Eternal Fighter Zero/Ayu Tsukimiya

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Tsukimiya Ayu

Introduction

Tsukimiya Ayu (月宮 あゆ) is a very mobile character with decent damage and good mixups. She has access to a hover dash, two air dashes, and the ability to influence her airborne momentum with the S button. On the ground, Ayu excels when up close to the opponent, but suffers from lack of ranged options. Ayu has a number of tools to keep herself next to the opponent, but she also has the tools to keep opponents at bay, including a traditional DP and the surprisingly good EX taiyaki. When she gets a knockdown, Ayu can exploit her momentum to create an extremely hard to see 5 way mixup, which leads back into itself after dealing a generous amount of damage. Ayu also boasts a very different hurtbox than other characters while being comboed, requiring the opponent to have trained Ayu-specific combos in advance. Ayu allegedly has the most reversals out of the entire cast.

Ayu is the main heroine of Kanon, a visual novel produced by Key in 1999. Ayu is a strange girl that bumps into Yuuichi on his first day back in town. She loves eating taiyaki, is prone to saying "Uguu" when irritated, and generally act quite childish for her age. During Kanon, Ayu becomes fast friends with Yuuichi and reveals that she is constantly searching for something, but cannot remember when she lost it or even what that something was...

Stage: Tree of Beginnings (はじまりの樹)

BGM: The Town of Sunshine (日溜まりの街)

Character-Specific Notes

  • Ayu is able to air jump once, and air dash/backstep twice.
  • Ayu's ground dash is actually an air dash that moves forward and slightly up. Therefore, Ayu does not have any dashing attacks. Any attacks she does during her "ground" dash will be considered jumping attacks.
  • Ayu's ground backstep is actually an air backstep that moves backward and up.
  • Ayu's ground dashes/backsteps do not actually count as air dashes/backsteps, so she is free to jump or dash/backstep at the end of her "ground" dash/backstep.
  • Ayu's Medium attacks are chained either like 5B(c) 5B(f), or like 2B 5B(f).

Normal Moves

The notation for the move lists can be found under Controls.

The normal move data table can be found under Ayu Tsukimiya/Move Data.

Standing

5A
5A
Ayu5a.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
180 Ground 4 5 3 +3 +2 -
  • Ayu does a short karate chop with her arm.
5B
5B
Ayuc5b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
340 Ground 5 4 10 +3 +1 -
  • Ayu punches with her wing-fist straight forward a short distance.
f5B
f5B
Ayuf5b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
350 Ground 7 3 14 +0 -2 -
  • Ayu lets a mid-sized wing expand out directly in front of her.
5C
5C
Ayu5c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
550 Ground 7 6 14 +4 +2 -
  • Ayu turns her backpack-wing into a giant fist, which slams into the ground a medium distance away. The special cancel window on this move is very short.
6B
6B - Step Kick
Ayu6b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
450 Ground 19 5 10 +2 0 -
  • Ayu hops forward and delivers a kick. While the setup time leaves much to be desired, if you can get this to connect, the quick recovery time and the hit stun should allow you to combo almost anything off of it.
6C
6C - Thumping Wing Upper
Ayu6c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
600 Ground 19 6 12 +2 +0 -
  • Ayu does an uppercut using her backpack wings. This move has guard attack properties during startup, and will launch the opponent if it hits. This move acts as her natural launcher. This move is good for comboing if you lack RF meter.

Crouching

2A
2A
Ayu2a.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
170 Low 4 5 3 +3 +2 -
  • Ayu throws a short straight punch from her crouching position.
2B
2B
Ayu2b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
350 Ground 7 8 6 +3 +1 -
  • Ayu's wings turn into fists poking diagonally forward-up, in a V-sign hand gesture. The hitbox for this move is very odd, as it does not even hit crouching opponents or point-blank opponents. A very situation-specific move. Mainly used as a combo tool and an anti air.
2C
2C
Ayu2c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
550 Low 7 4 13 / +2 -
  • Ayu claps her wings-turned-giant-hands a medium distance in front of her. It hits low and will knock down the opponent if it hits.

Jumping

j5A
j5A
Ayuj5a.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
170 High 5 8 3 / / -
  • Ayu does a short kick aimed up and forward. This move is not too great at hitting ground opponents due to the angle of the attack. This move is not too great at hitting ground opponents due to the angle of the attack.
j5B
j5B
Ayuj5b.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
350 High 7 6 11 / / -
  • Ayu extends one of her wings into a long mitten and punches diagonally down-towards.
j5C
j5C
Ayuj5c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
500 High 11 2 24 / / -
  • Ayu does a backflip, letting her extended wings cut a mid-sized circle in the air directly in front of her.
j2C
Uguu Press
j2C
Ayuj2c.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
600 High 6 - - / / -
  • Ayu stops in the air and belly flops straight down. If the attack connects or is guarded, Ayu will bounce back into the air. However, if the attack misses completely, Ayu will fall to the ground in a knockdown state, completely vulnerable to attack for about a half-second.
j*S
Flight
j*S
Ayujd.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Ayu's backback spreads its wings and flaps, reducing the gravity affecting Ayu while she is in the air. She also gains some control over her movement left and right while in the air. Ayu can cancel out of flight mode early by pressing down, or by performing an attack.

Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
EFZ Ayu GroundGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1100 None 5 1 31 / / -

-

Close j6C
Air Grab
Close j6C
EFZ Ayu AirGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1100 None 2 1 / / / -

-

Special Moves

The notation for the movelists can be found under Controls.

The special move data table can be found under Ayu Tsukimiya/Move Data.

Specials

236*
236* - You there, outta the way~
Ayu236.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A 800 + 500 Any 9 - - / -10 -
  • Ayu runs towards the opponent for about 1/2 the screen, before faceplanting into the ground. Both the initial tackle and the faceplant count as hits.
  • This move will knock down the opponent if it hits. This move isn't too good on it's own. It should be used mainly during a combo.
B 800 + 500 Any 12 - - / -10 -
  • Same as the A version, except that Ayu now runs for about 2/3 of the screen.
C 800 + 500 Any 9 / 16 - - - -10 -

Same as the B version, except that Ayu now runs the full length of the screen, and if the initial tackle hits the opponent against the corner before hitting the ground, they will wallbounce.

623*
623* - Shinin' Arrow
Ayu623.png
Ayuj623c.png
Ayuj623c2.png
Can be done on the ground and in the air.
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A / B 600 Any 6 4 61 / - -
- 70 x 3 Any 10 / 60 - - -
  • Ayu does an rising uppercut, and throws an arrow-shaped feather sharply upwards. Most of the damage is caused by the physical uppercut at the beginning of the move.
  • This move has upper-body invincibility during startup frames.
  • This move can be used as an effective wakeup move against an opponent you predict will try to pressure you with high attacks. The move has a lot of recovery time for the opponent to take advantage of though, so try to at least have an IC ready in case the opponent avoids or blocks this move.
  • The B version is the same as the A version, except sit has lower-body invincibility.
C 750 + 70 x N Any 2 - - - - -
  • Same as the A version, except the move has total invincibility during startup frames, and hits more often for increased damage.
  • It is possible to use this as a catch-all wakeup move which will protect both high and low, but it is quite a waste of your precious RF meter.
j623C 70 x N + 1000 Any - - - - - -
  • Ayu quickly throws an arrow-shaped feather sharply down at the ground, creating an explosion where the feather lands. Most of the damage is caused by the explosion at the end. Really, the only use for this move is as a rarely-used surprise projectile attack, which it fulfills in a decent way.
214*
214* - Taiyaki Assault
Ayu214.png
Can be done on the ground and in the air.
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

Ayu rides on a giant taiyaki, moving in a small arc. If the attack makes contact with the opponent, Ayu will bounce back into the air without being able to do anything until landing. If the attack misses, Ayu will land on the ground in a knockdown state for a split second. If the taiyaki is still rising, the opponent can block this in any state. However, if the taiyaki is falling it can only be blocked standing.

B - - - - - - - -

Same as the A version, except that this move's arc covers the entire screen.

C - - - - - - - -

Same as the B version, except that this move hits multiple times until the taiyaki lands, and that this move can no longer be blocked in the air while the taiyaki is rising. This attack is very useful as a multi-hit anti-air attack, or a combo extender.

Eternity Specials

236236*
Shinin' Swing Wing Punch
236236*
Ayu236236.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

Ayu winds up, and does a powerful dashing punch with a huge backpack-wing fist. This move is easily comboed into, and can easily be chained into other combos with an IC, making it a very useful move.

B - - - - - - - -

Same as the A version, except that Ayu hits more and deals more damage. Because of the low increase in damage of 900 for an extra level of SP, it would be better to use the A version unless you really needed the extra damage.

C - - - - - - - -

Same as the B version, except that Ayu hits more and deals more damage.

214214*
Halo of Immortality
214214*
Ayu214214.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

Ayu spins and creates a halo of wind directly in the space in front of her.

B - - - - - - - -

Same as the A version, except the wind stays longer.

C - - - - - - - -

Ayu quickly creates three halos, one at a time, at differing distances and speeds. The best place for the opponent to be would be about 2 character widths away.

641236*
Wings of Light
641236*
Ayu641236.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -

Ayu turns her wings into spikes that shoot out of the ground around her, hitting the opponent once.

B - - - - - - - -

Same as the A version, except that the spikes drill into the opponent causing many hits in a short period of time.

C - - - - - - - -

Same as the A version, except that the spikes launch the opponent twice before drilling into the opponent.

Final Memory

AA6BC
Miracle Poem
AA4BC
AyuFM.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1000 + 400 x N Any 2 - - - - -
  • Ayu holds out an small angel doll, suddenly changes her outfit in an explosion that launches the opponent, and generates lots of feathers that float across the screen that shock the opponent.
  • Ayu is completely invincible until the move ends and she gets her normal outfit back.
  • User control is given back to you while Ayu is falling back to the ground.

Strategy

Insert more stuff here later.

Ayu's high tier comes from several different things, two of which are her extremely hard to see mixups, and her ability to end a round in two combos, both from 2A starters. Below is an example of a two combo kill.

Full super+RF meter: 2A 5BB 2C 236236B 2A~A 5BB jBC djB [6]jC (techtrap) 98 land 2A 5BB 2C 236236A BIC 2B 214A 2B jB~C 5B 6B 5ABB 7 jB2C j214214A 66 jBC djAB2C j214C

Combos

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Controls

IC Input Instant Charge (22C) when you have the right amount of RF Meter.
FIC Input Flicker Instant Charge (22C) when you have the right amount of RF Meter.
{X/Y/Z} Move X or Y or Z can be used.
#* Indicates that any of A, B and C may be used with #. Example: 214*
[X]xN Loop the inputs in the square brackets as many times as N
jX Button X is input during your first jump.
djX Button X is input during your double jump.
X(whiff) Indicates that X is intended to whiff.
.. Indicates a short delay.
IAD Indicates an Instant Air Dash.
IABD Indicates an Instant Air Back Dash.
(X) X move is omittable from the combo.
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.

Basic beginner BnB, no meter: 2AA 5BB 2C 236A. 2004-2334 damage.

Basic BnB starter: 2A 5B 6C 98 (in quick succession) jB 66 jB 66 jB(small delay)jC ...

ーーーーー>in corner, 1 meter: 5BB 7 jB2C j214214A land 66 jBC djB [6]C (tech trap). 3929 damage.

ーーーーー>midscreen, 1 meter: land jB2C j214214A 9 jS~2 [6]jC (tech trap). 3316 damage.

ーーーーー>anywhere, no meter: 5B fB 2C. 2916 damage.

Corner variation: 2A 5B 6C 214A land 2B jB~C 5BB 7 jB2C j214214A land 66 jBC djB [6]C (tech trap). 4150 damage.

Basic BIC BnB: 2A 5BB 2C 236236A(5) BIC 2B 214A land 2B jB~C 5B 6B 5ABB 7 jB2C j214214A land 66 jBC djABC j214C. 6659 damage.

Mixup Variations

Ayu will want to change up her combos depending on meter available and location in order to make use of her jS flight for mixups. Some examples below.


Off BnB Starter (corner): (insert starter here) 5BB 236C (wait until untech meter almost gone) 9 jBC~8jB [note 1] (right above opponent) .... 3031 damage.

ーーーーー>[4]jSB 5B 6C (insert BnB here). Non-crossup high.

ーーーーー>[6]jSB 5B 6C (insert BnB here). Crossup high. Only works on specific characters.

ーーーーー>[4]jSC(whiff) 2A 5B 6C (insert BnB here). Non-crossup low.

ーーーーー>[6]jSC(whiff) 2A 5B 6C (insert BnB here). Crossup low.

Note 1: The jBC should be input quickly together. jC will only come out if jB hits, and the delayed j8B will naturally combo. If the opponent techs, your punish combos is: jBC 8 jB 66 jB~C land jB~C land jB2C j214214A 9 jS~2 [6]jC (tech trap).


Off BnB Starter (midscreen): (insert starter here) 5BB tk j214214A IAD jC(whiff) 98 (quickly) ... Above mixup options (corner variation) work the same here.

Off beginner combo starter (near corner): 2AAA 5BB 2C 66 land 66 j2C j623C land 5A 2B jB~C 5BB 7 jB2C j214214A land 66 jBC djB [6]C (tech trap). 4025 damage. Crossup. Remove the 2nd 5BB to make this work midscreen.

Okizeme

Basic okizeme after various combo enders.


After beginner BnB: ... 2C 236A 9 (land 2A)/(jSB)/(jS~C 2A). Empty low, non-crossup high, crossup low.

After corner combo with tech trap: 98 [note 2] j[4] (wait until near ground) 2A/jSB/jSA/(early jS~~jC [whiff] 2A). Empty low, high, high, whiff low. The jSA can be done much later than jB making it much harder to see.

Note 2: The timing of 98 will vary greatly depending on character wakeup speeds. For example, against Nagamori you must input 98 as quickly as possible, while against Kano you must delay the 8 greatly.

Tech Trap

If the opponent techs after your djB in most corner combos, you will want to press jC upon seeing it. Since you are holding forward after djB, this will result in a throw. Even if you see nothing, you will want to press jC near the ground, as the opponent can tech late, making it very hard to react to. If the opponent techs late enough, jC will come out instead of a throw, and will hit the opponent in their 15f window of defenselessness. Ayu has one of the easiest times punishing both early techs and non-techs, as the followup to a late tech (jC hit land jB) uses the same inputs as a non-tech. The following combo is the basic tech punish.

Tech punish (jC): jC land 9 jB 66 jB~C 5B 6B 5ABB 7 jB2C j214214A land 66 jBC djB [6]jC (tech trap). 4022 damage.

Win Quotes

Japanese English

最期に…
最期に会いたい人が
いるんだよ…

だから、それまでは…

There's someone...
Someone I have to see
before I go...

So please, until then...

こんな力…
いらないよっ!

ボクは…ボクはただ
ここに居られれば
それでいいのに…っ!

This power...
I don't want it!

I just... I just
want to be able to stay here,
that's all...!

う、うぐぅ…

U, uguu...

ごめんね…

時間が無いから
もう行かないと…

I'm so sorry...

I don't have any more time.
I have to go...

頑張って!
君達なら
無くしてた時間

きっと
取り戻せるから

You can do it!
You can surely take back

all the time you've lost.

(To Akane)
うぐッ!?

こ、これはちょっと

ボクには
甘すぎると思う…

(To Akane)
Uguu!?

This is...

A bit too sweet
even for me...

(To Nayuki)
名雪さん…

もしかして
ずっと寝てる? (汗)

(To Nayuki)
Nayuki...

Could it be
that you're always sleeping? (sweatdrop)

(To Makoto)
この感じ…
もしかして君も…

…ううん
なんでもないよっ
えへへ…

(To Makoto)
This feeling...
Are you also...?

...nah.
Forget about it!
Eh heh heh...

(To UNKNOWN)
まだ…
まだ時間はあるよ

だから…お願い

今はこっちに
居させて…

(To UNKNOWN)
I still...
I still have time!

So... please!

Let me stay
here for now...

(To Ayu)
すごいそっくりだねっ

今度いっしょに
たい焼き
食べに行こうっ

(To Ayu)
It's amazing! You're my spitting image.

Next time,
let's go eat some
taiyaki together.

Colors

EFZ-ayu-colors.png

In-game References

Game References

  • Ayu's "Shinin' Arrow" move is based on Cable's "Psimitar" move, from Marvel vs Capcom 2.
  • Ayu's "Shinin' Swing Wing Punch" is based on Rock Howard's "Shine Knuckle" move, from Capcom vs SNK 2.
  • Ayu's "Wings of Light" move is based on Geese Howard's/Rock Howard's "Raging Storm" move, from the Fatal Fury series.

Kanon References

  • The basis of Ayu's "You there, outta the way~" move, where Ayu runs straight into you full speed, is a reference to how she typically meets Yuuichi in the game.
  • The name of Ayu's "You there, outta the way~" move is a phrase she says straight from the game.
  • The taiyaki that Ayu rides in her "Taiyaki Assault" move is a reference to her love of taiyaki.
  • The angel doll Ayu holds up during her "Miracle Poem" move is an important item to her in the game.
  • The fact that Ayu is crying during Akiko's "There is also some that isn't sweet" move is a reference to her previous experience with Akiko's "special" jam during the events of Kanon.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Makoto
Mai
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics

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