User:Sleepmode/sandbox: Difference between revisions

From SuperCombo Wiki
(AVG2 wiki chain/guard cancel presentation sandbox)
(clearing sandbox)
Tag: Blanking
Line 1: Line 1:
== Normals ==
{{MoveData
|image=AVG2_Ayako_stLP.jpg
|caption=
|name=st.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A standing slap, good range and nice upward angle, but is outclassed by her other buttons. It does chain into all her other standing buttons, most notably stHP for a juggle combo.<br>
'''Chains to:'''<br>
> st.{{Icon-Capcom|LK}} > st.{{Icon-Capcom|HP}}<br>
> st.{{Icon-Capcom|LK}} > st.{{Icon-Capcom|HK}} > st.{{Icon-Capcom|HP}}<br>
> st.{{Icon-Capcom|LK}} > cr.{{Icon-Capcom|HP}}<br>
> st.{{Icon-Capcom|HP}}/st.{{Icon-Capcom|HK}}
}}
}}
----
{{MoveData
|image=AVG2_Ayako_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-5
|frameAdv=-
|description= One of Ayako's strongest buttons. It has phenomenal range and easily links into itself repeatedly, allowing Ayako amble time to confirm into Rave Storm. This defines her ability to control grounded space.<br>
'''Chains to:'''<br>
> st.{{Icon-Capcom|LK}}/cr.{{Icon-Capcom|LK}}
}}
}}
----
{{MoveData
|image=AVG2_Ayako_stHP.jpg
|caption=
|name=st.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=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.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_stHPhold.jpg
|caption=
|name=st.{{Icon-Capcom|HP}} (hold)
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=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.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_stHK.jpg
|caption=
|name=st.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-32
|guard= Mid
|startup=
|active=-
|recovery=-
|frameAdv=-
|description=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.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_crLP.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup=
|active=-
|recovery=--1
|frameAdv=-
|description= A crouching hand strike. It can cancel, but has no chain routes, which limits its usefulness. Its only major draw is that it has a good chunk more range than cr.{{Icon-Capcom|LK}}, but even there it's outclassed by the mighty st.{{Icon-Capcom|LK}}.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Low
|startup= 4
|active=-
|recovery=-
|frameAdv=-
|description= A crouching kick that chains (not links!) into itself, into crLP, and into stLK. This makes it an awesome low option with amble selection of confirm routes. It's also her OTG pickup normal.<br>
'''Chains to:'''<br>
> st.{{Icon-Capcom|LK}}/cr.{{Icon-Capcom|LK}}<br>
> cr.{{Icon-Capcom|LP}} > cr.{{Icon-Capcom|HP}}
}}
}}
----
{{MoveData
|image=AVG2_Ayako_crHP.jpg
|caption=
|name=cr.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Mid
|startup= 10
|active=-
|recovery=-
|frameAdv=-
|description= 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
}}
}}
----
{{MoveData
|image=AVG2_Ayako_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= Low
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_jLP.jpg
|caption=
|name=j.{{Icon-Capcom|LP}}
|data=
{{AttackData-AVG2
|damage=-
|guard=High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A downward chop, decent enough aerial button. Chains into jHP and jHK. Can hit a standing opponent while rising.<br>
'''Chains to:'''<br>
> j.{{Icon-Capcom|HP}}/j.{{Icon-Capcom|HK}}
}}
}}
----
{{MoveData
|image=AVG2_Ayako_jLK.jpg
|caption=
|name=j.{{Icon-Capcom|LK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= A very fanciful looking knee strike, the hitbox is at the point of her knee so it works best as an air-to-air even if it can hit a standing opponent while rising.<br>
'''Chains to:'''<br>
> j.{{Icon-Capcom|HP}}/j.{{Icon-Capcom|HK}}
}}
}}
----
{{MoveData
|image=AVG2_Ayako_jHP.jpg
|caption=
|name=j.{{Icon-Capcom|HP}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup= 8
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_jHK.jpg
|caption=
|name=j.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup= 6
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_njHK.jpg
|caption=
|name=nj.{{Icon-Capcom|HK}}
|data=
{{AttackData-AVG2
|damage=-
|guard= High
|startup=
|active=-
|recovery=-
|frameAdv=-
|description= 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'''<br>
{{MoveData
|image=AVG2_Ayako_jthrow.jpg
|caption=
|name=Any Direction (Besides Up) + {{Icon-Capcom|HK}} In air
|data=
{{AttackData-AVG2
|damage=-
|guard= N/A
|startup= 1
|active=-
|recovery=-
|frameAdv=-
|description= 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.
}}
}}
----


== Guard Cancels ==
''Note: Ayako's {{Icon-Capcom|LP}} and {{Icon-Capcom|LK}} guard cancels change which move she uses depending on whether she performs the guard cancel standing or crouching.''
{{MoveData
|image=AVG2_Ayako_stLP.jpg
|caption=
|name=st.{{Icon-Capcom|LP}} Guard Cancel
|data=
{{AttackData-AVG2
|damage=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|description=Uses Ayako's st.{{Icon-Capcom|LP}}. Not an awful option, but you have much better options for standing guard cancels.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_crLK.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}} Guard Cancel
|data=
{{AttackData-AVG2
|damage=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|description=Uses Ayako's cr.{{Icon-Capcom|LK}}. The preferred guard cancel for when you're crouch blocking, since it retains its self-chain properties as a guard cancel. If it hits, cancel into Rave Storm for a combo.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_stLK.jpg
|caption=
|name=st.{{Icon-Capcom|LK}} Guard Cancel
|data=
{{AttackData-AVG2
|damage=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|description=Uses Ayako's st.{{Icon-Capcom|LK}}. Ayako's best guard cancel when standing, because it's her st.{{Icon-Capcom|LK}}, including all of its usual self-chain and cancel properties. Cancel into Rave Storm for a follow-up.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_crHK.jpg
|caption=
|name=cr.{{Icon-Capcom|LP}} Guard Cancel
|data=
{{AttackData-AVG2
|damage=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|description=Uses Ayako's cr.{{Icon-Capcom|HK}}. Generally invalidated by her other guard cancel options, especially since her sweep is much riskier for much less reward.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_Mach_Spin.jpg
|caption=
|name={{Icon-Capcom|HP}} Guard Cancel
|data=
{{AttackData-AVG2
|damage=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|description=Uses Ayako's {{Icon-Capcom|LK}} Mach Spin. Could potentially be useful as an anti-air guard cancel, but the low reward compared to the risk of using Mach Spin makes it less worthwhile than Ayako's other options.
}}
}}
----
{{MoveData
|image=AVG2_Ayako_Rave_Storm.jpg
|caption=
|name={{Icon-Capcom|HK}} Guard Cancel
|data=
{{AttackData-AVG2
|damage=
|guard=
|startup=
|active=
|recovery=
|frameAdv=
|description=Uses Ayako's {{Icon-Capcom|LK}} Rave Storm. Ayako can still super cancel into EX Rave Storm, but there is literally no reason to do that when she can use her st.{{Icon-Capcom|LK}} or cr.{{Icon-Capcom|LP}} guard cancels to confirm into Rave Storm.
}}
}}
----

Revision as of 22:47, 1 May 2022