Eternal Fighter Zero/Ayu Tsukimiya

From Mizuumi Wiki
Jump to navigation Jump to search
Tsukimiya Ayu

Introduction

Tsukimiya Ayu (月宮 あゆ) is a very mobile character with great damage and mixups. She has access to a hover dash, two air dashes, and the ability to control her airborne momentum and direction 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 pseudo-flight 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 acts 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...

Ayu was part of EFZ's original cast.

The in-game romanization of Ayu's surname is spelled as Tukimiya instead of Tsukimiya.

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 the only character with different forward and backward walking speeds. Her backwards walk is tied with Kaori for the fastest walk speed.
  • Ayu can airdash twice.
  • Ayu's ground dash and backdash are actually hoverdashes that move her up at around a 30 degree angle and curving more horizontally overtime, more sharply on the forward dash. Ayu consequently has no dashing normals. The hoverdash does not "consume" an airdash or restrict her from jumping after like an airdash would.

Normal Moves

Frame Data Help
The notation for the move lists can be found under Controls.
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field.
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property.
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...).
Frame data with decimal values .33 or .66 relate to subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)

Standing

5A
5A
Ayu5a.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
180 Ground 4 5 3 +3 +2 N SP J IC R
  • Ayu does a short karate chop with her arm.
c5B
c5B
Ayuc5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
340 Ground 5 4 10 +3 +1 N SP J IC f5B
  • Ayu punches with her wing-fist straight forward a short distance.
f5B
f5B
Ayuf5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 Ground 7 3 14 +0 -2 N SP JH IC
  • Ayu lets a mid-sized wing expand out directly in front of her.
5C
5C
Ayu5c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
550 Ground 7 6 14 +4 +2 SP IC
  • 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
Step Kick
すてっぷきっく

6B
Ayu6b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
450 Ground 19 5 10 +2 0 N SP IC
  • Ayu hops forward and delivers a kick. While the startup 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
Thumping Wing Upper
どっかんはねあっぱー

6C
Ayu6c.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 Ground G: 2-7 15 6 16 / 0 SP JH IC
  • 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 Active Recovery Adv Hit Adv Block Cancel
170 Low 4 5 3 +3 +2 N SP J IC R
  • Ayu throws a short straight punch from her crouching position.
2B
2B
Ayu2b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 Ground 7 8 6 +3 +1 N SP JH IC f5B
  • 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 Active Recovery Adv Hit Adv Block Cancel
550 Low 14 4 16 / +2 SP IC
  • 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 Active Recovery Adv Hit Adv Block Cancel
170 High 5 8 3 / / N SP J AD IC R
  • 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.
j5B
j5B
Ayuj5b.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
350 High 7 6 11 / / N SP J AD IC
  • Ayu extends one of her wings into a long mitten and punches diagonally down-towards.
j5C
j5C
Ayuj5c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
500 High 11 2 24 / / SP J AD IC
  • Ayu does a backflip, letting her extended wings cut a mid-sized circle in the air directly in front of her.
j2C
Uguu Press
うぐぅぷれす

j2C
Ayuj2c.png
Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
600 High 6 Until landing 53(whiff), 24(hit) / / SP IC
  • 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 before entering a mostly invulnerable wakeup.
j5S
Flight
飛行

jS
Ayujd.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
/ / / 1 / Until landing / / N AD ※
  • 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 left and right movement while in the air.
  • This move drains the IC bar while active.

※ This move can be cancelled at any time with a 2 input.

Grabs

Ground Grab
Ground Grab
Close 6C/4C
EFZ Ayu GroundGrab.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1100 Grab I: 5 - 5.66 5.33 0.66 31 / / /

Ayu swings the opponent behind her and into the air without allowing them to tech.

Air Grab
Air Grab
Close j6C
EFZ Ayu AirGrab.png
Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
1100 Grab I: 2 - 2.66 2 1 / / / /

Ayu's backpack grabs the opponent and pummels them into the ground.

Special Moves

Specials

236*
You there, outta the way~
そこのひとどいて~

236*
Ayu236.png
EFZ Ayu 236 2.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Any / 9 17 41 / / IC
- 500 Any / 31 15 21 / -13 IC
  • 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 Any / 12 17 41 / / IC
- 500 Any / 34 15 21 / -13 IC
  • Same as the A version, except that Ayu now runs for about 2/3 of the screen.
C 800 Any I: 1-17 9 33 41 / / IC
- 500 Any / 47 15 21 / -13 IC
  • 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*
Shinin' Arrow
しゃいにんアロー

(j)623*
Ayu623.png
(j)A
(j)A
EFZ Ayu 623B.png
(j)B
(j)B
EFZ Ayu 623AB 2.png
First hit of projectile※
First hit of projectile※
EFZ Ayu 623C 1.png
EFZ Ayu 623C 2.png
EFZ Ayu 623C 3.png
C
C
Ayuj623c.png
Ayuj623c2.png
jC
jC
Ayu does a 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. Extraordinarily long IC and FIC windows. ※ The hitbox shown for 623C's projectile is also the hitbox for 623A/B's projectile after their first hits.
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 600 Any HI: 1-9 6 4 61 / -43 IC
- 70 x 3 Any / 13 / 58 / / None
  • 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.
B 600 Any LI: 1-9 6 4 61 / -43 IC
- 70 x 3 Any / 13 / 58 / / None
  • Same as the A version, except it has lower-body invincibility.
C 400 Any I: 1-11 2 4 67 / -49 IC
- 350 Any / 8 4 61 / -43 IC
- 70 x N Any / 15 / 58 / / None
  • 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.
jA 600 Any HI: 1-9 6 4 Until landing / / IC
- 70 x 3 Any / 13 / Until landing / / None
jB 600 Any LI: 1-9 6 4 Until landing / / IC
- 70 x 3 Any / 13 / Until landing / / None
jC 70 x N Any / 14 / Until landing / / FIC
- 1000 Any / / 1 Until landing / / FIC
  • 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*
Taiyaki Assault
タイヤキ突撃

(j)214*
Ayu214.png
EFZ Ayu 214 2.png
EFZ Ayu 214 3.png
Version Damage Guard Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 800 Any(15-22), Ground(23-27), High(28-37) 15 23 30(whiff), until landing+5(hit) / -30 FIC

Ayu rides on a giant taiyaki that launches, 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. The guard properties for this move change when the hitbox/sprite changes. Ayu cannot counter-RG during her grounded recovery.

B 1000 Any(15-27), Ground(28-32), High(33-48) 15 34 30(whiff), until landing+5(hit) / -38 FIC

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

C 200 x N Ground(6-12), Any(13-26), Ground(27-31), High(32-47) 6 42 30 / - IC

Same as the B version, except that this move hits multiple times until the taiyaki lands, and that this move is immediately air unblockable. This attack is very useful as a multi-hit anti-air attack, or a combo extender. Ayu will not bounce off of the opponent on hit.

jA 800 Any, Ground, High 10 Until landing 30(whiff), until landing+5(hit) / / IC
jB 1000 Any, Ground, High 10 Until landing 30(whiff), until landing+5(hit) / / IC
jC 200 x N Ground, Any, Ground, High 2 Until landing 30 / / IC
  • A rare air unblockable air-to-air.

Eternity Specials

236236*
Shinin' Swing Wing Punch
しゃいにんぐるはねぱんち

236236*
Ayu236236.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 300 x 4 + 1000 Any I: 1-9 16 2 + 3 x 4 25 / -13 IC

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 300 x 7 + 1200 Any I: 1-17 16 2 + 3 x 7 25 / -6 IC

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 300 x 9 + 2500 Any I: 1-21 8 2 + 3 x 9 35 / -16 IC

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

214214*
Halo of Immortality
えいえんのこうりん

(j)214214*
Ayu214214.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A / / I: 3-17 23 / 41 / / None
- - Any / 23 36 / / - None

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

B / / I: 3-14 20 / 21 / / None
- - Any / 20 72 / / - None

Same as the A version, except the wind stays longer, allowing Ayu to move before it disappears.

C / / I: 3-11 17 / 65 / / None
- - Any / 17 90 / / - None
- - Any / 41 90 / / - None
- - Any / 67 90 / / - None

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.

jA / / I: 3-9 11 / 20 / / None
- - Any / 11 36 / / - None
  • Ayu flies backwards upon throwing the halo.
jB / / I: 3-7 9 / 20 / / None
- - Any / 9 72 / / - None
  • Ayu flies backwards upon throwing the halo.
jC / / I: 3-5 11 / 53 / / None
- - Any / 11 90 / / - None
- - Any / 32 90 / / - None
- - Any / 52 90 / / - None
  • Ayu flies backwards upon throwing the halo.
641236*
Wings of Light
ひかりのつばさ

641236*
EFZ Ayu 641236A.png
A
A
EFZ Ayu 641236B.png
B
B
EFZ Ayu 641236C 1.png
EFZ Ayu 641236C 2.png
EFZ Ayu 641236C 3.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
A 1800 Any I: 1-8 9 12 40 / -30 IC

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

B 180 x 18 + 300 Any I: 1-24 10 76 45 / -17 IC

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

C 1600 Any I: 1-112 7 7 208 / - IC
- 1600 Any / 45 6 170 / - IC
- 100 x 19 Any / 113 76 32 / - IC

Same as the A version, except that the spikes launch the opponent twice before drilling into the opponent. For the last set of spikes, all hits but the last cause no pushback.

Final Memory

FM
Miracle Poem
奇跡の詩

A A 4 B C
EFZ Ayu FM.png
AyuFM.png
Version Damage Guard Property Startup ¹ ² Active Recovery Adv Hit Adv Block Cancel
Explosion 1000 Any I: 1-313 21 2 292 / - None
Feathers 400 x N Any / / / / - None
Explosion - Any / 318 2 / / - None
  • 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, then causes another explosion midair as she returns to her normal appearance.
  • Ayu is completely invincible until the move ends and she gets her normal outfit back.
  • User control is given back as soon as Ayu becomes vulnerable while falling back to the ground.
  • Ayu can whiff cancel most of her normals into this move.

Strategy

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 2A combos. Below is an example.

3 SP + BIC: 2A c5B f5B 2C 236236B 2A .. A c5B f5B jBC djB j6C(tech trap) 98 land 2A c5B f5B 2C 236236A BIC 2B 214A 2B jB..C 5B 6B 5A c5B f5B 7 jB2C j214214A 66 jBC djAB2C j214C

Combos

Notation Help
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.

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] [-> X] Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however.
[X]xN Loop the inputs in the square brackets as many times as N.
c5B Proximity normal only usable while close.
f5B Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B.
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.
X(tech trap) Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose.
~ Indicates a followup for moves which have them. Example: 236A~236A.
.. 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: 2A (2A) c5B f5B 2C 236A. 2004-2334 damage.

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

ー>anywhere, no SP: c5B f5B 2C. 2916 damage.

ー>midscreen, 1 SP: land jB j2C j214214A 9 jS .. 2 j6C(tech trap). 3316 damage.

ー>in corner, 1 SP: c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap). 3929 damage.

ーー>Tech trap: jC land j9B 66 jB .. jC 5B 6B 5A 5B 5B 7 jB j2C j214214A land 66 jB jC djB j6C(tech trap). 4022 damage.

Corner variation: 2A 5B 6C 214A land 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap). 4150 damage.

Basic BIC BnB: 2A c5B f5B 2C 236236A(5) BIC 2B 214A land 2B jB .. jC 5B 6B 5A c5B f5B 7 jB j2C j214214A land 66 jB jC djA djB djC dj214C - 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): c5B f5B 236C (wait until untech meter almost gone) [<- 9 jB(tech trap) jC .. dj8B] - 3031 damage. The jC should be input quickly enough so as to not come out if jB whiffs. Ayu still wants the double jump for oki timing.

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

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

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

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

ー>Tech Trap: jB jC dj8 djB 66 djB .. djC land jB .. jC land jB j2C j214214A dj9 djS .. 2 dj6C(tech trap)

Off BnB Starter (midscreen): ... c5B f5B TKj214214A IAD jC(whiff) 98 ... Above mixup options (corner variation) work the same here.

Off beginner combo starter (near corner): 2A x N c5B f5B 2C 66 land 66 j2C j623C land 5A 2B jB .. jC c5B f5B 7 jB j2C j214214A land 66 jB jC djB dj6C(tech trap). 4025 damage. Crossup. Remove the 2nd c5B f5B to make this work midscreen.

Okizeme

Basic okizeme after various combo enders.

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

After corner combo with tech trap: j9 .. dj8 (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. The timing of the double jump will vary greatly depending on character wakeup speeds. For example, against Mizuka you must input 98 as quickly as possible, while against Kano you must delay the 8 greatly.

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 Akiko)
ごめんね秋子さん

今おなかは
空いてないから

そのパンは
また今度に・・・

(To Akiko)
Sorry Akiko

I'm not hungry right now,

so I'll have toast another time...

(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

External References

  • Ayu's 623* is based on Cable's "Psimitar" move, from Marvel vs Capcom 2.
  • Ayu's 236236* is based on Rock Howard's "Shine Knuckle" move, from Garou: Mark of the Wolves.
  • Ayu's 641236* is based on Geese Howard's "Raging Storm" move, from the Fatal Fury series.

Kanon References

  • The basis of Ayu's 236*, 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 236*, "You there, outta the way~", is a phrase she says straight from the game.
  • The taiyaki that Ayu rides in her 214* is a reference to her love of taiyaki.
  • The angel doll Ayu holds up during her FM is an important item to her in the game.
  • The fact that Ayu is crying during Akiko's FM 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
Mai
Makoto
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics
Guides