Idol Showdown/Ayame Nakiri: Difference between revisions
MstTowelette (talk | contribs) (Edited existing combo to include commas where a combo is continued using a link instead of a cancel) |
MstTowelette (talk | contribs) (Added a combo theory section) |
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basic midscreen BNB for decent damage | basic midscreen BNB for decent damage | ||
*5L > 2M > 5M > 5H > 2H > 236MMM > 22L, 22L, 5H > 2H > (op. 236MMM) > 22M '''(270, 279)''' | *5L > 2M > 5M > 5H > 2H > 236MMM > 22L, 22L, 5H > 2H > (op. 236MMM) > 22M '''(270, 279)''' | ||
Midscreen bnb spendig 1-2 superchat meter | Midscreen bnb spendig 1-2 superchat meter, adding more corner carry | ||
====Corner==== | ====Corner==== | ||
*5L > 2M > 5M > 5H > 214M, 5L > 2M > 5M > 214M, 5L > 2M > 5M > 2H > 22L, 22L, 5L > 5M > 2H > 22M '''(258)''' | *5L > 2M > 5M > 5H > 214M, 5L > 2M > 5M > 214M, 5L > 2M > 5M > 2H > 22L, 22L, 5L > 5M > 2H > 22M '''(258)''' | ||
===Combo Theory=== | |||
====Mid-screen==== | |||
The goal of a combo midscreen is to secure oki, as well as get as much corner carry as possible. Ending combos with 22M gives a good amount of carry and consistent oki. By spending superchat meter, 236MMM can be used to extend combos and carry the enemy further. | |||
====Corner==== | |||
The corner allows access to 214M in combos. After lifting the enemy with a move such as 5h, 214M can be used to loop into another string. Keep the juggle limit in mind, 2 flips before an ender is best. | |||
====Enders==== | |||
Meterless combos should be ended with 22B, which gives enough time to dash up for oki. For 1 meter, 22H easily works in the same places. Be careful when routing into 236S, if they are bounced too high (e.g. with a high hitting 236MMM), they may recover before landing in the super. 2H > 236S seems to keep them low enough. | |||
==Matchups== | ==Matchups== | ||
;Vs. Aki | ;Vs. Aki |
Revision as of 20:59, 7 May 2023
Playful Giggling Ojou - Nonstop Oni Offense
Introduction
Ayame is a high-speed oni who excels in closing in on opponents from the midrange. She can keep the pressure on opponents with her dual katanas, leaving little room to escape.
Normal Moves
Standing Normals
5L
5L Ittoryu Ittoryu
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5M
5M Nitoryu Nitoryu
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5H
5H
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Crouching Normals
2L
2L
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2M
2M
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2H
2H
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3H
3H
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Jumping Normals
j.L
j.L
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j.M
j.M
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j.H
j.H
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Universal Mechanics
Throw
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236X
Asura's Fury
236 L/M/H |
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22X
Demon Cutter
22 L/M/H |
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214X
Oni Flip
214 L/M/H |
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j.214X
Heavenly Oni Flip
j.214 L/M/H |
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22S
Karma and Shiranui
22 S |
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Super Star Attack
I'm the Real One!
236S |
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Combos
General
Mid-screen
- 5L > 2M > 5M > 5H > 2H > 22L, 22L, 5H > 2H > 22M (250)
basic midscreen BNB for decent damage
- 5L > 2M > 5M > 5H > 2H > 236MMM > 22L, 22L, 5H > 2H > (op. 236MMM) > 22M (270, 279)
Midscreen bnb spendig 1-2 superchat meter, adding more corner carry
Corner
- 5L > 2M > 5M > 5H > 214M, 5L > 2M > 5M > 214M, 5L > 2M > 5M > 2H > 22L, 22L, 5L > 5M > 2H > 22M (258)
Combo Theory
Mid-screen
The goal of a combo midscreen is to secure oki, as well as get as much corner carry as possible. Ending combos with 22M gives a good amount of carry and consistent oki. By spending superchat meter, 236MMM can be used to extend combos and carry the enemy further.
Corner
The corner allows access to 214M in combos. After lifting the enemy with a move such as 5h, 214M can be used to loop into another string. Keep the juggle limit in mind, 2 flips before an ender is best.
Enders
Meterless combos should be ended with 22B, which gives enough time to dash up for oki. For 1 meter, 22H easily works in the same places. Be careful when routing into 236S, if they are bounced too high (e.g. with a high hitting 236MMM), they may recover before landing in the super. 2H > 236S seems to keep them low enough.
Matchups
- Vs. Aki
- Matchup advice goes here.