Idol Showdown/Ayame Nakiri

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Last Updated to Version 2.2.1

IS Ayame Logo.png

Playful Giggling Ojou - Nonstop Oni Offense

Introduction

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
IS Ayame Icon.png

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.

  • Kiara's L+H off collab is a projectile reflect, which is obviously very useful in projectile oriented matchups such as Suisei, Sora, and Botan.
  • Her 214S call-in is mainly a call out for fullscreen neutral projectiles. It also acts as a combo extender that Ayame may benefit from.
  • Recommended to use as an anti-projectile tool. Good into matchups such as Suisei or Sora.
  • 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.

Moves

Standing Normals

5L
5L
Ayame standing light.png
IS Ayame 5L hitbox.png
Ittoryu
Ittoryu
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

6 2 13 -1 +4

None

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.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
Ayame.png
IS Ayame 5M hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
Ayame 5H.png
IS Ayame 5H hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
Ayame 2L.png
IS Ayame 2L hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
Ayame 2M.png
IS Ayame 2M hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
Ayame 2H.png
IS Ayame 2H hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
Ayame 3H.png
IS Ayame 3H hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
Ayame j.L.png
IS Ayame JL hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
Ayame j.M.png
IS Ayame JM hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
Ayame j.H.png
IS Ayame JH hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
Throw
IS L.png + IS M.png or IS G.png
Ayame Throw.png
IS Ayame throw hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Overhead

Overhead
Overhead
IS M.png + IS H.png
Ayame j.L.png
IS Ayame overhead hitbox.png
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.

Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236X
Asura's Fury
IS 236.png + IS L.png /IS M.png /IS H.png
IS Ayame 236Followup1.png
IS Ayame 236L hitbox.png
IS Ayame 236Followup2.png
IS Ayame 236LL hitbox.png
IS Ayame 236Followup3.png
IS Ayame 236LLL hitbox.png
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
Toggle Hitboxes
Toggle Hitboxes
22X
Demon Cutter
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
IS Ayame 22L.png
IS Ayame 22L1 hitbox.png
IS Ayame 22M Hit2.png
IS Ayame 22M hitbox.png
IS Ayame 22H1 hitbox.png
IS Ayame 22H2 hitbox.png
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
Toggle Hitboxes
Toggle Hitboxes
214X
Oni Flip
IS 214.png + IS L.png /IS M.png /IS H.png
IS Ayame 214L.png
IS Ayame 214M hitbox.png
IS Ayame 214M.png
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.
Toggle Hitboxes
Toggle Hitboxes
j.214X
Heavenly Oni Flip
Air OnlyIS S.png
IS Ayame 214M.png
IS Ayame J214L hitbox.png
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.
Toggle Hitboxes
Toggle Hitboxes
22S
Karma and Shiranui
IS 2.png IS 2.png + IS S.png
IS Ayame 22S Startup.png
IS Ayame 22S-Ghost Updated.png
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!
IS 236.png + IS S.png
IS Ayame 236S.png
IS Ayame 22S Active.png
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.

Colors

Original Outfit
Cosplay 1 Oozora Subaru (Hololive)
Cosplay 2 Kazama Iroha (Hololive)
Cosplay 3 Kagura Nana (Character Designer)
Cosplay 4 Murasaki Shion (Hololive)
Cosplay 5 Minato Aqua (Hololive)
Cosplay 6 Baiken (Guilty Gear)

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