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==== Normal Moves ==== | ==== Normal Moves ==== | ||
*'''Standing Light Punch ([[File:snka.gif]])''' - | *'''Standing Light Punch ([[File:snka.gif]])''' - A slight toss of the wrist. This attack is a standard anti-hop attack that carries little risk. One of many anti-air attacks in Ash's repertoire. | ||
*'''Standing Light Kick ([[File:snkb.gif]])''' - | *'''Standing Light Kick ([[File:snkb.gif]])''' - Although not the fastest light attack, this is a neat low-hitting normal attack to keep note of. This could be used in a middle of a string of attacks or simply be used to catch the opponent off guard if the opponent forgot about Ash's standing attacks that hit low. | ||
*'''Standing Heavy Punch ([[File:snkc.gif]])''' - | *'''Standing Heavy Punch ([[File:snkc.gif]])''' - The typical far Standing Heavy Punch attack in the same vein as Ryo's or Terry's. What sets this attack apart from the others is that this attack does actually cancel upon hit or block and hits a variety of crouching characters, unlike King's Standing Heavy Punch for example. Ash's Standing Heavy Punch may be used as an anti-air attack against incoming hop approaches or be simply used in blockstrings as a frame trap and to pressure. | ||
*'''Close Heavy Punch (Close [[File:snkc.gif]])''' - | *'''Close Heavy Punch (Close [[File:snkc.gif]])''' - Much like Kyo or Iori, this Close Heavy Punch attack is quite fast and functions quite well as a pressure move and as an anti-air. Ash could freely just run forward and press [[file:snkc.gif]] against an opponent maintain safety upon block. If the opponent happens to jump or hop, Ash could anti-air. If the opponent gets hit while on the ground for any reason, Ash could cancel into Floréal ([[File:left.gif]] + [[File:snkb.gif]]) and easily link a Nivôse ([[File:down.gif]] [Charge] [[File:up.gif]] + [[File:kick.gif]]) afterwards for a knockdown combo. As Ash is able to easily combo into his charge attacks by buffering the charge during Floréal and Floréal having the ability to combo from many of Ash's normals, Ash can maintain a vast sense of offensive momentum most in ways many charge characters from other fighting games could not. Close Heavy Punch is one of those attacks that complements Ash's game by doing so. As a fast Close Heavy Punch attack, this attack has many applications as a frame trap and blockstring move as well. | ||
*'''Standing Heavy Kick ([[File:snkd.gif]])''' - | *'''Standing Heavy Kick ([[File:snkd.gif]])''' - A far-reaching, rolling sobat kick. Although a tad more feminine than Guile's rolling sobat kick, Ash's Standing Heavy Kick function just as well. This is attack does respectable damage for its application as an attack that goes over most low-reaching/low-hitting attacks and punishes or counter-hits most grounded attacks. An opponent's answer to this attack from mid-range primarily is to hop over the Standing Heavy Kick during the start up, but a good Ash player should be able to anticipate such a counter attempt and be ready to anti-air the opponent with one of Ash's many anti-air/air-to-air options. In essence, this move is Floréal ([[File:left.gif]] + [[File:snkb.gif]]) or Floréal (Backward) ([[File:left.gif]] + [[File:snkd.gif]]) but the speed, in regards to start up and recovery, is in between the two types. While one type of Floréal moves forward and the other moves backwards akin to Guile's rolling sobat going back and forth, Standing Heavy Kick is a Floréal that remains in place. To some extent, Standing Heavy Kick's application is similar to Guile's far Standing Roundhouse Kick by holding position and attacking while buffering the charge time for a Sonic Boom. In Ash's case, it would be for charging his Ventôse ([[File:left.gif]] [Charge] [[File:right.gif]] + [[File:punch.gif]]). If a player is in need of moving forward to attack with a Floréal, Standing Heavy Kick would be the preferred move due to the speed and recovery it has over the actual Floréal. | ||
*'''Close Heavy Kick (Close [[File:snkd.gif]])''' - Another fast hitting Close Heavy Kick attack. Almost has the same exact application as Close Heavy Punch, but this attack lacks an anti-air function. Instead, the emphasis of this attack is in the low-hitting property and being able to frame trap an opponent while still checking the opponent's ability to block low. One common threat to an opponent is Ash's Fructidor ([[File:hcb.gif]][[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]]), a command throw Desperation Move that does decent damage. So if an opponent is caught trying to alternate guard in response to a tick throw attempt, Ash may blockstring and break an alternate guard with a fast low-hitting Close Heavy Kick from standing. So although Ash may stand up and even walk or run forward and seem to be going for a throw, Ash could fake it and continue to pressure. Much like Close Heavy Punch, Ash may run forward or attack whenever with this attack and cancel into a Floréal ([[File:left.gif]] + [[File:snkb.gif]]) on whim and combo into a Nivôse ([[File:down.gif]] [Charge] [[File:up.gif]] + [[File:kick.gif]]) upon hitconfirm. | |||
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - Another standard Crouching Light Punch attack. Doesn't have too much application since Ash could just hitconfirm and cancel into his Unique Attacks or Special Moves with Crouching Light Kick attacks that hit low. If Ash wants to continue walking forward to pressure with crouching light attacks to maintain frame advantage, Crouching Light Punch may be used in this situation as it could stifle jump or hop out attempts early. Ash has other means and setups to maintain offensive momentum that include other aspects that may drive an opponent to error such as high/low/throw mix-ups so Crouching Light Punch will just have a few specific uses compared to other attacks. | |||
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]])''' - | |||
*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - | *'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - | ||
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*'''Floréal ([[File:left.gif]] + [[File:snkb.gif]])''' - | *'''Floréal ([[File:left.gif]] + [[File:snkb.gif]])''' - | ||
*'''Floréal ( | *'''Floréal (Backward) ([[File:left.gif]] + [[File:snkd.gif]]) | ||
====Throw==== | ====Throw==== |
Revision as of 23:33, 8 July 2011


Ash
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
25
chaincancel
Standing Light Kick
kof.lk
30
low cancel
Standing Heavy Punch
kof.sp
70
cancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
80
low cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
Floréal
b + kof.lk
50
Floréal (backward)
b + kof.sk
50
Throw
Récompenses
f or b + kof.sp or kof.sk (While Close)
100
throw hardknockdown
Special Moves
Ventôse
b (Charge) f + p
kof.lp : 60
kof.sp : 22+45+70
ex : 40+80+40+80
kof.sp : 22+45+70
ex : 40+80+40+80
supercancel
ex : softknockdown
ex : softknockdown
Nivôse
d (Charge) u + k
kof.lk : 50+30
kof.sk : 65+30×2
ex : 80+40×3
kof.sk : 65+30×2
ex : 80+40×3
startupinv softknockdown drivecancel
Germinal Caprice
b (Charge) f + k
kof.lk : 60
kof.sk : 75
ex : 20×3+80
kof.sk : 75
ex : 20×3+80
softknockdown drivecancel
Génie
qcb + p or k
p / k : 30
ex : 40×2+50
ex : 40×2+50
supercancel
Desperation Moves
Thermidor
qcf qcf + p
20x7+40
softknockdown
Pluviôse
qcf qcf + k
k : 20×6+30×3
ex : 20×9+40×3
ex : 20×9+40×3
softknockdown maxcancel
Sans-culotte
kof.lp ~ kof.lk ~ kof.sp ~ kof.sk
100
softknockdown
- Germinal
Sans-culotte, then qcb hcf + kof.lp + kof.sp
0+15×12
softknockdown
Fructidor
hcb hcb + kof.lk + kof.sk
480
throw hardknockdown
Apprentice Combos
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) - A slight toss of the wrist. This attack is a standard anti-hop attack that carries little risk. One of many anti-air attacks in Ash's repertoire.
- Standing Light Kick (
) - Although not the fastest light attack, this is a neat low-hitting normal attack to keep note of. This could be used in a middle of a string of attacks or simply be used to catch the opponent off guard if the opponent forgot about Ash's standing attacks that hit low.
- Standing Heavy Punch (
) - The typical far Standing Heavy Punch attack in the same vein as Ryo's or Terry's. What sets this attack apart from the others is that this attack does actually cancel upon hit or block and hits a variety of crouching characters, unlike King's Standing Heavy Punch for example. Ash's Standing Heavy Punch may be used as an anti-air attack against incoming hop approaches or be simply used in blockstrings as a frame trap and to pressure.
- Close Heavy Punch (Close
) - Much like Kyo or Iori, this Close Heavy Punch attack is quite fast and functions quite well as a pressure move and as an anti-air. Ash could freely just run forward and press
against an opponent maintain safety upon block. If the opponent happens to jump or hop, Ash could anti-air. If the opponent gets hit while on the ground for any reason, Ash could cancel into Floréal (
+
) and easily link a Nivôse (
[Charge]
+
) afterwards for a knockdown combo. As Ash is able to easily combo into his charge attacks by buffering the charge during Floréal and Floréal having the ability to combo from many of Ash's normals, Ash can maintain a vast sense of offensive momentum most in ways many charge characters from other fighting games could not. Close Heavy Punch is one of those attacks that complements Ash's game by doing so. As a fast Close Heavy Punch attack, this attack has many applications as a frame trap and blockstring move as well.
- Standing Heavy Kick (
) - A far-reaching, rolling sobat kick. Although a tad more feminine than Guile's rolling sobat kick, Ash's Standing Heavy Kick function just as well. This is attack does respectable damage for its application as an attack that goes over most low-reaching/low-hitting attacks and punishes or counter-hits most grounded attacks. An opponent's answer to this attack from mid-range primarily is to hop over the Standing Heavy Kick during the start up, but a good Ash player should be able to anticipate such a counter attempt and be ready to anti-air the opponent with one of Ash's many anti-air/air-to-air options. In essence, this move is Floréal (
+
) or Floréal (Backward) (
+
) but the speed, in regards to start up and recovery, is in between the two types. While one type of Floréal moves forward and the other moves backwards akin to Guile's rolling sobat going back and forth, Standing Heavy Kick is a Floréal that remains in place. To some extent, Standing Heavy Kick's application is similar to Guile's far Standing Roundhouse Kick by holding position and attacking while buffering the charge time for a Sonic Boom. In Ash's case, it would be for charging his Ventôse (
[Charge]
+
). If a player is in need of moving forward to attack with a Floréal, Standing Heavy Kick would be the preferred move due to the speed and recovery it has over the actual Floréal.
- Close Heavy Kick (Close
) - Another fast hitting Close Heavy Kick attack. Almost has the same exact application as Close Heavy Punch, but this attack lacks an anti-air function. Instead, the emphasis of this attack is in the low-hitting property and being able to frame trap an opponent while still checking the opponent's ability to block low. One common threat to an opponent is Ash's Fructidor (
+
+
), a command throw Desperation Move that does decent damage. So if an opponent is caught trying to alternate guard in response to a tick throw attempt, Ash may blockstring and break an alternate guard with a fast low-hitting Close Heavy Kick from standing. So although Ash may stand up and even walk or run forward and seem to be going for a throw, Ash could fake it and continue to pressure. Much like Close Heavy Punch, Ash may run forward or attack whenever with this attack and cancel into a Floréal (
+
) on whim and combo into a Nivôse (
[Charge]
+
) upon hitconfirm.
- Crouching Light Punch (
+
) - Another standard Crouching Light Punch attack. Doesn't have too much application since Ash could just hitconfirm and cancel into his Unique Attacks or Special Moves with Crouching Light Kick attacks that hit low. If Ash wants to continue walking forward to pressure with crouching light attacks to maintain frame advantage, Crouching Light Punch may be used in this situation as it could stifle jump or hop out attempts early. Ash has other means and setups to maintain offensive momentum that include other aspects that may drive an opponent to error such as high/low/throw mix-ups so Crouching Light Punch will just have a few specific uses compared to other attacks.
Unique Attacks
Throw
Special Moves
Desperation Moves
- Thermidor (
+
) -
- Pluviôse (
+
) -
- Sans-culotte (
~
~
~
) -
- Germinal (Sans-culotte, then
+
+
) -
- Fructidor (
+
+
) -
Tips and Tricks
Combos
0% Drive
0 Bar
- cr.B cr.B xx d~u+D - (165, 20)
- cr.B b+B, cr.B b+B, d~u+B - (208, 27)
- cl.C b+B xx d~u+B - (187, 22)
1 Bar
- j.D, cl.C xx b~f+BD, d~u+D - (283, 18 [mid-screen] / 344, 28 [corner])
- (corner only) j.D, cl.C xx b~f+BD, b~f+C, b+D, dash, b+D, CD - (433, 50)
2 Bar
- cl.C b+B, qcf qcf+BD - (399, 13)
- cr.B cr.B b+B, qcf qcf+BD - (376, 12)
- cr.B b+B, A B C D - (131, 9)
50% Drive
0 Bar
- j.D, cl.C xx b~f+D (DC) d~u+D - (252, 28)
- cr.B cr.B b+B, d~u+B (DC) b~f+D - (205, 24)
- (corner only) cr.B cr.B b+B, d~u+B (DC) b~f+A, d~u+D - (281, 38)
1 Bar
- (corner only) cr.B b+B, d~u+B (DC) qcb+AC, b~f+A, b~f+A, d~u+D - (351, 41)
2 Bar
- (corner only) cr.B b+B, d~u+B (DC) qcb+AC, b~f+A, b~f+A, qcf qcf+K - (378, 27)