Ys vs. Sora no Kiseki: Alternative Saga/Aisha: Difference between revisions

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(→‎Introduction: Added tankiness rating to the infobox, as I think this is important info)
 
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| align="center" colspan="2" |[[File:YvK_Aisha_Profile.png|center|frameless]]
| align="center" colspan="2" |[[File:YvK_Aisha_Profile.png|center|frameless]]
|-
|-
| '''Playstyle''' || Zoning / Hit-and-Run
| '''Playstyle''' || Zoning<br>Hit-and-Run
|-
|-
| '''Preferred Range''' || Mid / Long
| '''Preferred Range''' || Mid<br>Long
|-
|-
| '''Tankiness Rating''' || Very low (1.63%)
| '''Tankiness Rating''' || Very low (1.63%)
|-
|-
| '''Difficulty''' || Very Hard
| '''Learning Difficulty''' || Hard
|-
|-
! align="center" colspan="2" | Stats
! align="center" colspan="2" | Stats
Line 43: Line 43:


{{TOClimit|3}}
{{TOClimit|3}}


== Introduction ==
== Introduction ==
* Placeholder
* Placeholder<br>
'''Similar to:'''


{{ProConTable
{{ProConTable
|intro= We'll let you know once we figure out how Aisha is supposed to be played.
|intro= '''Aisha''' is an extremely evasive zoner who has an easy time getting away from her opponents. Unlike other zoners, she can actually defend herself at close range quite well.
|pros=
|pros=
* Placeholder
* '''Unmatched Evasion:''' A lot of Aisha's Skills moves her around, allowing her to remain out of her opponent's range while shooting projectiles. On top of that, she has great movement stats.
* '''Great Chipping Potential:''' Aisha has access to great, cheap chipping projectiles in her arsenal, allowing her to rack up damage over time at a safe distance.
* '''Can Actually Brawl:''' Aisha's lightning fast j.A allows her to defend herself at close range, in case the opponent does get in.
* '''Very SP Efficient:''' Aisha has a very easy time managing SP, thanks to her high SP gain and some of the cheapest Skills in the game.
* '''Immunity to Flash Guard:''' Thanks to her projectile-only moveset, Aisha is immune to Flash Guard punishes.


|cons=
|cons=
* Placeholder
* '''No Damage:''' Aisha has the lowest damage output in the entire game, due to having the most limited combo potential.
* '''Low Stats:''' Aisha has the worst defensive stats in the game, making mistakes particularly brutal for her.
}}
}}
''All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)''
''All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)''
Line 64: Line 68:
{{MoveData
{{MoveData
|image=YvK_Aisha_A.png
|image=YvK_Aisha_A.png
|name=A
|name=Ground Attack
|input=A
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
Line 82: Line 87:
  |properties=Projectile
  |properties=Projectile
  |description=
  |description=
Aisha's basic projectile. Tracks the opponent's position while moving.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Standing:'''
|startup=3
|isProjectile=true
|recovery=4
|specialRecovery=2
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Moving:'''
|startup=3
|isProjectile=true
|recovery=17
|frcStart=9
|frcEnd=19
}}
<hr>
Aisha's basic projectile, and the shortest among all ranged characters. To compensate, each projectile will be shot where the opponent was standing. This aim assist is extremely generous, only requiring Aisha to have her opponent is her general direction. Unfortunately, these projectiles have very low hitstun, meaning Aisha shouldn't rely on these.
* Frame data assumes point blank. This applies to all projectile attacks in this page
* Frame data assumes point blank. This applies to all projectile attacks in this page
  }}
  }}
Line 94: Line 115:
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
|version=Ground
|subtitle=[A]
  |damage=85
  |damage=85
  |impact=9
  |impact=9
Line 99: Line 122:
  |properties=Soft Armor, Projectile
  |properties=Soft Armor, Projectile
  |description=
  |description=
}}
{{AttackData-YvK
|header=no
|version=Air
|subtitle=d.[A]
|damage=85
|impact=8
|spCost=
|properties=Soft Armor, Projectile
}}
{{AttackData-YvK
|header=no
|version=Dash
|subtitle=d.[A]
|damage=85
|impact=6
|spCost=
|properties=Soft Armor, Projectile
|description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=9
|isProjectile=true
|recovery=5
|specialRecovery=11
|frcStart=16
|frcEnd=24
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=8
|isProjectile=true
|recovery=10
|specialRecovery=3
|frcStart=12
|frcEnd=20
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Dash:'''
|startup=6
|isProjectile=true
|recovery=10
|frcStart=9
|frcEnd=12
}}
<hr>
An excellent way to regain SP while on the move. In order to get the most out of her Charge Attack, cancelling a dodge into it will allow her to use the air version (which has better frame data) without being forced to stand still for a moment.
* Gives 27 SP on contact
* Gives 27 SP on contact
  }}
  }}
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{{MoveData
{{MoveData
|image=YvK_Aisha_jA.png
|image=YvK_Aisha_jA.png
|caption=Somersault
|caption=2f chargeless Flash Kick, welcome to Ys vs Kiseki
|name=j.A
|name=Air Attack
|input=j.A
|data=
|data=
   {{AttackData-YvK
   {{AttackData-YvK
Line 115: Line 186:
  |properties=
  |properties=
  |description=
  |description=
Aisha's launcher. Good combo starter, it also moves Aish backwards a lot, making it good for creating space
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=2
|active=8
|recovery=7
|frcStart=12
|frcEnd=16
}}
<hr>
Great defensive anti-air, which can be comboed into other moves for additional damage. Unlike every other air attack, this can only be done immediately after jumping.
* Doesn't move Aisha backwards when performed during a homing dash
* Doesn't move Aisha backwards when performed during a homing dash
* Will hit twice when performed during a homing dash
  }}
  }}
}}
}}
Line 131: Line 211:
  |properties=Projectile
  |properties=Projectile
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=3
|isProjectile=true
|recovery=12
|frcStart=10
|frcEnd=14
}}
<hr>
Air version of Aisha's A. Projectile travels downwards at an angle.
Air version of Aisha's A. Projectile travels downwards at an angle.
* Stops Aisha's vertical momentum, letting her stall in the air
* Stops Aisha's vertical momentum, letting her stall in the air
Line 140: Line 228:
|image=YvK_Aisha_Rising.png
|image=YvK_Aisha_Rising.png
|name=Rising Attack
|name=Rising Attack
|input=Attack while dodging
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
  |damage=85
  |damage=85
  |impact=9
  |impact=8
  |spCost=1 AP
  |spCost=1 AP
  |properties=Hard Armor 1-10
  |properties=Hard Armor 1-10
  |description=
  |description=
"Universal" Rising Attack. It's a basic launcher that has the merit of being armored all the way through. Can be jump or dash cancelled in order to combo
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=8
|active=8
|recovery=10
}}
<hr>
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
  }}
  }}
}}
}}
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  |damage=205
  |damage=205
  |impact=7
  |impact=7
  |spCost=9
  |spCost=<abbr title="Base, Skill Earrings I to IV">9 / 9 / 8 / 8 / 7</abbr>
  |properties=Soft Armor, Projectile
  |properties=Soft Armor, Projectile
|cooldown=26
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|isProjectile=true
|recovery=15
|specialRecovery=6
|frcStart=19
|frcEnd=27
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=7
|isProjectile=true
|recovery=12
}}
<hr>
* Placeholder
* Placeholder
  }}
  }}
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{{MoveData
{{MoveData
|image=YvK_Aisha_S2.png
|image=YvK_Aisha_S2_Ground.png
|caption=Ground version
|image2=YvK_Aisha_S2_Air.png
|caption2=Air version
|name=Spread Shot
|name=Spread Shot
|input=S2
|input=S2
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
|version=Ground
  |damage=53x5
  |damage=53x5
  |impact=12
  |impact=12
  |spCost=9
  |spCost=<abbr title="Base, Skill Earrings I to IV">9 / 9 / 8 / 8 / 7</abbr>
  |properties=Soft Armor, Projectile
  |properties=Soft Armor, Projectile
|cooldown=29
}}
{{AttackData-YvK
|header=no
|version=Air
|damage=53x5
|impact=8
|spCost=<abbr title="Base, Skill Earrings I to IV">9 / 9 / 8 / 8 / 7</abbr>
|properties=Soft Armor, Projectile
|cooldown=29
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=12
|isProjectile=true
|recovery=11
|specialRecovery=8
|frcStart=25
|frcEnd=30
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=8
|isProjectile=true
|recovery=10
}}
<hr>
* Placeholder
* Placeholder
  }}
  }}
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  {{AttackData-YvK
  {{AttackData-YvK
  |damage=405
  |damage=405
  |impact=25
  |impact=19
  |spCost=18
  |spCost=<abbr title="Base, Skill Earrings I to IV">18 / 17 / 16 / 15 / 14</abbr>
  |properties=Hard Armor 1-4, Soft Armor, Projectile
  |properties=Hard Armor 1-4, Soft Armor, Projectile
|cooldown=38
  |description=
  |description=
* Placeholder
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=19
|isProjectile=true
|recovery=7
}}
<hr>
Stationary AoE projectile that slightly moves Aisha backwards. Its virtually nonexistent recovery lets Aisha run away immediately after casting. On hit, Aisha can instead follow up with another attack for additional damage.
* Ground version can inflict damage starting frame 25
  }}
  }}
}}
}}
Line 207: Line 357:
  |damage=470
  |damage=470
  |impact=18
  |impact=18
  |spCost=18
  |spCost=<abbr title="Base, Skill Earrings I to IV">18 / 17 / 16 / 15 / 14</abbr>
  |properties=Hard Armor 1-4, Soft Armor, Projectile
  |properties=Hard Armor 1-4, Soft Armor, Projectile
|cooldown=35
  |description=
  |description=
* Placeholder
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=18
|isProjectile=true
|recovery=9
|total=26
}}
<hr>
Very evasive Skill that greatly moves Aisha forward.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=YvK_Aisha_S5.png
|image=YvK_Aisha_S5_Ground.png
|caption=Ground version
|image2=YvK_Aisha_S5_Air.png
|caption2=Air version
|name=Waspinator
|name=Waspinator
|input=S5
|input=S5
Line 222: Line 383:
  |damage=960
  |damage=960
  |impact=8+7
  |impact=8+7
  |spCost=36
  |spCost=<abbr title="Base, Skill Earrings I to IV">36 / 33 / 31 / 29 / 27</abbr>
  |properties=Hard Armor, Projectile
  |properties=Hard Armor, Projectile
|cooldown=8+64
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|active=38
|recovery=9
|frcStart=51
|frcEnd=53
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=8
|active=37
|recovery=0
}}
<hr>
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
  }}
  }}
Line 237: Line 414:
  |damage=890
  |damage=890
  |impact=8+7
  |impact=8+7
  |spCost=50
  |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr>
  |properties=Hard Armor, Projectile, Homing
  |properties=Hard Armor, Projectile, Homing
|cooldown=8+52
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|isProjectile=true
|recovery=18
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=7
|isProjectile=true
|recovery=13
}}
<hr>
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
  }}
  }}
Line 246: Line 437:


{{MoveData
{{MoveData
|image=YvK_Aisha_EXTRA.png
|image=YvK_Aisha_EXTRA_1.png
|name=Arrow Destruction
|caption=Initial AoE
|image2=YvK_Aisha_EXTRA_2.png
|caption2=Final shot. Trajectory depends on whether or not an opponent was caught in the AoE
|name=Azure Destruction
|input=EXTRA Skill
|input=EXTRA Skill
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
  |damage=1440
  |damage=6x6, 1440
  |impact=14
  |impact=14
  |spCost=100 EXTRA
  |spCost=100 EXTRA
  |properties=Invincible
  |properties=Invincible, Projectile
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=14
|active=15
|inactive2=12
|active3=1
|inactive4=3
|active5=1
|inactive6=3
|active7=1
|inactive8=3
|active9=1
|inactive10=3
|active11=1
|inactive12=3
|active13=1
|inactive14=59
|active15=1
|recovery=25
|total=146 <!-- Final projectile hits on frame 120 -->
}}
<hr>
A pretty weird EXTRA Skill. On startup, Aisha creates an AoE that will lock onto any opponent caught in it. Afterwards, Aisha will shoot several weak projectiles (which can actually hit people at the correct spacing), before releasing a final projectile that will either hit several spots across the stage, or wherever locked-on opponents were when the final projectile(s) spawned.
* Causes a hard knockdown
* Opponent caught at the center of the initial AoE during the first few initial active frames won't be able to move until they get knocked down
* The opponent can still cast Skills or use their assist during the freeze
* The opponent can still cast Skills or use their assist during the freeze
  }}
  }}
Line 273: Line 491:


=== Recommended Support ===
=== Recommended Support ===
* Assist that synergise well with Aisha's toolkit goes here. Explain why
* '''Josette''' - Makes mistakes much less punishing for Aisha




== General Strategy ==
== General Strategy ==
=== Neutral ===
=== Neutral ===
* Explain how Aisha is played in neutral at a fundamental level
* Explain how Aisha approaches neutral, ideally at close, mid and long range


=== Pressure ===
=== Offense ===
* Explain how Aisha's pressure works fundamentally
* Explain how Aisha's offense works


=== Defense ===
=== Defense ===
* List what Aisha's unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
* Explain how Aisha can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot


=== General Counterplay ===
=== General Counterplay ===
Line 291: Line 509:


== Combos ==
== Combos ==
=== Combo Terminology Table ===
{| class="wikitable sortable" border="1" style="min-width: 300px; text-align: left"
|-
! style="width: 3em;" | Symbol!! | Meaning
|-
| > || Cancel from the previous move to the following move.
|-
| , || Link from the previous move to the following move.
|-
| dl./delay || Delay before using the following move.
|-
| X(w)/whiff || Whiff the following move (do not hit).
|-
| jc || Jump Cancel.
|-
| wc || Walk Cancel.
|-
| d./dash || Dash air attacks. Done by pressing the dodge button while standing still.
|-
| (X) || Optional input.
|-
| {X}*N || Repeat (sequence) N number of times.
|}
=== Solo ===
=== Solo ===
* Combo (damage)
* '''d.A > S1 > S4, dash A > S2''' (1k damage)
:Combo description
:Simple combo from a dashing air attack.


=== With accessories ===
=== With accessories ===

Latest revision as of 02:52, 8 February 2024

A princess from the Kingdom of Altago, which is on the northern coast
of Afroca. Although she is prideful and stubborn, she is also a gentle
soul at heart and is working tirelessly to restore her kingdom to its
former glory after the Winds of Destruction wreaked havoc upon the
land.


Aisha
YvK Aisha Profile.png
Playstyle Zoning
Hit-and-Run
Preferred Range Mid
Long
Tankiness Rating Very low (1.63%)
Learning Difficulty Hard
Stats
HP 8687
AP 21
STR 841
DEF 683
BRK 484
DUR 1779
SPD 109
AGL 122
SP Gain 239

Introduction

  • Placeholder

Similar to:


Playstyle
Aisha is an extremely evasive zoner who has an easy time getting away from her opponents. Unlike other zoners, she can actually defend herself at close range quite well.
Strengths Weaknesses
  • Unmatched Evasion: A lot of Aisha's Skills moves her around, allowing her to remain out of her opponent's range while shooting projectiles. On top of that, she has great movement stats.
  • Great Chipping Potential: Aisha has access to great, cheap chipping projectiles in her arsenal, allowing her to rack up damage over time at a safe distance.
  • Can Actually Brawl: Aisha's lightning fast j.A allows her to defend herself at close range, in case the opponent does get in.
  • Very SP Efficient: Aisha has a very easy time managing SP, thanks to her high SP gain and some of the cheapest Skills in the game.
  • Immunity to Flash Guard: Thanks to her projectile-only moveset, Aisha is immune to Flash Guard punishes.
  • No Damage: Aisha has the lowest damage output in the entire game, due to having the most limited combo potential.
  • Low Stats: Aisha has the worst defensive stats in the game, making mistakes particularly brutal for her.

All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)


Movelist

Normal attacks

Ground Attack
A
YvK Aisha A.png
Version Damage Impact SP Cost Cooldown Properties
Standing 76 3 - - Projectile
Moving 63 3 - - Projectile
Standing:
Total: 8
Moving:
Total: 19

Aisha's basic projectile, and the shortest among all ranged characters. To compensate, each projectile will be shot where the opponent was standing. This aim assist is extremely generous, only requiring Aisha to have her opponent is her general direction. Unfortunately, these projectiles have very low hitstun, meaning Aisha shouldn't rely on these.

  • Frame data assumes point blank. This applies to all projectile attacks in this page


Charge Attack
[A]
YvK Aisha Charge.png
Version Damage Impact SP Cost Cooldown Properties
Ground
[A]
85 9 - - Soft Armor, Projectile
Air
d.[A]
85 8 - - Soft Armor, Projectile
Dash
d.[A]
85 6 - - Soft Armor, Projectile
Ground:
Total: 24
Air:
Total: 20
Dash:
Total: 15

An excellent way to regain SP while on the move. In order to get the most out of her Charge Attack, cancelling a dodge into it will allow her to use the air version (which has better frame data) without being forced to stand still for a moment.

  • Gives 27 SP on contact


Air Attack
j.A
YvK Aisha jA.png
2f chargeless Flash Kick, welcome to Ys vs Kiseki
2f chargeless Flash Kick, welcome to Ys vs Kiseki
Damage Impact SP Cost Cooldown Properties
85 2 - - -
Total: 16

Great defensive anti-air, which can be comboed into other moves for additional damage. Unlike every other air attack, this can only be done immediately after jumping.

  • Doesn't move Aisha backwards when performed during a homing dash
  • Will hit twice when performed during a homing dash
Falling Attack
j.B
YvK Aisha jB.png
Damage Impact SP Cost Cooldown Properties
63 3 - - Projectile
Total: 14

Air version of Aisha's A. Projectile travels downwards at an angle.

  • Stops Aisha's vertical momentum, letting her stall in the air


Rising Attack
Attack while dodging
YvK Aisha Rising.png
Damage Impact SP Cost Cooldown Properties
85 8 1 AP - Hard Armor 1-10
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

Tumble Arrow
S1
YvK Aisha S1.png
Damage Impact SP Cost Cooldown Properties
205 7 9 / 9 / 8 / 8 / 7 26 Soft Armor, Projectile
Ground:
Total: 27
Air:
Total: 18

  • Placeholder
Spread Shot
S2
YvK Aisha S2 Ground.png
Ground version
Ground version
YvK Aisha S2 Air.png
Air version
Air version
Version Damage Impact SP Cost Cooldown Properties
Ground 53x5 12 9 / 9 / 8 / 8 / 7 29 Soft Armor, Projectile
Air 53x5 8 9 / 9 / 8 / 8 / 7 29 Soft Armor, Projectile
Ground:
Total: 30
Air:
Total: 17

  • Placeholder
Hydro Shot
S3
YvK Aisha S3.png
Damage Impact SP Cost Cooldown Properties
405 19 18 / 17 / 16 / 15 / 14 38 Hard Armor 1-4, Soft Armor, Projectile
Total: 25

Stationary AoE projectile that slightly moves Aisha backwards. Its virtually nonexistent recovery lets Aisha run away immediately after casting. On hit, Aisha can instead follow up with another attack for additional damage.

  • Ground version can inflict damage starting frame 25
Skywinder
S4
YvK Aisha S4.png
Damage Impact SP Cost Cooldown Properties
470 18 18 / 17 / 16 / 15 / 14 35 Hard Armor 1-4, Soft Armor, Projectile
Total: 26

Very evasive Skill that greatly moves Aisha forward.

Waspinator
S5
YvK Aisha S5 Ground.png
Ground version
Ground version
YvK Aisha S5 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
960 8+7 36 / 33 / 31 / 29 / 27 8+64 Hard Armor, Projectile
Ground:
Total: 53
Air:
Total: 44

  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Aqua Burst
S6
YvK Aisha S6.png
Damage Impact SP Cost Cooldown Properties
890 8+7 50 / 45 / 43 / 40 / 38 8+52 Hard Armor, Projectile, Homing
Ground:
Total: 24
Air:
Total: 19

  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Azure Destruction
EXTRA Skill
YvK Aisha EXTRA 1.png
Initial AoE
Initial AoE
YvK Aisha EXTRA 2.png
Final shot. Trajectory depends on whether or not an opponent was caught in the AoE
Final shot. Trajectory depends on whether or not an opponent was caught in the AoE
Damage Impact SP Cost Cooldown Properties
6x6, 1440 14 100 EXTRA - Invincible, Projectile
Total: 146

A pretty weird EXTRA Skill. On startup, Aisha creates an AoE that will lock onto any opponent caught in it. Afterwards, Aisha will shoot several weak projectiles (which can actually hit people at the correct spacing), before releasing a final projectile that will either hit several spots across the stage, or wherever locked-on opponents were when the final projectile(s) spawned.

  • Causes a hard knockdown
  • Opponent caught at the center of the initial AoE during the first few initial active frames won't be able to move until they get knocked down
  • The opponent can still cast Skills or use their assist during the freeze


Builds

Note: These builds are mostly here in order to guide new players into how to exploit Aisha's potential to its fullest. Don't be afraid to experiment!

Recommended accessories

  • Good accessories for Aisha goes here. Explain why this build is good for her

Recommended Skills

  • S1
  • S2
  • S3
  • S4

Recommended Support

  • Josette - Makes mistakes much less punishing for Aisha


General Strategy

Neutral

  • Explain how Aisha approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Aisha's offense works

Defense

  • Explain how Aisha can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot

General Counterplay

  • List some general Aisha counterplay. This includes, but isn't limited to, knowledge checks or gimmicks


Combos

Combo Terminology Table

Symbol Meaning
> Cancel from the previous move to the following move.
, Link from the previous move to the following move.
dl./delay Delay before using the following move.
X(w)/whiff Whiff the following move (do not hit).
jc Jump Cancel.
wc Walk Cancel.
d./dash Dash air attacks. Done by pressing the dodge button while standing still.
(X) Optional input.
{X}*N Repeat (sequence) N number of times.

Solo

  • d.A > S1 > S4, dash A > S2 (1k damage)
Simple combo from a dashing air attack.

With accessories

  • Combo (damage)
Specify which accessories are required for this combo to work
Combo description

With assists

  • Combo (damage)
Specify which assist is required for this combo to work
Combo description

With accessories and assists

  • Combo (damage)
Specify which equippable items are required for this combo to work
Combo description


Colors

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Reference (if there's one)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd