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Asuka — character information

Every Asuka move in Tekken 8: 59 rows, 7 lows, 6 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Asuka is low-heavy (18.1% of the movelist is lows) and a floor-breaker (8 strikes break the floor), with 1 further axis also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws67th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Asuka: 6 throws from neutral — 7th of 41. The roster median is 4.

  • Plus on block10.1%27th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Asuka: 10.1% of the movelist is plus on block — 27th of 41. The roster median is 11%.

  • Lows18.1%6th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Asuka: 18.1% of the movelist is lows — 6th of 41. The roster median is 13.8%.

  • CH launchers1611th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Asuka: 16 moves launch on counter hit — 11th of 41. The roster median is 12.

  • Stances132nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Asuka: 1 stance: NWG — 32nd of 41. The roster median is 2.

  • Homing45th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Asuka: 4 homing strikes — 5th of 41. The roster median is 3.

  • Wall / balcony24.6%23rd of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Asuka: 24.6% of the movelist carries a balcony break or wall crush — 23rd of 41. The roster median is 24.8%.

  • Floor breakers88th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Asuka: 8 strikes break the floor — 8th of 41. The roster median is 2.

  • Side switches311th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Asuka: 3 moves switch sides on hit — 11th of 41. The roster median is 2.

  • Chip damage15.2%19th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Asuka: 15.2% do chip damage on block — 19th of 41. The roster median is 14.5%.

  • Power crushes232nd of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Asuka: 2 power crushes — 32nd of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Asuka: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki53rd of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Asuka: 5 parries or sabaki — 3rd of 41. The roster median is 2.

  • Launchable lows36%25th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Asuka: 36% of their lows are -15 or worse — 25th of 41. The roster median is 37.5%.

  • Launchable mids/highs12.4%17th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Asuka: 12.4% of their highs and mids are -15 or worse — 17th of 41. The roster median is 10.9%.

  • Turn-keeping pokes35.5%20th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Asuka: 35.5% of their pokes stay plus on hit and safe on block — 20th of 41. The roster median is 35.5%.

  • Duckable highs18.1%31st of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Asuka: 18.1% of the movelist is highs — 31st of 41. The roster median is 21.3%.

  • Low crushes10.1%33rd of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Asuka: 10.1% of the movelist jumps over lows — 33rd of 41. The roster median is 12.8%.

  • High crushes12.3%11th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Asuka: 12.3% of the movelist ducks under highs — 11th of 41. The roster median is 9.7%.

  • Safe evasions41.9%26th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Asuka: 41.9% of their evasive moves are still safe when blocked — 26th of 41. The roster median is 45.5%.

  • Fast plus on block0%41st of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Asuka: 0% of the movelist is plus on block at i15 or faster — 41st of 41. The roster median is 2%.

  • Safe poke damage13.515th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Asuka: their average safe poke does 13.5 damage — 15th of 41. The roster median is 13.2.

  • Follow-ups per move0.7710th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Asuka: 0.77 follow-ups per standalone move — 10th of 41. The roster median is 0.61.

Shading shows where Asuka sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Asuka reaches it on 3 of 23.

Your back to the wall

24.6% of their moves carry wall or balcony properties, below the roster middle.

Their back to the wall

3 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

4 homing strikes, in the top fifth of the roster, of which 1 is a mid. That is the one that beats a step without giving you a ducking answer.

On a breakable floor

A stage that rewards them. 8 strikes break the floor, in the top fifth of the roster — on these stages the floor is a resource Asuka is holding and you are not.

Key Asuka moves

Plus on block

  • NWG.u+1+2Sumiyoshi Festival Plungestancei31, mid, +9 on block at best, needs Heat, spends a stance resource
  • FC.df+3*Minazuki (Charged)situationali29, mid, +8 on block
  • NWG.f,f,F+1+2Aizen Festival Swingstancei17, high, +7 on block, needs Heat, spends a stance resource
  • f,f,F+3Ame-no-Uzumei24, mid, +7 on block at best

Fastest mids

  • df+4Front Kicki12, mid, -9 on block
  • df+1i13, mid, -3 on block

Lows, safest first

  • db+4,4from db+4 (i22), low, -7 on block
  • db+4,4,4Leg Cutterfrom db+4 (i22), low, -7 on block
  • d+3+4Double Lift Kicksi14, low, -8 on block, too fast to see coming
  • b+1Violeti29, low, -10 on block, slow enough to block on reaction

Special lows

  • 1+4i14, special low, -3 on block, too fast to see coming
  • db+4,1+4Kariashi Hakurofrom db+4 (i22), special low, -3 on block
  • hFC.2Crouch Straightsituationali11, special low, -4 on block, too fast to see coming
  • hFC.1Crouch Jabsituationali10, special low, -5 on block, too fast to see coming

Panic buttons

  • f+1+2Exorcisori15, absorbs a hit, -9 on block
  • b+1+3Attack Reversalparries, block frames unpublished
  • b+1+3*Attack Reversal (Hold)parries, block frames unpublished
  • f+2+3Wheel Kicki23, parries, +0 on block

Launches on counter-hit

  • NWG.f,F+1+2Tenjin Festival Upward Strikestancei19, counter-hit +68a (+52), needs Heat, spends a stance resource
  • f,F+1+2Tenjin Upward Strikei19, counter-hit +68a (+52)
  • NWG.f,f,F+1+2Aizen Festival Swingstancei17, counter-hit +67a (+51), needs Heat, spends a stance resource
  • f,f,F+1+2Aizen Swingi17, counter-hit +67a (+51)

Homing

  • NWG.f,f,F+1+2Aizen Festival Swingstancei17, homing, +7 on block, needs Heat, spends a stance resource
  • f,f,F+1+2Aizen Swingi17, homing, +4 on block
  • f+4Back Spin Kicki19, homing, +3 on block
  • f,F+3Matoi Hiragii20, homing, -9 on block

Parries and sabaki

  • f+2+3Wheel Kicki23, Sabaki, parries high or mid punches
  • b+2+3Azaleai24, Kick Sabaki, +59a on successful parry
  • db+1+2Raging Stormi42, Sabaki, parries lows except weapons
  • b+1+3Attack ReversalReverses high or mid attacks

Free launches for you

  • hFC.4Crouch Shin Kicksituationali12, -15 on block
  • db+1,4Swallow Torrentfrom db+1 (i14), -15 on block
  • ub+4-15 on block
  • ws3Moon Scentsituationali18, -16 on block
What Asuka punishes you with
Asuka’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,315—
−12 or worse2,329ws415
−13 or worsedf+1,248ws2,128
−15 or worsef,F+2,1+241 launchesws1,432 launches
What you get to do about Asuka’s strings

Fuzzy guard candidates

  • 1+4,2high, 12f before 1+4,3
  • db+1,2high, 2f before db+1,4
  • df+1,2high, 1f before df+1,4

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 2,1,d+1+2interrupt with i10
  • f+1,4interrupt with i11
  • 1,2,3interrupt with i15
  • 1+4,3interrupt with i18
  • b+3,2interrupt with i23
  • …and 1 more

Do not try to duck these

  • 2,1jails — you stay in blockstun
  • b+2,1+2jails — you stay in blockstun
  • db+4,1+4jails — you stay in blockstun
  • f+2,NWG.1+2jails — you stay in blockstun

Jailing is unrecorded on 93% of Asuka’s string continuations, so a string missing from the last list was probably never checked.

Getting into Asuka’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Asuka there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

DST — 2 moves out of it

No move in the movelist names DST as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

NWG — 5 moves out of it

No move in the movelist names NWG as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

0 of 2 stances in Asuka’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Asuka has 6 throws that can start from neutral.

Default break: 2. It covers 3 of 5 breakable throws (60%).

What 2 does not cover, most damaging first:

  • uf+1+2 Cherry Blossom — breaks with 1+2, 40 damage
  • FC.db+1+2 Falling Rain — breaks with 1+2, 15,15,15 damage

1 throw has no break documented at the source, and is left out of these counts.

Asuka neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Aiki Nage1 or 235—On a breakable floorAgainst sidestepping
2+4Katanuki1 or 235FDFAAgainst sidesteppingTo escape a corner
df+2+3White Mountain240FUFT off-axisOn a breakable floorTo escape a corner
f+1+3Destabilizer (DST)not documented0——
FC.db+1+2Falling Rain1+215,15,15—To escape a corner
uf+1+2Cherry Blossom1+240FUFA—

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 148 moves
Level
Properties

148 moves

Search any column from its heading.

Asuka frame data — 148 moves
DetailsProperties
(Back to wall).b,b,UBWall Jump AttackMid39~414~+6+22a—21
1JabHigh10-2+9—5—
1,1WhiplashMidi24 rel-7+4—,15—
1,1,3—Midi21~22 rel-5+6+14c,17—
1,2Jab UppercutMidi22~23 rel-8+6—,9—
1,2,3Jab Uppercut > Spinning Heel DropMidi31~33 rel-2+29a (+20)—,24
1,2,3*Jab Uppercut > Spinning Heel Drop (Hold)Midi52~53 rel+6+28a (+19)—,26
1,2,4Jab Uppercut > Front KickMidi18~19 rel-12+18a (-1)—,18
1,3Jab Low KickLowi21 rel-11+0—,10—
1+2Inner StrengthMid16-9+27a—21—
1+2+3+4Ki Charge———————
1+2+3+4,1+2Naniwa Ultimate Tackle (Tackle)Mid ⋯i16 rel-6—+3,0,0—
1+3Aiki NageThrow12~14-2+0d—35
1+4—Low sl ⋯14-3-3+45,8—
1+4,2—Highi19 rel-2+9—,10—
1+4,2,4White Heron DanceMidi24 rel-9+4+17a (+8),26—
1+4,2,d+4White Heron Lower DanceLowi24~25 rel-23+27d—,15
1+4,3White Heron Spinning Heel DropMidi31~33 rel-2+29a (+20)—,25
2—High12-7+2—9—
2,1—Highi18~19 rel-6+6—,10
2,1,2Basho CutterMidi26~27 rel-10+16a (-1)—,16
2,1,d+1+2Basho OroshiMidi28~30 rel-9+3c+38a,23
2,3Mizu BashoMidi22~23 rel-17+11a (-6)—,20
2+3Heat BurstMid16+1+2c—[12;12]
2+4KatanukiThrow12~14-2+0d—35
3—Mid14-7+9—17—
3,1HyakujitsukoMidi18~19 rel-11+8+35a (+27),17—
3+4RyuuntsuiMid ⋯23~24-6+25a—10,21
4High KickHigh11-9+7+32a18—
b+1VioletLow29~30-10+6+0d17
b+1+3Attack Reversal—————25
b+1+3*Attack Reversal (Hold)—————25
b+1+4—High ⋯12-8+5+715,8—
b+1+4,3Reverse NarcissusLowi32~33 rel-13-2+16a,18—
b+1+4,4NarcissusMidi25~26 rel-14+5b—,23—
b+2Swallow MalletMid15-4+1c—12—
b+2,1Swallow Mallet Lunging Mist ThrustMidi28 rel-7+4—,14—
b+2,1+2—Highi21 rel-9+2—,7
b+2,1+2,4Swallow Mallet ComboMidi23~24 rel-13+18a (+9)—,20
b+2,4Swallow Mallet Leg CutterLowi33~35 rel-11+0+3,14
b+2+3AzaleaMid24~25-9+6—23
b+3Dragon Wheel KickMid16~17-19+22a (+12)—15
b+3,2Dragon Wheel Kick Demon SlayerMidi17~18 rel-20+33a (+23)—,20—
b+3,4Dragon Wheel Leg CutterLowi20~22 rel-11+0+3,14
b+4—Mid15~16-7+8+56a17
b+4,2—Midi18~19 rel-12+4c—,12
b+4,2,3TsuyababukiMidi20~23 rel-16+15a (-2)—,21
Back throwTwisted LimbsThrow——+7d—50—
d+1+2SashiroLow20-18+3a—17
d+2Heaven's HammerMid18-4 HD+19a—20
d+3+4Double Lift KicksLow ⋯14-8+30a (+20)—5,15
db+1Swallow SliceMid14-10+6—13
db+1,2Swallow VortexHighi26~27 rel-9 HD+22a (+13)—,20
db+1,4Swallow TorrentMidi28~29 rel-15+16a (+9)—,25
db+1+2Raging StormMid ⋯42+10 g+18a (+9)—10,20
db+2Funeral PalmMid20~21-11+32a (+22)—22
db+3Enchanted CircleLow20-12+4c+14g17—
db+4—Low22~24-11+0+314
db+4,1+4Kariashi HakuroLow sl ⋯i22i17 rel-3+9—,5,8—
db+4,3Kariashi ShiranuiHighi17 rel-3+39a (+29)—,21—
db+4,4—Lowi31~33 rel-7+4+35a,15
db+4,4,4Leg CutterLowi31~33 rel-7+4+35a,16
df+1—Mid13~14-3+8—10—
df+1,2Falling TowerHigh ⋯i22 rel-3+0d—,13,25
df+1,4Kyara BokuMidi23~24 rel-12+22a (+17)+59a,22
df+2Rising PalmMid15~16-6+35a (+25)—14—
df+2+3White MountainThrow12-6-6d—40
df+3KagaminoMid20~21-8+12a—23
df+3+4Sacred BladeLow28~30-26+70a (+54)—22
df+4Front KickMid12-9+2—16—
DST.2Compulsory ReformMid19-3 HD+8a—20
DST.4Inescapable TiradeLow19-14+11a—19—
f,f,F+1+2Aizen SwingHigh17~18+4+32a (+6)+67a (+51)24
f,f,F+3Ame-no-UzumeMid24~283~+7+16a (+7)+48a (+1)32
f,F+1Burning LanternMid23+5+14c—30
f,F+1+2Tenjin Upward StrikeMid19~20-6+29a (+14)+68a (+52)20
f,F+2—Mid15~16-9+2—16
f,F+2,1Hiboko no KagamiHighi21~22 rel-5 HD+19c—,21
f,F+2,1+2Higata no KagamiMidi25~26 rel-13+23a (+13)—,25
f,F+2,3Yata KagamiMidi27~28 rel-7+15a—,22
f,F+2,3*Yata Kagami (charged)Midi38~39 rel+7+39a—,26
f,F+3Matoi HiragiMid20~21-9+11g+35a23
f,F+4Leaping Spin KickHigh20~21-3+66a (+46)—23
f+1Whiplash (WHP)Mid20-7+4—17—
f+1,3Whiplash > Toe KickMidi21~22 rel-5+6+14c,17—
f+1,4Whiplash Sacred BladeLowi25~27 rel-26+24a—,26
f+1+2ExorcisorHigh15~16-9+19a (+9)—26
f+1+3Destabilizer (DST)Throw19~20—+17—0—
f+2Demon SlayerMid17~18-18+33a (+23)—20—
f+2,NWG.1+2Demon Slayer VigilMidi31~32 rel-8+67a (+51a)—,15
f+2+3Wheel KickHigh23~24+0+25a—21
f+3Spinning Heel Drop (One Spin)Mid31-2~+0+29a (+20)—24
f+3*Spinning Heel Drop (Two Spins)Mid526~+7+28a (+19)—26
f+3**Spinning Heel Drop (Three Spins)Mid70~71—+28a (+19)—28
f+3+4Spinning Heel Chop > Naniwa GustoMid29~30-1+18a (+9)—27
f+4Back Spin KickHigh19~21+3+28a—21
FC.db+1+2Falling RainThrow ⋯14-6+56a (+28)—15,15,15—
FC.df+2GraceLow16~17-11+0+1710
FC.df+3MinazukiMid17-9+34a (+26)—20
FC.df+3*Minazuki (Charged)Mid29+8+37a—30
H.2+3Triple Ascension KicksMid ⋯16+10 g-6—12,11,27
hFC.1Crouch JabLow sl10-5+6—5
hFC.2Crouch StraightLow sl11-4+7—8
hFC.3Crouch Spin KickLow16-17-6—10
hFC.3+4—Mid ⋯21~22-6+5c—10,10
hFC.4Crouch Shin KickLow12-15-4—6
Left ThrowCloud TasteThrow—-3-3d—40—
NWG.f,f,F+1+2Aizen Festival SwingHigh17~18+7+33a+67a (+51)26
NWG.f,F+1+2Tenjin Festival Upward StrikeMid19~20+2+32a+68a (+52)24
NWG.u+1+2Sumiyoshi Festival PlungeMid31~328~+9+44a—33
R.df+1+2Naniwa Peacemaker KnuckleMid20-18+0d—55+
Right ThrowWind WheelThrow—-3+0d—40—
SS.2Mist Palm ThrustMid13~14-13 HD+13a (+4)—23
SS.4CamelliaHigh17~21-6~-2+7~+11+30a18—
Tackle.2,1,2,1Eternal Punishment— ⋯—+3+0d—5,5,5,10—
u+1+2Sumiyoshi PlungeMid31~32-13~-12+19a—20
u+4————————
ub+1+2Momiji OroshiMid25-3+9d—23
ub+4———-15+27a (+17)———
uf+1—High13-9+3—12—
uf+1,2Ikutama BashMidi26~27 rel-11+13g—,19
uf+1,NWG.2—Midi26~27 rel+0+19a (+10)—,24
uf+1+2Cherry BlossomThrow12-3+0d—40—
uf+2RangetsuHigh ⋯14-1+0d—20,25
uf+3IwatoMid20~21-3+8+33a17
uf+4Night SkyMid20~21-13+31a (+21)—25
ws1—Mid14~15-7+4—12—
ws1,4ShikeitaiHighi20 rel-4+37a (+29)—,20
ws1+2Sudare NagashiMid21-2+13g +25w+14 +63a20
ws2—Mid13~14-8+8—18
ws2,1—Highi22 rel-2+9—,10—
ws2,1,13rd HitMid— rel-23-12—,8—
ws2,1,13rd Hit (2)Mid— rel-23-12—,8—
ws2,1,1,14th HitHigh— rel-25-14—,8—
ws2,1,1,14th Hit (2)High— rel-25-14—,8—
ws2,1,1,1,25th HitMid— rel-11+0—,6—
ws2,1,1,1,25th Hit (2)Mid— rel-11+0—,6—
ws2,1,1,1,2,16th HitMid sm— rel-10+1—,5—
ws2,1,1,1,2,1,47th HitMid— rel-16-6—,7—
ws2,1,1,1,2,1,4,38th HitLow— rel-25-9—,7—
ws2,1,1,1,2,1,4,3,3+410 Hit Combo 1Mid ⋯— rel-11KND—,25,25—
ws2,1,1,1,2,1+46th & 7th Hit (2)Low sl ⋯— rel-33-7—,7,5—
ws2,1,1,1,2,1+4,18th Hit (2)High— rel-10-43—,6—
ws2,1,1,1,2,1+4,1,3+410 Hit Combo 2Low ⋯— rel-43LNC—,5,24—
ws2,1,1,310 Hit Combo 3Midi21 rel—+11a (+1)—,10
ws2,1+2KohakuThrowi24~25 rel-5+17—,12—
ws3Moon ScentMid18~19-16+35a (+25)—20
ws4Toe SmashMid11~12-3+8—15—