Overview
Introduction
Apport System
Ashley has three weapon modes: Daggers, Sword and SMG's. Daggers is the most well rounded mode from the three and have a DP. Sword hampers Ashley's movement and hits hard. SMG's have ranged moves, high mobility and a self-cancel rekka. (that's all i have to say, please someone edit this and make it actually decent, i don't play this character)
She can switch between them at anytime by using her 22 inputs and spending 25 meter or by using any of her super moves, 236214C will execute the current active weapon mode super and switch to the weapon below and 214236C will do the same but switch to the weapon above. After she switches weapons, the one she was previously using will enter a 10 second cooldown, indicated by a red X. Supers will ignore this cooldown.
Depending on what she has equipped at the moment, Ashley's moveset will change almost entirely, only excluding some universal normals. She gains different dashing normals in Daggers and SMG's mode and none on Sword. This makes up for a total of 4 dash normals in Assault groove, and 12 - in Technical.
If a stance switch is incorporated into a combo, it will reset proration by 15%.
Apport: Twin Edge 22A (Air OK), Ex Only
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Most well rounded of the three modes.
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Apport: Huge Sword 22B (Air OK), Ex Only
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Sword hits hard and hampers Ashley's movement ability - she can no longer run and moves in hops and command dashes instead.
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Apport: Bullet 22C (Air OK), Ex Only
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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With SMG's she has a finite number os bullets to shoot (80), they will deplete with each shooting move and are required for the same.
- Having zero bullets will cause shooting attacks to be unusable, she will need to re-enter the stance to reload the mags. Throws are an exception, they will be executed with no bullets but will deal less damage.
- Although shooting attacks always drain a set amount of ammo per move, Ashley does not need the exact number of bullets to perform such a move and neither will ammo shortage weaken the attack. This means that even with 4 bullets left, EX236 will still hit 10 times with full power.
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Normals
Standing Normals
5A
5A
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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5B
5B
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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5C
5C
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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Crouching Normals
2A
2A
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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2B
2B
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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2C
2C
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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Air Normals
j.A
j.A
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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j.B
j.B
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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j.C
j.C
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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Command Normals
6B
Keriage 6B
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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4B
Tatakitsuke 4B Daggers and SMG's version Daggers and SMG's version Sword version Sword version
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers and SMG's
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-
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-
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-
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-
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-
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Sword
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-
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-
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-
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-
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-
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Dashing Normals
66A
66A Technical Only
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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66B
66B Technical Only
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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66C
66C
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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Dashing Crouching Normals
662A
662A Technical Only
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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662B
662B Technical Only
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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662C
662C Technical Only
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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Daggers
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-
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-
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-
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-
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-
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SMG's
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-
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-
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-
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-
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-
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Throws
Dagger 4C
Kubigari Daggers Only 4C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Dagger j.4C
Keitsui Ori Daggers Only j.4C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Sword 4C
Taisei Kuzushi Sword Only 4C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Sword stance has no air throw.
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SMG'S 4C
Down Blast SMG'S Only 4C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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SMG'S j.4C
Air Blast SMG'S Only j.4C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Air Throw, spends 6 bullets.
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Daggers Specials
236X
Falcon Raid
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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A
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-
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-
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-
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-
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-
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B
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-
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-
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-
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-
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-
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C
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-
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-
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-
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-
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-
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214A
Sonic Rush 214A
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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214B/C
Viper Bite 214B/C
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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B
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-
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-
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-
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-
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-
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C
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-
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-
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-
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-
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-
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214B>6A/B
Venom Slash 214B>6A/B
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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A
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-
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-
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-
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-
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-
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B
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-
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-
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-
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-
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-
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623X
Griffin Claw 623X (Air OK) or 214B>6C (EX)
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Version
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Damage
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Guard
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Startup
|
Adv Hit
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Adv Block
|
A
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-
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-
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-
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-
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-
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B
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-
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-
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-
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-
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-
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C (EX)
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-
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-
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-
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-
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-
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j.214C
Wyrm Tail j.214C
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Damage
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Guard
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Startup
|
Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Sword Specials
236X
Hard Smash 236X
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
|
A
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-
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-
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-
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-
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-
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B
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-
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-
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-
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-
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-
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C (EX)
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-
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-
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-
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-
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-
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214A/B
Accelerator Rush 214A/B
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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A
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-
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-
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-
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-
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-
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B
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-
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-
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-
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-
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-
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214B>6A
Ground Shift 214B>6A
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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214B>6B
Upper Shift 214B>6B
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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214C/214B>6C
Strike Smash 214C or 214B>6C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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SMG's Specials
236X
Salamander 236X
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Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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A
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-
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-
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-
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-
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-
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|
B
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-
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-
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-
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-
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-
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C (EX)
|
-
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-
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-
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-
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-
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421X
Sulfide 421X
|
Version
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
|
A
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-
|
-
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-
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-
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-
|
|
B
|
-
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-
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-
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-
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-
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|
C
|
-
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-
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-
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-
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-
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guess what? exactly. 6 bullets.
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j.236C
Aerial Fire j.236C
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Damage
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Guard
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Startup
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Adv Hit
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Adv Block
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-
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-
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-
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-
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-
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Gun Rekka
All of the followups to Double Fang are "freely" cancellable into each other (see Movelists addendum further down for a graphical representation).
Ashley can link these into a continuous string of bursts if these points are taken into account:
- 214A is a starter that can be chained into anything, while 214B chains only into 4A, 6C and 4C, they, in turn, - into anything else;
- in a chain, each followup may be used only once;
- 6A can be cancelled only into 4A or 4C;
- all inputs are relative to Ashley's opponent - for example, 4B and 4C cause Ashley to face the other way, effectively reversing all the inputs (id est doing "Side Shot" into "Side Cross" will require a '4B -> 4B' input and not '4B -> 6B'); likewise, the 214B starter and 6A followup dash may end up with Ashley facing away from her adversary.
214A/B
,---------->4A A somewhat crude but mostly accurate repre-
| ^ sentation of "everything into anything" flow
| 214A | Ashley's SMG chain tree possesses.
|,----6B<--->| Starters next to each attack show whether
|| | 'A', 'B' or both versions can link into it.
vv 214A | All attacks except '6A' can link into each
214A--->6A<---4B<--->| other hence the two way arrows. Any attack can
^^ | be linked into '6A', but '6A' - only into '4A'
|| 214A/B | and '4C'.
|'----6C<--->| Each attack can be used in a chain only once.
| | Direction switching attacks aren't noted.
| v Example chain (not necessarily practical, but
'---------->4C possible): 214A > 4C > 4B > 6C > 6A > 4A
214A/B
214A/B
Double Fang 214A/B
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Version
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Damage
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Guard
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Startup
|
Adv Hit
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Adv Block
|
A
|
-
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-
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-
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-
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-
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B
|
-
|
-
|
-
|
-
|
-
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214A6A
Sonic Step EX Only 214A>6A
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Damage
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Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
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|
214X>4A
Wide Sweep 214X>4A
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Damage
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Guard
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Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
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214A>6B
Side Cross 214A>6B
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
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214A>4B
Side Shot 214A>4B
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Damage
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Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
|
214X>6C
Front Blast 214X>6C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
6 bullets. For all intents and purposes, "Rear" and "Front" blasts are the same attack with identical animation, properties and damage output.
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214X>4C
Rear Blast 214X>4C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
|
Assault/Technical Skills
Assault Dagger 3D
Shatter Spine Assault Daggers Only 3D/[D]
|
Version
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Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
uncharged
|
-
|
-
|
-
|
-
|
-
|
charged
|
-
|
-
|
-
|
-
|
-
|
|
Assault Sword 3D
Slam Smash Assault Sword Only 3D/[D]
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
uncharged
|
-
|
-
|
-
|
-
|
-
|
charged
|
-
|
-
|
-
|
-
|
-
|
|
Assault SMG's 3D
Crumble Gash Assault SMG's Only 3D/[D]
|
Version
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
uncharged
|
-
|
-
|
-
|
-
|
-
|
charged
|
-
|
-
|
-
|
-
|
-
|
|
Technical 3D
Apport Enhance Technical Only 3D
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
Gives Ashley one Enhance token (or simply E-token). Up to 5 tokens can be stored at anytime. They are carried between the rounds.
- 1 E-token is consumed with each Apport switch and (if it's during a combo) resets prorating by 20%.
- This reset stacks with the switch's own correction, meaning Enhanced switch resets combo prorating by 35%.
- Having two e-switches within a combo nets a 70% rollback.
|
|
Supers
Daggers Super
Punishing Stab Dagger Only 236214C/236214C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
Sword Super
Force Impact Sword Only 236214C/236214C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
SMG's Super
Bullet Rain SMG's Only 236214C/236214C
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
|
OverDrive Force
Carnage 236236C during OverDrive mode
|
Damage
|
Guard
|
Startup
|
Adv Hit
|
Adv Block
|
-
|
-
|
-
|
-
|
-
|
can be used from any stance and is the same from any stance aswell.
|
|