Introduction
Ayako is just straight vibin'.
Ayako is, despite appearances, 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.
Pros | Cons |
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Movelist
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
A standing slap, good range and nice upward angle, but is outclassed by her other buttons. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - | |
One of Ayako's strongest buttons It has phenomenal range and chains into itself repeatedly, allowing Ayako amble time to confirm into Rave Storm. |
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. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Mid | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | Low | - | - | - | |
Ayako busts out the moves with a breakdancing spin that has multiple hits during it's long active time. |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | High | - | - | - |
Command Moves
Damage | Guard | Startup | Active | Recovery | FrameAdv |
---|---|---|---|---|---|
- | N/A | - | - | - | |
Air Throw |
Target Combos
st.LP > st.LK > st.HP > st.HK
st.LP > st.LK > cr.HP
st.LP > st.LK > st.HK > st.HP
st.LP > st.HP/HK
cr.LK > cr.LP > cr.HP
j.LP/LK > j.HP.HK
Guard Cancels
LP: st.LP (cr.LK while crouching)
LK: st.LK (cr.HK while crouching)
HP: Mach Spin (qcf+K)
HK: Rave Storm (qcb+K)
Which guard cancel you want to use largely depends on whether or not you're stand or crouch blocking. When stand blocking, you want the LK guard cancel, but you want the LP guard cancel if you're crouching. Both of these lead to a combo into Rave Storm, which makes them your most rewarding options.
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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. |
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 chains 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.