Idol Showdown/Ayame Nakiri: Difference between revisions
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|active=2 | |active=2 | ||
|recovery=12 | |recovery=12 | ||
|advHit=+ | |advHit=+1~ | ||
|advBlock=-2~ | |advBlock=-2~ | ||
|description= | |description= | ||
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|guard=Mid | |guard=Mid | ||
|startup=23 | |startup=23 | ||
|active= | |active=6 | ||
|recovery= | |recovery=16 | ||
|advHit= | |advHit=+3~ | ||
|advBlock=- | |advBlock=-2~ | ||
|description= | |description= | ||
* Grants 3 superchats on use | * 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. | 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. | ||
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|active=4 | |active=4 | ||
|recovery=11 | |recovery=11 | ||
|advHit=+ | |advHit=+4~+7 | ||
|advBlock= | |advBlock=0~+3 | ||
|invul= (8~27) {{Property-IS|projectile}} | |invul= (8~27) {{Property-IS|projectile}} | ||
|description= | |description= | ||
*Costs 1 Star Meter and grants 3 superchats on use | *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. | Similar to the M version, but is faster goes fullscreen. | ||
*Great gap closer in combos especially from {{input|2H}} starters or during rejump combos. | *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. | |||
}} | }} | ||
}} | }} |
Revision as of 16:29, 9 June 2024
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 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
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5M
5M
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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
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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
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Overhead
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Superchat Reversal
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Special Attacks
236X
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22X
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214X
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j.214X
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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)
Ookami Mio (Hololive)
Shirakami Fubuki (Hololive)
Jett (Valorant)
Nezuko Kamado (Demon Slayer)