Ayame is a neutral oriented rushdown character who excels at mid to close-ranged poking and pressure.
Ayame focuses on poking at the opponent in the close to midrange with her pokes such as 2M and 236M. She can use her long pokes close the distance rush her opponent down with well-rounded options while keeping opposing aggression at check with a highly impactful and infamous reversal, 22H. With the help of her faster buttons such as 5L and 2L, Ayame becomes effective at locking down her opponent and keeping them at their toes with frame traps, mixups, and grabs. Also to close the distance, she can utilize her 214X to evade some fireballs or snipe the startup of the opponent's attacks. Most of Ayame's gameplan revolves around conditioning your opponent and making smart and intelligent reads on offense. Great attention to the opponent's tendencies and habits is key, as her ability to beat obvious mashing and bursting is central to winning with her. Overall Ayame is a very simple character with an easy-to-understand gameplan, but she has complexity in her combo routes and offense. She is a character who is easy to pick up, but requires a strong, neutrally sound player to master.
Playstyle
Ayame is a high-speed oni who excels in closing in on opponents from the midrange. She can keep the pressure on opponents with her dual katanas, leaving little room to escape.
Pick if you like
Avoid if you dislike
An easy-to-play and fast well-rounded Character
Great Anti-Air options
Great conversion potential
Good mid-range pokes
Massive high damage invincible reversal
Good star meter gain
Cute as heck!
No meterless projectiles
Linear pressure
Poor anti-zoning gameplay
Meter reliance
Notable unsafe frame data
Overreliance on system mechanics
Recommended Collabs
2 BAR COSTS: They are cheap, most effective in emergency cases such as disengages or zoners.
Mio's 214S call-in provides combo conversion potential, overall usable in any matchup provided you aim to increase combo potential.
Her L+H off collab debuffs can change the tide of the battle, however one specific debuff that provides chip damage may be utilized by Ayame for high damage chip.
Recommended if you want to make sure every combos lead to more than devastating 60% damage and catch your opponent off-guard with debuffs.
Kanata's 214S call-in is currently one of the best unblockable snipes that simultaneously sets up for an AUB situation that Ayame is able to take advantage of.
Her L+H off collab is one of the cheapest impactful neutral tool that is able to create a pseudo-corner to trap your opponent and make it easier to approach. Furthermore, it may be used defensively to deny pressure or neutral. Greatly recommended to discourage aggressive neutral.
Recommended if you want to focus on neutral more with the ability to be either safe or be aggressive in approach.
3 BAR COSTS: Great for all in rewards, and good for super chat resources however they take time to be active and might backfire over time.
Ayame's grab mainly benefits from this 214S call-in due to its sheer convertibility, granting better reward for landing grabs. Furthermore, there are specific conversions out of awkward moves (like 22M) which might elevate Ayame's potential if mastered.
Her off collab is easily one of the best off collabs in game due to its sheer versatility. You can convert hits that are not usually a combo confirm (like UOH) or deny neutral interactions against your opponent's actions.
Recommended if you want to approach Ayame with versatile opportunities.
Moona's 214S call-in is a nearly unreactable snipe that is certain to catch your opponents off guard during scrambles. Ayame is unfortunately not able to take advantage of OTG that Moona offers, but it is still a decent neutral snipe tool.
Her L+H off collab is the opposite of Kanata's waves assist. Moona's off-collab is a costlier yet the most aggressive form of gravity where you are able to lock down your opponent at one position. It may be beneficial for Ayame with the lockdown that Moona's gravity offers.
Recommended if you want to have a subtle yet aggressive approach in neutral while retaining the ability to have a snipe to discourage disrespect.
Roboco's 214S call-in a classic fullscreen laser snipe. It is an answer for Ayame's lack of ability to disrespect fullscreen interactions that other characters are able to pull off. Furthermore, it is also able to convert hits into a full combo or slightly alter existing combo routes (by timing it so it does not consume 1 groundbounce or wallbounce).
Her L+H off collab is a slow yet powerful walling tool that Ayame may be able to take advantage off by forcing the opponent to position away from the incoming rockets. It is also a strong assist to deny reversals and burst that Ayame might appreciate.
Recommended if you want to be able to threaten your opponent with a fullscreen snipe or avail a strong okizeme.
Stats
HP: 950 Backdash: 24F (1~18F Grab Invuln) Movement Speed:Fast
A quick mid poke. Useful for her stagger pressure when chained in tandem with 2L and 5M. The speed also makes this a good option to check the opponent as a general abare tool.
This is one of your most important pressure tools used to discourage your opponent is pressing buttons at a close distance. Staggering with 5L into 2L and throw is the cornerstone of her pressure.
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5M
5M
Nitoryu
Nitoryu
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
Mid
8
3
16
-7
+1
None
A forward advancing slash with good range. Useful for confirming hits and stagger pressure.
A great normal to use for poking and whiff punishing from slightly farther than point blank range. It is slightly forward advancing, so it can be good as a pressure starter.
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5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
Mid
12
2
19
-9
+27
None
A shorter range double slash. Good for confirming into 22L for combos and stagger pressure. Wall bounces on corner hit for extra combo conversions.
Quite a slow normal, but can be good for punishing unsafe moves and in stagger pressure. It's one of her most damaging combo starters.
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Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
20
Low, Air Unblockable
6
3
9
-2
+2
None
A quick jab that hits low. Another important tool for general abare and her stagger pressure in tandem with 5L.
Useful when used in tandem with 5L as strings for stagger pressure, tick throws, and frame traps. It's also useful to check your opponent for trying to jump out of your pressure since it is air unblockable.
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2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
55
Low, Air Unblockable
9
3
20
-8
-1
None
A long range low slash. This normal is one of Ayame's most important pokes as it's one of her farthest ranged buttons that confirms easily into a combo with 236M even at max range.
2M is a vital tool to use in pressure and poking due to it being a low and having long range. Useful in catching your opponent walking backwards in the midrange. It's air unblockable as well, so useful for catching opponents trying to jump out of pressure.
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2H
2H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
45x2
Mid, Air Unblockable
11
2(10)3
24
-12
KND
(5~25) Head
A two-hitting slash with a significant reach. It is a unique 2H as it does not directly launch your opponent to the air. The entire move will be active unless cancelled by a special cancel or jump cancel on block/hit. The second hit has a much more vertical hitbox and is a multi-hit if it lands by itself.
This button has long range, but is kind of awkward to convert from. It is advised to use this move as an anti-air diagonal to Ayame’s reach instead of above (where 22L / 22M is more effective) unless against certain HEAD moves.
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3H
3H
Haiya
Haiya
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
70
Low, Air Unblockable
11
3
24
-15
KND
None
A generic sweep with no conversion potential. It is special cancellable but there is no available move that directly converts from the sweep. Significantly short reach and heavily not recommended in a lot of situations.
Although it's not good as a poke or in pressure, the unique trait of this attack ais that it can setup powerful okizeme due to it's knockdown properties.
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Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
6
10
Until Landing + 2
-
-
None
Quick jumping normal, not generally very useful. Could work as a fast air to air.
For jumpins, j.L may be used as an alternative to j.M due to its deceptive blockstun that sets up into a frame trap or a tick throw.
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j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
45x2
High
9
4(8)4
Until Landing + 3
-
-
None
2 hitting jumping normal. Useful in combos and jumpins. On taller characters you can get both hits of j.M to connect, leading to some strong combos.
This is one of her go to jumpins as it has good jumpin utility again fireballs and a good hitbox.
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j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
High
13
4
Until Landing + 4
-
-
None
A larger slower jump-in. Useful to use in tandem with j.M as her go to jumpins. Can hit crossup which is useful in her knockdown mixups.
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Throw
Throw
Throw +or
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
160
-
7
2
21
-
+28
None
Total Frames: 29
Ayame's universal grab.
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Overhead
Overhead
Overhead +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
25
3
20
0
+1
(6~35) Grab
Confirm into 5L or 2L on counterhitting a grab tech
Universal standing overhead.
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Special Attacks
236X
Asura's Fury +//
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 5S
40
Mid
11
3
21
-5
-1
None
LL / 5SS
40
Mid
10
2
25
-7
-1
None
LLL / 5SSS
55
Mid
13
2
35
-10
-4 (Air Tech)
None
236L Grants 3 superchats on use
236LL Grants 2 superchats on use only if the 236 command is input a second time
236LLL Grants 1 superchat on use only if the 236 command is input a third time
Ayame's Rekka series. 236L on its own is a safe way to end your pressure, but threatening with the rest of the hits is a good way to push stagger pressure. However, most of the hits are unsafe on block. In air juggle, 236LL is good for maintaining oki and 236LLL is good for damage conversions. Can be super chat cancelled into 22L for a full combo.
M / 6S
45
Mid
18
3
25
-6
-2
None
MM / 6SS
45
Mid
15
2
27
-9
-7
None
MMM / 6SSS
60
Mid
13
2
38
-14
-8 (Air Tech)
None
236M Grants 3 superchats on use
236MM Grants 2 superchats on use only if the 236 command is input a second time
236MMM Grants 1 superchat on use only if the 236 command is input a third time
Very similar to the L version, however it reaches much farther at the cost of being more unsafe in general. This will be the version of the rekka you want to use as a poke and for confirming from pokes as it consistently reaches after common moves like 2M and 5H. Can be super chat cancelled into 22L for a full combo.
H
60
Mid
13
4
25
-8
0
None
HH
70
Mid
11
3
24
-7
-5
None
HHH
70
Mid
13
2
29
-9
-7
None
HHHH
55
Mid
13
2
28
-4
+2 (Air Tech)
None
HHH8H
80
High
20
4
45
-19
KND
None
HHH2H
80
Low
11
3
26
-10
KND
None
236H Costs 1 Star Meter and grants 5 superchats on use
236HH Grants 3 superchats on use only if the 236 command is input a second time
236HHH Grants 2 superchats on use only if the 236 command is input a third time
236HHHH Grants 1 superchat on use only if the 236 command is input a fourth time (which means if 8H or 2H are not used)
Ayame's H version of the rekka is the most versatile. Same as the other version, but more damage and more stagger opportunities.
You can hit 8H for the final hit to get an overhead
2H for the final hit to get a low
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22X
Demon Cutter +//
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 2S
75
Mid
9
6
25
-19
KND
None
Grants 5 superchats on use
Ayame swings her katana upwards. One of her most useful combo tools for launching the opponent into a full juggle. This can also be used as a serviceable anti-air despite not having head invuln.
M
75x2
Mid, Air Unblockable
10
6(4)4
35
-47
KND
(3~20) Head
Grants 5 superchats on use
Similar to the L version, but this move has head invuln through active frames and is air unblockable. Acts as one of her more consistent combo enders for decent oki.
Air Unblockable
H
75x2, 140
Mid, Air Unblockable
5
5(4)11
41
-64
KND
(1~5) Full
Costs 1 Star Meter and grants 5 superchats on use
This version of the attack is her invincible reversal. Launches the opponent on hit for high damage combo opportunities. It hits all around her head and can beat bursts while also being a great anti-air with air unblockable properties.
Uses one bar of Star Power
Invincible reversal
Burst bait tool
Air unblockable
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214X
Oni Flip +//
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L / 4S
75
Mid
17
2
12
-2~
+3~
None
Grants 3 superchats on use
Ayame does a short quick flip-kick, useful as a combo ender for good oki. 214x flips can also go over some fireballs, but it is very inconsistent and spacing dependent. Advantage on block is also dependent on spacing.
M
75
Mid
23
4
15
-4~
-1~
None
Grants 3 superchats on use
Same as the L version, but she goes much farther. This version can be used in for combos in the corner as well as tech traps. As a result of having more active frames, it can potentially be closer to 0 on block depending on spacing.
H
65
Mid
19
4
11
-1~+2
+3~+6
(8~27) Projectile
Costs 1 Star Meter and grants 3 superchats on use
Similar to the M version, but is faster goes fullscreen.
Great gap closer in combos especially from 2H starters or during rejump combos.
Uses one bar of Star Power
Useful for surprise attacks to beat fireball startup from full screen.
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j.214X
Heavenly Oni Flip Air Only
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L/M/H/S
75
Mid
17
2
Until Landing + 16
-13~-6
+11~+18
None
Grants 3 superchats on use
Ayame does a quick flip attack on air going downward. Mostly used to as a combo ender and a way to leverage 22S mixups. All versions are unsafe on block, but if properly spaced can be unpunishable due to pushback.
Leads to combos on hit, so good for SCC and going over lows and fireballs.
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22S
Karma and Shiranui +
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
Projectile
5
Mid
15
Until Offscreen
25
-2
+1
None
Costs 1 Star Meter and grants 10 superchats on use
Can be used to make attacks safe
Useful for pressure and mixups
Ayame summons a wisp projectile that plants a bomb on the opponent that will detonate after a short amount of time. The wisp projectile will inflict the detonation status even on block, and can be setup in combos or blockstring. The detonation itself occurs shortly after the projectile hits. The detonation is blockable, but Ayame can leverage it for mixups.
The ghosts have a few set paths they can travel along the screen which are chosen at random.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
Detonation
75(15x5)
Mid
107
1x5
-
+34
+40
None
Advantage based on Ayame not acting until detonation occurs
Ayame's shadow will appear behind the opponent 4 frames before the detonation occurs
Super Star Attack
I'm the Real One! +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
260(22x15)
Mid
5
2(3)x15
40
-29
KND
(1~5) Full
Minimum Damage: 105
Deals 75 chip damage on block
Costs 2 Star Meter and grants 5 superchats on use
High damaging super for 2 star gauge. Has high scaled damage, so a very useful way to spend meter for damage at the end of combos. This is also invincible on startup, but 22H is a better reversal in general.