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. |
Guard Cancels
Note: Ayako's and
guard cancels change which move she uses depending on whether she performs the guard cancel standing or crouching.