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* Lack of solid jump normals means you'll be relying largely on grounded approaches | * Lack of solid jump normals means you'll be relying largely on grounded approaches | ||
* Somewhat low combo damage | * Somewhat low combo damage | ||
* Lacks both dash brake and dash super jump | |||
}} | }} | ||
Revision as of 11:32, 20 September 2022
Introduction
Ayako has entered the tournament to test the mettle of her unkillable vibes.
Ayako, despite her party gal image, is a character who excels at space control and grounded footsies. Sporting great pokes, solid anti-airs and a reliable tool for low-profiling moves in neutral, Ayako has just about everything she needs to play the ground game, and play it well. However, despite having an air throw, her air presence is hampered by a relatively weak set of air normals, and her overall damage output leaves something to be desired, even with her solid meter efficiency.
Ayako has a unique glitch that allows her to guard cancel when blocking in the air, she can do this into any of her air normals and her air throw. This makes air-to-air encounters with Ayako a very dangerous proposition.
Movelist
Normals
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
Ayako's signature anti-air. Her upward fan strike will reliably knock opponents out of the air and also covers space vertical for when she has the opponent in the corner and they want to jump out. This will whiff on crouchers however. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
After her stHP, if held down Ayako will twirl her fan and do a standing overhead. Not particularly fast or anything, but it's worth having in the back pocket. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
-32 | Mid | - | - | - | |
A stiff mule kick, not a good horizontal poke but it is a little wider than the normally superior stHP. She is the only character who's dashing attack is her stHK instead of stHP. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | 10 | - | - | - |
With the majority of Ayako's standing attacks being upward angled, her crHP becomes her biggest horizontal poke. It natively special cancels so you can poke into Rave Storm if your confirms are on point |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
Ayako busts out the moves with a breakdancing spin that has 3 hits during it's long active time. Due to pushback, if this gets blocked it can wind up being very punishable. The flipside is that the 3rd hit has the most range so you might be able to tag them if they go in for an early punish but this is not a plan you want to set your clock to. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 8 | - | - | - |
A downward angled fan chop, probably her best choice for a jump in. It's best strength is that if you do rising jLP or jLK you can chain into this and it will connect, but that's really all you get so don't go planning your day around it. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | 6 | - | - | - |
Good startup, but realistically you don't to use this due to the njHK technique. A decent enough air normal if you get it however. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - | |
A split-legged kick, powerful as it is active on both sides. It is possible to get this in a angled jump by pumping additional inputs, if you do 69 jLK 8 jHK you can get njHK to come out during a diagonal jump. |
Command Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | N/A | 1 | - | - | - |
Ayako grabs the opponent and flips down to Earth to slam them, probably her best aerial option as other facets of her aerial game are purely fine. Because of her aerial guard cancel glitch, this throw becomes crazy powerful in air-to-air situations as you can guard cancel out of blocking an attack and straight up throw them for trying. |
Special Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
High | - | - | - | ||
If you input this move just before landing, you essentially get an empty flip without any landing recovery. Since the Fan Chop itself is an overhead, you can set up some very tricky high/low mixups if your opponent is respecting you. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | - | - | - | ||
Ayako's throw option out of Tornado Attack, getting the timing down on where exactly you need to input it to get Frankensteiner and not Fan Chop is tricky. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
A slide that knocks down, but is NOT A LOW. Her mixup is actually delayed Fan Chop overhead or land and then cr.LK because this is not a mixup tool. Quite punishable if it gets blocked, but it very easily leads into a combo on hit in the corner. |
Guard Cancels
Note: Ayako's and
guard cancels change which move she uses depending on whether she performs the guard cancel standing or crouching.
Super Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
N/A | 1 | - | - | - | |
A 1F command throw super. Although it costs two bars, it's an incredibly useful tool to keep in your back pocket. It also doesn't have a whiff animation, so if you're not in range for the throw, you'll just get Mach Spin, which makes it pretty strong against jump-out attempts. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
Mid | - | - | - | ||
Stands for Final Tornado Illusion Crisis. Although the damage on this attack is huge, only use this when you're sure it'll get you the win. The startup is very slow, and because Ayako poses after the super finishes, the recovery means that sometimes you can be unsafe on hit. |
Strategy
Ayako thrives at the midrange. You can honestly get a lot of mileage out of basically spamming st.LK, since it's fast, has fantastic range, and links into itself, allowing you to easily confirm into a combo. If your opponent decides to jump at you, st.HP will very easily swat them out of the air, and since this normal is also a launcher, you'll often be able to convert into a combo even if it trades.
On defense, you can use EX Mach Spin as a reversal thanks to its speed, but your best bet is to try and land st.HP anti-airs, since most characters will try to start offense with jumping normal chains.
Ayako is also able to very easily punish throw techs with her st.HP, and combined with her ability to combo after her throw in the corner, this gives her an unexpectedly scary throw game. Learn the timing for st.HP after a throw tech so you don't have to react to it.
Combos
Basic Combos
st.LK x1-3 xx Rave Storm
You can cancel Rave Storm into EX Rave Storm if you want to cash out some meter. If you want even more damage, cancel EX Rave Storm into EX Mach Spin or FTIC.
cr.LK > cr.LP > cr.HP xx Rave Storm
(corner) Throw, st.LK xx HK Rave Storm
(anti-air) st.HP, sj.LK > j.HK, dash st.HK xx EX Mach Spin
You can also use this combo to punish throw techs.