I like to imagine comboing with spells with this character is more like building blocks than thinking about combos as a whole. Thinking of where each spell can be used and how for a combo and putting them together. Truly a fascinating character
as a dedicated asuka main, this is so true. you make your decision which is usually a block of different inputs canceled into eachother. then you react to the result and choose another block of inputs. It's funny too because he mostly throws blocks.
@@Baditow fellow asuka main (new) yeah this guy is super fun, a very VERY different fighter and one I have so much fun playing as. the way he has endless combos is going to leave me labing for hours
@@chJohnJobs honestly I think the people who are labing asuka are wasting their time. the primary true skill with asuka is predicting future gamestates and that can only be improved by playing out actual scenarios.
the trick is to super jump, 5k and then dash, if it's difficult to super jump, you can do a half circle-like motion after landing the close slash (2369) to make it easier on yourself
Chipp TOD, perfect for the scenario in which you have 3 metron screamers and a tardus metron (test case 2 or 3) at round start Jokes aside a lot of these combos are good to know
I like to imagine comboing with spells with this character is more like building blocks than thinking about combos as a whole. Thinking of where each spell can be used and how for a combo and putting them together. Truly a fascinating character
Yea, any spell besides a support spell is pretty much a combo extender.
Agreed.
as a dedicated asuka main, this is so true. you make your decision which is usually a block of different inputs canceled into eachother. then you react to the result and choose another block of inputs. It's funny too because he mostly throws blocks.
@@Baditow fellow asuka main (new) yeah this guy is super fun, a very VERY different fighter and one I have so much fun playing as. the way he has endless combos is going to leave me labing for hours
@@chJohnJobs honestly I think the people who are labing asuka are wasting their time. the primary true skill with asuka is predicting future gamestates and that can only be improved by playing out actual scenarios.
How are you moving forward while doing the first 2H in the bnb midscreen @0:17?
I can't get the second close slash to come out
You don't have to move forward. You do have to time the c.S after the 2H as if it's a link, but it's relatively lenient
Any tips for connecting the second jk to jd in combo 1? Thanks for the ideas
Besides making sure you SuperJump. when the first JK make sure JK is slightly above them. 👍🏾
how are you getting that much air time in the first combo? i cant jump a second time to get the hit in, like the knock back
the trick is to super jump, 5k and then dash, if it's difficult to super jump, you can do a half circle-like motion after landing the close slash (2369) to make it easier on yourself
and just think these are just in Test Case 1
Exactly! You'll use these spell the most but I've seen what you can do with magnet pulls. They don't call him that man for nothing.
@@KairosFGC i almost have all test cases memorized so videos like this help me in the lab lol
@@therealmrjshow Glad to be of service.
I feel like that was more then 10
how do i do the jump for the first combo consistently
First make sure your superjumping. Second make sure when the first jk connects Asuka is slightly above the enemy.👍
@@KairosFGC is your super jump directly upwards or slightly forward
@@kingk0a forward but both work, timing is just slightly different.
@@KairosFGC how do you time it? i can never time it correctly it just happens so fast
Dam Asuka would had been an amazing prophet he need to step in our office fr fr #prophetgangriseup
lmao this aint a street fighter vid. but that kim combo video is though. 👀👀
I’m liking what I see
Lacking command grabs but still decently saucy so Ill give it a 7/10
This character doesnt have a command grab...just a regular grab
Insane
First combo doesn't work for some reason
Clutch, as always
Appreciate it! 👍🏾👍🏾
yessir
Chipp TOD, perfect for the scenario in which you have 3 metron screamers and a tardus metron (test case 2 or 3) at round start
Jokes aside a lot of these combos are good to know
Lmao it was the most fun and challenging. For some reason they REALLY don't want you nuking people with basic spells.
The first combo is impossible, air dust never cam🥲..
Pretty sure he's super jumping on the first JK