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| '''Playful Giggling Ojou''' - ''Nonstop Oni Offense'' | | '''Playful Giggling Ojou''' - ''Nonstop Oni Offense'' |
| ==Introduction== | | ==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. | | {{StrengthsAndWeaknesses |
| {{TOClimit|2}}
| | |intro=[[File:IS_ayame_head.png|link=]] '''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. |
| | |pros= *Insert text description |
| | |cons= *Insert text description |
| | |
| | |tablewidth=80 |
| | }} |
| | |
| ==Normal Moves== | | ==Normal Moves== |
| === Standing Normals === | | === Standing Normals === |
Revision as of 18:50, 8 May 2023
Playful Giggling Ojou - Nonstop Oni Offense
Introduction
Playstyle
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. |
Pros |
Cons |
|
|
Normal Moves
Standing Normals
5L
5L Ittoryu Ittoryu
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
25~
|
Mid
|
5
|
-
|
-
|
-1
|
+5
|
None
|
A quick mid poke. Useful for her stagger pressure when chained in tandem with 2L and 5M. The speed also makes this a good option to check the opponent as a general abare tool.
|
|
5M
5M Nitoryu Nitoryu
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60~
|
Mid
|
7
|
-
|
-
|
-7
|
0
|
None
|
A forward advancing slash with good range. Useful for confirming hits and stagger pressure.
|
|
5H
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
85~
|
Mid
|
10
|
-
|
-
|
-19
|
+2
|
None
|
A shorter range double slash. Good for confirming into 22L for combos and stagger pressure. Wall bounces on corner hit for extra combo conversions.
|
|
Crouching Normals
2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
20~
|
Low
|
5f
|
-
|
-
|
-3
|
+2
|
None
|
A quick jab that hits low. Another important tool for general abare and her stagger pressure in tandem with 5L. It's a fast low, so it can be used for high low mixups as well.
|
|
2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
55~
|
Low
|
8
|
-
|
-
|
-8
|
-3
|
None
|
A long range low slash. This normal is one of Ayame's most important pokes. It's one of her farthest ranged buttons that confirms easily into 236M even at max range. You'll want to use this button a lot in neutral and pressure.
|
|
2H
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
45-86~
|
Mid
|
11
|
-
|
-
|
-11
|
KND
|
None
|
A 2 hitting slash that acts as one of her launchers. The first hit is a mid, but the reach is quite significant. This button is very minus on block, but you can special cancel or jump cancel it on block/hit. It also functions as a serviceable anti-air and is heavily used in her combos.
|
|
3H
3H Haiya Haiya
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
70~
|
Low
|
11
|
-
|
-
|
-20
|
KND
|
None
|
A generic sweep. Mostly overshadowed by her 2M and other assortment of low options. It is special cancelable, but not generally recommended to use.
|
|
Jumping Normals
j.L
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
30~
|
High
|
-
|
-
|
-
|
-
|
-
|
None
|
|
j.M
j.M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
45~
|
High
|
-
|
-
|
-
|
-
|
-
|
None
|
|
j.H
j.H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
90~
|
High
|
-
|
-
|
-
|
-
|
-
|
None
|
|
Universal Mechanics
Throw
Throw L+M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
160~
|
-
|
7
|
2
|
-
|
-
|
-
|
None
|
|
Overhead
Overhead M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
60~
|
High
|
-
|
-
|
-
|
-
|
-
|
None
|
Universal standing overhead
|
|
Special Attacks
236X
Asura's Fury 236 L/M/H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L / 5S
|
40
|
-
|
10
|
-
|
-
|
-4
|
-
|
None
|
LL
|
35
|
-
|
19,11,13
|
-
|
-
|
-7
|
-
|
None
|
LLL
|
47
|
-
|
-
|
-
|
-
|
-11
|
KND
|
None
|
Ayame's Rekka series. 236L on it's own is a safe way to end your pressure, but threatening with the rest of the hits is a good way to push stagger pressure. However, most of the hits are unsafe on block. In air juggle, 236LL is good for maintaining oki and 236LLL is good for damage conversions. Can be super chat cancelled into 22L for a full combo.
Be careful using this at long range as the second hit can whiff.
|
M / 6S
|
45
|
-
|
17
|
-
|
-
|
-4
|
-
|
None
|
MM
|
41
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
MMM
|
64
|
-
|
-
|
-
|
-
|
-
|
KND
|
None
|
Very similar to the L version, however it reaches much farther at the cost of being more unsafe in general. This will be the version of the rekka you want to use as a poke and for confirming from pokes as it consistently reaches after common moves like 2M and 5H. Can be super chat cancelled into 22L for a full combo.
|
H
|
60
|
-
|
12
|
-
|
-
|
-10
|
-
|
None
|
HH
|
63
|
-
|
-
|
-
|
-
|
-10
|
-
|
None
|
HHH
|
63
|
-
|
-
|
-
|
-
|
-10
|
-
|
None
|
HHHH
|
50
|
-
|
-
|
-
|
-
|
-15
|
KND
|
None
|
HHH8H
|
72
|
-
|
-
|
-
|
-
|
-19
|
-
|
None
|
HHH2H
|
72
|
-
|
-
|
-
|
-
|
-10
|
KND
|
None
|
Ayame's H version of the rekka is the most versatile. Same as the other version, but more damage and more stagger opportunities. You can hit 8H for the final hit to get an overhead and 2H for the final hit to get a low, which is a useful mixup to threaten the opponent with.
|
|
22X
Demon Cutter 22 L/M/H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L / 2S
|
75~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Ayame swings her katana upwards. Useful combo tool. Can easily be punished due to its recovery.
|
M
|
143~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Ayame swings her katana upwards then does an airborne slash.
|
H
|
184~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Same as the M version but her Second slash goes higher.
- Uses one bar of Star Power
|
|
214X
Oni Flip 214 L/M/H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L / 4S
|
75~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Ayame does a short quick flip-kick.
|
M
|
75~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Ayame does a quick flip using her katana midscreen
|
H
|
65~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Same as the M version but fullscreen
- Uses one bar of Star Power
- Useful for surprise attacks
|
|
j.214X
Heavenly Oni Flip j.214 L/M/H
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
L/M/H/S
|
75~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Ayame does a quick flip attack on air going downward. Mostly used for her 22S special as a mixup.
|
|
22S
Karma and Shiranui 22 S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
75~
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
Ayame summons an unblockable wisp projectile that turns in random directions. Getting hit by it does no damage but will apply a time bomb effect that detonates into damage.
- Uses one bar of Star Power
- Can be used on setups
|
|
Super Star Attack
I'm the Real One! 236S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv. on Block
|
Adv. on Hit
|
Invulnerability
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
None
|
|
Combos
General
Mid-screen
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
- Basic midscreen BNB for decent damage
|
- Midscreen BNB spending 1-2 superchat meter, adding more corner carry
|
Corner
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
|
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.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Matchup advice goes here.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- Vs. Suisei
- Matchup advice goes here.
External Resources
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