Advanced V.G. 2/Ayako/Move List

From SuperCombo Wiki

Normals

st.Lp.png
AVG2 Ayako stLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - - -

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 5HP for a juggle combo.

Chains to:
Lk.png > Hp.png
Lk.png > Hk.png > Hp.png
Lk.png > Hp.png
Hp.png / Hk.png

st.Lk.png
AVG2 Ayako stLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - -5 -

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.

Chains to:
Lk.png / D.pngLk.png

st.Hp.png
AVG2 Ayako stHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


st.Hp.png (hold)
AVG2 Ayako stHPhold.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

After her 5HP, 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.


st.Hk.png
AVG2 Ayako stHK.jpg
Damage Guard Startup Active Recovery Frame Adv
-32 Mid - - -

A stiff mule kick, not a good horizontal poke but it is a little wider than the normally superior 5HP. She is the only character who's dashing attack is her 5HK instead of stHP.


cr.Lp.png
AVG2 Ayako crLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid - --1 -

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 2LK, but even there it's outclassed by the mighty 5LK.


cr.Lk.png
AVG2 Ayako crLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- Low 4 - - -

A crouching kick that chains (not links!) into itself, into 2LP, and into 5LK. This makes it an awesome low option with amble selection of confirm routes. It's also her OTG pickup normal.

Chains to:
Lk.png / D.pngLk.png
Lp.png > D.pngHp.png

cr.Hp.png
AVG2 Ayako crHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- Mid 10 - - -

With the majority of Ayako's standing attacks being upward angled, her 2HP becomes her biggest horizontal poke. It natively special cancels so you can poke into Rave Storm if your confirms are on point


cr.Hk.png
AVG2 Ayako crHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


j.Lp.png
AVG2 Ayako jLP.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

A downward chop, decent enough aerial button. Chains into jHP and jHK. Can hit a standing opponent while rising.

Chains to:
j.Hp.png / j.Hk.png

j.Lk.png
AVG2 Ayako jLK.jpg
Damage Guard Startup Active Recovery Frame Adv
- High - - -

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.

Chains to:
j.Hp.png / j.Hk.png

j.Hp.png
AVG2 Ayako jHP.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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. Proper setup with a super jump can make this crossup, but it's not free.


j.Hk.png
AVG2 Ayako jHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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.


nj.Hk.png
AVG2 Ayako njHK.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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

Any Direction (Besides Up) + Hk.png In air
AVG2 Ayako jthrow.jpg
Damage Guard Startup Active Recovery Frame Adv
- 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

Mach Spin
AVG2 Ayako Mach Spin.jpg
Qcf.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

Ayako Spiral Arrows her way straight up into the air. Despite appearances, it's kind of hard to use as an anti-air. She does however recover in air, allowing her to stick out an air normal and come down with an overhead.

Hk.png Mid - - -

Moves Ayako forward before shooting into the air. Afterwards Ayako will come down with an equally vertical attack, but if the rising attack hit the descending attack will whiff.

Lk.png + Hk.png Mid - - -

The EX version is Ayako's instant super, giving it some risky offensive and defensive utility outside of also being a situational combo ender.

F.pngHcf.png + Lk.pngHk.png Mid - - -

SECRET (Super Flash ONCE): Super Flash aside, this seems to just be HK Mach Spin. What is curious is that you will only ever get the Super Flash to happen ONCE, every other time you do Secret Mach Spin One, there will be no Super Flash but the after images will be there to confirm you have done this version. Also sometimes the after images can change their colors. You will not get the first Super Flash back until you choose another character, repeatedly playing matches with Ayako will not return that first Super Flash. That's so stupid and esoteric and meaningless that I don't know what to do with that information.

Qcf.pngHcf.png + Lk.png Mid - - -

SECRET (No Flash): The second Secret Mach Spin and the most important one. This gives Mach Spin the height of EX/HK but has Ayako not do the down spiral attack. This means that like LK Mach Spin, she can act after the apex of Secret Mach Spin Two and continue her combo. Probably the most relevant non-Kyoko Secret move out there. It can be done even with meter stocked.

Qcf.pngHcf.png + Hk.png Mid - - -

SECRET (No Flash): The third Secret Mach Spin. This gives Mach Spin the height of HK and the hits/damage of EX. This too can be done even with meter.


Rave Storm
AVG2 Ayako Rave Storm.jpg
Qcb.png + K.png
Version Damage Guard Startup Active Recovery Frame Adv
Lk.png Mid - - -

Ayako's primary combo ender, this is what you'll be defaulting to every time you hit a button in neutral. This is the only version that will hit crouchers so make sure to have it at the ready. All versions of Rave Storm are horribly unsafe on block so even if all version are able to low-profile moves and projectiles (yes, this has upper body invincibility for some reason), do not throw it out willy-nilly in neutral. The LK version does not knock down.

Hk.png Mid - - -

The preferred version to end combos with, but the later half of the HP version will whiff on crouchers leaving you open for a massive punish. This version travels much further, so outside of really slow fireballs you can pretty confidently HP Rave Storm through a projectile to bop your opponent. The HK version DOES knock down, so get that OTG pickup afterwards.

Lk.png + Hk.png Mid - - -

The EX version is fast and great as a super cancel, but also whiffs on crouchers, so make sure to stand confirm the opponent before letting this rip.


Tornado Attack
AVG2 Ayako Tornado Attack.jpg
Hcb.png + P.png
Version Damage Guard Startup Active Recovery Frame Adv
Lp.png N/A - - -

Basically a Demon Flip. Can help with aerial approaches in neutral, but it's also surprisingly useful for mixuups.

Hp.png N/A - - -

the HP version goes further.

Fan Chop
AVG2 Ayako Fan Chop.jpg
K.png
Damage Guard Startup Active Recovery Frame Adv
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.

Frankensteiner
AVG2 Ayako Frankenstiener.jpg
K.png above opponent
Damage Guard Startup Active Recovery Frame Adv
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.

Slide Kick
AVG2 Ayako Slide Kick.jpg
No Input
Damage Guard Startup Active Recovery Frame Adv
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 Lp.png and Lk.png guard cancels change which move she uses depending on whether she performs the guard cancel standing or crouching.

st.Lp.png Guard Cancel
AVG2 Ayako stLP.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Ayako's st.Lp.png. Not an awful option, but you have much better options for standing guard cancels.


cr.Lp.png Guard Cancel
AVG2 Ayako crLK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Ayako's cr.Lk.png. 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.


st.Lk.png Guard Cancel
AVG2 Ayako stLK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Ayako's st.Lk.png. Ayako's best guard cancel when standing, because it's her st.Lk.png, including all of its usual self-chain and cancel properties. Cancel into Rave Storm for a follow-up.


cr.Lp.png Guard Cancel
AVG2 Ayako crHK.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Ayako's cr.Hk.png. Generally invalidated by her other guard cancel options, especially since her sweep is much riskier for much less reward.


Hp.png Guard Cancel
AVG2 Ayako Mach Spin.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Ayako's Lk.png 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.


Hk.png Guard Cancel
AVG2 Ayako Rave Storm.jpg
Damage Guard Startup Active Recovery Frame Adv

Uses Ayako's Lk.png 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.Lk.png or cr.Lp.png guard cancels to confirm into Rave Storm.


Super Moves

Spiral Dive
AVG2 Ayako Spiral Dive.jpg
cl.F.pngHcf.png + K.png
Damage Guard Startup Active Recovery Frame Adv
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.


F・T・I・C
AVG2 Ayako FTIC.jpg
Qcb.pngQcb.png + P.png
Damage Guard Startup Active Recovery Frame Adv
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.


Game Navigation

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Kyoko
Chiho
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Yuka
Satomi
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Ayako
Elirin
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