Idol Showdown/Ayame Nakiri: Difference between revisions
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=== Throw === | === Throw === | ||
====== <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 | |hitbox=IS_Ayame_throw_hitbox.png | ||
|caption= | |caption= | ||
|name=Throw | |name=Throw | ||
|input= | |input={{NotationIcon-IS|l}} '''+''' {{NotationIcon-IS|m}} '''or''' {{NotationIcon-IS|g}} | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
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===Overhead=== | ===Overhead=== | ||
====== <font style="visibility:hidden" size="0">Overhead</font> ====== | ====== <font style="visibility:hidden" size="0">Overhead</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=Ayame j.L.png | |image=Ayame j.L.png | ||
|hitbox=IS_Ayame_overhead_hitbox.png | |hitbox=IS_Ayame_overhead_hitbox.png | ||
|caption= | |caption= | ||
|name=Overhead | |name=Overhead | ||
|input= | |input={{NotationIcon-IS|m}} '''+''' {{NotationIcon-IS|h}} | ||
|data= | |data= | ||
{{AttackData-IS | {{AttackData-IS | ||
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=== 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 | |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 | ||
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====== <font style="visibility:hidden" size="0">22X</font> ====== | ====== <font style="visibility:hidden" size="0">22X</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Demon Cutter | |name=Demon Cutter | ||
|input= | |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 | ||
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====== <font style="visibility:hidden" size="0">214X</font> ====== | ====== <font style="visibility:hidden" size="0">214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Oni Flip | |name=Oni Flip | ||
|input=214 | |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 | ||
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====== <font style="visibility:hidden" size="0">j.214X</font> ====== | ====== <font style="visibility:hidden" size="0">j.214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Heavenly Oni Flip | |name=Heavenly Oni Flip | ||
|input= | |input='''Air Only'''{{NotationIcon-IS|s}} | ||
|image=IS Ayame 214M.png | |image=IS Ayame 214M.png | ||
|hitbox=IS_Ayame_J214L_hitbox.png | |hitbox=IS_Ayame_J214L_hitbox.png | ||
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====== <font style="visibility:hidden" size="0">22S</font> ====== | ====== <font style="visibility:hidden" size="0">22S</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Karma and Shiranui | |name=Karma and Shiranui | ||
|input= | |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 | ||
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===Super Star Attack=== | ===Super Star Attack=== | ||
{{MoveData | {{MoveData | ||
|name=I'm the Real One! | |name=I'm the Real One! | ||
|input= | |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 |
Revision as of 18:22, 5 March 2024
Playful Giggling Ojou - Nonstop Oni Offense
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 236M. She can use her long pokes close the distance rush her opponent down 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, mixups, and grabs. Also to close the distance, 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 ability to beat obvious mashing and bursting is central to winning with her. Overall Ayame is a very 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 emergency cases such as disengages or zoners.
- 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 214S call-in is mainly a call out for fullscreen neutral projectiles. It also acts as a combo extender that Ayame may benefit from.
- Recommended to use as an anti-projectile tool. Good into matchups such as Suisei or Sora.
- Mio's 214S call-in provides combo conversion potential, overall usable in any matchup provided you aim to increase combo potential.
- Her L+H off collab debuffs can change the tide of the battle, however one specific debuff that provides chip damage may be utilized by Ayame for high damage chip.
- Recommended if you want to make sure every combos lead to more than devastating 60% damage and catch your opponent off-guard with debuffs.
- Kanata's 214S call-in is currently one of the best unblockable snipes that simultaneously sets up for an AUB situation that Ayame is able to take advantage of.
- Her L+H off collab is one of the cheapest impactful neutral tool that is able to create a pseudo-corner to trap your opponent and make it easier to approach. Furthermore, it may be used defensively to deny pressure or neutral. Greatly recommended to discourage aggressive neutral.
- Recommended if you want to focus on neutral more with the ability to be either safe or be aggressive in approach.
3 BAR COSTS: Great for all in rewards, and good for super chat resources however they take time to be active and might backfire over time.
- Ayame's grab mainly benefits from this 214S call-in due to its sheer convertibility, granting better reward for landing grabs. Furthermore, there are specific conversions out of awkward moves (like 22M) which might elevate Ayame's potential if mastered.
- Her off collab is easily one of the best off collabs in game due to its sheer versatility. You can convert hits that are not usually a combo confirm (like UOH) or deny neutral interactions against your opponent's actions.
- Recommended if you want to approach Ayame with versatile opportunities.
- 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.
- Roboco's 214S call-in a classic fullscreen laser snipe. It is an answer for Ayame's lack of ability to disrespect fullscreen interactions that other characters are able to pull off. Furthermore, it is also able to convert hits into a full combo or slightly alter existing combo routes (by timing it so it does not consume 1 groundbounce or wallbounce).
- Her L+H off collab is a slow yet powerful walling tool that Ayame may be able to take advantage off by forcing the opponent to position away from the incoming rockets. It is also a strong assist to deny reversals and burst that Ayame might appreciate.
- Recommended if you want to be able to threaten your opponent with a fullscreen snipe or avail a strong okizeme.
Moves
Standing Normals
5L
5L Ittoryu Ittoryu
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Toggle Hitboxes Toggle Hitboxes
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5M
5M Nitoryu Nitoryu
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5H
5H
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Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
2L
2L
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Toggle Hitboxes Toggle Hitboxes
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2M
2M
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Toggle Hitboxes Toggle Hitboxes
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2H
2H
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Toggle Hitboxes Toggle Hitboxes
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3H
3H Haiya Haiya
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Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
j.L
j.L
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Toggle Hitboxes Toggle Hitboxes
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j.M
j.M
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Toggle Hitboxes Toggle Hitboxes
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j.H
j.H
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Toggle Hitboxes Toggle Hitboxes
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Throw
Throw
Toggle Hitboxes Toggle Hitboxes
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Overhead
Overhead
Toggle Hitboxes Toggle Hitboxes
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Special Attacks
236X
Toggle Hitboxes Toggle Hitboxes
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22X
Toggle Hitboxes Toggle Hitboxes
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214X
Toggle Hitboxes Toggle Hitboxes
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j.214X
Toggle Hitboxes Toggle Hitboxes
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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)