|description= A charge projectile special. At low charge, this stuns the opponent for a brief time with the shortest reach. At a middle point of charge, this gains more reach and has knockback to shoot them away from her and reset neutral. At full charge, this deals no damage, however they are locked in a dizzy state for a free punish and it has the largest reach among these levels.
}}
}}
}}
}}
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|image=
|image=
|caption=
|caption=
|name=Side Special<br>
|name=Star Beam (Side Special)<br>
6B.
6B.
|data=
|data=
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|Active=4
|Active=4
|Priority=1
|Priority=1
|description=
|description=A proper chargeable projectile which can be angled up or down on charge. At low charges, this shoots a small star at a set distance. Mid charge allows you to angle it and it flies farther. On full charge, it flies the farthest and turns into a giant star, which on hit turns opponents into various food items, most notably Pumpkins. This beam can also affect other special moves.
}}
}}
}}
}}
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|image=
|image=
|caption=
|caption=
|name=Up Special<br>
|name=Magic Broom (Up Special)<br>
8B.
8B.
|data=
|data=
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|Active=4
|Active=4
|Priority=1
|Priority=1
|description=
|description=Ashley flies on her magic broom, which leaves little star projectiles behind. An excellent recovery option and has surprisingly good knockback on both herself and the projectile, this move has some niche uses outside of being a recovery option. If the star projectiles are hit with a full charge Star Beam, they leave little star petal projectiles that do no knockback or hitstun, but can easily rack damage.
}}
}}
}}
}}
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|image=
|image=
|caption=
|caption=
|name=Down Special<br>
|name=Summon Cloud (Down Special)<br>
2B.
2B.
|data=
|data=
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|Active=4
|Active=4
|Priority=1
|Priority=1
|description=
|description=Ashley summons a cloud. If Down Special is pressed again, she activates the cloud to strike underneath them, much like a trap. It's very effective off stage for ledge guarding, and the fact the cloud also has a hitbox that punches them away, leading them to be unable to recover properly or suffering a punish. If a Star Beam hits a cloud, it turns into a Blue Cloud, which deals more damage and stuns for a much longer period of time. If a Star Beam hits it one more time, it becomes a Dark Cloud, which does the most damage and stun, and also sends an unfortunate opponent upwards.
xSSBC_Ashley_Stock.pngAshley(アシュリー) is the young witch from the WarioWare games who lives alone in a haunted mansion and often buddies up with the shape-shifting imp companion Red. While she is an often emotionless and studious with her magic, her lack of experience backfires her spells. Despite this, she still lives to be the best witch in the world, and her iconic song also reveals she's possibly lonely. She debuted in WarioWare: Touched! and has shown up for nearly every game since.
Ashley's most notable mechanic is the use of her Star Beam. Her Side Special has a variety of purposes, and all of which are activated with it's charged variant. It affects other players, Magic Broom's star projectiles and Thundercloud projectiles in substantial ways.
Game Plan
Insert Character's General Game Plan.
Strengths
Weaknesses
Pro 1
Pro 2
Pro 3
Cons 1
Cons 2
Cons 3
Moveset
Normals
Jab 1
A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Jab 2
A.A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Follows up with a Right punch forward.
Jab 3
A.A.A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Finishes with a kick forward.
Side Tilt
6A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Up Tilt
8A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Down Tilt
2A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Side Smash
6C.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Up Smash
8C.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Down Smash
2C.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Dash Attack
66A.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Neutral Air
5A. (Air)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Forward Air
6A. (Air)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Back Air
4A. (Air)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Up Air
8A. (Air)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Fast Punch forward.
Down Air
2A. (Air)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Grabs
Grab
5Z./6Z. (Ground)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Reaches out with Hand
Pummel
5A. (Grab)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Forward Throw
6. (Grab)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Back Throw
4. (Grab)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Up Throw
8. (Grab)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Down Throw
2. (Grab)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Specials
Hocus Pocus (Neutral Special)
5B.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
A charge projectile special. At low charge, this stuns the opponent for a brief time with the shortest reach. At a middle point of charge, this gains more reach and has knockback to shoot them away from her and reset neutral. At full charge, this deals no damage, however they are locked in a dizzy state for a free punish and it has the largest reach among these levels.
Star Beam (Side Special)
6B.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
A proper chargeable projectile which can be angled up or down on charge. At low charges, this shoots a small star at a set distance. Mid charge allows you to angle it and it flies farther. On full charge, it flies the farthest and turns into a giant star, which on hit turns opponents into various food items, most notably Pumpkins. This beam can also affect other special moves.
Magic Broom (Up Special)
8B.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Ashley flies on her magic broom, which leaves little star projectiles behind. An excellent recovery option and has surprisingly good knockback on both herself and the projectile, this move has some niche uses outside of being a recovery option. If the star projectiles are hit with a full charge Star Beam, they leave little star petal projectiles that do no knockback or hitstun, but can easily rack damage.
Summon Cloud (Down Special)
2B.
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
1
1
9
5
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
2
80
2
0
-
-
4
1
-
Ashley summons a cloud. If Down Special is pressed again, she activates the cloud to strike underneath them, much like a trap. It's very effective off stage for ledge guarding, and the fact the cloud also has a hitbox that punches them away, leading them to be unable to recover properly or suffering a punish. If a Star Beam hits a cloud, it turns into a Blue Cloud, which deals more damage and stuns for a much longer period of time. If a Star Beam hits it one more time, it becomes a Dark Cloud, which does the most damage and stun, and also sends an unfortunate opponent upwards.
Final Smash
Mario Finale
5B. (Max Meter)
Type
Placement
Version
-
-
-
Hits
ID
Total
Startup
Endlag
Land lag
IASA
iFrames
Armor
-
-
-
-
-
-
-
-
-
Damage
Angle
Base KB
KBG
Shield
Hitlag
Active
Priority
Hitstun
-
-
-
-
-
-
-
-
-
Unleashes two Massive Fireballs which slowly move forward to push opponents offstage.