Asuka 120 LimitOver/Systems
Movement
Jumps & Air Control
- Unlike most fighting games, hyper jump AND double jump give you full air control.
- Meaning you aren’t on a set path but you can move left or right during it.
- More weird fact about jumps in the advanced system section.
Fun fact about Jumps & movements options
- 1. Any moves with action lines have some iframes on startup (GC action)
- High jump.
- Fast fall too-ish
- Double jump have some iframe startups
- Dashes (hard to use due to the clash box, easier with Kumi as she doesn’t have one)
- 2. Highjumps and double jumps loose their collision box while rising, then get it back when starting to fall. Not that useful as it mainly work vs an airbone :opponent.
- 3. If you do 88 out of crouch, block or specials you’ll get the 2D’s jump height.
Dash Switch position
- If you dash into your opponent, you will hop behind him. It has the same animation & proprieties as your backdash (iframes etc).
- You can’t switch position with someone that has their back to the corner… Kinda.
- More on this mechanic in the advanced system section.
Dash Switch Cancel
- You can cancel this animation with a well timed jump or attack, but you won’t turn around, meaning you’ll likely whiff your attack.
- Generally not the best. It can push people out of the corner (it’s not cross-up though).
- Midscreen, you can also cancel your dash by tapping 4. It will make you face the correct way, without any recovery frame (not possible in the corner).
- Same thing with dodge, it might even help to avoid an attack.
Dash Extension - 6 or hold 6 and tap Z
- Forward dashes last a certain time, however, you can extended them by tapping forward again while the character is in motion. It will add another full dash duration.
- You can extend a dash even after a dash attack.
- ⚠️ One tap is enough, no need to double tap again.
Offense
Counter-attacks
Counter-attack, Knockback attack or C-Attack - 5C / 5A+B & jC / jA+B
- They deal chip damage and is the only "normal" that can be used as a grounded Guard Cancel (and you get iframes?).
- Using it will take 6.25% of your meter, even if you’re at 100% (but not if you're at 120%).
- ⚠️ They can only be canceled into supers. Not into command moves, nor specials.
Boost Double Jump Attack
- Tap the direction of your double jump & press the attack button at the same time to get a momentum boost. It might work with some special, but generally cancel your momentum.
Dash Attacks
Dash moves - 66A / 66B
- They’re unique moves and seem to count as specials. So you can cancel most normals by a dash attack.
Throws
Throw - 6B (close), then 4/6B
- You’ll grab your opponent THEN you need to input 4/6+B again to actually throw. À la Samurai Shodown or Smash Bros.
Air Throw - any direction + B (while in the air).
- Immediately throw, no need to confirm the direction again.
- You can combo air throws after some launcher moves, it’s still throw-techable.
- Throw tech window
- Throw-tech windows are character specifics. In general:
- You have 7-11fr to throw tech.
- You have 7-8fr to throw tech in the air.
- Throw in combo
- You can combo grabs after launcher / hard knockdown move like Cathy’s jC or Megumi’s 214C super. Basically any move that give a spinning animation / blue :shadows.
- You can also grab people on OTG situation, sometimes you might just be able to grab them but not throw them.
- Bonus
- Almost all characters can airgrab grounded opponents.
- After a deep jump or hop, airgrab “3~4fr before landing”(?).
- How easy is it with —: (just by feels, no frames, so not accurate)
- Cathy
- Kiyoko, Ryouko, Torami
- Kumi, Karina, Shinobu, Megumi
- Nana, Genichirou, Asuka
- Tamaki, Tetsuko
Chain routes
- The basic chain route is supposed to looks like this:
- 5A ↔ 2A → (command move A) → 5B or 2B → (command move B) → 5C
- Keep in mind you can skip steps; eg. you could go directly from 2A to 6B.
- Contrary to the A buttons, the B button can’t go from low to standing moves unless you use the universal target combo 2B~B (hold the direction).
- It can extend your combo like this:
- 2A, 6A, 2B~B, 6B, 5C
Kara cancel
Kara Cancel / Whiff Cancel
- You can whiff cancel some normals by another one or a special on whiff. I'm not sure if there is a specific rule about it,but here's what seem to work for a lot of characters:
- 5A into Bs / Cs / Dash attacks or Specials ... Supers? (works better with Y+C for some reason...)
- 5C into Super
- Command Normals into Special (often character specific)
- PS: You might be able to cancel any normals if you're fast enough (really early frames)?
Aerial attack *whiff* cancel
- You can cancel them on whiff by pretty much anything while respecting the chain cancel.
- eg: jA → Target jA→ jB → Target jB→ C,
- You can double jump cancel, special cancel or even super cancel them.
- Some specific points:
- jA are active until landing.
- C cannot be double jump cancel.
- It’s easier to super whiff cancel from a jC … or from some target moves?
Juggle System
Overall system
- You can freely juggle the opponent for 8 hits.
- After 8hits, you can continue to juggle but the opponent will drop out unless the hits are close to each other.
- 2BB (hold 2 press B twice) gives more time to juggle then just doing 5B (surely hard knockdown property).
- After a Blue launcher, you cannot hit them but you can grab them (it's still techable).
- You can change the direction of the throw depending on which side you grab them.
- ※ "Blue launchers" are moves that launch/juggle the opponent while giving them blue shadow trails (like a lot of 5C/jC).
Corner combos
- Opponents can tech out of juggles more easily. So as soon as there is a gap, you know it's not a true combo.
- They cannot tech if they stay grounded.
You can only combo after wallslam if
- they missed the wall tech
- you had less than 8hits before. Otherwise they'll lose their hitbox & fall to the ground.
You can only combo after a groundslam if
- If they missed the tech, you'll be able to add one more hit or a hitgrab to the combo.
- You might be able to throw them (character dependent).
Stun combo
- a stunned opponent cannot walltech / ground tech (good if you get the stun early).
- they can mash out of stun while they're being comboed: once they touch the ground they lose the stun state.
- Pro Tips: If you don't have a wallslam or stunned later in the combo: stop as soon as you see the stun, land, reposition yourself (eg. get out of the corner) and do your best combo 👍.
- ⚠️ to test: check throw 'loops' maybe there's a throw reset limit? (Geni 22A > AT)
Super Meter
- 100%
- Unlike most games, meter doesn’t stop at 100%: you can still use a super if you want, but you can also continue to build meter to reach 120%.
- 120%
- Once at 120%, you have infinite meter for a limited time. Meter drops to 0% once it’s over.
- We aren’t clear on how long it lasts or why. We know what build meter faster, check it here.
Fun fact about supers
- Every super seem to have a “Squigly effect”, AKA pulling the screen/stage toward the person that did the super, which change the position of the corner.
- In theory, it could allow for mixup on wallbounce / new combo… In pratice, it doesn’t seem that easy, and would depend a lot of the wallbounce moves and super used.
Building meter (in order of effectiveness)
- Karina’s Kero-pyon Setup ability (qcb + A / B)
- Deflecting attacks with attacks or a dash
- Hitting the opponent with an attack
- Being hit with an attack
- Opponent guarding your character’s attack
- Guarding the opponent’s attack
Defense
Clashes
- If 2 hits collide during their active frames: they’ll clash. No matter their strength.
- During a clash, you can:
- cancel into another move within the chain route (normals > 5C / dash attack / special > Super.),
- cancel into most movement option (dash, backdash, highjump),
- cancel into throw, but only from A, B & Dash Attacks and of course if close enough. Throws can’t be clashed, but can be hit during their startup.
- Note: that your move counts as "on hit", you can jump cancel your move in its original JC window.
- Forward dashes have one hit of clash (clashbox size/position differs per characters). Two dashes can even clash each other.
- Post-clash, if not canceled into a move, your dash will go into the “dash crossover” animation.
More Details
- After the general rules above, here's some specificities for each groups of attacks / movement that have a clashbox.
- Forward dash
- Cancel into another forward dash.
- Cancel into jump & high jump.
- Cannot cancel into backdash or hops.
- ⚠️ If not cancelled into anything it'll go into the “dash crossover” animation.
- As / Bs
- Cancel into each other: in both direction or standing/crouching (3A→5B, 6B→2A, 6B→5B, etc).
- Cancel into throw if close enough.
- Cancel into any dashes & highjumps. Jump cancellable only if possible normally & during its JC windows.
- e.g. Lows cannot be jump cancelled normally but on clash you can still high jump cancel them.
- 5Cs
- Cancel into Specials.
- Cancel into any dashes or jumps,
- ⚠️ Cannot go back to As or Bs.
- jAs / jBs / jCs
- Cancel into each other.
- jAs & jBs cancel into themselves, but not jCs (j6A will lead into jB as usual).
- Cancel into double jump if you haven't used it before.
- ⚠️ You DO NOT get a double jump back on clash.
- Dash attacks
- Can go back to As / Bs / Cs
- Cancel into jumps, highjumps or dashes but not hops.
- ⚠️ If you use Z to dash, be cautious of the negative edge! It might prevent you to cancel into a normal (it'll dash attack again).
- To prevent this behavior, just hold Z > press the button you want > release Z during it.
- Special & Supers
- Once you’ve committed to a specials or super, you can’t go back to normals or movement options.
- If the moves allows it normally, you can still jump cancel in their jump cancel window.
Guard Cancel
- Ground Guard cancel is possible with:
- Standing C-attack (-6.25% meter),
- Any Specials or super
- 4A: dodges (also with 2AB),
- High Jump & Hop,
- Dashes, Forward or backdash,
- 4B: Dash Switch Position,
- Air Guard Cancel add these options:
- any jumping normals.
- Fast fall (character specific)
- Double Jump (GC refresh your air option, so you could double jump forever).
Dodges
Dodge - 2A+B (not doable in the air)
- Allows you to completely avoid a move but is throwable. Costs a tiny amount of meter (similar to 5C)
- Can be done during blockstun with 2A+B and 4A; the 2A+B version costs meter as normal, while the 4A version doesn't, making it preferable.
Techs / Ukemi
66 to wall-tech | 88 to ground-tech | any buttons to air-tech.
- Negate the damage of hitting the ground/wall by pressing aways from the ground / wall.
- In most case, you can attack or double jump immediately out of the tech.
- Learn more ways to tech in the Adv. System section.
Tech / Ukemi (followup)
The legacy way to tech is using 66 to wall-tech and 88 to ground-tech, but with LimitOver you have now 2 other ways:
1. B button - 6B(wall) / 8B(ground) (hold direction, mash button)
- Though for the ground, it seems any direction seems to works? 🤔
- Which mean mashing away from the wall + mashing B should in theory give more chance to tech and tech *everything*:
- 66 to wall tech
- 6B to wall tech
- B to ground tech?
- Also OS any throw tech (good for blue launcher)
- The legacy way to tech is using 66 to wall-tech and 88 to ground-tech, but with LimitOver you have now 2 other ways:
2. Macro button - 6Z(wall) / 2Z(ground) (hold direction, mash button)
- Due how Z macros are done: 6Z = 66 / dash inputs & 2Z is a weird hop macro explained in the 3rd point here, but in short, it inputs 88.
- As it is right now, it seems to be the most consistent way to tech but you don’t OS anything and you need to commit / react.
Stun
- When getting hit, you'll receive damage + stun. After getting hit enough time you’ll get dizzy.
- Unattended, it lasts 243 frames (counting from when you stand up). It's the same time for everyone, no matter weight class or stun stamina.
- How many hits you can take depend of your character's stamina (check "Stun Stamina" below).
- There's a delay of 180fr (3s) between hits before previous built stun get reset.
- Post-stun, you won't receive any stun for the first 150fr of the next combo.
- After that you'll get stun like a normal combo.
How to undizzy
- To undizzy, only move the joystick, mashing buttons won't help. Inputs are registered only from when you stand up.
- Each direction remove ~7fr and you can shorten it by a maximum of 210fr.
- At 1 input/fr, you'll need 30 inputs (Reducing it to 33fr total).
💡 TIP:
You don't have to rotate the stick: any inputs, in any order will work. The goal is to add many input as fast as possible.
The easiest way might be to do like a SDI (eg. ↙, ↓, ↙, ↓, ↙). Try it out & see what works for you.
Stun during combo
- During a Stun combo, the stunned opponent:
- cannot wall-tech BUT he can actually spin the stick to get undizzy as soon as he touch the ground.
- cannot throw-tech if the hit that stun is a launcher (blue shadow).
- If you combo after the stun into a launcher, the opponent will be able to tech.
Stun Stamina
- Characters have different stamina: everyone start at 0, each consecutive hits they receive deal some amount of stun and only when it reaches their stamina limit they'll get stunned.
- Here’s the stun values for every characters:
- 28 Genichirou
- 27 Torami
- 26 Cathy, Ryuko
- 24 Shinobu
- 23 Kiyoko
- 22 Asuka, Kumi, Tamaki, Karina, Tetsuko
- 21 Megumi
- 20 Nana
Projectiles & durability
- Each projectiles has it own durability (AKA Durability Point or DP).
- For some projectiles, their durability is equal to the amount of hits they do, but it’s not always true.
- Whenever two projectiles collide, they will mutually deplete their durability.
- As durability is taken away, it also decreases the amount of hits (& damage) the projectile can potentially do normally.
- Physical hits deplete durability by 1.
- Projectiles with 0 DPs (eg. Karina’s Kerokero Angler) cannot be nullified; but in return, :they can't nullify other projectiles either.
- Ryuuko's Inazuma Serve has an infinite amount of durability after it hits the opponent and is bouncing around, before fading out of sight.