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 236L/236M. She can use her long pokes to poke and close the distance to her opponent 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 and grabs. 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 reward off of neutral pokes and frametraps is very high. Overall Ayame is a 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.
Playstyle
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
An easy-to-play and fast well-rounded Character
Great Anti-Air options
Great conversion potential
Good mid-range pokes
Massive high damage invincible reversal
Good star meter gain
Cute as heck!
No meterless projectiles
Linear pressure
Poor resourceless anti-zoning gameplay
Star meter and superchat reliance
Recommended Collabs
2 BAR COSTS: They are cheap, most effective in eengaging or anti-zoning.
Kaela's call-in is a high damage hammer swing that wallsplats in the corner. This is a useful tool for Ayame to use as a way to convert from mixups such as universal overhead.
Her L+H off collab is a useful as way to buff Ayame's offense and defense. Preventing chip damage and a general damage reduction is good for Ayame since she is low health and the damage buff makes her already high damage even scarier.
3 BAR COSTS: Expensive superchat cost. Generally doesn't not get a lot of usage for Ayame
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.
Stats
HP: 950 Backdash: 24F (1~4F Full Invuln) (1~18F Grab Invuln) Movement Speed:Fast
A quick mid poke and Ayame's fastest startup normal. Useful for her stagger pressure when chained into itself or 2L and 5M. The speed also makes this a good option to check the opponent as a general abare tool.
This is one of your most important pressure tools used to discourage your opponent is pressing buttons at a close distance. Staggering with 5L, 2L and throw is the cornerstone of her pressure.
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5M
5M
Nitoryu
Nitoryu
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Mid
8
5
14
-3
+1
None
A forward advancing slash with good range and low recovery. Useful for continuing stagger pressure, setting up spacing traps, and confirming hits.
A great normal to use for poking and whiff punishing from slightly farther than point blank range. It is slightly forward advancing, so it can be good as a pressure ender since it's safe on block.
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5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
Mid
12
3
19
-6
-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.
Quite a slow normal. Not generally used for poking.
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Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
20
Low, Air Unblockable
6
2
12
-2
+1
None
Self-Gatling Count: 2
A quick jab that hits low. Another important tool for general abare and her stagger pressure in tandem with 5L.
Useful when used in tandem with 5L as strings for stagger pressure, tick throws, and frame traps. It's also useful to check your opponent for trying to jump out of your pressure since it is air unblockable.
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2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
55
Low, Air Unblockable
9
3
20
-5
0
None
A long range low slash that is generally not punishable on block when spaced. This normal is one of Ayame's most important pokes as it's one of her farthest ranged buttons that confirms easily into a combo with 236X even at max range.
2M is a vital tool to use in pressure and poking due to it being a low and having long range. Useful in catching your opponent walking backwards in the midrange and easy hitconfirms into high damage.
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2H
2H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
86(43x2)
Mid, Air Unblockable
11
2(10)3
24
-13
Launch
(5~25) Head
A two-hitting slash with a significant reach. It is a unique 2H as it does not directly launch your opponent to the air. The entire move will be active unless cancelled by a special cancel or jump cancel on block/hit. The second hit has a much more vertical hitbox and is a multi-hit if it lands by itself.
This button has long range, but is kind of awkward to convert from. It is advised to use this move as an anti-air diagonal to Ayame’s reach instead of above (where 22L / 22M is more effective) unless against certain HEAD moves.
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3H
3H
Haiya
Haiya
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
Low, Air Unblockable
11
3
24
-11
HKD
None
A generic sweep that knocks up for a combo or leads to a strong knockdown when used as a combo ender. Useful for extending combos and setting up oki.
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Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
6
5
Until Landing + 2
-
-
None
Quick jumping normal, not generally very useful outside of combos. Could work as a fast air to air.
For jumpins, j.L may be used as an alternative to j.M due to its deceptive blockstun that sets up into a frame trap or a tick throw.
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j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
86(43x2)
High
9
4(8)4
Until Landing + 3
-
-
None
2 hitting jumping normal. Useful in combos and jumpins. On taller characters you can get both hits of j.M to connect, leading to some strong combos.
This is one of her go to jumpins as it has good jumpin utility as it has a strong downwards hitbox.
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j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
High
13
4
Until Landing + 4
-
-
None
A larger slower jump-in. Useful to use in tandem with j.M as her go to jumpins. Can hit crossup which is useful in her knockdown mixups.
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Universal Mechanics
Throw
Throw +or
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
160
-
7
2
31
-
+28
None
Total Frames: 39
Ayame's universal grab.
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Overhead
Overhead +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
23
3
19
-3
+2
(6~36) Grab
Confirm into 5L or 2L on counterhitting a grab tech
236LL Grants 2 superchats on use only if the 236X command is input a second time
236LLL Grants 1 superchat on use only if the 236X command is input a third time
Ayame's Rekka series. 236L on its 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, 236LLL always knocksdown, making it useful for oki and corner carry. Can be super chat cancelled into 22L for a full combo.
By inputing 236L~M or 236L~H, you will get a low or an overhead followup respectively. Both followups air fairly slow, but a good way to check the opponents reactions as they lead to full combos with resources. The low rekka has a followup hit that will wallsplat if the first hit connects. All followups are superchat cancelable on whiff as long as the first hit of the rekka connected with the opponent.
M / 5S+M
45
Mid
18
3
25
-6
-1
None
M~M / 5S+M~S
40
Mid
15
2
28
-8
-3
None
M~M~M / 5S+M~S~S
55
Mid
13
2
34
-14
KD
None
236M Grants 3 superchats on use
236MM Grants 2 superchats on use only if the 236X command is input a second time
236MMM Grants 1 superchat on use only if the 236X command is input a third time
Very similar to the L version, however it reaches much farther at the cost of having slower startup and more recovery. This version of rekka is useful for long range poking as it consistently reaches at ranges where 236L or 2M cannot reach. Can be super chat cancelled into 22L for a full combo.
Unlike 236L, there are no overhead or low followups. However, the mid followups are still very useful for stagger pressure has they have a huge cancel window.
H
80
Mid
14
3
25
-8
-3
None
H~H
60
Mid
11
3
25
-8
-3
None
H~H~H
40
Mid
13
2
34
-14
Launch
None
236H Costs 1 Star Meter and grants 5 superchats on use
236HH Grants 3 superchats on use only if the 236X command is input a second time
236HHH Grants 2 superchats on use only if the 236X command is input a third time
The last hit of the EX rekka launches the opponent high enough to followup on the ground without having to spend a bar for a superchat cancel. Very useful for converting pokes such as 2M into full combos without having to spend superchat for the combo conversion.
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22X
Demon Cutter +//
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 2S
75
Mid
9
6
26
-20
Launch
None
Grants 5 superchats on use
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 serviceable anti-air despite not having head invulnerability, be careful as it is air blockable. Since this move vacuums on hit, it can also be useful to hit extended hurtboxes and punish moves from long distances.
M / 2S+M
143(75, 68)
Mid, Air Unblockable
10
6(4)4
35
-47
KND
(3~20) Head
Grants 5 superchats on use
Similar to the L version, but this move has head invuln through active frames and is air unblockable. Acts as one of her more consistent combo enders for decent oki.
Also useful for getting high combo damage with super chat by using 22M SCC 22L in combos.
Air Unblockable
H / 2S+H
180(75, 35, 70)
Mid, Air Unblockable
6
5(4)11
41
-48
KND
(1~10) Full
Costs 1 Star Meter and grants 5 superchats on use
This version of the attack is her invincible reversal. It hits all around her head while also being a great anti-air with air unblockable properties.
22H also has very fast startup, which works extremely well in tandem to its impressive range. This combination makes it very good at punishing specific moves that would otherwise not be punishable.
Uses one bar of Star Power
Invincible reversal
Air unblockable
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214X
Oni Flip +//
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 4S
75
Mid
17
2
12
-2~
+1~
None
Grants 3 superchats on use
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 / 4S+M
75
Mid
23
6
16
-2~
+3~
None
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.
H / 4S + H
65
Mid
19
4
11
0~+3
+4~+7
(8~27) Projectile
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.
Great gap closer in combos especially from 2H starters or during rejump combos.
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.
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j.214X
Heavenly Oni Flip Air Only
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L/M/H/S
75
Mid
17
2
Until Landing + 16
-19~-6
+5~+17
None
Grants 3 superchats on use
Ayame does a quick flip attack on air going downward that causes a groundbounce on air hit. Mostly used to as a combo extender and a way to leverage 22S mixups. All versions are unsafe on block, but if properly spaced can be unpunishable due to pushback.
Leads to combos on hit, so good for SCCing into and going over lows and fireballs.
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22S
Karma and Shiranui +
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
Projectile
5
Mid
15
Until Offscreen
25
-2
+1
None
Costs 1 Star Meter and grants 10 superchats on use
Can be used to make attacks safe
Useful for pressure and mixups
Ayame summons a wisp projectile that plants a bomb on the opponent that will detonate after a short amount of time. The wisp projectile will inflict the detonation status even on block, 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.
The ghosts have a few set paths they can travel along the screen which are chosen at random.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
Detonation
75(15x5)
Mid
107
1x5
-
+38
+44
None
Advantage based on Ayame not acting until detonation occurs
Ayame's shadow will appear behind the opponent 4 frames before the detonation occurs
Super Star Attack
I'm the Real One! +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
288(19x14, 22)
Mid
6
2(3)x15
39
-29
KD
(1~7) Full
Minimum Damage: 121
Deals 61 chip damage on block
Costs 2 Star Meter and grants 5 superchats on use
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.