Aska (TF)

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Aska
Height 5'2"
Weight 110 lbs.
Eyes Black
Age 18½
Birthplace Kyoto, Japan
Weapons Kunai
Favorite Activities She likes to discipline her mind and body
Ultimate Goals She wants to open her Dojo and train people around the world in the ways of a ninja

Introduction

Aska, member of the proud but insignificant Generic Female Ninja Association, kindly agreed to fill in for April O'Neil, who chose to be in the genesis version instead.

Quirks & Tech

Data Arsenal

Pre-jump Frames                        :  
Dizzy                                  :  

Movelist

Legend N = Normal chain ok S = Special cancel ok C = CPS Chain ok [] = frames between next active hitbox

  • = After active frame(s) For calculating total move time

Advantage is on hit and block, respectively

Standing Normals

Standing Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 2 6 0/+3 S


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 3 6 -1/+2 S


Close Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 5 8 -6/-3 S


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 3 15 -3/0 S


Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 5 13 -2/+1 S


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 14 5 8 +1/+4 S


Close Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 7 7 +1/+4 S


Forward + Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 21 7* +2/+5

(*)= Minimum amount of recovery based on whiff. Gravity will add 2-6 frames on hit.


Crouching Normals

Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 4 10 -6 S


Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 10 14 -16/-13


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 11 4 11 +1/+4 S


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 15 14 KD/-11


Jumping Normals

Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 16 N/A N/A


Jumping Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A N/A


Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 8 N/A N/A


Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 15 N/A N/A


Special Moves

Hayabusa (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 12 8 -5*/+2/+5

Hayabusa advantage on (*) based on Aska/War hit (followup whiffs); the rest are normal hits


Hayabusa (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 20 8 +2*/+1/+4

Hayabusa advantage on (*) based on Aska/War hit (followup whiffs); the rest are normal hits


Kochou No Mai (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 14 20 KD/-15


Kochou No Mai (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 17 24 KD/-23



Ultimate Attack

Ninpou: Kamikaze
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 44 N/A 81 KD/+5


Combos/Punishes

Aska really doesn't have much for combos as she cannot chain whatsoever. She can cancel off of any normal except her slides. Her optimal blockstring would probably be something like jLK, clHK, Hayabusa.

Frame Data Quick List

Move Startup Active Recovery Advantage
sLP 5 2 6 0/+3
sLK 6 3 6 -1/+2
clLK 4 5 8 -6/-3
sHP 9 3 15 -3/0
clHP 10* 5 13 -2/+1
sHK 14 5 8 +2/+5
clHK 4 7 7 +1/+4
crLP 5 4 10 -6
crLK 6 10 14 -16/-13
crHP 11 4 11 +1/+4
crHK 6 15 14 KD/-11
jLP 4 16 N/A N/A
jLK 3 infinite N/A N/A
jHP 8 8 N/A N/A
jHK 6 15 N/A N/A
Butt 8 21 7** +2/+5
lDP 4 14 20 KD/-15
hDP 4 17 24 KD/-23
lHB 8 12 8 -5***/+2/+5
hHB 8 20 8 +2***/+1/+4
CA 44 N/A 81 KD/+5

(*)Hits on second frame of active sprite

(**)Minimum amount of recovery based on whiff. Gravity will add 2-6 frames on hit.

(***)Hayabusa advantage on this one based on Aska/War hit (followup whiffs); the rest are normal hits


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