Eternal Fighter Zero/Ayu Tsukimiya: Difference between revisions
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{{ComboLegend-EFZ}} | {{ComboLegend-EFZ}} | ||
Basic beginner BnB, no meter: '''2A (2A) c5B f5B 2C 236A'''. 2004-2334 damage. | :''Basic beginner BnB, no meter: '' | ||
:*'''2A (2A) c5B f5B 2C 236A'''. 2004-2334 damage. | |||
Basic BnB starter: '''2A 5B 6C 98 (in quick succession) jB 66 jB 66 jB .. jC ...''' | :''Basic BnB starter'' | ||
:*'''2A 5B 6C 98 (in quick succession) jB 66 jB 66 jB .. jC ...''' | |||
::*anywhere, no SP: '''c5B f5B 2C'''. 2916 damage. | |||
::*midscreen, 1 SP: '''land jB j2C j214214A 9 jS .. 2 j6C(tech trap)'''. 3316 damage. | |||
::*in corner, 1 SP: '''c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap)'''. 3929 damage. | |||
:::*Tech trap: '''jC land j9B 66 jB .. jC 5B 6B 5A 5B 5B 7 jB j2C j214214A land 66 jB jC djB j6C(tech trap)'''. 4022 damage. | |||
:''Basic BnB, Corner variation'' | |||
:*'''2A 5B 6C 214A land 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap)'''. 4150 damage. | |||
:''Basic BIC BnB'' | |||
:*'''2A c5B f5B 2C 236236A(5) BIC 2B 214A land 2B jB .. jC 5B 6B 5A c5B f5B 7 jB j2C j214214A land 66 jB jC djA djB djC dj214C''' - 6659 damage. | |||
=== Mixup Variations === | |||
:Ayu will want to change up her combos depending on meter available and location in order to make use of her jS flight for mixups. Some examples below. | |||
:''Off BnB Starter (corner)'' | |||
:*'''c5B f5B 236C (wait until untech meter almost gone) [<- 9 jB(tech trap) jC .. dj8B]''' - 3031 damage. | |||
::*The jC should be input quickly enough so as to not come out if jB whiffs. Ayu still wants the double jump for oki timing. | |||
:*'''[4]jSB 5B 6C (insert BnB here)'''. Non-crossup high. | |||
:*'''[6]jSB 5B 6C (insert BnB here)'''. Crossup high. Only works on specific characters. | |||
:*'''[4]jSC(whiff) 2A 5B 6C (insert BnB here)'''. Non-crossup low. | |||
:*'''[6]jSC(whiff) 2A 5B 6C (insert BnB here)'''. Crossup low. | |||
::*Tech Trap: '''jB jC dj8 djB 66 djB .. djC land jB .. jC land jB j2C j214214A dj9 djS .. 2 dj6C(tech trap)''' | |||
:''Off BnB Starter (midscreen)'' | |||
:*'''... c5B f5B TKj214214A IAD jC(whiff) 98 ...''' | |||
::*Above mixup options (corner variation) work the same here. | |||
:''Off beginner combo starter (near corner)'' | |||
:*'''2A x N c5B f5B 2C 66 land 66 j2C j623C land 5A 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap)'''. 4025 damage. | |||
::*Crossup. Remove the 2nd c5B f5B to make this work midscreen. | |||
Off beginner combo starter (near corner): '''2A x N c5B f5B 2C 66 land 66 j2C j623C land 5A 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap)'''. 4025 damage. Crossup. Remove the 2nd c5B f5B to make this work midscreen. | |||
== Okizeme == | == Okizeme == | ||
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:''After beginner BnB (2C 236A ender)'' | :''After beginner BnB (2C 236A ender)'' | ||
:*''' | {{EFZComboVideo | ||
|text=:*'''j7 dj9 {land 2A/jS jB/jS .. jC 2A}''' | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start=1&end=50}} | |||
}} | |||
::*Empty low, non-crossup high, crossup low. | ::*Empty low, non-crossup high, crossup low. | ||
:''After corner combo with tech trap: '' | :''After corner combo with tech trap: '' | ||
:*'''j9 .. dj8 (wait until near ground) 2A/jSB/jSA/early jS .. jC(whiff) 2A''' | {{EFZComboVideo | ||
|text=:*'''j9 .. dj8 (wait until near ground) 2A/jSB/jSA/early jS .. jC(whiff) 2A''' | |||
|video={{#ev:youtube|vFQxBwmfEUY|||||start54=&end=100}} | |||
}} | |||
::*Empty low, high, high, whiff low. The jSA can be done much later than jB making it much harder to see. The timing of the double jump will vary greatly depending on character wakeup speeds. For example, against Mizuka you must input 98 as quickly as possible, while against Kano you must delay the 8 greatly. | ::*Empty low, high, high, whiff low. The jSA can be done much later than jB making it much harder to see. The timing of the double jump will vary greatly depending on character wakeup speeds. For example, against Mizuka you must input 98 as quickly as possible, while against Kano you must delay the 8 greatly. | ||
Latest revision as of 01:28, 25 May 2024
Introduction
Tsukimiya Ayu (月宮 あゆ) is a very mobile character with great damage and mixups. She has access to a hover dash, two air dashes, and the ability to control her airborne momentum and direction with the S button. On the ground, Ayu excels when up close to the opponent, but suffers from lack of ranged options. Ayu has a number of tools to keep herself next to the opponent, but she also has the tools to keep opponents at bay, including a traditional DP and the surprisingly good EX taiyaki. When she gets a knockdown, Ayu can exploit her pseudo-flight to create an extremely hard to see 5 way mixup, which leads back into itself after dealing a generous amount of damage. Ayu also boasts a very different hurtbox than other characters while being comboed, requiring the opponent to have trained Ayu-specific combos in advance. Ayu allegedly has the most reversals out of the entire cast.
Ayu is the main heroine of Kanon, a visual novel produced by Key in 1999. Ayu is a strange girl that bumps into Yuuichi on his first day back in town. She loves eating taiyaki, is prone to saying "Uguu" when irritated, and generally acts quite childish for her age. During Kanon, Ayu becomes fast friends with Yuuichi and reveals that she is constantly searching for something, but cannot remember when she lost it or even what that something was...
Ayu was part of EFZ's original cast.
The in-game romanization of Ayu's surname is spelled as Tukimiya instead of Tsukimiya.
Stage: Tree of Beginnings (はじまりの樹)
BGM: The Town of Sunshine (日溜まりの街)
Character-Specific Notes
- Ayu is the only character with different forward and backward walking speeds. Her backwards walk is tied with Kaori for the fastest walk speed.
- Ayu can airdash twice.
- Ayu's ground dash and backdash are actually hoverdashes that move her up at around a 30 degree angle and curving more horizontally overtime, more sharply on the forward dash. Ayu consequently has no dashing normals. The hoverdash does not "consume" an airdash or restrict her from jumping after like an airdash would.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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6B
Step Kick
すてっぷきっく 6B |
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6C
Thumping Wing Upper
どっかんはねあっぱー 6C |
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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j2C
Uguu Press
うぐぅぷれす j2C |
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j5S
Flight
飛行 jS |
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
236*
You there, outta the way~
そこのひとどいて~ 236* |
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623*
Shinin' Arrow しゃいにんアロー (j)623* (j)A (j)A (j)B (j)B First hit of projectile※ First hit of projectile※ C C jC jC
|
Ayu does a rising uppercut, and throws an arrow-shaped feather sharply upwards. Most of the damage is caused by the physical uppercut at the beginning of the move. Extraordinarily long IC and FIC windows. ※ The hitbox shown for 623C's projectile is also the hitbox for 623A/B's projectile after their first hits. |
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214*
Taiyaki Assault
タイヤキ突撃 (j)214* |
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Eternity Specials
236236*
Shinin' Swing Wing Punch
しゃいにんぐるはねぱんち 236236* |
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214214*
Halo of Immortality
えいえんのこうりん (j)214214* |
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641236*
Wings of Light ひかりのつばさ 641236* A A B B
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Final Memory
FM
Miracle Poem
奇跡の詩 A A 4 B C |
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Strategy
Ayu's high tier comes from several different things, two of which are her extremely hard to see mixups, and her ability to end a round in two 2A combos. Below is an example.
3 SP + BIC: 2A c5B f5B 2C 236236B 2A .. A c5B f5B jBC djB j6C(tech trap) 98 land 2A c5B f5B 2C 236236A BIC 2B 214A 2B jB..C 5B 6B 5A c5B f5B 7 jB2C j214214A 66 jBC djAB2C j214C
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
- Basic beginner BnB, no meter:
- 2A (2A) c5B f5B 2C 236A. 2004-2334 damage.
- Basic BnB starter
- 2A 5B 6C 98 (in quick succession) jB 66 jB 66 jB .. jC ...
- anywhere, no SP: c5B f5B 2C. 2916 damage.
- midscreen, 1 SP: land jB j2C j214214A 9 jS .. 2 j6C(tech trap). 3316 damage.
- in corner, 1 SP: c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap). 3929 damage.
- Tech trap: jC land j9B 66 jB .. jC 5B 6B 5A 5B 5B 7 jB j2C j214214A land 66 jB jC djB j6C(tech trap). 4022 damage.
- Basic BnB, Corner variation
- 2A 5B 6C 214A land 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap). 4150 damage.
- Basic BIC BnB
- 2A c5B f5B 2C 236236A(5) BIC 2B 214A land 2B jB .. jC 5B 6B 5A c5B f5B 7 jB j2C j214214A land 66 jB jC djA djB djC dj214C - 6659 damage.
Mixup Variations
- Ayu will want to change up her combos depending on meter available and location in order to make use of her jS flight for mixups. Some examples below.
- Off BnB Starter (corner)
- c5B f5B 236C (wait until untech meter almost gone) [<- 9 jB(tech trap) jC .. dj8B] - 3031 damage.
- The jC should be input quickly enough so as to not come out if jB whiffs. Ayu still wants the double jump for oki timing.
- [4]jSB 5B 6C (insert BnB here). Non-crossup high.
- [6]jSB 5B 6C (insert BnB here). Crossup high. Only works on specific characters.
- [4]jSC(whiff) 2A 5B 6C (insert BnB here). Non-crossup low.
- [6]jSC(whiff) 2A 5B 6C (insert BnB here). Crossup low.
- Tech Trap: jB jC dj8 djB 66 djB .. djC land jB .. jC land jB j2C j214214A dj9 djS .. 2 dj6C(tech trap)
- Off BnB Starter (midscreen)
- ... c5B f5B TKj214214A IAD jC(whiff) 98 ...
- Above mixup options (corner variation) work the same here.
- Off beginner combo starter (near corner)
- 2A x N c5B f5B 2C 66 land 66 j2C j623C land 5A 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap). 4025 damage.
- Crossup. Remove the 2nd c5B f5B to make this work midscreen.
Okizeme
- Basic okizeme after various combo enders.
- After beginner BnB (2C 236A ender)
- j7 dj9 {land 2A/jS jB/jS .. jC 2A}
- j7 dj9 {land 2A/jS jB/jS .. jC 2A}
- Empty low, non-crossup high, crossup low.
- After corner combo with tech trap:
- j9 .. dj8 (wait until near ground) 2A/jSB/jSA/early jS .. jC(whiff) 2A
- EmbedVideo received a list of URL arguments that contained malformed data or blank arguments.
- j9 .. dj8 (wait until near ground) 2A/jSB/jSA/early jS .. jC(whiff) 2A
- Empty low, high, high, whiff low. The jSA can be done much later than jB making it much harder to see. The timing of the double jump will vary greatly depending on character wakeup speeds. For example, against Mizuka you must input 98 as quickly as possible, while against Kano you must delay the 8 greatly.
Win Quotes
Japanese | English |
---|---|
最期に… |
There's someone... |
こんな力… |
This power... |
う、うぐぅ… |
U, uguu... |
ごめんね… |
I'm so sorry... |
頑張って! |
You can do it! |
(To Akane) |
(To Akane) |
(To Akiko) |
(To Akiko) |
(To Nayuki) |
(To Nayuki) |
(To Makoto) |
(To Makoto) |
(To UNKNOWN) |
(To UNKNOWN) |
(To Ayu) |
(To Ayu) |
Colors
In-game References
External References
- Ayu's 623* is based on Cable's "Psimitar" move, from Marvel vs Capcom 2.
- Ayu's 236236* is based on Rock Howard's "Shine Knuckle" move, from Garou: Mark of the Wolves.
- Ayu's 641236* is based on Geese Howard's "Raging Storm" move, from the Fatal Fury series.
Kanon References
- The basis of Ayu's 236*, where Ayu runs straight into you full speed, is a reference to how she typically meets Yuuichi in the game.
- The name of Ayu's 236*, "You there, outta the way~", is a phrase she says straight from the game.
- The taiyaki that Ayu rides in her 214* is a reference to her love of taiyaki.
- The angel doll Ayu holds up during her FM is an important item to her in the game.
- The fact that Ayu is crying during Akiko's FM is a reference to her previous experience with Akiko's "special" jam during the events of Kanon.