Tekken 8 - Personaggi
Asuka Kazama – Frame Data
Reversal e punizioni sulle mosse a vuoto; attacco più debole contro difensori pazienti.
Mosse Normali
| Comando | Livello di colpo | Danno | Avvio | Blocca | Colpo | CH | Attivo | Note | Transizioni |
|---|---|---|---|---|---|---|---|---|---|
| Heat Burst 2+3 › | m | [12;12] | i16 | +1 | +2c | 1 | Heat BurstCancel to r45 with b,b on frame 422 chip damage on block12 chip damage on hitOnly deals recoverable damageCannot cause a K.O.Power crush 7~16 | ||
| Jab 1 › | h | 5 | i10 | -2 | +9 | 1 | |||
| Whiplash 1,1 › | h, m | 5, 15 | i10, i24 | -7 | +4 | 1,1 | Combo from 1st CH with 3f delayLinks to f+1 extensionsInterrupt with i4 from 1st block | f+1 extensions | |
| 1,1,3 › | h, m, m | 5, 15, 17 | i10, i24, i21~22 | -5 | +6 | +14c | 1,1,2 | Combo from 2nd CH with 9f delayInput can be delayed 10f | |
| Jab Uppercut 1,2 › | h, m | 5, 9 | i10, i22~23 | -8 | +6 | 1,2 | Combo from 1st hitCombo from 1st CH with 3f delay | ||
| Jab Uppercut > Spinning Heel Drop 1,2,3 › | h, m, m | 5, 9, 24 | i10, i22~23, i31~33 | -2 | +29a (+20) | 1,2,3 | Balcony BreakStrong Aerial TailspinChip damage on blockCancel to r18 with BInterrupt with i15 from 2nd blockLast input can be held to power up | ||
| Jab Uppercut > Spinning Heel Drop (Hold) 1,2,3* › | h, m, m | 5, 9, 26 | i10, i22~23, i52~53 | +6 | +28a (+19) | 1,2,2 | Balcony BreakStrong Aerial TailspinChip damage on blockCancel to r15 with BInterrupt with i36 from 2nd block | ||
| Jab Uppercut > Front Kick 1,2,4 › | h, m, m | 5, 9, 18 | i10, i22~23, i18~19 | -12 | +18a (-1) | 1,2,2 | Balcony BreakCombo from 1st CHCombo from 2nd CH with 1f delay | ||
| Jab Low Kick 1,3 › | h, l | 5, 10 | i10, i21 | -11 | +0 | 1,1 | Combo from 1st hit with 2f delayCombo from 1st CH with 3f delay | ||
| 2 › | h | 9 | i12 | -7 | +2 | 1 | |||
| 2,1 › | h, h | 9, 10 | i12, i18~19 | -6 | +6 | 1,2 | ElbowJail from 1st attack with 1f delay | ||
| Basho Cutter 2,1,2 › | h, h, m | 9, 10, 16 | i12, i18~19, i26~27 | -10 | +16a (-1) | 1,2,2 | TornadoBalcony BreakCombo from 2nd CH with 1f delayInterrupt with i8 from 2nd block | ||
| Basho Oroshi 2,1,d+1+2 › | h, h, m | 9, 10, 23 | i12, i18~19, i28~30 | -9 | +3c | +38a | 1,2,3 | SpikeCombo from 2nd CH with 1f delayCancel to r20 with BCancel to FC with DInterrupt with i10 from 2nd block | FC |
| Mizu Basho 2,3 › | h, m | 9, 20 | i12, i22~23 | -17 | +11a (-6) | 1,2 | Balcony BreakCombo from 1st hit with 1f delayLow crush 18~41Floating state 42~44 | ||
| 3 › | m | 17 | i14 | -7 | +9 | 1 | |||
| Hyakujitsuko 3,1 › | m, m | 17, 17 | i14, i18~19 | -11 | +8 | +35a (+27) | 1,2 | Balcony Break (CH)Combo from 1st hit with 14f delayInput can be delayed 14fMove can be delayed 10f | |
| High Kick 4 › | h | 18 | i11 | -9 | +7 | +32a | 1 | Balcony Break (CH) | |
| Inner Strength 1+2 › | m | 21 | i16 | -9 | +27a | 1 | |||
| 1+4 › | sl,h | 5,8 | i14i17 | -3 | -3 | +4 | 1,1 | Jail from 1st attack | |
| 1+4,2 › | sl,h, h | 5,8, 10 | i14i17, i19 | -2 | +9 | 1,1,1 | Combo from 2nd CH | ||
| White Heron Dance 1+4,2,4 › | sl,h, h, m | 5,8, 10, 26 | i14i17, i19, i24 | -9 | +4 | +17a (+8) | 1,1,1,1 | Balcony Break (CH)Combo from 3rd CH | |
| White Heron Lower Dance 1+4,2,d+4 › | sl,h, h, L | 5,8, 10, 15 | i14i17, i19, i24~25 | -23 | +27d | 1,1,1,2 | Combo from 3rd CHCancel to FC -7 -18 r37 with DBHigh crush 10~38 | FC | |
| White Heron Spinning Heel Drop 1+4,3 › | sl,h, m | 5,8, 25 | i14i17, i31~33 | -2 | +29a (+20) | 1,1,3 | Balcony BreakStrong Aerial TailspinChip on blockCancel to r18 with BInterrupt with i18 from 2nd blockLast input can be held to power upLink to attack from Spinning Heel Drop (f+3) | ||
| Ryuuntsui 3+4 › | m,M | 10,21 | i23~24i6~8 | -6 | +25a | 2,3 | Floor BreakCancel to FC with Dr44 on grounded hitLow crush 5~33Floating state 34~36 | FC | |
| Whiplash (WHP) f+1 › | m | 17 | i20 | -7 | +4 | 1 | |||
| Whiplash > Toe Kick f+1,3 › | m, m | 17, 17 | i20, i21~22 | -5 | +6 | +14c | 1,2 | Combo from 1st CH with 9f delayInput can be delayed 10f | |
| Whiplash Sacred Blade f+1,4 › | m, L | 17, 26 | i20, i25~27 | -26 | +24a | 1,3 | HomingCombo from 1st CHInput can be delayed 15fInterrupt with i11 from 1st blockCancel to FC -24 -13 r43? with DBHigh crush 6~ | FC,FC | |
| Demon Slayer f+2 › | M | 20 | i17~18 | -18 | +33a (+23) | 2 | Cancel to r26 FC with DGain NWG on hit with 1Hit advantage becomes +26a (+16) on NWG gain | FC | |
| Demon Slayer Vigil f+2,NWG.1+2 › | M, m | 20, 15 | i17~18, i31~32 | -8 | +67a (+51a) | 2,2 | TornadoJail from 1st attack4 chip damage on blockConsumes NWGConsumes 600F of remaining Heat timeAvailable only on hit or block | ||
| Spinning Heel Drop (One Spin) f+3 › | m | 24 | i31~i33 | -2~+0 | +29a (+20) | 1,1 | Balcony BreakChip damage on blockCancel to r33 with B | ||
| Spinning Heel Drop (Two Spins) f+3* › | m | 26 | i52~i53 | +6~+7 | +28a (+19) | 1,1 | Balcony BreakChip damage on blockCancel to r55? with B | ||
| Spinning Heel Drop (Three Spins) f+3** › | m! | 28 | i70~71 | +28a (+19) | 2 | Balcony BreakCancel to r58? with B | |||
| Back Spin Kick f+4 › | h | 21 | i19~21 | +3 | +28a | 3 | HomingBalcony Break (CH) | ||
| Exorcisor f+1+2 › | h | 26 | i15~16 | -9 | +19a (+9) | 2 | Balcony Break+0 frame advantage and 10 chip damage on block after absorbing an attack in power crush statePower crush 7~14 | ||
| Wheel Kick f+2+3 › | h | 21 | i23~24 | +0 | +25a | 2 | Balcony BreakSabaki, parries high or mid punches+51a on a successful parryParry state 4~15 | ||
| Spinning Heel Chop > Naniwa Gusto f+3+4 › | M | 27 | i29~30 | -1 | +18a (+9) | 2 | Balcony BreakChip damage on blockGain NWG on hit-2a (-11) on hit after NWG gain | ||
| df+1 › | m | 10 | i13~14 | -3 | +8 | 2 | |||
| Falling Tower df+1,2 › | m, h,t | 10, 13,25 | i13~14, i22 | -3 | +0d | 2,1 | Floor BreakCombo from 1st CH with 2f delayCombo from 1st hit when off-axis to the left or rightInput can be delayed 7f+18a on off-axis hit, +16a on BT hitTransition to attack throw on standing front hitWon't transition to throw if opponent is too far (Jack-8 range 3.3~), gives +13 on hit instead | ||
| Kyara Boku df+1,4 › | m, m | 10, 22 | i13~14, i23~24 | -12 | +22a (+17) | +59a | 2,2 | Balcony BreakCombo from 1st CH with 1f delayInput can be delayed 7f | |
| Rising Palm df+2 › | m | 14 | i15~16 | -6 | +35a (+25) | 2 | +5s on crouch hit | ||
| Kagamino df+3 › | M | 23 | i20~21 | -8 | +12a | 2 | Balcony Break | ||
| Front Kick df+4 › | m | 16 | i12 | -9 | +2 | 1 | |||
| Sacred Blade df+3+4 › | L | 22 | i28~30 | -26 | +70a (+54) | 3 | HomingAlternate input: 3~4Cancel to r47? FC with DBHigh crush 6~ | FC,FC | |
| Heaven's Hammer d+2 › | m | 20 | i18 | -4c | +19a | 1 | Heat EngagerHeat Dash +5, +67a (+50)SpikeBalcony BreakGain NWG on Heat activation | ||
| Sashiro d+1+2 › | L | 17 | i20 | -18 | +3a | 1 | Floor BreakCan be done from Crouch Level 1High crush 10~39 | ||
| Double Lift Kicks d+3+4 › | l,h | 5,15 | i14i9~12 | -8 | +30a (+20) | 1,4 | Combo from 1st CH-25 if 1st hit is blockedLow crush 5~42Floating state 43~45 | ||
| Swallow Slice db+1 › | m | 13 | i14 | -10 | +6 | 1 | High crush 6~13 | ||
| Swallow Vortex db+1,2 › | m, h | 13, 20 | i14, i26~27 | -9 | +22a (+13) | 1,2 | Heat EngagerHeat Dash +5, +43d (+35)Balcony BreakCombo from 1st hit with 8f delayGain NWG on Heat activation | ||
| Swallow Torrent db+1,4 › | m, m | 13, 25 | i14, i28~29 | -15 | +16a (+9) | 1,2 | TornadoCombo from 1st hitLow crush 29~46Floating state 47~49 | ||
| Funeral Palm db+2 › | m | 22 | i20~21 | -11 | +32a (+22) | 2 | TornadoHigh crush 3~17 | ||
| Enchanted Circle db+3 › | L | 17 | i20 | -12 | +4c | +14g | 1 | ||
| db+4 › | L | 14 | i22~24 | -11 | +0 | +3 | 3 | Transition to r22 FC with DHigh crush 6~41 | FC |
| Kariashi Shiranui db+4,3 › | L, h | 14, 21 | i22~24, i17 | -3 | +39a (+29) | 3,1 | Combo from 1st CH with 1f delay | ||
| db+4,4 › | L, L | 14, 15 | i22~24, i31~33 | -7 | +4 | +35a | 3,3 | Transition to r22 FC with DHigh crush 1~49 | FC |
| Leg Cutter db+4,4,4 › | L, L, L | 14, 15, 16 | i22~24, i31~33 | -7 | +4 | +35a | 3,3 | Transition to r22 FC with DHigh crush 1~49 | FC |
| Kariashi Hakuro db+4,1+4 › | L, sl,h | 14, 5,8 | i22~24, i22i17 | --3 | +9 | 3,1,1 | Jail from 2nd attackLinks to 1+4 string extensions-19 if entire string is ducked | 1+4 string extensions | |
| Raging Storm db+1+2 › | m,m | 10,20 | i42i3 | +10g | +18a (+9) | 1,1 | Balcony BreakSabaki, parries lows except weapons+62a on successful parryGain NWG on hit with 1Parry state 8~20 | ||
| Violet b+1 › | L | 17 | i29~30 | -10 | +6 | +0d | 2 | Transition to attack throw on CH, +22 damageCancel to r14 FC with DHigh crush 6~ | FC,FC |
| Attack Reversal b+1+3 › | 25 | Opponent recovers FUFTReverses high or mid attacksParry state 5~12 | |||||||
| Attack Reversal (Hold) b+1+3* › | 25 | Opponent recovers FUFTReverses high or mid attacksParry state 5~54 | |||||||
| Swallow Mallet b+2 › | m | 12 | i15 | -4c | +1c | 1 | |||
| Swallow Mallet Lunging Mist Thrust b+2,1 › | m, m | 12, 14 | i15, i28 | -7 | +4 | 1,1 | Combo from 1st CHLinks to f+1 extensions | f+1 extensions | |
| Swallow Mallet Leg Cutter b+2,4 › | m, L | 12, 14 | i15, i33~35 | -11 | +0 | +3 | 1,3 | Links to db+4 extensionsTransition to r22 FC with DHigh crush 15~ | db+4 extensions,FC |
| b+2,1+2 › | m, h | 12, 7 | i15, i21 | -9 | +2 | 1,1 | ElbowJail from 1st attack with 5f delayCombo from 1st CH with 9f delayInput can be delayed 12FCancel to r15 FC with D | FC | |
| Swallow Mallet Combo b+2,1+2,4 › | m, h, m | 12, 7, 20 | i15, i21, i23~24 | -13 | +18a (+9) | 1,1,2 | Balcony BreakCombo from 1st CHCombo from 2nd CH | ||
| Dragon Wheel Kick b+3 › | m | 15 | i16~17 | -19 | +22a (+12) | 2 | Low crush 10~37Floating state 38~40 | ||
| Dragon Wheel Kick Demon Slayer b+3,2 › | m, M | 15, 20 | i16~17, i17~18 | -20 | +33a (+23) | 2,2 | Cancel to r11 with DGain NWG on hit with 1Interrupt with i23 on 1st block | ||
| Dragon Wheel Leg Cutter b+3,4 › | m, L | 15, 14 | i16~17, i20~22 | -11 | +0 | +3 | 2,3 | Links to db+4 extensionsTransition to r22 FC with DHigh crush 1~ | db+4 extensions,FC |
| b+4 › | m | 17 | i15~16 | -7 | +8 | +56a | 2 | Knee | |
| b+4,2 › | m, m | 17, 12 | i15~16, i18~19 | -12 | +4c | 2,2 | Floor BreakKneeInput can be delayed 14f | ||
| Tsuyababuki b+4,2,3 › | m, m, M | 17, 12, 21 | i15~16, i18~19, i20~23 | -16 | +15a (-2) | 2,2,4 | Balcony BreakCombo from 2nd hit with 6f delayMove can be delayed 3fGain NWG on hit with 1 | ||
| b+1+4 › | h,L | 15,8 | i12i17~18 | -8 | +5 | +7 | 1,2 | Combo from 1st hit | |
| Reverse Narcissus b+1+4,3 › | h,L, L | 15,8, 18 | i12i17~18, i32~33 | -13 | -2 | +16a | 1,2,2 | Combo from 2nd CH | |
| Narcissus b+1+4,4 › | h,L, m | 15,8, 23 | i12i17~18, i25~26 | -14 | +5b | 1,2,2 | Balcony Break (airborne)Combo from 2nd CH | ||
| Azalea b+2+3 › | m | 23 | i24~25 | -9 | +6 | 2 | Balcony Break (airborne)Kick Sabaki, +59a on successful parryParry state 4~15 | ||
| ub+4 › | -15 | +27a (+17) | Backwards momentum | ||||||
| Momiji Oroshi ub+1+2 › | m | 23 | i25 | -3 | +9d | 1 | Floor BreakSpikeCancel to r35 with BTransition to FC -3 +6d with D | FC | |
| u+4 › | Recovers 4F faster on hit (t49 r28)No forward momentum | ||||||||
| Sumiyoshi Plunge u+1+2 › | m | 20 | i31~32 | -13~-12 | +19a | 2 | Spike6 chip damage on blockPower up when using NWG or in HeatLow crush 9~31 | ||
| uf+1 › | h | 12 | i13 | -9 | +3 | 1 | Has good left sidestep tracking | ||
| Ikutama Bash uf+1,2 › | h, m | 12, 19 | i13, i26~27 | -11 | +13g | 1,2 | Balcony BreakStrong Aerial TailspinCombo from 1st hitCancel to -3 -15 FC with D | FC | |
| Rangetsu uf+2 › | h,t | 20,25 | i14 | -1 | +0d | 1 | Balcony Break (airborne)Floor Break+12a on off-axis hit, +10a on BT hitTransition to attack throw on standing front hitWon't transition to throw if opponent is too far (Jack-8 range 2.7~), gives +7 on hit instead | ||
| Iwato uf+3 › | m | 17 | i20~21 | -3 | +8 | +33a | 2 | Low crush 11~27Floating state 28~30 | |
| Night Sky uf+4 › | m | 25 | i20~21 | -13 | +31a (+21) | 2 | Recovers 4F faster on hit (t49 r28)Low crush 9~30Floating state 31~33 | ||
| Ki Charge 1+2+3+4 › | Transition to Ultimate Tackle throw with 1+2Cannot block for 5 secondsCH state for 5 seconds | Ultimate Tackle | |||||||
| Naniwa Ultimate Tackle (Tackle) 1+2+3+4,1+2 › | m,t | 0,0 | i16 | -6 | +3 | 1 | Throw break 1+2Works on standing or crouching opponentTackle is reversed on the player on breakOpponent recovers FUFT on hit | ||
| Burning Lantern f,F+1 › | m | 30 | i23 | +5 | +14c | 1 | SpikeRecovers in r55 on hit or on blockChip damage on block | ||
| f,F+2 › | m | 16 | i15~16 | -9 | +2 | 2 | ElbowTransition to -9 +2 FC with DHas good right sidestep tracking | FC | |
| Hiboko no Kagami f,F+2,1 › | m, h | 16, 21 | i15~16, i21~22 | -5 | +19c | 2,2 | Heat EngagerHeat Dash +5, +36a (+26)Balcony BreakElbowCombo from 1st hit with 6f delayCombo from 1st CH with 10f delayInput can be delayed 12fMove can be delayed 10fGain Naniwa Gusto on Heat activationForces tech backroll on hit | ||
| Yata Kagami f,F+2,3 › | m, M | 16, 22 | i15~16, i27~28 | -7 | +15a | 2,2 | Balcony BreakCombo from 1st CH with 4f delayInput can be delayed 12fMove can be delayed 10f | ||
| Yata Kagami (charged) f,F+2,3* › | m, m | 16, 26 | i15~16, i38~39 | +7 | +39a | 2,2 | 10 chip damage on block | ||
| Higata no Kagami f,F+2,1+2 › | m, m | 16, 25 | i15~16, i25~26 | -13 | +23a (+13) | 2,2 | Balcony BreakCombo from 1st hitCombo from 1st CH with 6f delayInput can be delayed 12fMove can be delayed 10fGain Naniwa Gusto on hit, advantage becomes +0a (-10) | ||
| Matoi Hiragi f,F+3 › | m | 23 | i20~21 | -9 | +11g | +35a | 2 | HomingBalcony Break | FC |
| Leaping Spin Kick f,F+4 › | h | 23 | i20~21 | -3 | +66a (+46) | 2 | Strong Aerial TailspinBalcony BreakLow crush 6~21Floating state 22~24 | ||
| Tenjin Upward Strike f,F+1+2 › | M | 20 | i19~20 | -6 | +29a (+14) | +68a (+52) | 2 | Tornado4 chip damage on blockGrounded hit can be inconsistent sometimes | |
| Ame-no-Uzume f,f,F+3 › | m | 32 | i24~28 | +3~+7 | +16a (+7) | +48a (+1) | 5 | Balcony Break9 chip damage on blockLow crush 3~30Floating state 31~33 | |
| Aizen Swing f,f,F+1+2 › | h | 24 | i17~18 | +4 | +32a (+6) | +67a (+51) | 2 | TornadoHomingBalcony Break4 chip damage on blockInstant Tornado on CHUnparryable by traditional punch parries (running attack) | |
| ws1 › | m | 12 | i14~15 | -7 | +4 | 2 | |||
| Shikeitai ws1,4 › | m, h | 12, 20 | i14~15, i20 | -4 | +37a (+29) | 2,1 | Balcony BreakCombo from 1st hit with 7f delayMove can be delayed 6f | ||
| ws2 › | m | 18 | i13~14 | -8 | +8 | 2 | Elbow | ||
| ws2,1 › | m, h | 18, 10 | i13~14, i22 | -2 | +9 | 2,1 | Combo from 1st hit with 3f delayContinues into 10 strings | ||
| 3rd Hit (2) ws2,1,1 › | m, h, m | 18, 10, 8 | i13~14, i22 | -23 | -12 | 2,1 | |||
| 3rd Hit ws2,1,1 › | m, h, m | 18, 10, 8 | i13~14, i22 | -23 | -12 | 2,1 | |||
| 4th Hit (2) ws2,1,1,1 › | m, h, m, h | 18, 10, 8, 8 | i13~14, i22 | -25 | -14 | 2,1 | |||
| 4th Hit ws2,1,1,1 › | m, h, m, h | 18, 10, 8, 8 | i13~14, i22 | -25 | -14 | 2,1 | |||
| 5th Hit (2) ws2,1,1,1,2 › | m, h, m, h, m | 18, 10, 8, 8, 6 | i13~14, i22 | -11 | +0 | 2,1 | |||
| 5th Hit ws2,1,1,1,2 › | m, h, m, h, m | 18, 10, 8, 8, 6 | i13~14, i22 | -11 | +0 | 2,1 | |||
| 6th Hit ws2,1,1,1,2,1 › | m, h, m, h, m, sm | 18, 10, 8, 8, 6, 5 | i13~14, i22 | -10 | +1 | 2,1 | |||
| 7th Hit ws2,1,1,1,2,1,4 › | m, h, m, h, m, sm, m | 18, 10, 8, 8, 6, 5, 7 | i13~14, i22 | -16 | -6 | 2,1 | |||
| 8th Hit ws2,1,1,1,2,1,4,3 › | m, h, m, h, m, sm, m, l | 18, 10, 8, 8, 6, 5, 7, 7 | i13~14, i22 | -25 | -9 | 2,1 | |||
| 10 Hit Combo 1 ws2,1,1,1,2,1,4,3,3+4 › | m, h, m, h, m, sm, m, l, m,m | 18, 10, 8, 8, 6, 5, 7, 7, 25,25 | i13~14, i22 | -11 | KND | 2,1 | |||
| 6th & 7th Hit (2) ws2,1,1,1,2,1+4 › | m, h, m, h, m, sll,h | 18, 10, 8, 8, 6, 7,5 | i13~14, i22 | -33 | -7 | 2,1 | |||
| 8th Hit (2) ws2,1,1,1,2,1+4,1 › | m, h, m, h, m, sll,h, h | 18, 10, 8, 8, 6, 7,5, 6 | i13~14, i22 | -10 | -43 | 2,1 | |||
| 10 Hit Combo 2 ws2,1,1,1,2,1+4,1,3+4 › | m, h, m, h, m, sll,h, h, l,m | 18, 10, 8, 8, 6, 7,5, 6, 5,24 | i13~14, i22 | -43 | LNC | 2,1 | |||
| 10 Hit Combo 3 ws2,1,1,3 › | m, h, m, m | 18, 10, 8, 10 | i13~14, i22, i21 | +11a (+1) | 2,1,1 | Balcony Break | |||
| Kohaku ws2,1+2 › | m, t | 18, 12 | i13~14, i24~25 | -5 | +17 | 2,2 | Combo from 1st hit with 3f delayMove can be delayed 2fLinks to Destabilizer (f+1+3_f+2+4) extensions on hit+9 on BT hit | Destabilizer f+1+3_f+2+4 extensions | |
| Moon Scent ws3 › | m | 20 | i18~19 | -16 | +35a (+25) | 2 | TornadoFloating state 18~40 | ||
| Toe Smash ws4 › | m | 15 | i11~12 | -3 | +8 | 2 | Can hit grounded while up-close and off-axis | ||
| Sudare Nagashi ws1+2 › | m | 20 | i21 | -2 | +13g +25w | +14 +63a | 1 | Wall Crush +25g on hitElbowCancel to r18 FC with D | FC |
| [[Wall Jump Attack]] (Back to wall).b,b,UB › | m | 21 | i39~41 | +4c~+6c | +22a | 3 | Floating state 5~13Low crush 14~33Floating state 34~36 | ||
| Eternal Punishment Tackle.2,1,2,1 › | 5,5,5,10 | +3c | +0d | Unbreakable unless reversedonly 1st and 4th hits can be blocked1 to defend left side (against right punch)2 to defend right side (against left punch)1, 2 or 1+2 to defend tackle from behindDoes not consume CH state on hit | |||||
| Aiki Nage 1+3 › | t | 35 | i12~14 | -2 | +0d | 3 | HomingFloor BreakThrow break 1 or 2 | ||
| Katanuki 2+4 › | t | 35 | i12~14 | -2 | +0d | 3 | HomingThrow break 1 or 2Side switch on hitOpponent recovers FDFA on hit | ||
| Twisted Limbs Back throw › | t | 50 | +7d | UnbreakableSide switch on hitOpponent recovers FDFA on hit | |||||
| Cloud Taste Left throw › | t | 40 | -3 | -3d | Throw break 1Opponent recovers FDFT on hit | ||||
| Wind Wheel Right throw › | t | 40 | -3 | +0d | Throw break 2Side switch on hitOpponent recovers FUFA on hit | ||||
| White Mountain df+2+3 › | t | 40 | i12 | -6 | -6d | 1 | Floor BreakThrow break 2Opponent recovers off-axis FUFT on hitCan side switch on hit | ||
| Destabilizer (DST) f+1+3 › | t | 0 | i19~20 | +17 | 2 | ||||
| Cherry Blossom uf+1+2 › | t | 40 | i12 | -3 | +0d | 1 | Throw break 1+2Opponent recovers FUFA on hit |
FC Posizione
| Comando | Livello di colpo | Danno | Avvio | Blocca | Colpo | CH | Attivo | Note | Transizioni |
|---|---|---|---|---|---|---|---|---|---|
| Grace FC.df+2 › | L | 10 | i16~17 | -11 | +0 | +17 | 2 | High crush 1~ | FC |
| Minazuki FC.df+3 › | m | 20 | i17 | -9 | +34a (+26) | 1 | Balcony Break | ||
| Minazuki (Charged) FC.df+3* › | m | 30 | i29 | +8 | +37a | 1 | Balcony Break (airborne)6 chip damage on block | ||
| Crouch Jab hFC.1 › | sl | 5 | i10 | -5 | +6 | 1 | Transition to Standing with f+6c on crouching hitHigh crush 1~ | FC | |
| Crouch Straight hFC.2 › | sl | 8 | i11 | -4 | +7 | 1 | High crush 1~ | FC | |
| Crouch Spin Kick hFC.3 › | L | 10 | i16 | -17 | -6 | 1 | High crush 1~ | FC | |
| Crouch Shin Kick hFC.4 › | l | 6 | i12 | -15 | -4 | 1 | High crush 1~ | FC | |
| hFC.3+4 › | m,m | 10,10 | i21~22i9~10 | -6 | +5c | 2,2 | Transition to r22 FC with DCan be done from Crouch Level 1Low crush 5~19Floating state 20~22 | FC | |
| Falling Rain FC.db+1+2 › | t | 15,15,15 | i14 | -6 | +56a (+28) | 1 | Throw break 1+2Side switch on hit2nd damage on landing3rd damage without tech roll |
H. Posizione
| Comando | Livello di colpo | Danno | Avvio | Blocca | Colpo | CH | Attivo | Note | Transizioni |
|---|---|---|---|---|---|---|---|---|---|
| Triple Ascension Kicks H.2+3 › | m,t | 12,11,27 | i16 | +10g | -6 | 1 | Heat SmashFloor Break7 chip damage on blockTransition to attack throw on hit+15a if only the last hit connects+11d (-24) if only the last two hits connect2nd hit damage 11 > 18 if 1st hit whiffs3rd hit damage 27 > 30 if 1st hit whiffsHit level becomes m,m,m on block/whiffLow crush 5~ |
R. Posizione
| Comando | Livello di colpo | Danno | Avvio | Blocca | Colpo | CH | Attivo | Note | Transizioni |
|---|---|---|---|---|---|---|---|---|---|
| Naniwa Peacemaker Knuckle R.df+1+2 › | m,t | 55+ | i20 | -18 | +0d | 1 | Rage ArtRemoves Recoverable HealthReversal BreakDamage increases with lower health, maximum 82Freezes match timer on activation and on hitRestores recoverable health on hitTransition to attack throw on hitConsumes RagePower crush 8~ |
SS Posizione
DST Posizione
NWG Posizione
| Comando | Livello di colpo | Danno | Avvio | Blocca | Colpo | CH | Attivo | Note | Transizioni |
|---|---|---|---|---|---|---|---|---|---|
| Tenjin Festival Upward Strike NWG.f,F+1+2 › | M | 24 | i19~20 | +2 | +32a | +68a (+52) | 2 | Tornado7 chip damage on blockConsumes NWGConsumes 300F of remaining Heat timeGrounded hit can be inconsistent sometimesUnparryable with traditional punch parries (bug?) | |
| Aizen Festival Swing NWG.f,f,F+1+2 › | h | 26 | i17~18 | +7 | +33a | +67a (+51) | 2 | TornadoHomingBalcony BreakWall Crush +18g~19g on block7 chip damage on blockConsumes NWGConsumes 300F of remaining Heat timeUnparryable by traditional punch parries (running attack) | |
| NWG.uf+1,2 › | h,m | i26~27 | +0 | +19a (+10) | 2 | Balcony BreakStrong Aerial TailspinCombo from 1st hitUnparryable by traditional punch parries (bug?)Cancel to -3 -15 FC with DConsumes NWGConsumes 150F of remaining Heat time4 chip damage on block | FC | ||
| Sumiyoshi Festival Plunge NWG.u+1+2 › | M | 33 | i31~32 | +8~+9 | +44a | 2 | Floor Break13 chip damage on blockConsumes NWGConsumes 180F of remaining Heat timeLow crush 9~31 |
Profilo Combattente
Difesa | Punizione
Principiante
Debole a: Passo a destra
Panoramica
Forti ribaltamenti e punizione dei colpi a vuoto; offesa più debole contro difensori pazienti.
Sistema di calore
Durante lo stato Heat, puoi concatenare all'infinito le mosse Naniwa Gusto (NWG)—f,f+1+2, WR1+2 e u+1+2 restano disponibili per tutta la durata della barra Heat, permettendoti di fare pressione con strumenti potenziati.
Punti di forza
Rubare il turno: un vasto set di strumenti difensivi—d+3+4, sabaki, reversal, f+1+2—fa riflettere due volte gli avversari prima di premere.Gioco sui counter-hit: 4 e 1,2,4 sono strumenti CH veloci che puniscono l'eccessiva estensione e aprono follow-up.
Punti deboli e contromosse
Tracciamento: molte poke sono lineari, quindi gli avversari possono superarti; è necessario un posizionamento preciso.Generici: il tuo jab è in svantaggio in parata e df1 manca di una combo naturale, costringendoti a fare affidamento su mosse specifiche.
Piano di gioco
Ruba il tuo turno con d+3+4, sabaki (b+2+3 / f+2+3) o reversal (b+1+3) quando l'avversario si impegna.Metti pressione con il CH a 11f con 4 e la stringa jab CH i10 1,2,4 per scoraggiare il masher.Dopo una lettura difensiva riuscita, passa al tuo mix basso d+1+2 per forzare un 50/50.Usa il power crush f+1+2 per superare la pressione e iniziare la tua offensiva.Rimani disciplinato con il tuo posizionamento: il tracking debole significa che devi piazzare le mosse con precisione, non affidarti al generico df1 o jab.
Posizioni