+.
Dashing spin mid kick. High crushes [unconfirmed]. Ends in FC.
f,f+2
h. 13f.
Second hit of d/f+1,2. Attack throw.
Property Changes from Tekken 5: Dark Resurrection to Tekken 6:
- Counter hit ws+1 gives Kazuya's d/f+2 counter hit stun (falling dos stun).
- Old 2 is replaced with a high punch.
- Old 3 is replaced with a mid kick.
- Old ws+1+2 is replaced with a spinning mid punch.
- ws+3 recovery has changed; does not move backwards anymore. Unsafe.
- f+3*** unblockable is now high.
- f+3**~b cancel recovers faster.
- 1,(2),4 on counter hit knocks down instead giving a stun.
- (1),2,4 on counter hit knocks down.
- d/b+4 on counter hit has a new animation.
- 3~4 has a new hit animation. No guaranteed follow-ups. -13 on block.
- b+3,2 has a new hit animation.
- d/b+1 is unsafe on block.
- 1+4 does not hit grounded.
- f+2 hits grounded.
- 1+4,2,d+4 all hits as a wall combo.
A lot of stuff is still unconfirmed. Post up if you know more!
- информация с зайбатсу.
... вот, что происходило с несчастной Аской, в эволюции, точнее в регрессировании так сказать ...
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Re: Tekken 5: Asuka Kazama
... 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, ( ...
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, ( ...
- Darklexxx
- Новичок
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- Зарегистрирован: 27 авг 2009, 21:34
Re: Tekken 5: Asuka Kazama
Ну а Я и не утверждал что аська это топ
Просто это мой любимый и потому "Адский" чар
А мув лист злой...
ПыСы
А так в качестве альта разрываюсь между браяном и фоксом... хочется сбалансировать лоу тиер гадом
Просто это мой любимый и потому "Адский" чар
А мув лист злой...
ПыСы
А так в качестве альта разрываюсь между браяном и фоксом... хочется сбалансировать лоу тиер гадом
- perfecti
- escape artist
- Сообщения: 2688
- Зарегистрирован: 20 окт 2006, 23:54
- Карточка игрока: perfecti
- Благодарил (а): 3 раза
- Поблагодарили: 5 раз
Re: Tekken 5: Asuka Kazama
1+2?
господи, у тебя все такие вопросы, что в практисе проверяются меньше чем за минуту.
господи, у тебя все такие вопросы, что в практисе проверяются меньше чем за минуту.
It's more right to reach for these dreams and fall
Than stand by and never try to reach them at all ..
Than stand by and never try to reach them at all ..
- CleodanIAE
- Flapping Butterfly
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- Карточка игрока: Cleodan
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Re: Tekken 5: Asuka Kazama
Mad Daimond писал(а):Как рвать её командный бросок b,1+2?
... perfecti дал верный ответ, - эскейп на две руки (вообще у этого броска анимация классического шифтового залома, - быстро тянутся две руки, ), жми 1+2, не ошибёшься, ), ) ...perfecti писал(а):1+2
- CleodanIAE
- Flapping Butterfly
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- Карточка игрока: Cleodan
- Поблагодарили: 3 раза
Re: Tekken 5: Asuka Kazama
... 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
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