Idol Showdown/Ayame Nakiri: Difference between revisions
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{{Version-IS|4.0. | {{Version-IS|4.0.9}} | ||
[[File:IS_Ayame_Logo.png|250px]] | [[File:IS_Ayame_Logo.png|250px]] | ||
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Ayame is a neutral oriented rushdown character who excels at mid to close-ranged poking and pressure. | Ayame is a neutral oriented rushdown character who excels at mid to close-ranged poking and pressure. | ||
Ayame focuses on poking at the opponent in the close to midrange with her pokes such as {{input|2M}} and {{input|236M}}. She can use her long pokes close the distance | Ayame focuses on poking at the opponent in the close to midrange with her pokes such as {{input|2M}} and {{input|236L}}/{{input|236M}}. She can use her long pokes to poke and close the distance to her opponent with well-rounded options while keeping opposing aggression at check with a highly impactful and infamous reversal, {{input|22H}}. With the help of her faster buttons such as {{input|5L}} and {{input|2L}}, Ayame becomes effective at locking down her opponent and keeping them at their toes with frame traps and grabs. She can utilize her {{input|214X}} to evade some fireballs or snipe the startup of the opponent's attacks. Most of Ayame's gameplan revolves around conditioning your opponent and making smart and intelligent reads on offense. Great attention to the opponent's tendencies and habits is key, as her reward off of neutral pokes and frametraps is very high. Overall Ayame is a simple character with an easy-to-understand gameplan, but she has complexity in her combo routes and offense. She is a character who is easy to pick up, but requires a strong, neutrally sound player to master. | ||
{{CharacterPickReasons | {{CharacterPickReasons | ||
|intro=[[File:IS_Ayame_Icon.png|100px]] | |intro=[[File:IS_Ayame_Icon.png|100px]] | ||
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|cons= *No meterless projectiles | |cons= *No meterless projectiles | ||
*Linear pressure | *Linear pressure | ||
*Poor anti-zoning gameplay | *Poor resourceless anti-zoning gameplay | ||
* | *Star meter and superchat reliance | ||
|width=100 | |width=100 | ||
}} | }} | ||
===Recommended Collabs=== | ===Recommended Collabs=== | ||
'''2 BAR COSTS:''' They are cheap, most effective in | '''2 BAR COSTS:''' They are cheap, most effective in eengaging or anti-zoning. | ||
* [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara_Takanashi|Kiara]]''' | * [[File:IS_Kiara_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kiara_Takanashi|Kiara]]''' | ||
:* Kiara's L+H off collab is a projectile reflect, which is obviously very useful in projectile oriented matchups such as Suisei, Sora, and Botan. | :* Kiara's L+H off collab is a projectile reflect, which is obviously very useful in projectile oriented matchups such as Suisei, Sora, and Botan. | ||
:* Her | :* Her call-in is a strong tool for initiation and sniping counterpokes with good reward. It also acts as a combo extender that Ayame may benefit from. | ||
:* | * [[File:IS_Subaru_Icon.png|40px]] '''[[Idol Showdown/Collabs#Subaru_Oozara|Subaru]]''' | ||
:* Subaru's call-in is a decent fullscreen poke that Ayame can use to close the distance and for combo conversions. | |||
:* Her L+H off collab is a cheap and powerful neutral tool. Extremely useful for forcing an approach vs any character, especially zoners. | |||
:* Her L+H off collab | |||
:* Recommended if you want to focus on neutral more with the ability to be either safe or be aggressive in approach. | :* Recommended if you want to focus on neutral more with the ability to be either safe or be aggressive in approach. | ||
''' | * [[File:IS_Kaela_Icon.png|40px]] '''[[Idol Showdown/Collabs#Kaela_Kovalskia|Kaela]]''' | ||
:* Kaela's call-in is a high damage hammer swing that wallsplats in the corner. This is a useful tool for Ayame to use as a way to convert from mixups such as universal overhead. | |||
* | :* Her L+H off collab is a useful as way to buff Ayame's offense and defense. Preventing chip damage and a general damage reduction is good for Ayame since she is low health and the damage buff makes her already high damage even scarier. | ||
: | '''3 BAR COSTS:''' Expensive superchat cost. Generally doesn't not get a lot of usage for Ayame | ||
* [[File:IS_Moona_Icon.png|40px]] '''[[Idol Showdown/Collabs#Moona_Hoshinova|Moona]]''' | * [[File:IS_Moona_Icon.png|40px]] '''[[Idol Showdown/Collabs#Moona_Hoshinova|Moona]]''' | ||
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:* Recommended if you want to have a subtle yet aggressive approach in neutral while retaining the ability to have a snipe to discourage disrespect. | :* Recommended if you want to have a subtle yet aggressive approach in neutral while retaining the ability to have a snipe to discourage disrespect. | ||
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|damage=25 | |damage=25 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=5 | ||
|active= | |active=3 | ||
|recovery= | |recovery=11 | ||
|advHit=+ | |advHit=+1 | ||
|advBlock=- | |advBlock=-2 | ||
|description=A quick mid poke. Useful for her stagger pressure when chained | |description= | ||
* Self-Gatling Count: 3 | |||
A quick mid poke and Ayame's fastest startup normal. Useful for her stagger pressure when chained into itself or {{input|2L}} and {{input|5M}}. The speed also makes this a good option to check the opponent as a general abare tool. | |||
This is one of your most important pressure tools used to discourage your opponent is pressing buttons at a close distance. Staggering with {{input|5L}} | This is one of your most important pressure tools used to discourage your opponent is pressing buttons at a close distance. Staggering with {{input|5L}}, {{input|2L}} and throw is the cornerstone of her pressure. | ||
}} | }} | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|startup=8 | |startup=8 | ||
|active= | |active=5 | ||
|recovery= | |recovery=14 | ||
|advHit=+1 | |advHit=+1 | ||
|advBlock=- | |advBlock=-3 | ||
|description=A forward advancing slash with good range. Useful for confirming hits | |description=A forward advancing slash with good range and low recovery. Useful for continuing stagger pressure, setting up spacing traps, and confirming hits. | ||
A great normal to use for poking and whiff punishing from slightly farther than point blank range. It is slightly forward advancing, so it can be good as a pressure | A great normal to use for poking and whiff punishing from slightly farther than point blank range. It is slightly forward advancing, so it can be good as a pressure ender since it's safe on block. | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|startup=12 | |startup=12 | ||
|active= | |active=3 | ||
|recovery=19 | |recovery=19 | ||
|advHit= | |advHit=-2 | ||
|advBlock=- | |advBlock=-6 | ||
|description=A shorter range double slash. Good for confirming into {{input|22L}} for combos and stagger pressure. Wall bounces on corner hit for extra combo conversions. | |description=A shorter range double slash. Good for confirming into {{input|22L}} for combos and stagger pressure. Wall bounces on corner hit for extra combo conversions. | ||
Quite a slow normal | Quite a slow normal. Not generally used for poking. | ||
}} | }} | ||
}} | }} | ||
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|guard=Low, Air Unblockable | |guard=Low, Air Unblockable | ||
|startup=6 | |startup=6 | ||
|active= | |active=2 | ||
|recovery= | |recovery=12 | ||
|advHit=+ | |advHit=+1 | ||
|advBlock=-2 | |advBlock=-2 | ||
|description=A quick jab that hits low. Another important tool for general abare and her stagger pressure in tandem with {{input|5L}}. | |description= | ||
* Self-Gatling Count: 2 | |||
A quick jab that hits low. Another important tool for general abare and her stagger pressure in tandem with {{input|5L}}. | |||
Useful when used in tandem with {{input|5L}} as strings for stagger pressure, tick throws, and frame traps. It's also useful to check your opponent for trying to jump out of your pressure since it is air unblockable. | Useful when used in tandem with {{input|5L}} as strings for stagger pressure, tick throws, and frame traps. It's also useful to check your opponent for trying to jump out of your pressure since it is air unblockable. | ||
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|active=3 | |active=3 | ||
|recovery=20 | |recovery=20 | ||
|advHit= | |advHit=0 | ||
|advBlock=- | |advBlock=-5 | ||
|description=A long range low slash. This normal is one of Ayame's most important pokes as it's one of her farthest ranged buttons that confirms easily into a combo with {{input| | |description=A long range low slash that is generally not punishable on block when spaced. This normal is one of Ayame's most important pokes as it's one of her farthest ranged buttons that confirms easily into a combo with {{input|236X}} even at max range. | ||
{{input|2M}} is a vital tool to use in pressure and poking due to it being a low and having long range. Useful in catching your opponent walking backwards in the midrange. | {{input|2M}} is a vital tool to use in pressure and poking due to it being a low and having long range. Useful in catching your opponent walking backwards in the midrange and easy hitconfirms into high damage. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=86(43x2) | ||
|guard=Mid, Air Unblockable | |guard=Mid, Air Unblockable | ||
|startup=11 | |startup=11 | ||
|active=2(10)3 | |active=2(10)3 | ||
|recovery=24 | |recovery=24 | ||
|advHit= | |advHit=Launch | ||
|advBlock=- | |advBlock=-13 | ||
|invul= (5~25) {{Property-IS|head}} | |invul= (5~25) {{Property-IS|head}} | ||
|description=A two-hitting slash with a significant reach. It is a unique {{input|2H}} as it does not directly launch your opponent to the air. The entire move will be active unless cancelled by a special cancel or jump cancel on block/hit. The second hit has a much more vertical hitbox and is a multi-hit if it lands by itself. | |description=A two-hitting slash with a significant reach. It is a unique {{input|2H}} as it does not directly launch your opponent to the air. The entire move will be active unless cancelled by a special cancel or jump cancel on block/hit. The second hit has a much more vertical hitbox and is a multi-hit if it lands by itself. | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=95 | ||
|guard=Low, Air Unblockable | |guard=Low, Air Unblockable | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=24 | |recovery=24 | ||
|advHit= | |advHit=HKD | ||
|advBlock=- | |advBlock=-11 | ||
|description=A generic sweep | |description=A generic sweep that knocks up for a combo or leads to a strong knockdown when used as a combo ender. Useful for extending combos and setting up oki. | ||
}} | }} | ||
}} | }} | ||
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|guard=High | |guard=High | ||
|startup=6 | |startup=6 | ||
|active= | |active=5 | ||
|recovery=Until Landing + 2 | |recovery=Until Landing + 2 | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= Quick jumping normal, not generally very useful. Could work as a fast air to air. | |description= Quick jumping normal, not generally very useful outside of combos. Could work as a fast air to air. | ||
For jumpins, {{input|j.L}} may be used as an alternative to {{input|j.M}} due to its deceptive blockstun that sets up into a frame trap or a tick throw. | For jumpins, {{input|j.L}} may be used as an alternative to {{input|j.M}} due to its deceptive blockstun that sets up into a frame trap or a tick throw. | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=86(43x2) | ||
|guard=High | |guard=High | ||
|startup=9 | |startup=9 | ||
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|description= 2 hitting jumping normal. Useful in combos and jumpins. On taller characters you can get both hits of {{input|j.M}} to connect, leading to some strong combos. | |description= 2 hitting jumping normal. Useful in combos and jumpins. On taller characters you can get both hits of {{input|j.M}} to connect, leading to some strong combos. | ||
This is one of her go to jumpins as it has good jumpin utility | This is one of her go to jumpins as it has good jumpin utility as it has a strong downwards hitbox. | ||
}} | }} | ||
}} | }} | ||
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|startup=7 | |startup=7 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=31 | ||
|advHit=+28 | |advHit=+28 | ||
|advBlock= | |advBlock= | ||
|description= | |description= | ||
*Total Frames: | *Total Frames: 39 | ||
Ayame's universal grab. | Ayame's universal grab. | ||
}} | }} | ||
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|damage=60 | |damage=60 | ||
|guard=High | |guard=High | ||
|startup= | |startup=23 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=19 | ||
|advHit=+ | |advHit=+2 | ||
|advBlock= | |advBlock=-3 | ||
|invul= (6~ | |invul= (6~36) {{Property-IS|grab}} | ||
|description= | |description= | ||
*Confirm into 5L or 2L on counterhitting a grab tech | *Confirm into 5L or 2L on counterhitting a grab tech | ||
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|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=20 | ||
|advHit=- | |advHit=-3 | ||
|advBlock=- | |advBlock=-7 | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=L~L / 5S~S | |version=L~L / 5S~S | ||
|damage= | |damage=34 | ||
|guard=Mid | |guard=Mid | ||
|startup=10 | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=24 | ||
|advHit=- | |advHit=-6 | ||
|advBlock=- | |advBlock=-10 | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=L~M / 5S~M | |version=L~M / 5S~M | ||
|damage= | |damage=160(80, 80) | ||
|guard= | |guard=Low, Air Unblockable | ||
|startup= | |startup=22 | ||
|active=2 | |active=3(10)2 | ||
|recovery= | |recovery=30 | ||
|advHit= | |advHit=KD | ||
|advBlock=- | |advBlock=-20 | ||
|description= | |||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=L~H / 5S~H | |version=L~H / 5S~H | ||
|damage= | |damage=60 | ||
|guard= | |guard=High | ||
|startup= | |startup=23 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=19 | ||
|advHit= | |advHit=KD | ||
|advBlock=- | |advBlock=-9 | ||
|description= | |||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=L~L~L / 5S~S~S | |version=L~L~L / 5S~S~S | ||
|damage= | |damage=48 | ||
|guard=Mid | |guard=Mid | ||
|startup=13 | |startup=13 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=30 | ||
|advHit= | |advHit=KD | ||
|advBlock=-10 | |advBlock=-10 | ||
|description= | |description= | ||
*236L Grants 3 superchats on use | *236L Grants 3 superchats on use | ||
*236LL Grants 2 superchats on use only if the | *236LL Grants 2 superchats on use only if the {{input|236X}} command is input a second time | ||
*236LLL Grants 1 superchat on use only if the | *236LLL Grants 1 superchat on use only if the {{input|236X}} command is input a third time | ||
Ayame's Rekka series. 236L on its 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, | Ayame's Rekka series. {{input|236L}} on its 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, {{input|236LLL}} always knocksdown, making it useful for oki and corner carry. Can be super chat cancelled into {{input|22L}} for a full combo. | ||
By inputing {{input|236L}}~{{input|M}} or {{input|236L}}~{{input|H}}, you will get a low or an overhead followup respectively. Both followups air fairly slow, but a good way to check the opponents reactions as they lead to full combos with resources. The low rekka has a followup hit that will wallsplat if the first hit connects. All followups are superchat cancelable on whiff as long as the first hit of the rekka connected with the opponent. | |||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
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|active=3 | |active=3 | ||
|recovery=25 | |recovery=25 | ||
|advHit=- | |advHit=-1 | ||
|advBlock=-6 | |advBlock=-6 | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=M~M / 5S+ M~S | |version=M~M / 5S+ M~S | ||
|damage= | |damage=40 | ||
|guard=Mid | |guard=Mid | ||
|startup=15 | |startup=15 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=28 | ||
|advHit=- | |advHit=-3 | ||
|advBlock=- | |advBlock=-8 | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=M~M~M / 5S+ M~S~S | |version=M~M~M / 5S+ M~S~S | ||
|damage= | |damage=55 | ||
|guard=Mid | |guard=Mid | ||
|startup=13 | |startup=13 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=34 | ||
|advHit= | |advHit=KD | ||
|advBlock=-14 | |advBlock=-14 | ||
|description= | |description= | ||
*236M Grants 3 superchats on use | *236M Grants 3 superchats on use | ||
*236MM Grants 2 superchats on use only if the | *236MM Grants 2 superchats on use only if the {{input|236X}} command is input a second time | ||
*236MMM Grants 1 superchat on use only if the | *236MMM Grants 1 superchat on use only if the {{input|236X}} command is input a third time | ||
Very similar to the L version, however it reaches much farther at the cost of | Very similar to the L version, however it reaches much farther at the cost of having slower startup and more recovery. This version of rekka is useful for long range poking as it consistently reaches at ranges where 236L or 2M cannot reach. Can be super chat cancelled into 22L for a full combo. | ||
Unlike {{input|236L}}, there are no overhead or low followups. However, the mid followups are still very useful for stagger pressure has they have a huge cancel window. | |||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=80 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=14 | ||
|active= | |active=3 | ||
|recovery=25 | |recovery=25 | ||
|advHit= | |advHit=-3 | ||
|advBlock=-8 | |advBlock=-8 | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=H~H | |version=H~H | ||
|damage= | |damage=60 | ||
|guard=Mid | |guard=Mid | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=25 | ||
|advHit=- | |advHit=-3 | ||
|advBlock=- | |advBlock=-8 | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=H~H~H | |version=H~H~H | ||
|damage= | |damage=40 | ||
|guard=Mid | |guard=Mid | ||
|startup=13 | |startup=13 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=34 | ||
|advHit= | |advHit=Launch | ||
|advBlock=- | |advBlock=-14 | ||
|description= | |description= | ||
*236H Costs 1 Star Meter and grants 5 superchats on use | *236H Costs 1 Star Meter and grants 5 superchats on use | ||
*236HH Grants 3 superchats on use only if the | *236HH Grants 3 superchats on use only if the {{input|236X}} command is input a second time | ||
*236HHH Grants 2 superchats on use only if the | *236HHH Grants 2 superchats on use only if the {{input|236X}} command is input a third time | ||
The last hit of the EX rekka launches the opponent high enough to followup on the ground without having to spend a bar for a superchat cancel. Very useful for converting pokes such as {{input|2M}} into full combos without having to spend superchat for the combo conversion. | |||
}} | }} | ||
}} | }} | ||
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|startup=9 | |startup=9 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=26 | ||
|advHit= | |advHit=Launch | ||
|advBlock=- | |advBlock=-20 | ||
|description= | |description= | ||
*Grants 5 superchats on use | *Grants 5 superchats on use | ||
Ayame swings her katana upwards. One of her most useful combo tools for launching the opponent into a full juggle. This can also be used as a serviceable anti-air despite not having head | Ayame swings her katana upwards. One of her most useful combo tools for launching the opponent into a full juggle. This can also be used as a serviceable anti-air despite not having head invulnerability, be careful as it is air blockable. Since this move vacuums on hit, it can also be useful to hit extended hurtboxes and punish moves from long distances. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=M | |version=M / 2S+ M | ||
|damage= | |damage=143(75, 68) | ||
|guard=Mid, Air Unblockable | |guard=Mid, Air Unblockable | ||
|startup=10 | |startup=10 | ||
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*Grants 5 superchats on use | *Grants 5 superchats on use | ||
Similar to the L version, but this move has head invuln through active frames and is air unblockable. Acts as one of her more consistent combo enders for decent oki. | Similar to the L version, but this move has head invuln through active frames and is air unblockable. Acts as one of her more consistent combo enders for decent oki. | ||
Also useful for getting high combo damage with super chat by using {{input|22M}} SCC {{input|22L}} in combos. | |||
*Air Unblockable | *Air Unblockable | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=H | |version=H / 2S+ H | ||
|damage= | |damage= 180(75, 35, 70) | ||
|guard=Mid, Air Unblockable | |guard=Mid, Air Unblockable | ||
|startup= | |startup=6 | ||
|active=5(4)11 | |active=5(4)11 | ||
|recovery=41 | |recovery=41 | ||
|invul= (1~ | |invul= (1~10) {{Property-IS|full}} | ||
|advHit=KND | |advHit=KND | ||
|advBlock=- | |advBlock=-48 | ||
|description= | |description= | ||
*Costs 1 Star Meter and grants 5 superchats on use | *Costs 1 Star Meter and grants 5 superchats on use | ||
This version of the attack is her invincible reversal | This version of the attack is her invincible reversal. It hits all around her head while also being a great anti-air with air unblockable properties. | ||
{{input|22H}} also has very fast startup, which works extremely well in tandem to its impressive range. This combination makes it very good at punishing specific moves that would otherwise not be punishable. | |||
}} | }} | ||
}} | }} | ||
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|image2=IS Ayame 214M.png | |image2=IS Ayame 214M.png | ||
|hitbox=IS_Ayame_214L_hitbox.png | |hitbox=IS_Ayame_214L_hitbox.png | ||
| | |hitbox2=IS_Ayame_214M_hitbox.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
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|active=2 | |active=2 | ||
|recovery=12 | |recovery=12 | ||
|advHit=+ | |advHit=+1~ | ||
|advBlock=-2~ | |advBlock=-2~ | ||
|description= | |description= | ||
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{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=M | |version=M / 4S+ M | ||
|damage=75 | |damage=75 | ||
|guard=Mid | |guard=Mid | ||
|startup=23 | |startup=23 | ||
|active= | |active=6 | ||
|recovery= | |recovery=16 | ||
|advHit= | |advHit=+3~ | ||
|advBlock=- | |advBlock=-2~ | ||
|description= | |description= | ||
* Grants 3 superchats on use | * Grants 3 superchats on use | ||
* Frame advantage on crouch block: +1 | |||
* Frame advantage on crouch hit: +6 | |||
Same as the L version, but she goes much farther. This version can be used in for combos in the corner as well as tech traps. As a result of having more active frames, it can potentially be closer to 0 on block depending on spacing. | Same as the L version, but she goes much farther. This version can be used in for combos in the corner as well as tech traps. As a result of having more active frames, it can potentially be closer to 0 on block depending on spacing. | ||
}} | }} | ||
{{AttackData-IS | {{AttackData-IS | ||
|header=no | |header=no | ||
|version=H | |version=H / 4S + H | ||
|damage=65 | |damage=65 | ||
|guard=Mid | |guard=Mid | ||
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|active=4 | |active=4 | ||
|recovery=11 | |recovery=11 | ||
|advHit=+ | |advHit=+4~+7 | ||
|advBlock= | |advBlock=0~+3 | ||
|invul= (8~27) {{Property-IS|projectile}} | |invul= (8~27) {{Property-IS|projectile}} | ||
|description= | |description= | ||
*Costs 1 Star Meter and grants 3 superchats on use | *Costs 1 Star Meter and grants 3 superchats on use | ||
*Frame advantage on corner crossup stand block: +1 | |||
*Frame advantage on corner crossup stand hit: +5 | |||
Similar to the M version, but is faster goes fullscreen. | Similar to the M version, but is faster goes fullscreen. | ||
*Great gap closer in combos especially from {{input|2H}} starters or during rejump combos. | *Great gap closer in combos especially from {{input|2H}} starters or during rejump combos. | ||
*Useful for surprise attacks to beat fireball startup from full screen. | *Useful for surprise attacks to beat fireball startup from full screen. | ||
*For some reason crosses up in the corner against standing opponents and leads to greater frame advantage. | |||
}} | }} | ||
}} | }} | ||
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|active=2 | |active=2 | ||
|recovery=Until Landing + 16 | |recovery=Until Landing + 16 | ||
|advHit=+ | |advHit=+5~+17 | ||
|advBlock=- | |advBlock=-19~-6 | ||
|description= | |description= | ||
* Grants 3 superchats on use | * Grants 3 superchats on use | ||
Ayame does a quick flip attack on air going downward. Mostly used to as a combo | Ayame does a quick flip attack on air going downward that causes a groundbounce on air hit. Mostly used to as a combo extender and a way to leverage 22S mixups. All versions are unsafe on block, but if properly spaced can be unpunishable due to pushback. | ||
*Leads to combos on hit, so good for | *Leads to combos on hit, so good for SCCing into and going over lows and fireballs. | ||
}} | }} | ||
}} | }} | ||
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|active=1x5 | |active=1x5 | ||
|recovery=- | |recovery=- | ||
|advHit=+ | |advHit=+44 | ||
|advBlock=+ | |advBlock=+38 | ||
|description= | |description= | ||
*Advantage based on Ayame not acting until detonation occurs | *Advantage based on Ayame not acting until detonation occurs | ||
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|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
|damage= | |damage=288(19x14, 22) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=6 | ||
|active=2(3)x15 | |active=2(3)x15 | ||
|recovery= | |recovery=39 | ||
|advHit= | |advHit=KD | ||
|advBlock=-29 | |advBlock=-29 | ||
|invul= (1~ | |invul= (1~7) {{Property-IS|full}} | ||
|description= | |description= | ||
*Minimum Damage: | *Minimum Damage: 121 | ||
*Deals | *Deals 61 chip damage on block | ||
*Costs 2 Star Meter and grants 5 superchats on use | *Costs 2 Star Meter and grants 5 superchats on use | ||
High damaging super for 2 star gauge. Has high scaled damage, so a very useful way to spend meter for damage at the end of combos. This is also invincible on startup, but 22H is a better reversal in general. | High damaging super for 2 star gauge. Has high scaled damage, so a very useful way to spend meter for damage at the end of combos. This is also invincible on startup, but 22H is a better reversal in general. |
Latest revision as of 10:51, 13 June 2024
Playful Giggling Ojou - Nonstop Oni Offense
Difficulty - ★★☆☆☆☆
Introduction
Ayame is a neutral oriented rushdown character who excels at mid to close-ranged poking and pressure.
Ayame focuses on poking at the opponent in the close to midrange with her pokes such as 2M and 236L/236M. She can use her long pokes to poke and close the distance to her opponent with well-rounded options while keeping opposing aggression at check with a highly impactful and infamous reversal, 22H. With the help of her faster buttons such as 5L and 2L, Ayame becomes effective at locking down her opponent and keeping them at their toes with frame traps and grabs. She can utilize her 214X to evade some fireballs or snipe the startup of the opponent's attacks. Most of Ayame's gameplan revolves around conditioning your opponent and making smart and intelligent reads on offense. Great attention to the opponent's tendencies and habits is key, as her reward off of neutral pokes and frametraps is very high. Overall Ayame is a simple character with an easy-to-understand gameplan, but she has complexity in her combo routes and offense. She is a character who is easy to pick up, but requires a strong, neutrally sound player to master.
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. |
Pick if you like | Avoid if you dislike |
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Recommended Collabs
2 BAR COSTS: They are cheap, most effective in eengaging or anti-zoning.
- Kiara's L+H off collab is a projectile reflect, which is obviously very useful in projectile oriented matchups such as Suisei, Sora, and Botan.
- Her call-in is a strong tool for initiation and sniping counterpokes with good reward. It also acts as a combo extender that Ayame may benefit from.
- Subaru's call-in is a decent fullscreen poke that Ayame can use to close the distance and for combo conversions.
- Her L+H off collab is a cheap and powerful neutral tool. Extremely useful for forcing an approach vs any character, especially zoners.
- Recommended if you want to focus on neutral more with the ability to be either safe or be aggressive in approach.
- Kaela's call-in is a high damage hammer swing that wallsplats in the corner. This is a useful tool for Ayame to use as a way to convert from mixups such as universal overhead.
- Her L+H off collab is a useful as way to buff Ayame's offense and defense. Preventing chip damage and a general damage reduction is good for Ayame since she is low health and the damage buff makes her already high damage even scarier.
3 BAR COSTS: Expensive superchat cost. Generally doesn't not get a lot of usage for Ayame
- Moona's 214S call-in is a nearly unreactable snipe that is certain to catch your opponents off guard during scrambles. Ayame is unfortunately not able to take advantage of OTG that Moona offers, but it is still a decent neutral snipe tool.
- Her L+H off collab is the opposite of Kanata's waves assist. Moona's off-collab is a costlier yet the most aggressive form of gravity where you are able to lock down your opponent at one position. It may be beneficial for Ayame with the lockdown that Moona's gravity offers.
- Recommended if you want to have a subtle yet aggressive approach in neutral while retaining the ability to have a snipe to discourage disrespect.
Moves
Standing Normals
5L
5L
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5M
5M
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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
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Overhead
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Superchat Reversal
Toggle Hitboxes Toggle Hitboxes
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Special Attacks
236X
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22X
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214X
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j.214X
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22S
Super Star Attack
Colors
Oozora Subaru (Hololive)
Kazama Iroha (Hololive)
Kagura Nana (Character Designer)
Murasaki Shion (Hololive)
Minato Aqua (Hololive)
Baiken (Guilty Gear)
Ookami Mio (Hololive)
Shirakami Fubuki (Hololive)
Jett (Valorant)
Nezuko Kamado (Demon Slayer)