Notation
= Light Punch

= Light Kick

= Strong Punch

= Strong Kick
* = EX version possible
Throws
/

+

/

= Recompenses
Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.
- Can be broken
- Hit Detection: Close
- Damage: 100
Command Normals
+

= Floreal
Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent, it's still pretty safe and fast so it's prone to catch people off guard, use it sparingly.
- Cancellable
- Hit Detection: High
- Damage: 50

+

= Floreal (backward)
Same as Floreal except he's moving backwards now, useful after a jump-in/cross-up
- Faster than

+

- Cancellable
- Hit Detection: High
- Damage: 50
Special AttacksCharge

,

+

/

= Ventose *
Ash makes flaming green crescent then throws it at the opponent, the weak version shoots one crescent, the strong version still has slower start-up but travels faster with more damage potential and bigger hitbox, does two hits and counter acts other projectiles as well, neither versions can be spammed much because of their fixed recovery but you should feel obligated to use them regardless, zoning tool for far or mid-screen pressure.
- EX shoots two separate crescent blades very fast
- Super Cancellable
- Hit Detection: High
- Damage: 60/22+45+70/40+80+40+80
Charge

,

+

/

= Nivose *
Ash somersaults up into the air with green flames coming out near his feet, An excellent AA that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well, the B version is really quick and the recovery on it allows it to be somewhat spammable, the strong version lasts longer but because of the bigger hitbox it's harder to punish now, use it in BnB's just to be safe.
- EX does more hits and has an invincible start-up
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 50+30/65+30x2/80+40x3
Charge

,

+

/

= Germinal Caprice *
Ash dashes forward and tackles the opponent while covered in flames, the weak version comes out faster and knocks the opponent. the strong version goes further and juggles the opponent.
EX does more hits and juggles the opponent into the air for a follow-up.
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/20x3+80

+

/

/

/

= Genee *
Ash blows a kiss that makes a green flame appear in an area depending on which button you press, it works a lot like Orochi Shermie's Moonless Thundercloud, an excellent zoning and pressure tool for opponents getting up or in the corner. weak punch version comes out at arm length. weak kick version comes out at about half screen. strong punch version comes out at 3/4 screen. strong kick version comes out at the other side of the screen.
- EX comes out quicker and makes the flame explode instantly.
- Super Cancellable
- Hit Detection: High
- Damage: 30/40x2+50
Desperation Move
x 2+

/

= Thermidor
Ash makes a giant green energy ball then propels it towards his opponent, the start-up is mediocre so you have to be very careful when you use either version of this DM.
- Hit Detection: High
- Damage: 20x7+40

x 2+

/

= Pluivose *
Ash does three Nivose's in a row, comes out pretty fast making it pretty easy to combo into, it's still an okay AA since the hitbox on Nivose is a bit bigger, there isn't much of difference between the B or D version except the D version is faster and goes a bit higher.
- EX has an invincible start-up and executes another Nivose rep.
- Max Cancellable
- Hit Detection: High
- Damage: 20x6+30x3/20x9+40x3

,

,

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= Sans Culotte
Greens flames shoot from the ground around Ash causing him to glow a green aura, this move allows all his charge moves to have zero charge time (Ventose, Nivose, and Germinal Caprice) for a short period (lasts a little over five seconds) allowing Ash to freely combo with any of his charge moves, incredibly good against opponents in the corner and has immense juggle potential, the start-up frames aren't invincible so be sure to combo into it just to be safe, works very well as a reversal, uses 2 stocks.
- Hit Detection: High
- Damage: 100

,

+

= Germinal
Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him, it's an interesting move because the damage potential is good and it seals your opponents special attacks, drive meter, and special meter for about 10 seconds, doesn't work as an AA unless they're right near the ground as soon as you activate it, if both characters are in the corner when this is used they'll both be returned to the middle of the stage, also has okay cross-up potential, it's also only usable while Sans-Culotte is active, and if this move is activated it will cancel out San-Culotte.
- Hit Detection: High
- Damage: 0+15x12
Neomax
x 2+

= Fructidor
Ash grabs the opponent an laughs while he engulfs them in a myriad of purple flames, then it ends with the flames exploding launching the opponent far into the air then hitting the ground. When max canceled into it pulls the opponent to the ground to execute it.
- Hit Detection: Close/High
- Damage: 480
Ash's
Wiki entryConsole changes:
- (shown in video) All versions of Genie stay on the screen longer.
- (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
- EX Genie now knocks away while retaining its juggling properties
- (shown in video) Germinal now takes no gauge
- (shown in video) Thermidor’s startup is faster
- (shown in video) The version of EX Genie done using both kicks tracks the opponent.
Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.