Asuka 120 LimitOver/Torami Houjyou

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Torami Houjyou
A120LO Torami-Portrait.png
Info
stun: 27
Playstyle
  • Aggressive, Slow Heavy Hitter
Colors

1.Color 1 for Torami Houjyou 2.Color 2 for Torami Houjyou 3.Color 3 for Torami Houjyou 4.Color 4 for Torami Houjyou

Profile

Overview

Playstyle

Strength & Weakness

✔️ Strengths ❌ Weaknesses
  • High damage output.
  • Deals ridiculous amount of stun.
  • jC deals ton of damage, if people don't wall tech they in a world of hurt.
  • 22C creates a wall in front of her. Amazing anti-air & is good for pressure / trade.
  • Hard to stun, 2nd best stamina after Genichirou (27/28).
  • Really slow run/walk.
  • doesn't deal well with zoning.

Normal Moves

Standing

5A
5A
A120LO Torami 5A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
4-7 1 All - - - - - -

Standard jab, whiff on courchers.

6A
6A
A120LO Torami 6A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
8-12 1-3 All - - - - - -

Despite looking like a low, this "low kick" is actually mid.
As it moves forward, you could use it to kara cancel it into a special/super. Though it doesn't seem really needed (yet?).

6A
4A
A120LO Torami 4A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
4-7 1-2 Low - - - - - -

Front kick.While it has a shorter than 6A and doesn't move forward, it's an actual low this time.

5B
5B
A120LO Torami 5B.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
15-21 1-3 All - - - - - jc

Typcal uppercut Anti-air / launcher.
Be aware that is you anti-air with the last hitbox (at the highest point), you can't jump cancel it.

6B
6B
A120LO Torami 6B-1.png
A120LO Torami 6B-2.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
20-25 3-9 High - - - - - -

Overhead axe kick.
First hitboxes whiff on crouchers, but can be useful as pre-emptive anti-air vs GC high jumps/hops.

5C
5C
A120LO Torami 5C-1.png
A120LO Torami 5C-2.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
22-27 2-4 All - - - - - -

Elbow strike into gut punch.
Both hits are jump cancellable & let you at jump height but with air control.

Depending the situation, it has different proprerties:

  • vs Airborn opponent, first hit send them straight into a groundslam, the second send them far away.
  • In the corner, first hit wallbounce but not the second hit.


With 4 clash hits, it seems Decent as a GC option... At least to get away.Due to the slight delay between the last elbow clash and the first punch clash, you could get hit by other multi-hits.

Crouching

2A
2A
A120LO Torami 2A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
2 1 Low - - - - - -

Lightning fast mashable low.
Great to interrupt or mix, try to avoid mashing it to confirm in order to get max damage combos (or push them out of your 2BB).

3A
3A
A120LO Torami 3A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
8-12 1-3 Low - - - - - -

Compared to regular 2A, it's a bit slower but has the same range & deals more damage.
Good starter if you're confident or were going to cancel 2B into specials/super anyway.

2B
2B
A120LO Torami 2B.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
21-29 4-7 Low - - - - - -

This elbow sweep has a longer range than you would think ^^'.
It's a great starter for stun/max damage combo.

2BB is comboable into itself 4 times, if you microdash in between them, for a ridiculous amount of damage & stun.

1B
1B
A120LO Torami 1B.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
17-24 2-4 High - - - - - -

This move is a bit weird.
For no apparent reason, it's a proximity based move & only on 1, not 2 or 3.
It also doesn't come out if you started with another move, eg: 2A > 1B will givbe you the normal sweep.
So be cautious of range, when you want to start pressure or punish with a raw 2B.

Jumping

j.A
jA
A120LO Torami jA.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
4-7 1 high - - - - - -

jA with a good range, like all jA, stay active until landing.
It can crossup but it's a bit finicky. Might as well double jump to turn around.

j.6A
j6A
A120LO Torami j6A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
11-15 3-5 high - - - - - -

Unlike most j6A, it doesn't launch grounded opponent in the air.
It still stops all momemtum the enemy has during airborn combo though.

It has a longer range than jA, but hits a bit higher, making it a reliable air to air option. Just be cautious to not make it whiff vs ground opponent.

j.B
jB
A120LO Torami jB.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
17-24 5-8 high - - - - - -

Spin around & hit with her back leg for a really damaging jB.
It has less hitstun you're thinking, making it not that reliable as jump in.

Outside that, it's really good:

  • fast with a decent range,
  • good air to air,
  • deals huge stun/damage
  • easy to combo into any aerial moves
  • can cross up or hit forward and land behind.
j.C
jC
A120LO Torami jC.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
17-24 5-8 high - - - - - -

Same jB but with wallslam property.
Hit really hard and can be deadly if your opponent wasn't ready to walltech.

Throws

Neutral Throw
Throw
A120LO Torami Throw.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
15-21 3 Throw - - - - - -

Torami grab them by the waist & slam them on the ground making them bounce off it.

This is a powerful combo throw as you can combo anything after.
The best options being to go into 22X to launch or micro dash into 2BB.

Air Throw
Air Throw
A120LO Torami Throw.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
15-21 3 Throw - - - - - -

Exactly the same animation & use as the grounded version.

Special Moves

66A
66A
A120LO Torami 66A.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
17-26 2 All - - - - - jc

Dash into Falcon knee.
Sadly, it's not as powerful as his Smash and outside being a confirm from a "tipper" 2B (2B 66A jc air series), I fail to see a real good use for this move.

66B
66B
A120LO Torami 66B-1.png
A120LO Torami 66B-2.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
19-24 2-4 all - - - - - jc

Running uppercut into elbow strike combo.
Both hit are jump cancellable, but for combo purpose only the first one is useable.

First hit kills any momemtum of an airborn opponent in combos & the second hit groundslam both grounded or airborn opponent.

Haou Ken
Haou Ken
236A/B
A120LO Torami 236A.png
236A
A120LO Torami 236B.png
236B
Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
A 20-26 3-6 All - - - - - -

Torami punches 3 energy balls, A version is a spread shot that doesn't go too far.

The startup of the move is outrageously slow while still having a chunky recovery, making them overall hard to use.
You can barely do them on reaction vs other fireballs and due to their range / awkward angle it often doesn't stop people from jumping above it.

I don't even know if you're safe after it if you consider your opponent can GC dash to punish you.

B 20-26 3-6 All - - - - - -

Torami still punches 3 energy balls, but this version's projectiles are more focused in one area but go further.
Might be a bit faster than the A version? but suffers from the same problems.

Air - Haou Ken
Air - Haou Ken
j236A/B
A120LO Torami j236A.png
236A
A120LO Torami j236B.png
236B
Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
A 15-20 2-4 All - - - - - -

The aerial version of Haou ken send 2 projectiles instead of 3.
They also a bit of recoil, making you hop back in the air.

You can use them to end a pressure vs a grounded opponent (eg. maybe baiting a GC DP thanks to the hop back) or to stop your movement in the air (eg. baiting jump airthrows)

B 15-20 2-4 All - - - - - -

Same use a the light version.
Overall same angle but the energy balls go further.


Tobi Hiza Kakato Otoshi
Tobi Hiza Kakato Otoshi
214A/B
A120LO Torami 214A-1.png
A120LO Torami 214A-2.png
A120LO Torami 214A-3.png
Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
A 27-36 3-5 All > High - - - - - gs

3 hits tatsu that launches them into a groundslam kick.
Last hit is overhead, but you have to space it correctly as the first hits will whiff on crouchers & you'll surely crossover them.
Hits meaty enough and you'll be able to confirm in 2As.

B 27-36 3-5 All - - - - - -

Outside the increased forward movement, it is identical to the 236A version.

Aerial A/B 27-36 3-5 All - - - - - -

Your best ender for air series. Can be super cancelled only the first 2 hits.
Adds considerable stun & damage. It can guarantee stun combos or at least force them to groundtech.

Again the only difference between A or B is how much they moves forward.
You can get a lot of ranges depending the height of your jump. Learn your TK/hops ranges as they're easy to mixup with the ground versions.

Kuuchuu Shinkuu Tobi Ashi Tou
Kuuchuu Shinkuu Tobi Ashi Tou
22A/B
A120LO Torami j22A.png
Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
A 20-27 4 All - - - - - -

Dive kick that bounce back after hitting ionce on block/hit.
The bounce is fully invincible until you can act. Launches grounded opponent for combos.

If you dive from pretty high hit them on block, you might be able to act again after the bounce.

Both version have a weird property where if you hit someone crouch blocking & land, you'll be able to be able to immediatly throws them.

B 32-42 6-10 All - - - - - -

Hits twice before bouncing back, making it easier to land without bouncing back on block/hit.
Allows you to use it to hit once in the air & land for "rejump"/side switch combos. Quite stylish but not necessary.

Sou Ryuu Ken
Sou Ryuu Ken
22A/B
A120LO Torami 22A-1.png
A120LO Torami 22A-2.png
Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
A 26-33 6-10 All - - - - - -

Torami do 2 quick uppercuts. Jump & super cancellable on the first hit only.
The light version is more suitable as a combo starter: it wastes less free juggle hit (first 8 hits in a combo) while still dealing great damage/stun.

B 32-42 6-10 All - - - - - -

Jump & super cancellable only on the first 2 hits.
This version should be safer on clash (more hits & easier to jump cancel) & more damage/stun. Overall better as a ender than starter.

Unique Supers

Rairyuu Haou Ken
Rairyuu Haou Ken
236C
A120LO Torami 236C-1.png
Torami jumps before shooting (ground 236C only)
A120LO Torami 236C-2.png
236C / j236C
Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
Ground 51-60 9 All - - - - - -

Torami jump in the air & start shooting a bunch of energy ball toward the ground.
Can combo from a 2BB, but it isn't that rewarding (depending the distance, few projectiles will actually connect).

It can be used to avoid projectiles/"dash ins" or as a GC.
⚠ It doesn't have iframes, but it jumps fast enough to avoid some moves.

Version Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
Air 47-58 4-7 All - - - - - -

Kuuchuu Rairyuu Haou Ken is the same without the initial jump & seem to deals a bit less damage.

Overall this version is a bit more useful thant the ground version.
You can use it to stop your air movement & bait/punish aerial approaches, or to confirm hop/overhead pressures into some free damage.

⚠ Don't use it as a ender for air series though.
It doesn't connect fully & j214A/B will actually be always better in term of damage/stun while forcing groundtech.

Kakato-Geri
Kakato-Geri
214C
A120LO Torami 214C.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
55-65 8-11 High - - - - - gs, aa

Overhead kick that them straight into the ground. Air unblockable.

Either good at stopping GC highjump/hop or Good ground ender to add a good chunk of damages.
Although for combos, if you can go into air series instead, it's often better to rack up more stun.

Rairyuu Shougeki Ken
Rairyuu Shougeki Ken
22C
A120LO Torami 22C.png
Damage Stun Guard Startup Active Recovery Adv. on Hit Adv. on Block Hit Attribute
49-54 4 All - - - - - -

Torami channels her inner mecha, hits the ground creating a lightning from the impact.

Not her most damaging super, but the one with the most utility!
Here's a small rundown:

  • Has some iframe post-flash / right before the lightning appears.
  • Actually air unblockable! Making it a amazing anti air.
  • Excellent to prevent people to jump out of the corner.
  • Easily spammable: it's hard to punish due its knockback & recovery.
    • to punish it: dodge or GC dash are optimal, you need to be close & quite ready.


If you hit it raw, you can:

  • dash (2BB micro dash) 2BB into air series (overall best),
  • dash (2BB micro dash) 2B(B) (22B) 22C (120% only, highest damage but inconsistent)
  • 66B(1) 22C (easier but only if close & deals less damage)

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 - Untechable

Missed tech punish

Videos

General
FAQ
Controls
Systems
Netplay
Links
Characters
Asuka Honda
Ryuko Yamazaki
Torami Houjyou
Megumi Suzuki
Kumi Ookubo
Tamaki Shindou
Karina Toyota
Nana Owada
Kiyoko Mitarai
Cathy Wild
Shinobu Kawasaki
Tetsuko Ougigaya
Genichirou Shindou