Idol Showdown/Ayame Nakiri
Playful Giggling Ojou - Nonstop Oni Offense
Introduction
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 |
|
|
Normal Moves
Standing Normals
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
Crouching Normals
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
3H
3H
|
---|
Jumping Normals
j.L
j.L
|
---|
j.M
j.M
|
---|
j.H
j.H
|
---|
Universal Mechanics
Throw
Throw
L+M |
---|
Overhead
Overhead
M+H |
---|
Special Attacks
236X
Asura's Fury
236 L/M/H |
---|
22X
Demon Cutter
22 L/M/H |
---|
214X
Oni Flip
214 L/M/H |
---|
j.214X
Heavenly Oni Flip
j.214 L/M/H |
---|
22S
Karma and Shiranui
22 S |
---|
Super Star Attack
I'm the Real One!
236S |
---|
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one. For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary. | |
#X | Input writted with numpad notation for the direction/motion input followed by the action. |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked to Y, meaning Y is done after X's recovery frames. |
X~Y | This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling". |
[X] | Input X is held down. |
{X} | Input is partially charged (as in, not tapped but not held to full charge either). |
(X) | Input X is optional. Typically, the combo will be easier without this input. |
X/Y | Choose between input X or input Y. |
#jc | Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo. |
j.X | Jumping input X. X should be input while airborne. |
dl.X | Delayed input X. There will be some delay before inputting X. |
CH X | Counterhit with input X. This is used for combo starters that require counterhit confirm. |
OTG X | Input X while the opponent is knocked down but still able to be hit. |
X(n) | Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding. |
scc | Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special. |
General
Mid-screen
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
5L > 2M > 5M > 5H > 22L > 2M > 2H > 22L > 2M > 2H > jM > j214M | Easy | 245 | 0 Meter bar | 1 bar (STAR) Opp: ?% |
Anywhere |
|
|||||
5L > 5M > 5H > 22L > 5H > 22L > 2M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 22M | Hard | 278 | 0 Meter bar | 155% Star; 35% SC Opp: ?% |
Anywhere |
|
|||||
5L > 5M > 5H > 22L > 5H > 22L > 2M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 2M > 214M > 5L > 5M > 22M | Hard | 288 | 0 Meter bar | 195% Star; 45% SC Opp: ?% |
Anywhere |
|
|||||
2M > 236MMM > 22L > 5H > 22L > 2M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 22M | Hard | 363 | 1 Super chat | 170% Star; 45% SC Opp: ?% |
Anywhere |
|
|||||
2M > 236MMM > 22L > 5H > 22L > 2M > 2H > delay jM > 5L > 5M > slight delay 2H > delay jM > 5L > 5M > 214M > 5L > 2M > 214M > 5L > 2M > 22M | Hard | 383 | 1 Super chat | 200% Star,115% SC Opp: ?% |
Anywhere |
|
Corner
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|---|
5L > 5M > 5H > 5H > 2H > 22L > (md) 2M > 5M > 22L > (md) 2M > 5M > 2H > j.M > j.214L | Easy | 257 | 0 Meter bar | 150% Star; 35% SC Opp: ?% |
Corner |
|
|||||
5L > 5M > 5H > 3H > 22L > 5H > 22L > Microdash 2M > 2H > delay jM > 5L > 5M > 5M > 214M > 5L > 2M > 5M > 214M > 5L > 2M > 22M | Hard | 277 | 0 Meter bar | 200% star; 100% SCC Opp: ?% |
Corner |
|
|||||
2M > 236MMM > 22L > 5H > 22L > 2M > 2H > delay jM > 5L > 5M > 5M > 214M > 5L > 2M > 5M > 214M > 5L > 2M > 22M | Medium | 371 | 1 Super Chat | 190% Star; 100% SC Opp: ?% |
Corner |
|
Combo Theory
Mid-screen
The goal of a combo midscreen is to secure oki, as well as get as much corner carry as possible. Her conventional starters lead into large corner carry with rejump routes. From long range pokes, Ayame can confirm into 236MMM into 22L for a full combo by using 1 Super Chat meter.
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. Generally you can do a standard combo route and then end by looping 214M for meter gain.
Enders
Ayame has a few conventional enders.
2H > j.M > j.214L
- Good for ending simple combos. Leaves good oki to setup a meaty.
22M
- Has a good amount of corner carry and sets up a meaty on wakeup. Very lenient and consistent combo ender, so this is how you'll end most of your combos.
236MM
- Knocks down for good oki when used in juggles. Large corner carry also.
236S
- Basically every move combos into 236S in juggles. Useful for closing out rounds for with high damage.
Optimals
Ayame's best combo routes come from her double rejumps. They're difficult, but her most flexible and efficient routes when it comes to meter gain, damage, and corner carry.
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
Where is the neutral.
- Vs. Ayame
Mirror match is a bit strange since Ayame's strongest routes do not work on herself.
- Vs. Botan
Playing neutral against Botan is very difficult. Try and slowly make an approach through her zoning and pokes to push upclose mixups. Ayame can deal with Botan's tools but the risk reward is heavily in Botan's favor.
- Vs. Coco
Standard poking game. You can easily threaten pokes and conversions without anything particularly scary happening.
- Vs. Fubuki
Preventing Fubuki from making and approach and starting her offense is key. Play at a midrange with pokes like 2M and 236M to check approaches and anti-air jumpins.
- Vs. Korone
Standard neutral match. The key move to space yourself against is Korone's 5M. Play a standard neutral game, but avoid being cornered at all costs as Ayame cannot easily deal with spaced fireball pressure.
- Vs. Sora
Play around her fireballs and 5M/6M pokes. 5M and 6M have large lingering hurtboxes, which can be punished with 236M with the right timing and spacing. Mix this with jumping slow fireballs.
- Vs. Suisei
Guess correctly. In this matchup spacing yourself is difficult because her 2M outranges Ayame's pokes and at long range Suisei can jump in easily with jS. Getting up into Suisei's face to push mixups is key. Trying to anti-air jS is also a possibility but difficult and very punishing if you mess up.
External Resources
Colors
Oozora Subaru (Hololive)
Kazama Iroha (Hololive)
Kagura Nana (Character Designer)
Murasaki Shion (Hololive)
Minato Aqua (Hololive)
Baiken (Guilty Gear)