Overview
Playstyle
L-Ajit is great if you're sick of the limit in damage or your opponent is not throwing many projectiles. CT granting him craze meter is useful, but you will need to manage that with your craze cancels in order to get the best use out of it. |
Pros |
Cons |
- *All-Rounder: L-Ajit generally has a pretty strong answer for a lot of situations and a good way to pick up off of them.
- Neutral: Has some of the strongest neutral in the game with good fireballs and EX fireball to shutdown other zoning attempts.
- Control of Craze Guage: His C-Tech can increase his Craze Gauge.
- High damage: Using EX moves increase damage. combining this with "Cobra Minigun" restands can let Ajit melt opponents.
|
- Small normals: L-Ajit's normals are generally a little stubby.
- Reliance on Craze Gauge: Since EX moves drain the Craze Gauge there may be less opportunities to take advantage of its utility.
|
Statistics
Trait
|
"Fuel to the Fire": Ajit has access to EX moves with the use of Craze Gauge. Consuming Craze Gauge grants Ajit an 6% damage bonus for each Gauge spent. This bonus decays over time.
|
Health
|
1000
|
Mobility
|
Run
|
Move Overview
Universal Mechanics
Craze Tech
Burn Meditation 5CT, air OK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
28
|
-
|
-
|
N/A
|
N/A
|
Counter
|
N/A
|
Gives you about 2% Craze Gauge. Can be canceled into after every special.
|
|
Throws
Wake Up! 5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
16-16-16-16-56 (120)
|
Throw Tech
|
4
|
-
|
-
|
+11
|
N/A
|
Ajit's forward throw, knocks the opponent away.
|
|
Back Shoot 4GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+15
|
N/A
|
Ajit's back throw, knocks the opponent far behind him.
|
|
Sunset Driver j.5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
2
|
-
|
-
|
+16
|
N/A
|
Ajit's air throw, if it's hit raw it launches the opponent up for a combo.
|
|
Heartbreaker
Heartbreaker 5CT while blocking
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
32
|
Mid
|
17
|
-
|
-
|
+1
|
-23
|
Ajit's heartbreaker, uses far 5SP's animation.
|
|
Normals
Standing
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
-
|
-
|
0
|
-2
|
|
|
5SP (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
80
|
Mid
|
6
|
-
|
-
|
+5
|
-1
|
Can be linked back to lights. mostly outclassed by cl.5SK but can be better for juggles.
|
|
5SP (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
80
|
Mid
|
9
|
-
|
-
|
0
|
-6
|
Mostly outclassed by far 5SK.
|
|
5LK (close)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Mid
|
4
|
-
|
-
|
+3
|
-1
|
Your actual light combo filler since it does more damage than 5LP.
|
|
5LK (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Mid
|
6
|
-
|
-
|
+3
|
-2
|
Reaches farther than 5LP but has a bit more start up.
|
|
5SK (close) Second hit of cl.5SK Second hit of cl.5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
56-28 (84)
|
Mid
|
7
|
-
|
-
|
+5
|
-2
|
Can be linked back to lights, main heavy combo extender on standing opponents.
|
|
5SK (far)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Mid
|
9
|
-
|
-
|
+3
|
-3
|
Decent heavy button, typically used to cancel into your command normals at the end of ground strings.
Pushes Ajit a little bit forward
|
|
Crouching
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
-
|
-
|
0
|
-2
|
Crouching version of 5LP, nearly identical but catches low-profile.
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Mid
|
9
|
-
|
-
|
+2
|
-2
|
Good anti-air button, does a bit more damage than 5SP
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Low
|
5
|
-
|
-
|
+3
|
-3
|
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Low
|
9
|
-
|
-
|
+43
|
-7
|
Ajit's sweep, you can OTG with 2LK and get a better mix-up and a little more damage.
|
|
Jumping
j.5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Overhead
|
5
|
-
|
-
|
-
|
-
|
It's 1 frame faster than j.5LK, I guess.
|
|
j.5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
88
|
Overhead
|
7
|
-
|
-
|
-
|
-
|
Combo filler but in the air, probably could also be used as an air-to-air button.
|
|
j.5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Overhead
|
6
|
-
|
-
|
-
|
-
|
Your best jump-in. Very good at cross-ups and has pretty decent range.
|
|
j.5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
80
|
Overhead
|
9
|
-
|
-
|
-
|
-
|
First hitbox extends pretty far outward so it could be used as a pretty risky air-to-air.
|
|
Command Normals
One-Inch-Punch 6LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
104
|
Mid
|
14
|
-
|
-
|
0
|
-3
|
Counter
|
Crumple
|
Only normal that combos into 63214SP.
|
|
Lion Fang 6LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
80
|
Overhead
|
20
|
-
|
-
|
+1
|
-6
|
Dire
|
Stagger
|
Basic overhead normal with low-crush boxes. Moves Ajit forward a bit which could help in certain conversions.
Be weary when using this for mix as it puts you in Dire state and can be punished by lights and certain close heavy normals.
|
|
Specials
Lion's Sunspot 236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
non-EX
|
120
|
Mid
|
16
|
-
|
-
|
-
|
-
|
Dire
|
Crumple
|
Basic fireball, LP travels slower and SP travels faster.
|
EX
|
86-29-29 (144)
|
Mid
|
16
|
-
|
-
|
-
|
-
|
Dire
|
Crumple
|
Multi-hit fireball that does more damage. Beats most fireballs in the game. Due to it's multi-hit properties it has better advantage on block because it continues to hit their block as Ajit finishes the animation.
|
|
Roc Twister 214K,K,K,K, air OK Roc Twister! Roc Twister!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
96,16,16,16 (144)
|
Mid, Overhead (last hit)
|
13, 6 (aerial)
|
-
|
-
|
-
|
-
|
Dire
|
Ground Bounce (last hit)
|
Hits twice and flips opponents out, allowing for resets.
|
SK
|
96,16,16,16 (144)
|
Mid, Overhead (last hit)
|
13, 6 (aerial)
|
-
|
-
|
-
|
-
|
Dire
|
Ground Bounce (last hit)
|
The full 4 hit tatsu. Worse on block but does more damage and has better carry.
Generally more useful as you can usually be lower than the opponent on the floor splat, allowing you to extend off it.
|
EX
|
27,27,27,27,31,34 (174)
|
Mid, Overhead (last hit)
|
6
|
-
|
-
|
-
|
-
|
Dire
|
Ground Bounce (last hit)
|
Goes pretty high like the light version, adds an extra 2 hits and does more overall damage. Always does every hit.
|
|
Tiger Strike 623P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
128
|
Mid
|
4
|
-
|
-
|
+15
|
-25
|
Dire
|
N/A (forces Tiger's Whip)
|
Ajit's Dragon Punch, this version specifically is better for combos as Ajit doesn't go as high into the air as<br
the heavy version. This version also doesn't have any invuln. Can be followed up by Tiger's Whip.
|
SP
|
128
|
Mid
|
4
|
-
|
-
|
+15
|
-33
|
Dire
|
N/A (forces Tiger's Whip)
|
An actual reversal, invuln to everything except supers on frame 1. Can be followed up by Tiger's Whip.
|
EX
|
150-18 (169)
|
Mid
|
9
|
-
|
-
|
+46
|
-21
|
Dire
|
Ground Bounce
|
Also a reversal, does more damage than the other dps even without the forced Tiger's Whip. Extremely plus on hit.
|
623P~P Tiger's Whip
|
145
|
-
|
4
|
-
|
-
|
-
|
-
|
Dire
|
Ground Bounce
|
Follow-up after Tiger Strike, can't be done on guard.
|
|
Dragon's Blaze 63214P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
136
|
Mid
|
16
|
-
|
-
|
+2
|
-3
|
Dire
|
Wall Bounce
|
Big punch, use this in block strings as it's mostly safe on block. Also low profiles.
|
SP
|
152
|
Mid
|
22
|
-
|
-
|
tumble
|
-2
|
Dire
|
Wall Bounce
|
Bigger punch, use this in combos in the corner after 6LP. Also low profiles.
|
EX
|
167
|
Mid
|
16
|
-
|
-
|
tumble
|
-3
|
Dire
|
Wall Bounce
|
Has the speed of the light version with the on hit properties of the heavy version
|
|
Cobra Gatling 421P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
120
|
Mid
|
13
|
-
|
-
|
+19
|
-20
|
Dire
|
Power Launch
|
Cool looking rapid punches. This is the move you want to use your Dire effect on.
|
SP
|
144
|
Mid
|
17
|
-
|
-
|
+19
|
-20
|
Dire
|
Power Launch
|
Slower, higher damaging version of the LP version. If you can combo into this you might as well since it does much more damage.
|
EX
|
157
|
Mid
|
15
|
-
|
-
|
+4
|
-20
|
Dire
|
Crumple
|
Even cooler looking rapid punches, restands for mixups or combo extensions.
|
|
Supers
All-Out Attack
Solar Flare 236236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
216
|
Mid
|
9
|
-
|
-
|
tumble
|
-25
|
Dire
|
N/A
|
Big Palm strike with startup invulnerability. Probably best as a raw punish rather than a combo ender as it's his lowest damage super.
|
|
Exodus 236236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
248
|
Mid
|
10
|
-
|
-
|
+24
|
-13
|
Dire
|
N/A
|
KoF style rush super, use this super to end juggles.
|
|
Heatstroke 214214K, air OK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
232
|
Mid
|
17
|
-
|
-
|
+24
|
-23
|
Dire
|
N/A
|
Air super. Highest damage out of all of his other level 1 supers but not very consistent in juggles.
|
|
All-Out EX
Exodus EX 236236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
320
|
Mid
|
8
|
-
|
-
|
tumble
|
-13
|
Dire
|
N/A
|
Ajit's level 2 super. Basically the exact same as Exodus but with more damage.
|
|
All-Out Destruction
Pillar of Fire, Pillar of Soul 214214PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
396
|
Mid
|
8
|
-
|
-
|
tumble
|
-29
|
Dire
|
N/A
|
Ajit's level 3 super. Ajit's highest damaging combo ender, far less recovery on whiff for whatever reason.
|
|
Combos
Condition
|
Notation
|
Damage
|
Notes
|
|
Normal starter, grounded opponent
|
- 5A > 5B > 5D > 6A > 421C, 5A > 5B > 2C > 6B > 214D, 2A > 25 > 5D > 6B > 214D
|
295
|
|
[? (Video)] |
Grounded BNB. You can pick your favorite special/ex/super move to end the combo with. |
|
|
Misc
Any close ground hit can go into 5A > 5B > cl.5D(2), 5A etc for extra damage at the start of your combo. Point blank you can do 5A > cl5D(2), 5A > cl5D(2), 5A etc.
Battle Craze Navigation