Genie
214A/B/C/D/AC/BD
214A/B/C/D/AC/BD
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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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- 17f before a flame spawns.
- 24f before a flame can explode.
- 55f startup 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. However it can be useful to keep turtling opponents stuck, as well as an oki option against unaware opponents.
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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.
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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%.
|
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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