Genie
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Version
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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A
A
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50
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Mid
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-
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41
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12
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14
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+9
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+12
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-
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40
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40
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B
B
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50
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Mid
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-
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41
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12
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14
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+9
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+12
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-
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40
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40
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C
C
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50
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Mid
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-
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41
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12
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14
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+9
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+12
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-
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40
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40
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D
D
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50
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Mid
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-
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41
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12
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14
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+9
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+12
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-
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40
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40
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- 55 frame startups total before Ash can move.
- A is closest to Ash, then B, then C, with D being the furthest away.
- Does not disappear if Ash is hit.
Ash places a flame on screen which explodes when the opponent walks near it. A unique trap-like projectile that can give Ash a lot of block or hit advantage if it works. Placing one somewhere on screen while throwing fireballs can make for a difficult to navigate maze of hitboxes. However, the explosion is not very large and not very damaging, so the threat is minimal, especially against aggressive opponents that will likely just run past it. Against defensive players however, this can be more effective. When the flame is onscreen, if the opponent is about three character lengths away, they will enter a blocking animation if they hold back. preventing them from walking back. This can give Ash a window to move in, as if they want to retreat they'll have to use a more committal option such as backdash or roll. All this is said without mentioning the long start up. It takes 17f for the flame to appear on screen, an additional 20f before the flame can explode, and in total, 55f before Ash can move and block again. There's no way to guarantee a flame on block, but if your opponent is very defensive, you can get away with setting one off of blocked heavies or CD. The ideal flame to place on block is either A or B. The A flame will usually interrupt the opponent if they attempt to poke out. The B flame will explode the soonest as it'll place the flame right on top of the opponent, but they can jump or poke out of it.
The flame is also useful as an oki option. If you end a juggle with a normal, you can cancel the normal into a flame to set one on top of your opponent as they get up. You can also set it after hard knockdowns such as throws or supers. Your options will be:
c.D or 2C midscreen = C flame
c.D or 2C corner = A flame (won't work if directly in the corner)
2D midscreen = C flame (push them into the flame if they don't quick rise)
2D corner = A flame
Any hard knockdown in the corner = A flame
Forward throw = A flame (immediate [2]8B causes the flame to hit cross-up)
Backward throw = B flame
236236K = B flame
236236BD = C flame
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Version
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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AC
AC
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70
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Mid
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-
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20
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12
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9
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Soft Knockdown (+60/+57)
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+17
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-
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0
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40
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- Places a flame inbetween where 214A and 214B would place a flame.
- Combo starter
This flame is designed to be placed specifically where your opponent would be pushed back if cancelled from a heavy normal. This leads to some of Ash's strongest combos as it causes a launch. It's also safe on block making it non-committal, aside from the meter usage. Because this only combos from heavy normals, and Ash doesn't have any multi-hitting heavies or cancellable command normals, knowing when Ash gets a guaranteed heavy normal punish can vastly improve your overall damage. You can also use the c.A > c.C link at close range.
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Version
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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BD
BD
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70
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Mid
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-
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30
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12
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8
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Soft Knockdown (+61/+88)
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+18
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-
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0
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40
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- Places a flame directly wherever the opponent is standing.
- Has higher start-up than 214AC.
This flame tracks the opponent, allowing you to tag opponents from anywhere. This is a fantastic anti-zoning tool as you don't have to worry about clashing fireballs. The start up is slower than 214AC so you can't combo into this, but it recovers faster leading to much more block and hit advantage.
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