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.
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.
5M
5M
Nitoryu
Nitoryu
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60~
Mid
7
-
-
-7
0
None
A forward advancing slash with good range. Useful for confirming hits and stagger pressure.
5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85~
Mid
10
-
-
-8
+28
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.
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
20~
Low, Air Unblockable
6
-
-
-2
+2
None
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.
2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
55~
Low, Air Unblockable
8
-
-
-7
0
None
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.
Very useful for pressure and poking
This attack is air unblockable, so it is useful for tech traps.
2H
2H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
45-86~
Mid
11
-
-
-11
KND
None
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.
3H
3H
Haiya
Haiya
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
70~
Low
11
-
-
-15
KND
None
A generic sweep. Mostly overshadowed by her 2M and other assortment of low options. It is special cancelable, but not generally recommended to use.
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30~
High
6
-
-
-
-
None
Quick jumping normal, not generally very useful. Could work as a fast air to air.
j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
45-86~
High
9,20
-
-
-
-
None
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.
j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90~
High
13
-
-
-
-
None
A larger slower jump-in. Useful to use in tandem with jM as her go to jumpins. Can hit crossup which can see use in corner steal jump-ins.
Universal Mechanics
Throw
Throw L+M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
160~
-
7
2
-
-
-
None
Overhead
Overhead M+H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60~
High
-
-
-
-
-
None
Universal standing overhead
Special Attacks
236X
Asura's Fury 236 L/M/H
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 5S
40
Mid
11
-
-
-3
1
None
LL / 5SS
35
Mid
10
-
-
-7
-1
None
LLL / 5SSS
47
Mid
13
-
-
-10
KND
None
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.
Be careful using this at long range as the second hit can whiff.
M / 6S
45
Mid
18
-
-
-6
-2
None
MM / 6SS
41
Mid
15
-
-
-8
-6
None
MMM / 6SSS
64
Mid
13
-
-
-14
KND
None
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.
H
60
Mid
13
-
-
-8
0
None
HH
63
Mid
11
-
-
-7
-5
None
HHH
63
Mid
13
-
-
-8
-6
None
HHHH
50
Mid
13
-
-
-14
KND
None
HHH8H
72
High
-
-
-
-18
KND
None
HHH2H
72
Low
11
-
-
-9
KND
None
Ayame's H version of the rekka is the most versatile. Same as the other version, but more damage and more stagger opportunities.
You can hit 8H for the final hit to get an overhead
2H for the final hit to get a low
22X
Demon Cutter 22 L/M/H
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 2S
75~
Mid
9
-
-
-18
KND
None
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.
M
143~
Mid, Air Unblockable
10
-
-
-46
KND
None
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.
Air Unblockable, which is useful for tech traps.
H
184~
Mid
5
-
-63
-
-
None
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.
Uses one bar of Star Power
Invincible reversal
Burst bait tool
214X
Oni Flip 214 L/M/H
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 4S
75~
Mid
17
-
-
-5~
4
None
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
75~
Mid
23
-
-
-5~
5
None
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.
H
65~
Mid
18
-
-
-5~
5
None
Same as the M version but fullscreen.
Uses one bar of Star Power
Useful for surprise attacks to beat fireball startup from full screen.
j.214X
Heavenly Oni Flip j.214 L/M/H
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L/M/H/S
75~
Mid
17
-
-
-8~
-1
None
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.
22S
Karma and Shiranui 22 S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
75~
Unblockable
11f
-
-
-3
-
None
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.
Uses one bar of Star Power
Can be used to make attacks safe
Useful for pressure and mixups
Super Star Attack
I'm the Real One! 236S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
269
Mid
5
-
-
-29
KND
None
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.