Virtual-On Oratorio Tangram/Ajim

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CTV-001 Ajim
[アジム]

Introduction

Mysterious battle crystal structure in the shape of a virtuaroid.
It has a certain probability of appearing after repeated time-up victories in ARCADE mode. It has very high offensive and defensive power, and requires a great deal of skill to defeat.

When controller by a player its defense is drastically reduced, making it difficult to master.

Character Traits

See Notation / Character Descriptions

Strengths Weaknesses
  • Very high attack power (Extremely high with power up).
  • Very high mobility (Extremely high with speed up).
  • Dash attacks with good hit ability.
  • Multiple slow moving pressure attacks.
  • Defensive shield type projectile.
  • ! Special control of dash attacks due to crazy rotation speed.
  • ! Has an instant kill technique confirmable from close range or high air knockdowns.
  • Absurdly low health. Truly a glass cannon.
  • Loses health over time. Dies before rounds can time out.
  • Forced to kill opponent, always on the offense.
  • Uncontrollably fast rotation speed for aiming attacks.
  • Speed upgrade attack can randomly spawn projectiles that fully heal opponent on hit (!?).

Commonly Used Attacks

See Notation / Common Attack Descriptions

Neutral projectile attacks

RW
LTLW / LW / RTLW
RTCW / cRTCW
cLTRW
CW ‘Saturn’
RTRW

Movement check, High damage
Pressure, Erase, Knockdown
Erase (high), Pressure, Knockdown
Knockdown, Anti-air
Remove 60% of current enemy health
High damage, Punish

Utility attacks

GD9/8/7: CW
AD9/8/7: CW

Armament Level Up - Levels Down over time
Speed Level Up - Does not level down*
--*Risk of random opponent healing orb--

Ground dash attacks

GD9/7: cRW / RW
GD8: cRW
GD8: LW
GD2: cCW
GD6/4:cCW

High damage, Punish
High damage, Punish
Pressure
Erase (high), Pressure
Movement check*
--*Risk of random opponent healing orb--

Air dash attacks

AD9/7: RW
AD8: RW
AD9/8/7: LW

High damage, Punish
High damage
Anti-air, Pressure, Knockdown

Jumping attacks

jRTRW

Prediction(using movement), High damage

Special attacks

Self Destruct (Rotating CW)
GD9/8/6: cCW

High damage, Wall piercing (gimmick)
Don’t do this

Melee attacks

Generally Unused, too slow
RTLW melee


Used to finish Instant Kill setup

Strategy

General gameplan

Matchup strategy

Ajim / Matchups

Advanced Techniques

Instant neutral attacks

Input: Cancel LW into wanted attack.
The attack will come out with no startup. Unlike most similar techniques this is easy to time.

  • For example LW->RTCW, LW->RTLW, LW->RTRW, LW->CW.

Full control Vertical Turn

Before using Vertical Turn during a dash or air dash, rotate left/right for a short duration. You can massively alter the direction the corresponding dash direction will face.

For example during a horizontal dash you can shortly left rotate, tap up for ‘forward dash’. The forward dash will be moving to your previous left and now you can perform a forward dash attack in that direction. This is possible because of Ajim’s absurd rotation speed.
You can perform dash attacks while moving in a more safe direction.

Drifting Airdash attacks

Input: During an airdash, Rotate towards a direction and input an attack at the same time.

Ajim will drift heavily towards the rotation direction, basically making a 90 degree movement in the wrong direction while firing (very unique property). Can be used to improve performance of air dash attacks. The direction can be changed by 180 degrees or more depending on how long rotation was held, so it’s possible to use things like AD2:CW while moving forward.

ABO Hold - Instant Kill

Instant kill technique that can be confirmed from landing a knockdown. Usually a close-range or air knockdown.
Input: Move next to opponent -> LTCW -> backwards quickstep -> LTCW -> RTLW melee.

Opponent will be forced to teleport on wakeup with no kind of hitstun or invincibility and get instant killed by the melee attack connecting as multiple hits. Very difficult to confirm into quickly enough.

A central technique to master for making Ajim work at higher levels of play. There are some decent attacks to cause knockdowns like cLTRW, LW orbs and RTCW.

General examples:

  • Confirm KD -> Airdash cancel into melee range -> 8QS -> LTCW -> 2QS -> LTCW -> RTLW
  • Confirm KD -> Airdash cancel ->cRWCC->8QS(Vacuum CC)->LTCW->2QS -> LTCW -> RTLW

Additional Resources

External Guides

Frame Data

Rough data collection by Porcupine. Startup frames, duration and forced recovery times. No data on melee attacks.

Notable Players

Ajim / アジム

  • x2cy
  • gat8
  • Katenasasosu / Kirin / きりん


General
FAQ
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System
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Notation, Glossary
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