Asuka 120 LimitOver/Tetsuko Ougigaya

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Tetsuko Ougigaya
A120LO Tetsuko-Portrait.png
Colors
1 2 3 4
Color 1 for Tetsuko Ougigaya
Color 2 for Tetsuko Ougigaya
Color 3 for Tetsuko Ougigaya
Color 4 for Tetsuko Ougigaya

Profile

Personal Details
Gender Birthday Zodiac Height Weight Blood Type Likes Dislikes Dream / Goal
Female July 2 Cancer 158cm 47kg O Reading (philosophy) Ones who follow the newest fads It goes without saying.
Favorite Words

努力に優る才能はなし
No talent for surpassing hard work.

School Details
Year Class Attendance # Favorite Subject Disliked Subject Love Status Charm Point
3rd / Senior n/a n/a Classical Liturature Math 3yrs w/o a boyfriend Shape of her mouth

Overview

Stats

Info
stun:
Playstyle
  • Shoto, Gorilla with Explosive

Strength & Weakness

Playstyle
Tetsuko is a half-shoto / powerhouse… in theory.
Her damage scale badly in combo while her deceptively short normals & her lack of anti-airs prevent her to get in or counter aerial footsies… Which is a BIG problem in an aerial-focused game.
Pros Cons
  • Screams a lot.
  • Heavy (raw) damages.
  • Fast overheads with 6A/6AAA or 214A/B/C.
  • Easy comboable blue launchers.
  • Air throw leads into combos
  • OS Throw with Mashable
  • Screams a lot.
  • Her damage doesn't scale well in combo.
  • Stubby & deceptive normals, the sprites & hitboxes don't often align.
  • Not even one decent anti-air move.
  • Without her supers, she has only 1.5 air unblockable move (2B & "first hit" of 214B…).
  • Her air throw range is short (barely forward & bit upward).
  • 2BB launcher is short, followup can whiff at max range & is 3 hits.
  • Has trouble to do her air series due to a lack of hitstun on jB.

Move List

Standing Normals

5A
5A
A120LO Tetsuko 5A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Regular ol' 5A Jab: renda cancellable, whiff on crouchers.

6A
6A
A120LO Tetsuko 6A.png
6A
6A
A120LO Tetsuko 6AA.png
6AA
6AA
A120LO Tetsuko 6AAA.png
6AAA
6AAA
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
6A - - High - - - 6fr - - - -

Tetsuko starts with a gut punch, followed by a uppercut and drop her elbow on their head.

Surprisingly this gut punch is overhead! It's fast, move forward and is on a light button! Making a lot of pressure/mixup possible like 2A 6A 2AA (low, high, low)
2AA will here output a 3A 2B. Tetsuko's 3A & 2B are backdash cancellable on block, so you can bail or try to mix again with her overheads 214 moves.

6AA - - All - - - - - 10fr - -

This uppercut is the only mid in this 3 hits chain.
2A isn't an option anymore, but 2B is still here to keep them in the mix!
2B or 6AAA both leading to big damage, is what will scare them.

Once scared enough, they'll try to use a Guard Cancel to get out, and that's where 6AA's short recovery will help to react.
Depedending when they GC, you'll have different options opening to you.

Here's some examples if they guard cancelled on the first hit (6A):

  • vs GC hops: 6AA ground them, back to where they started.
  • vs GC backdash: 6AA (whiff) but in most case you should be able to dash or special/super cancel to keep the pressure going.
Note: it's possible to punish with 66B, but it's tight.
  • vs GC fordash: 6AA should clashes, letting both players cancel into something else BUT Tetsuko should have a frame advantage (0-4fr).
  • vs GC high jump: 66A whiff, if they don't have a dive, you should be safe and be able to dash jump air throw them if they don't double jump away.
Which if they do, either back off to zone or pursue them to catch their landing.


I cannot list all options, or do for if they GC on the 2nd hit (6AA instead of 6A)
Though one last thing I found out: if tehy GC on 6AA > 6AAB might catch their GC high jumps. It needs more testing to figure out the timing / how practical it is.

6AAA - - High - - - - 1fr - - -

This elbow hit is also overhead!
It's what keep them in the mix after 6AA: you either get 2B (low) or 6AAA (overhead).

Its major downside is, it's way less versatile than 6A/6AA: as it can only be jump or super cancelled.
Chaining into 214C is your only option & is bit tight. You can combo after the blue launcher if you air grab as them as low as possible & time well your jab.

5B
5B
A120LO Tetsuko 5B-1.png
A120LO Tetsuko 5B-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
18-23 2-4 All - - - 4fr - - - -

Fast uppercut, only launches on the 2nd hit. Outside its speed, very typical 5B uppercut.
Sadly it's not as big as the sprite suggest, the hitbox stops way under her wrist.
Which might betray you when you try to anti-air or combo with it.

6B
6B
A120LO Tetsuko 6B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

Straight open palm to the chin. Hits crouchers!
Good to combo while move forward & your best kara-cancel option.

5C
5C
A120LO Tetsuko 5C-1.png
A120LO Tetsuko 5C-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

As a 5C should be iots startup is fully invulnerable, as bonus though the first hit is upper body invincible & the first hitbox comes 1fr before the hurtbox.

Again, her sprite is quite deceptive:

  • When she raises her fist in the air: it doesn't hit but it has 2 clashboxes.
  • The forward reaching hand's hitbox starts from the elbow & is under the arm.
  • The elbow isn't overhead but will spike them to the ground.

Crouching Normals

2A
2A
A120LO Tetsuko 2A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 4fr - - - -

You fastest low option, it has decent range even if the hitbox stops a bit before what it looks on the sprite.
There's clashbox on her hand/hips... which might help with they land on you with another clashbox?

3A
3A
A120LO Tetsuko 3A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 6fr - - - -

Barely any slower than 2A but with more range & damage.
Except it isn't renda cancellable anymore & leads only into B moves (mainly 2B/6B) or into specials/supers.

It has 2 big clashboxes around her foot/leg, which will help to clash vs other low attacks.

2B
2B
A120LO Tetsuko 2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - - - - - -

The first hitbox reaches a bit further than her 3A, while the second hitbox is shorter horizontally but expand upward.
And while there's 2 different hitboxes, this move can deal only 1 hit.

The 2nd hitbox can be used as an anti-air as it breaks air guard!
If you make them block with 5A/6A while landing or a hop, you can cancel into 2BN for a full combo.

Jumping Normals

j.A
jA
A120LO Tetsuko jA.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Comparable to all jA, it's fast, active until landing & renda cancellable.
It looks like a jump in & it's possible to combo into a ground chain, you land earlier than you would expect so be ready to mash 2A.

As the hitbox/clashbox are in front of her, it could also be used in some air-to-air situations.

j.6A
j6A
A120LO Tetsuko j6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Similar to 2B's second hitbox, this aerial is definitely an anti-air/air-to-air button.

As usual it can be used to stop airbon opponent's momentum during combos, which will help to land & relaunch.
It won't launch a grounded opponent.

j.B
jB
A120LO Tetsuko jB.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
20 - high - - - - - - - -

Yet again, this move is hit by Tetsuko's curse of deceptive sprite/hitbox.
She actually hits with her upper calf and her butt cheek. Only one of them, otherwise it could have been a good crossup.

Overall decent move, good range & big damage, but it has a low hitstun while also sending away & down.
Making from jump-in conversions harder and could outright make you miss air chains.
There's at least a work around the second problem.
By adding a small delay in between j6A & jB, it should make you drop enough to be able to connect your double jump jA more easily.
If you're above 8 hits, you'll have less leeway but it still work. Just ommit jB (j6A > dj jA directly) if you're not comfortable yet.

j.C
jC
A120LO Tetsuko jC.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -

Similar looking to jB, it has the usual 5Cs' startup iframes & it wall-splats
The hitbox actually is a bit higher & goes a bit further... Yet isn't as big as the sprite makes it look.

Throws

Neutral Throw
Throw
A120LO Tetsuko Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
5 1 Throw - - - - - - - -

Tetsuko knees her opponent in the stomach leaving them airborne.
It leaves them open to any combo, starts your 2BB loops or your favorite your combo.

Air Throw
Air Throw
A120LO Tetsuko AirThrow.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
0 0 Throw - - - - - - - -

Similar to Asuka Asuka's air throws, surely Tetsuko taught her this.
It deals no damage or stun, but lets you land & combo them.

The higher you'll grab them, the harder it'll be to combo. Mainly for these 2 reasons:

  • the launching angle will be wider than normal, if you can combo, you'll often need to micro-dash to reach them.
  • Due to air control, you can get momentum from your last held direction. Which can help to get closer or push you further away.

Special Moves

66A
66A
A120LO Tetsuko 66A-1.png
A120LO Tetsuko 66A-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Mid - - - - - - - -

Tetsuko chains her 6A gut punch & 6AA uppercut while dashing.
Good post-2B launcher, the first hit send away while the second hit launches them close to you.
The former can still be used in some combo, but only if your opponent is high enough. The latter is more versatile, and pretty useful for loops.

Speaking of loops, 2B 66A is one. It deals decent damage, but it's tight & move forward a LOT.
If you have trouble to make it happen, try adding 1 hit of the 2BB (2BB(2) xx 66A).
it launches a bit higher, allowing the next loops to be done with a bit more leniency.

66B
66B
A120LO Tetsuko 66B-1.png
A120LO Tetsuko 66B-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Tetsuko dash forward, throws 2 punches which send them flying & forces a ground-splat.
In the rare cases you want to get some space.

It could be used for post-2B launcher, but 66A seems to deal same or more damage in most case, while being easier to use.

Mach Jab
Mach Jab
A120LO Tetsuko Mash.png
Mash A or B
Mash A or B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

The worst version.
Hits 1-3 times, for a pitiful amount of damage & meter (around 18.75%). Also hit can be done instantly like with the B version (5Y).

Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
B - - All - - - - - - - -

Possibly one of her only anti-air.
Which sums up well how bad Tetsuko is at anti-airing...

Overall, the only one you should use:

  • Can be instant with 5Y.
  • On hit, usually gains around 40-50% meter, reaching at max 56.25%.
  • On block, usually gains around 30-45% meter, reaching at max 50%.
  • deals more stun, pretty much as many hits you can get so between 7-9.

The usual meter gains is calculated midscreen whil max meter gains is as close as possible in the corner.

Some notable differences with other mach punches are:

  • even if it can be mashed, it won't gains more meter or combo longer (at most it'll add 1 more hit).
  • can be jump cancelled for the first 5 hits.
  • It can gain the most meter of all mach punches.
  • it's the only multi-punch that can be crouched...


Side note:
Like all mashable, it should win during a grab animation if the other person tech or try to grab back.
⚠️ Needs more testing.

Enshin Hasai Ken
Enshin Hasai Ken
236A/B
A120LO Tetsuko 236A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - 15fr - - - -

The chemical fireball that she taught to Asuka, sadly due to her age, she suffer form more recovery than her kouhai.
Typical shoto fireball, it can be super cancelled on whiff.

Both fireballs deal the same damage/stun, the only differences are their frame data & speed.

  • 236A has a slower startup but shorter recovery. The fireball is slow.
  • 236B has a shorter startup but longer recovery. The fireball is really fast.
B - - All - - - 11fr - - - -

Both fireballs deal the same damage/stun, the only differences are their frame data & speed.

  • 236A has a slower startup but shorter recovery. The fireball is slow.
  • 236B has a shorter startup but longer recovery. The fireball is really fast.


Chemical Impact
Chemical Impact
214A/B
A120LO Tetsuko 214A-1.png
A120LO Tetsuko 214A-2.png
A120LO Tetsuko 214A-3.png
214A
214A
A120LO Tetsuko 214B-1.png
A120LO Tetsuko 214B-2.png
A120LO Tetsuko 214B-3.png
214B
214B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - Mid > High - - - 9fr - - - -

Tetsuko Specialty: even more Overhead elbow bash.
Only the elbow, the second hit, is overhead and that for both versions.

The light version deals less damage but blue launches them upward.
As you can jump cancel the last hit, they're easy to air throw to continue the combo.
Also, it has invincibility, but not just at startup, the whole hop forward (19fr) is invincible! As a consequence, the first hit is out during the invincible part, but not the second hit.
The only downside is its forward momentum.
You'll go corner to corner in only 2 'loops' (214A AT 2B 214A AT), making it likely for them corner tech.

It's possible to slightly reduce how much ground you cover by air control away before grabbing them. It won't give you an extra loop, but it might help to save some combos.
Execution wise it means you tap (7, 4, 1) while inputing B. Be careful to not hold back too soon or you'll miss your air throw.
Depending if you grab(+air control) them while rising or falling, you'll get different result:

  • while rising/at the apex: Your momentum stop
  • while falling: makes you fall backward, making combo harder.

If you aren't trying to air control away, while falling is generally the best option because it launches closer to the ground, making some combo post 8hits possible.
I don't recommend it, but you can also double jump & throw. The same rule apply so double jump back or neutral will change the momentum.
The reason to avoid it is simple: it widens the launch angle, making it hard to follow up.

B - - Mid > High - - - 5fr - - - -

Another elbow dash into pocket explosive.
Decent damage/stun, starts faster than 214A, still has some invincibility + it hits during it, has barely any recovery and you can even combo after it!

Sounds good... But it has 3 problems:

  • it hits too many times,
  • can be finnicky to combo into,
  • it sends at an awkward height/angle for Tetsuko's aerial moves.

Admittedly, the last one is more a Tetsuko problem than the move itself.

214B hitting too much (7 hits) reduces the free juggle window, which doesn't help with delay jumps or micro dash to make Tetsuko's stubby (aerial) moves to work.
Meaning if you hit post 8 hits, you'll likely only be able to combo into (j6A) jB jC.
If you combo it earlier or hit only the elbow & the explosion, you'll have way more options! Like by example: j6A land relaunch or run 2BB.

On block, they will want to GC an attack on the 1st hit or just GC away pretty much anytime in midscreen.
Overall, in the corner you have to be a bit more cautious on your timing due to the explosions covering more options. Though GC on the elbow/late will generally get you out.

As Tetsuko, if they don't GC attack / GC early, you should have enough time to react to late GCs or just apply pressure if they took it.
But if they GC attack correctly or with a move with a lot of iframes, you'll be forced to take it as you can't jump or super cancel.


Why the air unblockable is so unconsistent?

ONLY the very first hitbox is air unblockable, and no, not the one right before the overhead... The one that's on her fist & knee at the start.
It's REALLY low to the ground, like it's not above the height of someone crouching... So you'll likely never anti-air with it.
The only possible way would be if they hop in your face and you cancel immediately a jab or 5B into 214B.

Phenomenon Crash
Phenomenon Crash
22A/B
A120LO Tetsuko 22-Angles.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

Tetsuko hops back & throws a science tub down creating an explosion on contact with the ground.

Fun Fact: This Phenomenom Crash was how Asuka was doing it in the first 3 games!
Saldy, even if Tetsuko taught her the move, Asuka new variations are better in most occasions.

But let's focus on Tetsuko move:
This light version is fully invincible on startup & has lower body invincibility until she lands. Where she recovers pretty instantly.

It's good for frame traps or to punish some people mashing on wake up... But you're a sitting duck if they backdashed, did any sort of jumps or or clashed with the tub*.
If you hit them, confirm into 66A or micro dash 5B/2BB for a full combo.

* Note:
Hitting the tub will give them a clash & will cancel the explosions.
So while it's hard to recommend, it's a possible option on defense.

B - - All - - - - - - - -

Testuko jumps back higher & send 2 tubs for even more explosions.
Sadly this version has less uses than 22A, for 2 reasons:

  • It's still low body invulnerable (during the jump) but it has barely any iframe on startup. Making it easier to interrupt.
  • You land further away & the explosions don't launch high enough to allow any combo (66A can hit sometime but not sure if you can even follow).

It's main uses are at max range for some chip or stop mindless mash/run in.

Kuuchuu Phenomenon Crash
Kuuchuu Phenomenon Crash
j22A/B
A120LO Tetsuko j22A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - - - - - -

Phenonemon Crash but in the air... Now with 50% less potential!

No iframes, no combo possibility, and this version slow enough that it won't combo after her aerial moves...

If you have to use one, use jB which at least combo after an air series.

B - - All - - - - - - - -

Your only alternate ender to jC in the air (if you're close enough).
Comboable after jB only on an airborn opponent, not on a grounded opponent...

Not that it would lead to more combo, as it sends too far while you're still falling slowly to the ground.
Also, you'd expect at least some stun... but for 3 hits, it will only deal 2 stun.

Supers

Enshin Ren Satsu Ken
Enshin Ren Satsu Ken
236C
A120LO Tetsuko 236C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

The super version of her projectiles.
As most Super fireball in this game, it has some iframes on startup & is air unblockable.

Good zoning tool, use it raw or by cancelling her 236A/B on whiff.
It could also be used to get some space after they block or get an air unblockable if they were in the air (eg. your forced an air block with a 5B/5C or 214B).

Impact Rush
Impact Rush
214C
A120LO Tetsuko 214C-whiff.png
Stop after the hop/elbow on whiff
Stop after the hop/elbow on whiff
A120LO Tetsuko 214C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

Tetsuko hops with her arm straight then unleashes a devastating combination of punches, ending with a uppercut that launch them off screen.
Similarly to her 214A, she's invincible until she lands after the step dash. On block stops after the initial hit.
Her best / most versatile super!
Starting with an overhead & ending with a blue launcher, means it can be used as a mixup/starter.
But it's also her most damaging & convenient super ender.

Add to that it's fast & air unblockable!
It'll guarantee a combo after any (air) blocked 5B, 214B or even mach punch.

⚠️ Warning: Weird Hitbox!
The first hitbox that appears during the invincibility / dash, isn't active... for some reason? 🤔
Meaning it won't hit. At all.
I've also tested vs airborn opponent or during a blue launcher... but nope.

The inital hit is the standing elbow after she lands from the dash.

Chou Phenomenon Crash
Chou Phenomenon Crash
22C
A120LO Tetsuko 22C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

The Michael Bay version of 22B.
Invincible during the flash, but after that, only lower body invulnerable like 22B.
It is air unblockable, but the explosions are fairly low, so you can jump/high jump on reaction.

Though compared to 22B, it deals way more damage/stun!
Around 30-70 damage & from 1 to 11 stun depending how many explosion hits connect.
And if only some of them hit, at least you'll have a chance to combo after.


Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted.
[ ] = Input is held.
~ = Delay the next hit.
/ = Option to choose between multiple actions.
+ = Multiple buttons are pressed simultaneously.
{}xN = That part can be repeated N number of times, range provided.
X(#) = Next action is taken after a certain number of hits from X move.
xx = Cancel A into B (A xx B), mainly written when it needs to be really fast.
CH = Counter Hit.

True combo

Missed tech punish

Videos

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Characters
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Ryuko Yamazaki
Torami Houjyou
Megumi Suzuki
Kumi Ookubo
Tamaki Shindou
Karina Toyota
Nana Owada
Kiyoko Mitarai
Cathy Wild
Shinobu Kawasaki
Tetsuko Ougigaya
Genichirou Shindou