Idol Showdown/Ayame Nakiri: Difference between revisions

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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.
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====
====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.
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==
==Recommended Collabs==

Revision as of 03:01, 9 May 2023

IS Ayame Profile.jpg

IS Ayame Logo.png

Playful Giggling Ojou - Nonstop Oni Offense

Introduction

Playstyle

IS ayame head.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.
Pros Cons
  • A cute easy-to-play and fast well-rounded Character
  • Small hurtbox that may influence interactions
  • Great Anti-Air options
  • Notable conversion potential
  • Strong mid-range pokes
  • A massive high damage invincible reversal
  • Good meter gain
  • No meterless projectiles
  • Linear pressure
  • Poor anti-zoning gameplay
  • Meter reliance
  • Unsafe normals and special moves
  • Poor frame data

Normal Moves

Standing Normals

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

Mid

5 - - -1 +5

None

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
Ayame.png
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
Ayame 5H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85~

Mid

10 - - -19 +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.

Crouching Normals

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

Low

5f - - -3 +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
Ayame 2M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
55~

Low

8 - - -8 -3

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
Ayame 2H.png
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
Ayame 3H.png
Haiya
Haiya
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
70~

Low

11 - - -20 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
Ayame j.L.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30~

High

5f - - - -

None

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

j.M
j.M
Ayame j.M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
45-86~

High

8,7 - - - -

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
Ayame j.H.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90~

High

12 - - - -

None

A larger slower jumpin. Useful to use in tandem with jM as her go to jumpins.

Universal Mechanics

Throw
Throw
L+M
Ayame Throw.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
160~

-

7 2 - - -

None

Overhead
Overhead
M+H
Ayame j.L.png
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
IS Ayame 236Followup1.png
IS Ayame 236Followup2.png
IS Ayame 236Followup3.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 5S 40 - 10 - - -4 -

None

LL / 5SS 35 - 19,11,13 - - -7 -

None

LLL / 5SSS 47 - - - - -11 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 - 17 - - -6 -

None

MM / 6SS 41 - - - - -9 -

None

MMM / 6SSS 64 - - - - -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 - 12 - - -10 -

None

HH 63 - - - - -10 -

None

HHH 63 - - - - -10 -

None

HHHH 50 - - - - -15 KND

None

HHH8H 72 - - - - -19 -

None

HHH2H 72 - - - - -10 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
IS Ayame 22L.png
IS Ayame 22M Hit2.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 2S 75~ - 9f - - -21 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~ - 9f - - -37 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~ - 9 - -39 - -

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
IS Ayame 214L.png
IS Ayame 214M.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L / 4S 75~ - 17f - - -5~ -

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~ - - - - -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~ - - - - -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
IS Ayame 214M.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
L/M/H/S 75~ - - - - - -

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
IS Ayame 22S Startup.png
IS Ayame 22S-Ghost Updated.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
75~ - 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
IS Ayame 236S.png
IS Ayame 22S Active.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
269 - 5f - - -28 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.

  • Uses two bars of Star Power

Combos

General

Mid-screen

Combo Difficulty Damage Cost Meter Gain Location
  • Basic midscreen BNB for decent damage
  • Midscreen BNB spending 1-2 superchat meter, adding more corner carry

Corner

Combo Difficulty Damage Cost Meter Gain Location
  • 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
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.

External Resources

Colors

Original Outfit
Cosplay 1
Cosplay 2 Iroha Kazama (Hololive)
Cosplay 3
Cosplay 4
Cosplay 5
Cosplay 6 Baiken (Guilty Gear)

Navigation

The Game
FAQ
Glossary
HUD & UI
Virtual Frontier
News & Updates
The Battle System
Controls
System
Resources
Game Data
Idols
Aki Rosenthal
Ayame Nakiri
Botan Shishiro
Coco Kiryu
Fubuki Shirakami
Ninomae InaNis
Korone Inugami
Kureiji Ollie
Pekora Usada
Sora Tokino
Suisei Hoshimachi
Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres