Idol Showdown/Ayame Nakiri: Difference between revisions
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Akuadynasty (talk | contribs) m (Added frame data to grounded normalss) |
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|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=+5 | ||
|advBlock= | |advBlock=-1 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=0 | ||
|advBlock= | |advBlock=-7 | ||
|description= | |description=A forward advancing slash with good range. Useful for confirming hits and stagger pressure. | ||
}} | }} | ||
}} | }} | ||
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|damage=85~ | |damage=85~ | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=+2 | ||
|advBlock= | |advBlock=-19 | ||
|description=Wall bounces | |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. | ||
}} | }} | ||
}} | }} | ||
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|damage=20~ | |damage=20~ | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=5f | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=+2 | ||
|advBlock= | |advBlock=-3 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=-3 | ||
|advBlock= | |advBlock=-8 | ||
|description= | |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. You'll want to use this button a lot in neutral and pressure. | ||
}} | }} | ||
}} | }} | ||
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|damage=45-86~ | |damage=45-86~ | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=KND | ||
|advBlock= | |advBlock=-11 | ||
|description=2- | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=Ayame 3H.png | |image=Ayame 3H.png | ||
|caption= | |caption=Haiya | ||
|name=3H | |name=3H | ||
|data= | |data= | ||
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|damage=70~ | |damage=70~ | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advHit= | |advHit=KND | ||
|advBlock= | |advBlock=-20 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} |
Revision as of 18:08, 8 May 2023
Playful Giggling Ojou - Nonstop Oni Offense
Introduction
Ayame is a high-speed oni who excels in closing in on opponents from the midrange. She can keep the pressure on opponents with her dual katanas, leaving little room to escape.
Normal Moves
Standing Normals
5L
5L Ittoryu Ittoryu
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5M
5M Nitoryu Nitoryu
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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 Haiya Haiya
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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
Throw
L+M |
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Overhead
Overhead
M+H |
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Special Attacks
236X
Asura's Fury
236 L/M/H |
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22X
Demon Cutter
22 L/M/H |
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214X
Oni Flip
214 L/M/H |
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j.214X
Heavenly Oni Flip
j.214 L/M/H |
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22S
Karma and Shiranui
22 S |
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Super Star Attack
I'm the Real One!
236S |
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Combos
General
Mid-screen
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5L > 2M > 5M > 5H > 2H > 22L, 22L, 5H > 2H > 22M | 250 | 0 Meter bar | ? Opp: ?% |
Anywhere |
| ||||
5L > 2M > 5M > 5H > 2H > 236MMM > 22L, 22L, 5H > 2H > (236MMM) > 22M | 270 (279) | 0 Meter bar
1-2 Superchat bar |
? Opp: ?% |
Anywhere |
|
Corner
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5L > 2M > 5M > 5H > 214M > 5L > 2M > 5M > 214M > 5L > 2M > 5M > 2H > 22L > 22L > 5L > 5M > 2H > 22M | 258 | 0 Meter bar | ? Opp: ?% |
Anywhere |
|
Combo Theory
Mid-screen
The goal of a combo midscreen is to secure oki, as well as get as much corner carry as possible. Ending combos with 22M gives a good amount of carry and consistent oki. By spending superchat meter, 236MMM can be used to extend combos and carry the enemy further.
Corner
The corner allows access to 214M in combos. After lifting the enemy with a move such as 5H, 214M can be used to loop into another string. Keep the juggle limit in mind, 2 flips before an ender is best.
Enders
Meterless combos should be ended with 22B, which gives enough time to dash up for oki. For 1 meter, 22H easily works in the same places. Be careful when routing into 236S, if they are bounced too high (e.g. with a high hitting 236MMM), they may recover before landing in the super. 2H > 236S seems to keep them low enough.
Matchups
- Vs. Aki
- Matchup advice goes here.
- Vs. Ayame
- Matchup advice goes here.
- Vs. Botan
- Matchup advice goes here.
- Vs. Coco
- Matchup advice goes here.
- Vs. Fubuki
- Matchup advice goes here.
- Vs. Korone
- Matchup advice goes here.
- Vs. Sora
- Matchup advice goes here.
- Vs. Suisei
- Matchup advice goes here.