MOVESET

NORMALS

5A

One of her primary normals for spacing and pressure, it’s fast at 5f of start-up and -3 on block. Be careful as the light animation on the blade makes it look longer than it really is.

5B

A solid tool from keeping the opponent from approaching at closer distances. If the opponent tries dashing in 5B will keep them in check, without the heavy recovery of a C normal.

5C

Asuna’s longest grounded normal and very strong starter, be careful using this extensively as it has a long recovery and can be punished with ease if whiffed. On block, you can cancel into 236A or 214[A] to keep yourself safe and on hit you can combo into 5AB > 236AB to go into your oki gameplan.

2A

Asuna’s low normal, you can chain into itself up to three times. You can stagger 2A into 5A into 2A again to keep your opponent guessing how you’re going to pressure them. You can chain 2AAA 2C for 5 low hits.

2B

Asuna’s primary anti-air and one of the stronger anti-airs in the game, it’s jump cancelable so off a successful anti-air you can confirm into an air combo. Due to the nature of the hitbox, this move is best at confronting the opponent when in front of, but not directly above you.

2C

Large 2 hitting low, both slashes are air unblockable. Not every character has a 2 hit low so Asuna excels by being one of the few with one. Be wary of whiffing this, good players can pushblock the first hit and punish you on the whiffed second hit. On the flip side the 2nd hit is also very liable to catch the opponent not blocking low as they attempt to do something after a pushblock, as the hitbox is deceptively big.This normal also causes a small hard knockdown so you can call Celty 6S to initiate oki pressure.

j.A

Asuna’s quickest air normal and very strong for air to air situations, it has good horizontal range and contests well against most characters. It’s weak as a jump in and should be mainly used to meet others in the air.

j.B

While it lacks in horizontal range it makes up in a large vertical range, this is great for catching opponents who are above you in the jump in. It’s also a good jump in normal as it also hits behind her.

j.C

Asuna’s best air normal, it’s a long slanted horizontal strike downward. Characters with weak anti airs will have trouble against this and even characters with good anti airs can struggle against this as well. When jumping and steering backward you can throw out jC to act as a wall for your opponent.

SPECIAL MOVES

Parallel Splash (236X)

A multi-hitting flurry of thrusts that launches standing opponents on hit. You can combo into 236AB for oki or 41236BC for damage. As the reach is smaller than 5C it will not connect when used after it at max distance.

A Version

Mainly used as a combo tool after a long combo where 236B or C will whiff due to being too slow. Because of it's range and fast startup It can also be used to punish certain moves such as Yuuki 2C.

B Version

This version serves very little purpose as either A or C are better suited to the appropriate situations.

C Version

Mainly used for max damage in combos where applicable.

EX Version

Asuna's staple move that starts her okizeme. This can be used in the corner after 5AB to solo combo into Trump. Due to the lack of a vertical hitbox on the last hit, it is susceptible to whiffing against airborne opponents.

Flashing Penetrator (214X)

You can cancel into j.236AB on hit to go into a full combo or oki and on block you can use it to make it safe.


A Version

This is probably your go to version, by holding the attack input with this special move Asuna moves backwards and doesn’t follow up with the diagonal slash forward (ie a feint). This helps her create space and make her pressure safe. If you’re not ending your strings with 236A or if you feel you are too close for it then using 214[A] is a very good alternative. This version is mainly used as a combo tool in the corner because of its wall bounce property.


B/C Version

These are used more offensively in neutral situations, however can be risky against knowledgeable opponents. The fling Asuna as a higher height and angle depending on the version you use, you can double jump afterwards and apply extended pressure however be wary of anti airs and strong air to air answers via special moves to stop you.


EX Version

This is primarily used to extend combos into Power Up Blast, in neutral it's good to get out of a corner if you catch your opponent off guard with enough free space however they can still stuff you out of such an attempt.

Aerial Shooting Star (j.236X)

This move can act in the same way as a divekick to snipe opponents on the ground, it’s fast and can catch opponents off guard. It is punishable however but you can cancel into j236AB on block to gain frame advantage and continue pressure. This move is important for setting up oki from air confirms. The C version can be used on jump in oki as a counter to fuzzy 5A (excluding Emi)

UNIVERSAL MECHANICS

Throw (4/6C)

Throws the opponent a few character spaces away. The recovery is fast enough to setup oki with most assists. In the corner it can be comboed directly into Trump.

Shooting Star (5AB)

Shooting Star is a fast thrust forward that covers nearly full screen range. It’s your go to for combo enders and it’s great for whiff punishing from afar. If you’re feeling brave you can also use this to get out of corners on opponents who like to reset pressure by jump cancelling a lot, however, I would recommend just walking forward as a safer method of escaping the corner. On hit you can confirm into 236AB for oki.

Aero Penatrator (2AB)

Aero Penatrator has a strong upward hitbox and is a great answer for jC jump ins (especially j[C]) and overall is a good reversal option. On hit you can confirm into j236AB for oki.

Impact Break (4AB)

Typical 4AB, nothing noteworthy special to Asuna.

Wife of Iron Fist (5AC)

Uppercut that launches the opponent backwards on hit. With certain assists it can lead into left/right mixup afterwards. Asuna can solo combo into it from either throw or 236AB in the corner.

CLIMAX ARTS

Mother’s Rosario (41236BC)

Asuna does the 5C animation and launches into her three sequence move. On block the 3rd hit as a possibility of crossing up. You mainly use this for combo enders for damage, don’t use this for reversal super attempts.

Stardust Splash (63214BC)

Asuna rushes forward and does a long sequence of attacks, this is her ranbu climax art and has invincibility. This is great for ranged whiff punishing or if you want to go for a reversal super attempt this is your go to super. It also puts you in good range for a safe jump.

CHARACTER POTENTIAL

Call your assist 2 times for Attack Level 1 for 10 seconds. Can be activated twice a round.

FRAME DATA

Asuna