Idol Showdown/Ayame Nakiri: Difference between revisions

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[[File:IS_Ayame_Profile.jpg|thumb]]
{{Version-IS|4.0.9}}
[[File:IS_Ayame_Logo.png|250px]]
[[File:IS_Ayame_Logo.png|250px]]


'''Playful Giggling Ojou''' - ''Nonstop Oni Offense''
'''Playful Giggling Ojou''' - ''Nonstop Oni Offense'' <br>
'''Difficulty''' - ★★☆☆☆☆
{{CharacterIntro-IS|char= Ayame
|hp=950
|backdash=24F (1~4F {{Property-IS|Full}} Invuln) (1~18F {{Property-IS|grab}} Invuln)
|walkspeed=[[Idol_Showdown/Game_Data#Ground_Movement_Data|Fast]]
|intro=
==Introduction==
==Introduction==
{{StrengthsAndWeaknesses
{{Content Box|content=
|intro=[[File:IS_ayame_head.png|link=]]  
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|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
|intro=[[File:IS_Ayame_Icon.png|100px]]  
'''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.  
'''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= *An easy-to-play and fast well-rounded Character
|pros= *An easy-to-play and fast well-rounded Character
*Small hurtbox that may influence interactions
*Great Anti-Air options
*Great Anti-Air options
*Notable conversion potential
*Great conversion potential
*Strong mid-range pokes
*Good mid-range pokes
*A massive high damage invincible reversal  
*Massive high damage invincible reversal  
*Good meter gain
*Good star meter gain
*Cute as heck!
*Cute as heck!


|cons= *No meterless projectiles
|cons= *No meterless projectiles
*Linear pressure
*Linear pressure
*Poor anti-zoning gameplay
*Poor resourceless anti-zoning gameplay
*Meter reliance  
*Star meter and superchat reliance  
*Unsafe normals and special moves
|width=100
}}
 
===Recommended Collabs===
'''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]]'''
:* 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.
 
* [[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.
 
:* 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]]'''
 
:* Moona's {{input|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.


|tablewidth=80
}}
}}
}}


==Normal Moves==
== Moves ==
=== Standing Normals ===
=== Standing Normals ===
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame_standing_light.png
|image=Ayame_standing_light.png
|hitbox=IS_Ayame_5L_hitbox.png
|caption=Ittoryu
|caption=Ittoryu
|name=5L
|name=5L
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=25~
  |damage=25
  |guard=Mid
  |guard=Mid
  |startup=5
  |startup=5
  |active=
  |active=3
  |recovery=
  |recovery=11
  |advHit=+5
  |advHit=+1
  |advBlock=-1
  |advBlock=-2
  |description=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.  
  |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}}, {{input|2L}} and throw is the cornerstone of her pressure.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
====== <font style="visibility:hidden" size="0">5M</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame.png
|image=Ayame.png
|hitbox=IS_Ayame_5M_hitbox.png
|caption=Nitoryu
|caption=Nitoryu
|name=5M
|name=5M
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=60~
  |damage=60
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=8
  |active=
  |active=5
  |recovery=
  |recovery=14
  |advHit=0
  |advHit=+1
  |advBlock=-7
  |advBlock=-3
  |description=A forward advancing slash with good range. Useful for confirming hits and stagger pressure.
  |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 ender since it's safe on block.
 
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
====== <font style="visibility:hidden" size="0">5H</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame 5H.png
|image=Ayame 5H.png
|hitbox=IS_Ayame_5H_hitbox.png
|caption=
|caption=
|name=5H
|name=5H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=85~
  |damage=85
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=12
  |active=
  |active=3
  |recovery=
  |recovery=19
  |advHit=+2
  |advHit=-2
  |advBlock=-19
  |advBlock=-6
  |description=A shorter range double slash. Good for confirming into 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. Not generally used for poking.
  }}
  }}
}}
}}
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=== Crouching Normals ===
=== Crouching Normals ===
====== <font style="visibility:hidden" size="0">2L</font> ======
====== <font style="visibility:hidden" size="0">2L</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame 2L.png
|image=Ayame 2L.png
|hitbox=IS_Ayame_2L_hitbox.png
|caption=
|caption=
|name=2L
|name=2L
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=20~
  |damage=20
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=5
  |startup=6
  |active=
  |active=2
  |recovery=
  |recovery=12
  |advHit=+2
  |advHit=+1
  |advBlock=-3
  |advBlock=-2
  |description=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.
  |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.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
====== <font style="visibility:hidden" size="0">2M</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame 2M.png
|image=Ayame 2M.png
|hitbox=IS_Ayame_2M_hitbox.png
|caption=
|caption=
|name=2M
|name=2M
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=55~
  |damage=55
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=8
  |startup=9
  |active=
  |active=3
  |recovery=
  |recovery=20
  |advHit=-3
  |advHit=0
  |advBlock=-8
  |advBlock=-5
  |description=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.  
  |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.  
*Very useful for pressure and poking
 
*This attack is air unblockable, so it is useful for tech traps.  
{{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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
====== <font style="visibility:hidden" size="0">2H</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame 2H.png
|image=Ayame 2H.png
|hitbox=IS_Ayame_2H_hitbox.png
|caption=
|caption=
|name=2H
|name=2H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=45-86~
  |damage=86(43x2)
  |guard=Mid
  |guard=Mid, Air Unblockable
  |startup=11
  |startup=11
  |active=
  |active=2(10)3
  |recovery=
  |recovery=24
  |advHit=KND
  |advHit=Launch
  |advBlock=-11
  |advBlock=-13
  |description=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. The second hit has a much more vertical hitbox and is multihit if it hits by itself.  
|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.
 
This button has long range, but is kind of awkward to convert from. It is advised to use this move as an anti-air diagonal to Ayame’s reach instead of above (where 22L / 22M is more effective) unless against certain HEAD moves.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">3H</font> ======
====== <font style="visibility:hidden" size="0">3H</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame 3H.png
|image=Ayame 3H.png
|hitbox=IS_Ayame_3H_hitbox.png
|caption=Haiya
|caption=Haiya
|name=3H
|name=3H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=70~
  |damage=95
  |guard=Low
  |guard=Low, Air Unblockable
  |startup=11
  |startup=11
  |active=
  |active=3
  |recovery=
  |recovery=24
  |advHit=KND
  |advHit=HKD
  |advBlock=-20
  |advBlock=-11
  |description=A generic sweep. Mostly overshadowed by her 2M and other assortment of low options. It is special cancelable, but not generally recommended to use.
  |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.
  }}
  }}
}}
}}
Line 158: Line 222:
=== Jumping Normals ===
=== Jumping Normals ===
====== <font style="visibility:hidden" size="0">j.L</font> ======
====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame j.L.png
|image=Ayame j.L.png
|hitbox=IS_Ayame_JL_hitbox.png
|caption=
|caption=
|name=j.L
|name=j.L
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=30~
  |damage=30
  |guard=High
  |guard=High
  |startup=5f
  |startup=6
  |active=
  |active=5
  |recovery=
  |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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
====== <font style="visibility:hidden" size="0">j.M</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame j.M.png
|image=Ayame j.M.png
|hitbox=IS_Ayame_JM_hitbox.png
|caption=
|caption=
|name=j.M
|name=j.M
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=45-86~
  |damage=86(43x2)
  |guard=High
  |guard=High
  |startup=8,7
  |startup=9
  |active=
  |active=4(8)4
  |recovery=
  |recovery=Until Landing + 3
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= 2 hitting jumping normal. Useful in combos and jumpins. On taller characters you can get both hits of jM to connect, leading to some strong sequences.  
  |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 as it has a strong downwards hitbox.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
====== <font style="visibility:hidden" size="0">j.H</font> ======
{{MoveData
{{MoveData-IS
|image=Ayame j.H.png
|image=Ayame j.H.png
|hitbox=IS_Ayame_JH_hitbox.png
|caption=
|caption=
|name=j.H
|name=j.H
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=90~
  |damage=90
  |guard=High
  |guard=High
  |startup=12
  |startup=13
  |active=
  |active=4
  |recovery=
  |recovery=Until Landing + 4
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description=A larger slower jumpin. Useful to use in tandem with jM as her go to jumpins. Can hit crossup which can see use in corner steal jump-ins.
  |description=A larger slower jump-in. Useful to use in tandem with {{input|j.M}} as her go to jumpins. Can hit crossup which is useful in her knockdown mixups.  
  }}
  }}
}}
}}


== Universal Mechanics ==
=== Universal Mechanics ===
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
{{MoveData
|image=Ayame Throw.png
|image=Ayame Throw.png
|hitbox=IS_Ayame_throw_hitbox.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=L+M
|input={{NotationIcon-IS|l}} '''+''' {{NotationIcon-IS|m}} '''or''' {{NotationIcon-IS|g}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=160~
  |damage=160
  |guard=-
  |guard=
  |startup=7
  |startup=7
  |active=2
  |active=2
  |recovery=
  |recovery=31
  |advHit=
  |advHit=+28
  |advBlock=
  |advBlock=
  |description=
  |description=
*Total Frames: 39
Ayame's universal grab.
  }}
  }}
}}
}}
Line 234: Line 308:
{{MoveData
{{MoveData
|image=Ayame j.L.png
|image=Ayame j.L.png
|hitbox=IS_Ayame_overhead_hitbox.png
|caption=
|caption=
|name=Overhead
|name=Overhead
|input=M+H
|input={{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=60~
  |damage=60
  |guard=High
  |guard=High
  |startup=
  |startup=23
  |active=
  |active=3
  |recovery=
  |recovery=19
  |advHit=
  |advHit=+2
  |advBlock=
  |advBlock=-3
  |description=Universal standing overhead
|invul= (6~36) {{Property-IS|grab}}
  |description=
*Confirm into 5L or 2L on counterhitting a grab tech
Universal standing overhead.
}}
}}
 
====== <font style="visibility:hidden" size="0">Superchat Reversal</font> ======
{{MoveData
|image=Ayame 5H.png
|hitbox=IS_Ayame_SCR_hitbox.png
|caption=
|name=Superchat Reversal
|input=(blocking) {{NotationIcon-IS|6}} '''+''' {{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}}
|data=
{{AttackData-IS
|damage=0
|guard=Mid
|startup=16
|active=2
|recovery=23
|advHit=0
|advBlock=-10
|invul= (1~17) {{Property-IS|full}}
|description=
*Superchat Reversal
  }}
  }}
}}
}}


== Special Attacks ==
=== Special Attacks ===
====== <font style="visibility:hidden" size="0">236X</font> ======
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData
{{MoveData
|name=Asura's Fury
|name=Asura's Fury
|input=236 L/M/H
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS Ayame 236Followup1.png
|image=IS Ayame 236Followup1.png
|image2=IS Ayame 236Followup2.png
|image2=IS Ayame 236Followup2.png
|image3=IS Ayame 236Followup3.png
|image3=IS Ayame 236Followup3.png
|hitbox=IS_Ayame_236L_hitbox.png
|hitbox2=IS_Ayame_236LL_hitbox.png
|hitbox3=IS_Ayame_236LLL_hitbox.png
|caption=
|caption=
|data=
|data=
Line 263: Line 366:
  |version=L / 5S
  |version=L / 5S
  |damage=40
  |damage=40
  |guard=
  |guard=Mid
  |startup=10
  |startup=11
  |active=
  |active=3
  |recovery=
  |recovery=20
  |advHit=
  |advHit=-3
  |advBlock=-4
  |advBlock=-7
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=LL / 5SS
  |version=L~L / 5S~S
  |damage=35
  |damage=34
  |guard=
  |guard=Mid
  |startup=19,11,13
  |startup=10
  |active=
  |active=2
  |recovery=
  |recovery=24
  |advHit=
  |advHit=-6
  |advBlock=-7
  |advBlock=-10
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=LLL / 5SSS
  |version=L~M / 5S~M
  |damage=47
  |damage=160(80, 80)
  |guard=
  |guard=Low, Air Unblockable
  |startup=
  |startup=22
  |active=
  |active=3(10)2
  |recovery=
  |recovery=30
  |advHit=KND
  |advHit=KD
  |advBlock=-11
  |advBlock=-20
  |description= 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.
  |description=
*Be careful using this at long range as the second hit can whiff.
}}
{{AttackData-IS
|header=no
|version=M / 6S
|damage=45
|guard=
|startup=17
|active=
|recovery=
|advHit=
|advBlock=-6
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=MM / 6SS
  |version=L~H / 5S~H
  |damage=41
  |damage=60
  |guard=
  |guard=High
  |startup=
  |startup=23
  |active=
  |active=2
  |recovery=
  |recovery=19
  |advHit=
  |advHit=KD
  |advBlock=-9
  |advBlock=-9
|description=
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=MMM / 6SSS
  |version=L~L~L / 5S~S~S
  |damage=64
  |damage=48
  |guard=
  |guard=Mid
  |startup=
  |startup=13
  |active=
  |active=2
  |recovery=
  |recovery=30
  |advHit=KND
  |advHit=KD
  |advBlock=-14
  |advBlock=-10
  |description= 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.
  |description=
*236L Grants 3 superchats on use
*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 {{input|236X}} command is input a third time
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
  |header=no
  |header=no
  |version=H
  |version=M / 5S+ M
  |damage=60
  |damage=45
  |guard=
  |guard=Mid
  |startup=12
  |startup=18
  |active=
  |active=3
  |recovery=
  |recovery=25
  |advHit=
  |advHit=-1
  |advBlock=-10
  |advBlock=-6
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=HH
  |version=M~M / 5S+ M~S
  |damage=63
  |damage=40
  |guard=
  |guard=Mid
  |startup=
  |startup=15
  |active=
  |active=2
  |recovery=
  |recovery=28
  |advHit=
  |advHit=-3
  |advBlock=-10
  |advBlock=-8
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=HHH
  |version=M~M~M / 5S+ M~S~S
  |damage=63
  |damage=55
  |guard=
  |guard=Mid
  |startup=
  |startup=13
  |active=
  |active=2
  |recovery=
  |recovery=34
  |advHit=
  |advHit=KD
  |advBlock=-10
  |advBlock=-14
|description=
*236M Grants 3 superchats on use
*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 {{input|236X}} command is input a third time
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=HHHH
  |version=H
  |damage=50
  |damage=80
  |guard=
  |guard=Mid
  |startup=
  |startup=14
  |active=
  |active=3
  |recovery=
  |recovery=25
  |advHit=KND
  |advHit=-3
  |advBlock=-15
  |advBlock=-8
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=HHH8H
  |version=H~H
  |damage=72
  |damage=60
  |guard=
  |guard=Mid
  |startup=
  |startup=11
  |active=
  |active=3
  |recovery=
  |recovery=25
  |advHit=
  |advHit=-3
  |advBlock=-19
  |advBlock=-8
  }}
  }}
{{AttackData-IS
{{AttackData-IS
  |header=no
  |header=no
  |version=HHH2H
  |version=H~H~H
  |damage=72
  |damage=40
  |guard=
  |guard=Mid
  |startup=
  |startup=13
  |active=
  |active=2
  |recovery=
  |recovery=34
  |advHit=KND
  |advHit=Launch
  |advBlock=-10
  |advBlock=-14
  |description= Ayame's H version of the rekka is the most versatile. Same as the other version, but more damage and more stagger opportunities.  
  |description=
*You can hit 8H for the final hit to get an overhead
*236H Costs 1 Star Meter and grants 5 superchats on use
*2H for the final hit to get a low
*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 {{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.
  }}
  }}
}}
}}
Line 402: Line 508:
{{MoveData
{{MoveData
|name=Demon Cutter
|name=Demon Cutter
|input=22 L/M/H
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS Ayame 22L.png
|image=IS Ayame 22L.png
|image2=IS Ayame 22M Hit2.png
|image2=IS Ayame 22M Hit2.png
|hitbox=IS_Ayame_22L1_hitbox.png
|hitbox2=IS_Ayame_22M_hitbox.png
|hitbox3=IS_Ayame_22H1_hitbox.png
|hitbox4=IS_Ayame_22H2_hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=L / 2S
  |version=L / 2S
  |damage=75~
  |damage=75
  |guard=
  |guard=Mid
  |startup=9f
  |startup=9
  |active=
  |active=6
  |recovery=
  |recovery=26
  |advHit=KND
  |advHit=Launch
  |advBlock=-21
  |advBlock=-20
  |description= 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 servicable anti-air.
  |description=
*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 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=143~
  |damage=143(75, 68)
  |guard=
  |guard=Mid, Air Unblockable
  |startup=9f
  |startup=10
  |active=
  |active=6(4)4
  |recovery=
  |recovery=35
  |advHit=KND
  |advHit=KND
  |advBlock=-37
  |advBlock=-47
  |description= Similar to the L version, but this move acts as one of her more consistent combo enders for decent oki. Also a serviceable anti-air.
|invul= (3~20) {{Property-IS|head}}
*Air Unblockable, which is useful for tech traps.
  |description=
*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.
Also useful for getting high combo damage with super chat by using {{input|22M}} SCC {{input|22L}} in combos.
*Air Unblockable
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=H
  |version=H / 2S+ H
  |damage=184~
  |damage= 180(75, 35, 70)
  |guard=
  |guard=Mid, Air Unblockable
  |startup=9
  |startup=6
  |active=
  |active=5(4)11
  |recovery=-39
  |recovery=41
  |advHit=
|invul= (1~10) {{Property-IS|full}}
  |advBlock=
  |advHit=KND
  |description= This version of the attack is her invincible reversal. Launches the opponent on hit for high damage combo opportunities. It hits all around her head and can beat bursts.
  |advBlock=-48
*Uses one bar of Star Power
  |description=
*Invincible reversal
*Costs 1 Star Meter and grants 5 superchats on use
*Burst bait tool
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.
  }}
  }}
}}
}}
Line 451: Line 568:
{{MoveData
{{MoveData
|name=Oni Flip
|name=Oni Flip
|input=214 L/M/H
|input={{NotationIcon-IS|214}} '''+''' {{NotationIcon-IS|l}} '''/'''{{NotationIcon-IS|m}} '''/'''{{NotationIcon-IS|h}}
|image=IS Ayame 214L.png
|image=IS Ayame 214L.png
|image2=IS Ayame 214M.png
|image2=IS Ayame 214M.png
|hitbox=IS_Ayame_214L_hitbox.png
|hitbox2=IS_Ayame_214M_hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=L / 4S
  |version=L / 4S
  |damage=75~
  |damage=75
  |guard=
  |guard=Mid
  |startup=17f
  |startup=17
  |active=
  |active=2
  |recovery=
  |recovery=12
  |advHit=
  |advHit=+1~
  |advBlock=-5~
  |advBlock=-2~
  |description= Ayame does a short quick flip-kick, useful as a combo ender for good oki. 214x flips can also go over some fireballs, but it is very inconsistent and spacing dependent. Advantage on block is also dependent on spacing.  
  |description=
* Grants 3 superchats on use
Ayame does a short quick flip-kick, useful as a combo ender for good oki. 214x flips can also go over some fireballs, but it is very inconsistent and spacing dependent. Advantage on block is also dependent on spacing.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=M
  |version=M / 4S+ M
  |damage=75~
  |damage=75
  |guard=
  |guard=Mid
  |startup=
  |startup=23
  |active=
  |active=6
  |recovery=
  |recovery=16
  |advHit=
  |advHit=+3~
  |advBlock=-5~
  |advBlock=-2~
  |description= 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.
  |description=
* 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.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
  |header=no
  |header=no
  |version=H
  |version=H / 4S + H
  |damage=65~
  |damage=65
  |guard=
  |guard=Mid
  |startup=
  |startup=19
  |active=
  |active=4
  |recovery=
  |recovery=11
  |advHit=
  |advHit=+4~+7
  |advBlock=-5~
  |advBlock=0~+3
  |description= Same as the M version but fullscreen.
|invul= (8~27) {{Property-IS|projectile}}
*Uses one bar of Star Power
  |description=
*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.
*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.
  }}
  }}
}}
}}
Line 498: Line 629:
{{MoveData
{{MoveData
|name=Heavenly Oni Flip
|name=Heavenly Oni Flip
|input=j.214 L/M/H
|input='''Air Only'''{{NotationIcon-IS|s}}
|image=IS Ayame 214M.png
|image=IS Ayame 214M.png
|hitbox=IS_Ayame_J214L_hitbox.png
|caption=
|caption=
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |version=L/M/H/S
  |version=L/M/H/S
  |damage=75~
  |damage=75
  |guard=
  |guard=Mid
  |startup=
  |startup=17
  |active=
  |active=2
  |recovery=
  |recovery=Until Landing + 16
  |advHit=
  |advHit=+5~+17
  |advBlock=
  |advBlock=-19~-6
  |description= Ayame does a quick flip attack on air going downward. Mostly used to as a combo ender and a way to leverage 22S mixups. All versions are unsafe on block.
  |description=
* Grants 3 superchats on use
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 SCCing into and going over lows and fireballs.  
  }}
  }}
}}
}}
Line 518: Line 653:
{{MoveData
{{MoveData
|name=Karma and Shiranui
|name=Karma and Shiranui
|input=22 S
|input={{NotationIcon-IS|2}} {{NotationIcon-IS|2}} '''+''' {{NotationIcon-IS|s}}
|image=IS Ayame 22S Startup.png
|image=IS Ayame 22S Startup.png
|image2=IS Ayame 22S-Ghost Updated.png
|image2=IS Ayame 22S-Ghost Updated.png
Line 524: Line 659:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=75~
|version=Projectile
  |guard=
  |damage=5
  |startup=11f
  |guard=Mid
  |active=
  |startup=15
  |recovery=
  |active=Until Offscreen
  |advHit=
  |recovery=25
  |advBlock=-3
  |advHit=+1
  |description= Ayame summons a wisp projectile that plants a bomb on the opponent that will detonate after a short amount of time. The wisp projectile is unblockable, and can be setup in combos or blockstring. The detonation itself occurs shortly after the projectile hits. The detonation is blockable, but ayame can leverage it for mixups.
  |advBlock=-2
*Uses one bar of Star Power
  |description=
*Costs 1 Star Meter and grants 10 superchats on use
*Can be used to make attacks safe
*Can be used to make attacks safe
*Useful for pressure and mixups
*Useful for pressure and mixups
Ayame summons a wisp projectile that plants a bomb on the opponent that will detonate after a short amount of time. The wisp projectile will inflict the detonation status even on block, and can be setup in combos or blockstring. The detonation itself occurs shortly after the projectile hits. The detonation is blockable, but Ayame can leverage it for mixups.
The ghosts have a few set paths they can travel along the screen which are chosen at random.
}}
{{AttackData-IS
|version=Detonation
|damage=75(15x5)
|guard=Mid
|startup=107
|active=1x5
|recovery=-
|advHit=+44
|advBlock=+38
|description=
*Advantage based on Ayame not acting until detonation occurs
*Ayame's shadow will appear behind the opponent 4 frames before the detonation occurs
  }}
  }}
}}
}}


==Super Star Attack==
===Super Star Attack===
{{MoveData
{{MoveData
|name=I'm the Real One!
|name=I'm the Real One!
|input=236S
|input={{NotationIcon-IS|236}} '''+''' {{NotationIcon-IS|s}}
|image=IS Ayame 236S.png
|image=IS Ayame 236S.png
|image2=IS Ayame 22S Active.png
|image2=IS Ayame 22S Active.png
Line 547: Line 699:
|data=
|data=
  {{AttackData-IS
  {{AttackData-IS
  |damage=269
  |damage=288(19x14, 22)
  |guard=
  |guard=Mid
  |startup=5f
  |startup=6
  |active=
  |active=2(3)x15
  |recovery=
  |recovery=39
  |advHit=KND
  |advHit=KD
  |advBlock=-28
  |advBlock=-29
  |description=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.  
|invul= (1~7) {{Property-IS|full}}
*Uses two bars of Star Power
  |description=
}}
*Minimum Damage: 121
}}
*Deals 61 chip damage on block
 
*Costs 2 Star Meter and grants 5 superchats on use
==Combos==
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.  
===General===
====Mid-screen====
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = 5L > 2M > 5M > 5H > 2H > 22L, 22L, 5H > 2H > 22M
  | damage    = 250
  | bonusdamage  =
  | cost          = 0 Meter bar
  | metergain    = ?
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Basic midscreen BNB for decent damage
}}
{{ComboData-IS
  | combo        = 5L > 2M > 5M > 5H > 2H > 236MMM > 22L, 22L, 5H > 2H > (236MMM) > 22M
  | damage    = 270 (279)
  | bonusdamage  =
  | cost          = 0 Meter bar
1-2 Superchat bar
  | metergain    = ?
  | oppmetergain = ?%
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Midscreen BNB spending 1-2 superchat meter, adding more corner carry
}}
}}
 
====Corner====
{{ComboTable-IS
|data=
{{ComboData-IS
  | combo        = 5L > 2M > 5M > 5H > 214M > 5L > 2M > 5M > 214M > 5L > 2M > 5M > 2H > 22L > 22L > 5L > 5M > 2H > 22M
  | damage    = 258
  | bonusdamage  =
  | cost          = 0 Meter bar
  | metergain    = ?
  | oppmetergain = ?%
  | location      = {{Property-UNI|Corner}}
  | notes        = *Basic Corner route
  }}
  }}
}}
}}
===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 22M, 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.
==Recommended Collabs==
;Kanata Amane
:Insert Text Description.
;Amelia Watson
:Insert Text Description.
;Marine Houshou
:Insert Text Description.
;Iroha Kazama
:Insert Text Description.
;Mio Ookami
:Insert Text Description.
;Roboco
:Insert Text Description.
;Miko Sakura
:Insert Text Description.
;Kiara Takanashi
:Insert Text Description.
==Matchups==
;Vs. Aki
:Pray to the gods above.
;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==
* [https://twitter.com/search?q=%23ISD_AYA Twitter Tech: #ISD_AYA]


==Colors==
==Colors==
Line 653: Line 720:
  {{ColorGallery/Color|2|  text= Cosplay 1<hr>{{Small|Oozora Subaru (Hololive)}}}}
  {{ColorGallery/Color|2|  text= Cosplay 1<hr>{{Small|Oozora Subaru (Hololive)}}}}
  {{ColorGallery/Color|3|  text= Cosplay 2<hr>{{Small|Kazama Iroha (Hololive)}}}}
  {{ColorGallery/Color|3|  text= Cosplay 2<hr>{{Small|Kazama Iroha (Hololive)}}}}
  {{ColorGallery/Color|4|  text= Cosplay 3}}
  {{ColorGallery/Color|4|  text= Cosplay 3<hr>{{Small|Kagura Nana (Character Designer)}}}}
  {{ColorGallery/Color|5|  text= Cosplay 4<hr>{{Small|Murasaki Shion (Hololive)}}}}
  {{ColorGallery/Color|5|  text= Cosplay 4<hr>{{Small|Murasaki Shion (Hololive)}}}}
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Minato Aqua (Hololive)}}}}
  {{ColorGallery/Color|6|  text= Cosplay 5<hr>{{Small|Minato Aqua (Hololive)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Baiken (Guilty Gear)}}}}
  {{ColorGallery/Color|7|  text= Cosplay 6<hr>{{Small|Baiken (Guilty Gear)}}}}
{{ColorGallery/Color|8|  text= Cosplay 7<hr>{{Small|Ookami Mio (Hololive)}}}}
{{ColorGallery/Color|9|  text= Cosplay 8<hr>{{Small|Shirakami Fubuki (Hololive)}}}}
{{ColorGallery/Color|10|  text= Cosplay 9<hr>{{Small|Jett (Valorant)}}}}
{{ColorGallery/Color|11|  text= Cosplay 10<hr>{{Small|Nezuko Kamado (Demon Slayer)}}}}
}}
}}


==Navigation==
==Navigation==
{{CharacterSubnav-IS}}
{{Navbox-IS}}
{{Navbox-IS}}
[[Category:Ayame Nakiri]]
[[Category:Ayame Nakiri]]
[[Category:Idol Showdown]]
[[Category:Idol Showdown]]

Latest revision as of 10:51, 13 June 2024

Last Updated to Version 4.0.9

IS Ayame Logo.png

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.

Playstyle
IS Ayame Icon.png

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
  • An easy-to-play and fast well-rounded Character
  • Great Anti-Air options
  • Great conversion potential
  • Good mid-range pokes
  • Massive high damage invincible reversal
  • Good star meter gain
  • Cute as heck!
  • No meterless projectiles
  • Linear pressure
  • Poor resourceless anti-zoning gameplay
  • Star meter and superchat reliance

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
Ayame standing light.png
IS Ayame 5L hitbox.png
Ittoryu
Ittoryu
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

5 3 11 -2 +1

None

  • Self-Gatling Count: 3

A quick mid poke and Ayame's fastest startup normal. Useful for her stagger pressure when chained into itself or 2L and 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 5L, 2L and throw is the cornerstone of her pressure.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
Ayame.png
IS Ayame 5M hitbox.png
Nitoryu
Nitoryu
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

Mid

8 5 14 -3 +1

None

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 ender since it's safe on block.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
Ayame 5H.png
IS Ayame 5H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid

12 3 19 -6 -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.

Quite a slow normal. Not generally used for poking.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
Ayame 2L.png
IS Ayame 2L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
20

Low, Air Unblockable

6 2 12 -2 +1

None

  • Self-Gatling Count: 2

A quick jab that hits low. Another important tool for general abare and her stagger pressure in tandem with 5L.

Useful when used in tandem with 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.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
Ayame 2M.png
IS Ayame 2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
55

Low, Air Unblockable

9 3 20 -5 0

None

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 236X even at max range.

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.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
Ayame 2H.png
IS Ayame 2H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
86(43x2)

Mid, Air Unblockable

11 2(10)3 24 -13 Launch

(5~25) Head

A two-hitting slash with a significant reach. It is a unique 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.

This button has long range, but is kind of awkward to convert from. It is advised to use this move as an anti-air diagonal to Ayame’s reach instead of above (where 22L / 22M is more effective) unless against certain HEAD moves.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
Ayame 3H.png
IS Ayame 3H hitbox.png
Haiya
Haiya
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

11 3 24 -11 HKD

None

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.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
Ayame j.L.png
IS Ayame JL hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 5 Until Landing + 2 - -

None

Quick jumping normal, not generally very useful outside of combos. Could work as a fast air to air.

For jumpins, j.L may be used as an alternative to j.M due to its deceptive blockstun that sets up into a frame trap or a tick throw.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
Ayame j.M.png
IS Ayame JM hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
86(43x2)

High

9 4(8)4 Until Landing + 3 - -

None

2 hitting jumping normal. Useful in combos and jumpins. On taller characters you can get both hits of j.M to connect, leading to some strong combos.

This is one of her go to jumpins as it has good jumpin utility as it has a strong downwards hitbox.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
Ayame j.H.png
IS Ayame JH hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

High

13 4 Until Landing + 4 - -

None

A larger slower jump-in. Useful to use in tandem with j.M as her go to jumpins. Can hit crossup which is useful in her knockdown mixups.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
Ayame Throw.png
IS Ayame throw hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
160 - 7 2 31 - +28

None

  • Total Frames: 39

Ayame's universal grab.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
IS M.png + IS H.png
Ayame j.L.png
IS Ayame overhead hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

  • Confirm into 5L or 2L on counterhitting a grab tech

Universal standing overhead.

Toggle Hitboxes
Toggle Hitboxes
Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
Ayame 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236X
Asura's Fury
IS 236.png + IS L.png /IS M.png /IS H.png
IS Ayame 236Followup1.png
IS Ayame 236L hitbox.png
IS Ayame 236Followup2.png
IS Ayame 236LL hitbox.png
IS Ayame 236Followup3.png
IS Ayame 236LLL hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 5S 40

Mid

11 3 20 -7 -3

None

L~L / 5S~S 34

Mid

10 2 24 -10 -6

None

L~M / 5S~M 160(80, 80)

Low, Air Unblockable

22 3(10)2 30 -20 KD

None

L~H / 5S~H 60

High

23 2 19 -9 KD

None

L~L~L / 5S~S~S 48

Mid

13 2 30 -10 KD

None

  • 236L Grants 3 superchats on use
  • 236LL Grants 2 superchats on use only if the 236X command is input a second time
  • 236LLL Grants 1 superchat on use only if the 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, 236LLL always knocksdown, making it useful for oki and corner carry. Can be super chat cancelled into 22L for a full combo. By inputing 236L~M or 236L~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.

M / 5S+ M 45

Mid

18 3 25 -6 -1

None

M~M / 5S+ M~S 40

Mid

15 2 28 -8 -3

None

M~M~M / 5S+ M~S~S 55

Mid

13 2 34 -14 KD

None

  • 236M Grants 3 superchats on use
  • 236MM Grants 2 superchats on use only if the 236X command is input a second time
  • 236MMM Grants 1 superchat on use only if the 236X command is input a third time

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 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.

H 80

Mid

14 3 25 -8 -3

None

H~H 60

Mid

11 3 25 -8 -3

None

H~H~H 40

Mid

13 2 34 -14 Launch

None

  • 236H Costs 1 Star Meter and grants 5 superchats on use
  • 236HH Grants 3 superchats on use only if the 236X command is input a second time
  • 236HHH Grants 2 superchats on use only if the 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 2M into full combos without having to spend superchat for the combo conversion.

Toggle Hitboxes
Toggle Hitboxes
22X
Demon Cutter
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
IS Ayame 22L.png
IS Ayame 22L1 hitbox.png
IS Ayame 22M Hit2.png
IS Ayame 22M hitbox.png
IS Ayame 22H1 hitbox.png
IS Ayame 22H2 hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 2S 75

Mid

9 6 26 -20 Launch

None

  • 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 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.

M / 2S+ M 143(75, 68)

Mid, Air Unblockable

10 6(4)4 35 -47 KND

(3~20) Head

  • 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. Also useful for getting high combo damage with super chat by using 22M SCC 22L in combos.

  • Air Unblockable
H / 2S+ H 180(75, 35, 70)

Mid, Air Unblockable

6 5(4)11 41 -48 KND

(1~10) Full

  • Costs 1 Star Meter and grants 5 superchats on use

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. 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.

Toggle Hitboxes
Toggle Hitboxes
214X
Oni Flip
IS 214.png + IS L.png /IS M.png /IS H.png
IS Ayame 214L.png
IS Ayame 214L hitbox.png
IS Ayame 214M.png
IS Ayame 214M hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 4S 75

Mid

17 2 12 -2~ +1~

None

  • Grants 3 superchats on use

Ayame does a short quick flip-kick, useful as a combo ender for good oki. 214x flips can also go over some fireballs, but it is very inconsistent and spacing dependent. Advantage on block is also dependent on spacing.

M / 4S+ M 75

Mid

23 6 16 -2~ +3~

None

  • 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.

H / 4S + H 65

Mid

19 4 11 0~+3 +4~+7

(8~27) Projectile

  • 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.

  • Great gap closer in combos especially from 2H starters or during rejump combos.
  • 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.
Toggle Hitboxes
Toggle Hitboxes
j.214X
Heavenly Oni Flip
Air OnlyIS S.png
IS Ayame 214M.png
IS Ayame J214L hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L/M/H/S 75

Mid

17 2 Until Landing + 16 -19~-6 +5~+17

None

  • Grants 3 superchats on use

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 SCCing into and going over lows and fireballs.
Toggle Hitboxes
Toggle Hitboxes
22S
Karma and Shiranui
IS 2.png IS 2.png + IS S.png
IS Ayame 22S Startup.png
IS Ayame 22S-Ghost Updated.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Projectile 5

Mid

15 Until Offscreen 25 -2 +1

None

  • Costs 1 Star Meter and grants 10 superchats on use
  • Can be used to make attacks safe
  • Useful for pressure and mixups

Ayame summons a wisp projectile that plants a bomb on the opponent that will detonate after a short amount of time. The wisp projectile will inflict the detonation status even on block, and can be setup in combos or blockstring. The detonation itself occurs shortly after the projectile hits. The detonation is blockable, but Ayame can leverage it for mixups.

The ghosts have a few set paths they can travel along the screen which are chosen at random.

Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
Detonation 75(15x5)

Mid

107 1x5 - +38 +44

None

  • Advantage based on Ayame not acting until detonation occurs
  • Ayame's shadow will appear behind the opponent 4 frames before the detonation occurs

Super Star Attack

I'm the Real One!
IS 236.png + IS S.png
IS Ayame 236S.png
IS Ayame 22S Active.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
288(19x14, 22)

Mid

6 2(3)x15 39 -29 KD

(1~7) Full

  • Minimum Damage: 121
  • Deals 61 chip damage on block
  • 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.

Colors

Original Outfit
Cosplay 1 Oozora Subaru (Hololive)
Cosplay 2 Kazama Iroha (Hololive)
Cosplay 3 Kagura Nana (Character Designer)
Cosplay 4 Murasaki Shion (Hololive)
Cosplay 5 Minato Aqua (Hololive)
Cosplay 6 Baiken (Guilty Gear)

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