Shidou Asuma
Introduction
Asuma is the character you pick when you're tired of people zoning or poking or anything that isn't going straight in and killing. Asuma is a pure rushdown character, using his projectile to get in rather than keep people out. He has the highest damage output in the game, and can kill in two stray hits with proper confirms. His mixup is basic but fully viable.
According to the developers, Asuma is S-tier.
Lore
Asuma Shidou
Nationality: Japanese
Date of birth: February 17th
Zodiac sign: Aquarius
Age: 17
Height: 176 cm.
Weight: 72 kg.
Blood type: O
Angel: Uriel
Normal Moves
Standing
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
500
|
Ground, any
|
6
|
2
|
9
|
+1
|
-
|
-
|
Quick punch to the face. Can be ducked by everyone except Shiffon. This makes it almost useless compared to 2A in most matchups.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2500
|
Ground, any
|
11
|
3
|
24
|
-6
|
-
|
-
|
Kind of slow, but solid counter poking tool. Not used very often, but good for pickups.
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|
Charged 5B
Charged 5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
3200
|
Ground, any
|
27
|
4
|
24
|
-3
|
-
|
-
|
Slow, but gives an untechable wall slam. Really strong frame trap tool, but takes good confirming to get a good combo afterwards and not be terribly unsafe.
|
|
6A
6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1600
|
Ground, any
|
10
|
2
|
18
|
-4
|
-
|
-
|
A short ranged hook. This move can be charged and can be released at any time during the charge, making it vital in frame traps.
|
|
Charged 6A
Charged 6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2000
|
Ground, high
|
22
|
3
|
23
|
-1
|
-
|
-
|
Asuma's standing overhead. It is decently fast, and doesn't have too much of a tell, so sometimes you'll catch people with it. The main usage is frame trapping, though.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
500
|
Ground, low
|
6
|
2
|
10
|
+0
|
-
|
-
|
Fastest low, solid jab, can be rapid fired, can be confirmed into major pain. Very good move.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1800
|
Ground, low
|
9
|
2
|
18
|
+1
|
-
|
-
|
Asuma's sweep. Good reach, is surprisingly plus on block. Sadly, it doesn't go into any other special than Spin Knuckle, limiting the combo potential afterwards.
|
|
3B
3B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2800
|
Ground, any
|
11
|
4
|
26
|
-9
|
-
|
-
|
The move that makes Asuma a monster. Great launcher that can be followed by damaging combos, moves forward for block strings, is a decent anti-air and all around great normal. Very unsafe, and if you don't confirm the opponent can punish the predictable 9D afterwards.
|
|
Jumping
j5A
j5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
600
|
High/Air
|
7
|
3
|
13
|
―
|
-
|
-
|
His jab, but in the air. Roughly as useful as his 5A on the ground, you can do some air-to-air stuff with it, but otherwise it's rarely used.
|
|
j5B
j5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2200
|
High/Air
|
11
|
4
|
15
|
―
|
-
|
-
|
Good, strong aerial. Solid air-to-air as long as you use it a bit preemptively, great jump-in, staple in combos.
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|
Charged j5B
Charged j5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2800
|
High/Air
|
24
|
6
|
-
|
―
|
-
|
-
|
Massive punch that deals brutal damage and does an untechable ground bounce. Working this into your combos is what makes Asuma two-shot people.
|
|
j6B
j6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1800
|
High/Air
|
9
|
3
|
19
|
―
|
-
|
-
|
Looks like his dash A, but sadly has way less uses. Can't really jump in with it, few uses in combos, sadly can't be used together with jB for long aerial block strings.
|
|
Dashing
DA
DA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
1400, 1000
|
Air, high
|
11
|
3(9)2
|
16
|
-
|
-
|
-
|
Asuma's dash A is amazing for combos, being a flying two-hit move that brings the opponent with him. With bride to convert hits into this, Asuma's damage potential is nasty.
|
|
DB
DB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2700
|
Air, high
|
8
|
6
|
27
|
-
|
-
|
-
|
A move that seems super good at first, then just turns into decent. The ground bounce on normal hit is techable, so it converts into nothing. However, on counter hit, it's untechable, making it an amazing counter poke and punish.
|
|
Bride moves
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2400/2600/2800
|
any
|
15
|
-
|
47
|
0
|
12%
|
-
|
Good fireball, but nothing special. Bride dash in with it, or try to snipe opponents setting up stuff. Doesn't cost much, so you can use it quite liberally.
|
|
4C and j4C
4C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2800/3000/3200
|
any
|
16
|
9
|
31
|
-13
|
15%
|
-
|
Not a very good move. Doesn't cover much ground, very unsafe and is kinda slow. Can't be dashed through, though, so it has some uses as a fake out.
|
|
Charged 4C and j4C
4C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
600*9/700*9/800*9
|
any
|
32
|
2*9
|
22
|
+1
|
15%
|
-
|
It is plus, and it is big, but it is slow.
|
|
DC
DC
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Block
|
Bride Cost
|
Meter Gain
|
2700
|
Air, high
|
8
|
6
|
27
|
-
|
20%
|
-
|
Massive rocket punch from Uriel, has enormous hit and block stun and let's you run in and do whatever you want. Be aware of the bride cost, though, you can't use this nilly willy.
|
|
Strategy, Tactics, and Combos
Combos
NO METER AT ALL
(2A 2A) 2B 236B
(2A 2A) 5B 214A
Corner
(2A 2A) 3B 214B 5B 236B
Shiffon only
Midscreen
(2A 2A) 3B 214B 5B 236B
BRIDE METER
15%
3B 2C jB 214B jB 5B 236B
25%
(2A 2A) 3B 9D DA j214B icjB 214B 5B 236B
55%
3B 9D DA j214B icjB 214B 5B 63214C icjB 5B 236B
All combos that end with Spin Knuckle can get a super tacked on at the end.
Colors