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Outdated Version
- This page is for an outdated version of the game (DFC). To see Asuna's character page for the latest version (DFCI), click here.
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Introduction
Originally from the light novel Sword Art Online.
Gameplay
Asuna is a character that excels at spacing with her mid-ranged tools and converting stray hits into hard knockdown. Another of her strengths lies with getting hits where other characters wouldn't and converting resources into a good damage. Her weakness lies in the fact that she doesn't have an airdash and has a hard time dealing with characters that can out space her. Since she has no projectiles or full screen attacks Asuna has no real way to get close to her opponent aside jumping, 5AB, or 214X or relying on her assist.
Pros
- Good pokes/range
- Plenty of hard knockdown moves
- Able to spend meter and combo into Power Blast without an assist
Cons
- Very one-dimensional/basic
- Doesn't have an airdash
Recommended Assists
Kino - Strong aid in neutral and has good synergy with Asuna's character potential since you'll be using 5S a lot
Accelerator - 6S is a strong combo assist with a relatively fast recharge time and 5S can be a great oki tool as Last Order stays out for a considerable amount of time
Enju - 6S can be used to combo into Power Blast or Trump Card and 5[S] is a good tool to have against certain assists like Kino if your opponent is trying to keep you out
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Call assists 4 times to increase damage dealt by 10% for 10 seconds. Can be activated twice a round.
Move List
Normal Moves
5A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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300
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5
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2
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14
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-3
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JC, SP, SC, EX, ISC, TCC, CAC
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HLA
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-
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Straight thrust with long range
- The actual hitbox is only the blade of her sword
- One of Asuna's main pokes
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2A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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250
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5
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3
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14
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-4
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SE, SP, SC, EX, ISC, TCC, CAC
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LA
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-
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Stabs towards the ground, fast start up and hits low
- Has less range than 5A
- Chains into itself 3 times
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5B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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500
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7
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2
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16
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-3
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JC, SP, SC, EX, ISC, TCC, CAC
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HL
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-
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Downward diagonal slash, air unblockable and jump cancellable
- Hitbox covers the area right in front of her from about her shoulder to her feet
- Not very useful as an anti air
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2B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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450
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8
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3
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17
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-5
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JC, SP, SC, EX, ISC, TCC, CAC
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HL
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-
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Upward stab, air unblockable and jump cancellable
- Hits above Asuna’s hurtbox
- Her best anti-air
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5C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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700
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10
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3
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22
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-8
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SP, SC, EX, ISC, TCC, CAC
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HLA
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-
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Horizontal slash with very long reach
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2C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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300,360
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9
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4
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30
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-4
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SP, SC, EX, ISC, TCC, CAC
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L
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-
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Two hit sweeping slash, both hits are low
- Very big hitbox, second hit knocks down
- Both hits are air unblockable
- Risky to use in blockstrings if not used carefully as the first hit can be push blocked leaving the 2nd hit to be punished
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j.A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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250
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7
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2
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X+2
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-
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JC, SP, SC, EX
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HA
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-
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Jumping horizontal slash, jump cancellable
- Quickest air normal, and a decent air to air attack
- Very poor as a jump in but can be cancelled into from j.C during Trump state for a double overhead
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j.B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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450
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9
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3
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X+3
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-
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JC, SP, SC, EX
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HA
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-
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Jumping upward slash, jump cancellable
- Good air to air when the opponent is above you
- Very small horizontal hitbox
- Asuna's only air normal that can hit behind her
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j.C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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650
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10
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4
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X+4
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-
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JC, SP, SC, EX
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HA
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-
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Slanted stab, jump cancellable
- Great as an air to ground move against opponents without a decent anti air
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Special Moves
Parallel Splash 「パラレル・スプラッシュ」 236X
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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A
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768
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7
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2*3 hits
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34
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-9
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SC, EX, TCC, CAC
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HLA
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-
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Stabs multiple times in front of her
- Big hitbox, great for keeping opponents out
- Can be confirmed into Mother’s Rosario on either air or ground hit
- Long recovery on whiff
- Hits 3 times
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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B
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978
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8
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2*4 hits
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41
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-10
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SC, EX, TCC, CAC
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HLA
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-
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Very similar to the A version
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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C
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1065
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9
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2*4 hits
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42
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-11
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SC, EX, TCC, CAC
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HLA
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-
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Almost identical to the A and B versions, but since it does the most damage it is usually preferred version in combos
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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EX
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1464
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7
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2*5 hits
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51
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-6
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SC, TCC, CAC
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HLA
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-
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- Has a finishing blow that will knock down, allowing for okizeme
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Flashing Penetrator 「フラッシング・ペネトレイター」 214X
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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A
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966
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19
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10
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31
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-11
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SC, EX
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HLA
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-
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Asuna does a quick backstep then lunges upward into the air
- Has the smallest angle, slightly parallel to the ground
- Very punishable on block
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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B
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1018
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31
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10
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14
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+7
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SC, EX
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HLA
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-
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- Has a lot of priority
- Recovers in the air allowing for extended pressure
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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C
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1018
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33
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10
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14
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+4
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SC, EX
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HLA
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-
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- Very similar to the B version except it moves at a slightly higher angle
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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EX
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1474
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15
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10
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14
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+3
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SC
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HLA
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-
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- The fastest version, mainly used to combo from 236X into an air combo or Power Blast
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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Extend
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-
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-
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-
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16
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-
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-
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-
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-
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- Holding the button will make her do only the backstep as a feint
- There is no difference between each button
- Though it looks similar to a backdash, this move has no actual invuln
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Shooting Star (Air Version) 「シューティング・スター」 j.236X
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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A
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900
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10
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8
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23
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-12
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SC, EX, TCC, CAC
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HLA
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-
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Downward lunge from the air. It is unique in that you can cancel the landing animation into a grounded EX move, a Trump Card, or even a Climax Art.
- Mostly used as a combo finisher that is air techable
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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B
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1000
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12
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9
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24
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-14
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SC, EX, TCC, CAC
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HLA
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-
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- Not much difference from the A version except and is the preferred version to use overall
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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C
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1100
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20
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7
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18
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-7
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SC, EX, TCC, CAC
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HLA
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-
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- Has the slowest start up and can be used to bait anti airs
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Version
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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EX
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1300
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11
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7
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9
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+4
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SC
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HLA
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-
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- Staple air ender that gives hard knockdown in most situations
- Plus on block, can be used to extend pressure after 214A or j.236X
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Universal Mechanics
Throw 6C or 4C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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1100
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4
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1
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67
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-
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SC, EX, CAC, TCC
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-
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-
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A one hit throw that stabs the opponent away
- Possible to run up for an OTG ender
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Impact Skill Shooting Star 「シューティング・スター」 5A+B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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1100
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12
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10
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33
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-27
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(SC), (EX), (CAC), TCC
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HLA
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-
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A single, forward thrust that covers good horizontal space
- Great as a punish against other Impact Skills and works well in combos
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Impact Skill Aero Penetrator 「エアロ・ペネトレイター」 2A+B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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600, 504
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12
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7
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34
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First hit: -49 Second hit: -26
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(SC), (EX), (CAC), TCC
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HLA
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-
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Lunges upward into the air then downward back to the ground
- Its hitbox is mostly upwards and not very horizontal
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Impact Break 4A+B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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First Hit: 900 Launcher: 800
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First Hit: 22 Launcher: 9
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First Hit: 8 Launcher:2
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First Hit: 14
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First Hit: -2 Launcher: -37
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First Hit: - Launcher: (SC), (EX), (TCC), (CAC)
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First Hit: HA Launcher: HLA
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-
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A forward hopping slash
- Goes over lows and has guard point towards the middle of start up
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Trump Card Wife of Iron Fist 「鉄拳正妻」 5A+C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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3000
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22
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5
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35
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-25
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-
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H
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-
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An uppercut that is an overhead, air unblockable, and has frame 1 invincibility except to throws
- Very short range horizontal range, but good vertical range
- Extremely effective as an anti air
- Does 3000 damage but is not comboable afterwards
- Because it is only one hit if it trades the opponent takes full damage
- Can be safe on block because the pushback will send foes too far away to punish usually.
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Climax Arts
Mother’s Rosario 「マザーズ・ロザリオ」 41236B+C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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3500
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9
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54
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158
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-39
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-
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HLA
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-
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Does 5C then launches into three lunge attacks
- If blocked it is possible for the 3rd hit to cross up
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Stardust Splash 「スターダスト・スプラッシュ」 63214B+C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
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2740
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7
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23
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20
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-28
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-
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HLA
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-
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Rushes forward into a flurry of attacks
- Less damage than Rosario, but has invincibility
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Combos
Solo
2A Starter
- 2A > 5B > 5C > 5AB > 236AB
- Staple one meter combo that leads into oki
- 41236BC can be added afterwards for extra damage
- Can be ended with 5B > 2C instead for a meterless knockdown
- 2A > 5B > 5C > 236C > 214AB > jc > j.C > 236AB > 5B > 5AB > 236AB > 41236BC
- Solo 5 meter combo
- While the damage isn't the best, Asuna is one of the few characters who can spend her meter without the use of an assist
- The air portion of this combo can be applied to stray air confirms to maximize damage, though depending on combo proration the 5AB may be omitted
- Possible to go into Power Blast immediately after jump cancelling
4AB Starter
- 4AB~X > j.B > j.C > jc > j.B > j.C > j.236B
- Staple 4AB combo and meterless air route
- j.236AB can be added at the end for hard knockdown and 41236BC afterwards for extra damage
- Possible to go into Power Blast immediately after jump cancelling
- 4AB > 2A Starter Combos
- When spaced properly, it is possible to follow up 4AB without the use of the launcher follow up
Assist
Accelerator
- 2A > 5B > 5C > 5AB > 6D > j.B > j.C > jc > j.B > j.C > j.236B
- Assist cancel combo into standard air route
- Can go into either Trump or Burst instead after 6D
- 5AB or 2AB > 6D > j.B > j.C > jc > j.B > j.C > j.236B
- Combo that converts a successful 5AB or 2AB into good damage
Colors
Color 1
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Color 2
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Color 3
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Color 4
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|
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Color 5
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Color 6
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Color 7
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Color 8
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|
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Color 9
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Color 10
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Color 11
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Color 12
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Color 13
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Color 14
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