Ayumu Kasuga is a transfer student from Osaka. Tomo, expecting her to act like the stereotypical Osakan—loud, exuberant and fond of jokes—chose for her the nickname "Osaka", although Ayumu's behavior could not be more different. Ayumu considers the name "slow" and "spacey", but she lacks the energy or motivation to dispute it. The nickname sticks so well that she is called Osaka by teachers and even in the class roster, to the point that no one remembers her real name. In the manga, Osaka mentions that she lived in Kobe when she was in elementary school and was born in Wakayama. Tomo, who says she doesn't know where Wakayama is, tells Ayumu to "just be Osaka".
Normal
EX
Overview
Playstyle
Osaka is an all-rounder with the ability to enhance her specials for extra damage.
Pick if you like
Avoid if you dislike
Amazing meter build: All of Osaka's specials and command normals build meter by just doing them, this stacks with gaining meter for connecting the moves.
Great meter-damage value: her knife super allows her to essentially have an incredibly high damage threat every time she hits you while having meter, effectively adding 50% of the opponent's max health as damage. She also has 2 infinites that, while difficult, can technically loop the opponent to stun, allowing you to knife super for the kill.
Great mid-range presence: both versions of Bang are both massive disjoints that allow her to build meter while zoning the opponent out. 214B is also a great move that covers a pretty large area in front and above her, also doing damage unlike Bang.
Meterless throw conversions: thanks to Braking, she can convert off her throws without meter.
osaker
Stubby normals: almost all of her normals have below average range.
High execution: Osaka requires microdashes in almost all of her high damage combos and both of her known infinites, which can be difficult to do if you aren't familiar with doing them.
Character Traits
Unique Attributes
Awake! buffs special moves. 22A can buff your specials to be better in different situations.
Can use Braking to combo after throws. She is one of the only characters in the game that can convert off of her throws meterless.
Meter gain for doing specials Osaka gains meter for just doing her specials.
Applies both on connect and whiff.
Outburst
Taka~! Nasubii~!! MEZAMEYO~~!!!
Awake! buffs last for the entirety of her Outburst. Osaka will always perform a special move's powered-up version until her Outburst! expires.
Move Descriptions
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Mid
-
-
-
-
Very fast punch
Really stubby, outclassed by 2A
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
Upward chop
Only normal that properly combos into heavys
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
-
-
-
-
-
Big punch
Slow, not even Osaka's farthest ranged normal.
Really only used to cancel into specials or supers.
Crouching Normals
2A
2A
Fork in the electrical socket
Fork in the electrical socket
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
2
-
-
Low
-
-
-
-
Poke (literally)
Really fast, also surprisingly high range.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Low
-
-
-
-
Low kick
Has really low recovery and can be linked into itself. Used in her microdash infinite.
Can Reverse Beat into 5A/2A
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Low
-
-
-
-
Sweep
Used in juggles.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
Little punch
Incredibly stubby but pretty fast and active.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Cheers!
Incredibly high hitbox, only really useful for air-to-air.
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
High
-
-
-
-
Big dunk below her.
Great at cross-ups.
Also great at hitting on one side while landing on the other.
Great for mixups and can start your infinite.
Your best jump-in.
Command Normals
Karkasa
Karkasa 6B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Standing overhead, has a very obvious tell.
Floater
Floater 3C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
2
-
-
Low
-
-
-
-
Sliding low, can be used to kara cancel into specials.
Itty bitty tiny launch on hit
Braking
Braking A+B (While Throwing)
I love Mark of the Wolves!
I love Mark of the Wolves!
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
-
-
-
-
-
Cancels the animation of Osaka falling on her face during her throw.
Input can be held in advance to activate on the first frame.
Allows Osaka to combo from her throws.
Also just makes her more plus off throw.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Throw
-
-
-
-
Basic throw.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
47
-
-
-
High
-
-
-
-
A barrage of smacks from her harisen, ending with a wallbouncing kick.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
47
-
-
-
High
-
-
-
-
A barrage of smacks from her harisen, ending with a ground bouncing dunk.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
High
-
-
-
-
A barrage of smacks from her harisen, ending with her grabbing the opponent and throwing them behind her.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Initial Hit
7
-
-
-
Mid
-
-
-
-
Easily the best initial hit range out of any Slash Beat in the game.
Hits from about 1/3rd of the screen and vacuums just like every other Slash Beat.
The range is so good you can abuse it as a poke if you're willing to spend a bar.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
Mid
-
-
-
-
Does Osaka stuff and ends with her tripping, launching the opponent.
Many of the attacks in this sequence are very plus if dropped, allowing you to convert into a normal combo.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
52
-
-
-
Mid
-
-
-
-
Does Osaka stuff and ends with her launching the opponent up with her harisen.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Guard Break
-
-
-
-
Launches the opponent up with her harisen.
Hits pretty high up, making it a niche anti-air.
Guard Push
Guard Push 6D While blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Launches the opponent up with her harisen.
Basic Guard Push
Specials
Bang!
Bang! 236A/B
My finger points!
My finger points!
Everybody disco dancing!
Everybody disco dancing!
REI GUN!
REI GUN!
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A
0
-
-
-
Mid
-
-
-
-
BIG poke.
Hits half screen, builds an unreasonably high amount of meter.
Staggers opponent on hit.
Provides great follow-ups if you SC dash-up after it hits.
Enough frame advantage to combo out of, provided you're close enough.
Since stagger forces the opponent to move backwards, if you get behind your opponent while they're facing the opposite direction you can link into 5B > 236A infinitely.
Despite being called "Bang!" this move is NOT a projectile.
B
0
-
-
-
Mid
-
-
-
-
BIG poke
Pretty good anti-air, pushes the opponent really far back if they block it.
Still builds an unreasonably high amount of meter.
Does not have a 22A power-up, so using this move will not remove the buff.
Still NOT a projectile
EX A
33
-
-
-
Mid
-
-
-
-
Osaka shoots a big ol' blast directly in front of her.
Actual projectile.
Goes full screen, builds more meter than 236A/B, and actually does damage.
Extremely long recovery and pushes Osaka back.
Uwaah! Scary!
Uwaah! Scary! 214B
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
13
-
-
-
Mid
-
-
-
-
Lightning strikes in front of Osaka
Literally Captain Corridor. Covers a very large area in front and above her, making this a great anti-air.
Faster than 236B.
EX
42
-
-
-
Mid
-
-
-
-
The same but it hits more, does way more damage, and is safer on block.
Eh~Cho
Eh~Cho 623A
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
12
-
-
-
Mid
-
-
-
-
Osaka sneezes
Damaging juggle tool, unlike 236A.
Not a reversal.
Slow startup and pathetic range.
EX
17
-
-
-
Unblockable
-
-
-
-
Unblockable and wallsplats
Harisen Chop
Harisen Chop 421C (air OK)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
16 (ground)
15 (air)
-
-
-
High
-
-
-
-
Pretty underwhelming overhead
Moves Osaka pretty far forward.
EX
22
-
-
-
High
-
-
-
-
Ground Bounces.
Awake!
Awake! 22A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
-
-
-
-
-
-
-
-
-
Powers up your next special move for a single use.
Entire animation must complete or else no power-up will be applied.
Supers
Sea Cucumber~
Sea Cucumber~ 236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
45
-
-
-
Mid
-
-
-
-
Osaka throws a bunch of sea cucumbers at the opponent
The sea cucumbers stick around until they leave the screen or hit an opponent.
Can create some funny knife setups
Are You Awake?
Are You Awake? 214214C
The Benadryl be hittin...
The Benadryl be hittin...
If you think that's unblockable...
If you think that's unblockable...
...wait until you see this
...wait until you see this
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
214214C
-
-
-
-
-
-
-
-
-
Osaka gets drowsy
If you do not perform a follow-up, Osaka will return to normal.
For some reason this move has a hitbox if you let it expire.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
214214C~4C
55
-
-
-
Guard Break
-
-
-
-
Osaka bangs on a pan 5 times
Technically guard breaks but you have to stylish cancel to get anything off it.
Opponent can recover between some of the hits
Fully invuln during its duration.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
214214C~6C
100
1
-
-
Throw
-
-
-
-
Osaka stabs the opponent
.45 magnum in a super, does 50% unscaled.
Also literally instant after 214214C. Opponent can jump it on reaction to the super flash though.
Can be combo'd into.
Outburst!
Harisen Dai-Shoryugeki
Harisen Dai-Shoryugeki 2141236C (While In Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
112
-
-
-
Mid
-
-
-
-
Only actual cutscene super in the game
Does super high damage but does actually scale, only use if you wanna end a round with style.
Hype.
Strategy
Overview (EX)
Playstyle
EX Osaka is Sol Badguy.
Pick if you like
Avoid if you dislike
Amazing meter build: All of Osaka's specials and command normals build meter by just doing them, this stacks with gaining meter for connecting the moves.
Good neutral: Being a shoto, EX Osaka's pretty good at handling every situation. Especially since she can input her 236A instantly by just doing A+B instead.
Meterless throw conversions: thanks to Braking, she can convert off her throws without meter.
Sol Badguy
Limited combos: EX Osaka doesn't have very many ways of extending combos like Osaka has.
Stubby normals: almost all of her normals have below average range.
Sol Badguy.
Character Traits (EX)
Unique Attributes
Can use Braking to combo after throws. She is one of the only characters in the game that can convert off of her throws meterless.
Meter gain for doing specials Osaka gains meter for just doing her specials.
Applies both on connect and whiff.
Outburst
DAGRON INTSALL!!
EX Osaka's Outburst is Dragon Install. All of her special moves (not command normals) will be modified.
She gets dizzy when it ends.
Move Descriptions (EX)
Normals
Standing Normals
5A
5A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Mid
-
-
-
-
Very fast punch
Really stubby, outclassed by 2A
5B
5B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Mid
-
-
-
-
Upward chop
Only normal that properly combos into heavys
5C
5C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
-
-
-
-
-
Big punch
Slow, not even Osaka's farthest ranged normal.
Really only used to cancel into specials or supers.
Crouching Normals
2A
2A
Fork in the electrical socket
Fork in the electrical socket
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
2
-
-
Low
-
-
-
-
Poke (literally)
Really fast, also surprisingly high range.
2B
2B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
Low
-
-
-
-
Low kick
Has really low recovery and can be linked into itself. Used in her microdash infinite.
Can Reverse Beat into 5A/2A
2C
2C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
8
-
-
-
Low
-
-
-
-
Sweep
Used in juggles.
Jumping Normals
j.A
j.A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
4
-
-
-
High
-
-
-
-
Little punch
Incredibly stubby but pretty fast and active.
j.B
j.B
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
6
-
-
-
High
-
-
-
-
Cheers!
j.C
j.C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
9
-
-
-
High
-
-
-
-
Big dunk below her
Probably her best jump in. Really committal, though.
Command Normals
Eh~Cho
Eh~Cho 6A
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
7
-
-
-
High
-
-
-
-
Overhead command normal
Staggers the opponent for a long time, allowing her to combo after.
Unfortunately she can't combo into this move.
Floater
Floater 3C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
10
-
-
-
Low
-
-
-
-
Like normal Osaka's 3C, but it multi-hits.
Worse for combos compared to normal Osaka's 3C but does more damage.
Kind of like Sol's Ground Viper except it won't Tyrant Rave your earhole.
Braking
Braking A+B (While Throwing)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
-
-
-
-
-
Cancels the animation of Osaka falling on her face during her throw.
Input can be held in advance to activate on the first frame.
Allows Osaka to combo from her throws.
Also just makes her more plus off throw.
Universal Mechanics
Throw
Throw 6/4C (Next To Opponent)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Throw
-
-
-
-
Basic throw.
Skylab
Skylab j.236D~AABBC~(A/B/C)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A Ender
47
-
-
-
High
-
-
-
-
A barrage of smacks from her harisen, ending with a wallbouncing kick.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B Ender
47
-
-
-
High
-
-
-
-
A barrage of smacks from her harisen, ending with a ground bouncing dunk.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
High
-
-
-
-
A barrage of smacks from her harisen, ending with her grabbing the opponent and throwing them behind her.
Slash Beat
Slash Beat 5D~ABAAB~(C/D)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Initial Hit
7
-
-
-
Mid
-
-
-
-
Easily the best initial hit range out of any Slash Beat in the game.
Hits from about 1/3rd of the screen and vacuums just like every other Slash Beat.
The range is so good you can abuse it as a poke if you're willing to spend a bar.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C Ender
47
-
-
-
Mid
-
-
-
-
Does Osaka stuff and ends with her tripping, launching the opponent.
Many of the attacks in this sequence are very plus if dropped, allowing you to convert into a normal combo.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
D Ender
52
-
-
-
Mid
-
-
-
-
Does Osaka stuff and ends with her launching the opponent up with her harisen.
Crash Attack
Crash Attack 236D
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
11
-
-
-
Guard Break
-
-
-
-
Launches the opponent up with her harisen.
Hits pretty high up, making it a niche anti-air.
Guard Push
Guard Push 6D While blocking
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
5
-
-
-
Unblockable
-
-
-
-
Launches the opponent up with her harisen.
Basic Guard Push
Specials
Grounded Specials
Gun Harisen
Gun Harisen 236A or A+B
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
12
-
-
-
Mid
-
-
-
-
Slow moving projectile
Functions exactly like Sol Badguy's Gunflame, having similar use cases as well. You can do Stylish Canceled 236A's for pressure and approach.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Outburst
27
-
-
-
Mid
-
-
-
-
Big explosion.
Very good anti-air.
Harisen Shoryugeki
Harisen Shoryugeki 623A (Air OK)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
13
-
-
-
Mid
-
-
-
-
Dragon punch, hits 2 times.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Outburst
70
-
-
-
Mid
-
-
-
-
Does 40% without using any outburst time.
End with 236D or a Stylish Canceled 421C if you can for better advantage.
Harisen Chop
Harisen Chop 421C (Air OK)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
16 (ground)
15 (air)
-
-
-
High
-
-
-
-
Pretty underwhelming overhead
Moves Osaka pretty far forward.
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Outburst
27
-
-
-
High
-
-
-
-
Ground bounces.
Goes a lot higher.
Harisen Kick
Harisen Kick 214B (Air OK)
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
15
-
-
-
Mid
-
-
-
-
2 hitting jumping kick
Osaka's most consistent combo ender.
Outburst
30
-
-
-
Mid
-
-
-
-
Goes almost full screen and does a lot more damage.
If you can't land 623A during a combo in outburst you can use this to get some damage instead.
Harisen Slash
Harisen Slash j.236B
Version
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
Normal
7
-
-
-
Mid
-
-
-
-
Big slash in front of Osaka.
Stalls Osaka in the air.
Really good air-to-air option and poke.
Unlike many special moves, you can Tiger Knee (TK) this one.
Outburst
24
-
-
-
Mid
-
-
-
-
Hits 3 times and is more active.
Supers
Raise The Thunder
Raise The Thunder 236236C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
43
-
-
-
Mid
-
-
-
-
Shoots 5 bolts of lightning.
Basically covers the entire screen, Osaka recovers before the lightning goes away so you can start dashing in while it's out.
Big Slash
Big Slash 214214C
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
45
-
-
-
Mid
-
-
-
-
Anti-air reversal super.
Loses to clashes pretty hard so be weary throwing this out on wake-up.
Outburst!
Harisen Dai-Shoryugeki
Harisen Dai-Shoryugeki 2141236C (While In Outburst)
Damage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
112
-
-
-
Mid
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Only actual cutscene super in the game
Does super high damage but does actually scale, only use if you wanna end a round with style.
Hype.
Strategy (EX)
Combos
Normal
EX
Colors
Palette 1, used by selecting Osaka with the light button
Palette 2, used by selecting Osaka with the Stylish button