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== Throws ==
*Forward + A
**Ash punches at a downward angle. Standalone, the move is an overhead and has a short delay before it hits. Use sparingly for mix-ups. When comboed into, it loses overhead properties but executes faster. The move however does not give frame advantages. As such, this move should not be used in combos outside of Quick Shift combos and, if possible, Sans-Culottes chains. Therefore, players should always use Quick Shift cancels when this move hits from a combo. If the move is blocked, Ash would be recoiled to a safe distance.
*Back + C(QS)
**Ash twirls toward his opponent with a straight kick. It has a long range and average recovery which make it a good poke. Floreal is best used in poke strings and pressuring opponents. One trick is to use it after a blocked Ventose, allowing Ash to advance towards the opponent and keep them locked down. Another trick is to pause attacking after it is executed then continue with a Pluviose or Germinal.
*Back + B(QS)
== Special Moves ==
*Charge Back, Forward + A/C
**Ash emits a green flame from his hands and launches it forward. A version comes out fast but travels at a slow pace. C version has a slower start-up, but travels faster, hits twice and has a slightly larger hit-box. Both versions offer good recovery. Ventose (A) is comboable from a strong attack, although not recommended. Ventose is best used for pressure attacks, allowing Ash to move behind or set-up offense freely. The projectile is also useful in corner traps and poke strings.
*Charge Down, Up + B/D(QS)(SC)
**Ash executes a somersault kick engulfed in emerald flames. Good priority, hits twice and knocks down but has some recovery which makes it punishable if it is blocked or whiffs. D version travels higher than the B version. This technique is Ash's bread-and-butter combo ender. It is also Ash's best anti-air. It is recommended, however, to always use Nivose (B) for combo enders as Nivose (D) has a tendency to whiff sometimes. D version makes a great anti-air, however. The Nivose can also counter save shift attempts, but is too inconsistent to be used effectively. The first hit on either version is super cancelable. To super cancel, players can charge down, motion qcf, uf + B/D, qcf + the button corresponding to the move the player wants to execute.
**Ash's unblockable 3-hit auto-combo. It launches the opponent and is super cancelable on the third hit. It has a miss animation when it whiffs which makes Ash open for punishment. Because it requires for Ash to be close to the opponent, executing the attack also becomes tricky. Best used with Nivose and Thermidor (except when facing the corner) when it hits. The attack also makes a good set-up for quick-shift juggles with Nivose. Works especially well with [[Gato (KOF:XI)|Gato]].
Super Moves ==
*Double Quarter Circle + A/C
**Ash creates a large sphere of emerald flames in front of him then pushes it forward. The Thermidor no longer has invincibility frames on start-up and cannot be comboed into unless super canceled from a Vendemiaire. If Ash is hit before he could launch the Thermidor, the move will be canceled and the Thermidor will disappear. Once the projectile is launched, Ash cannot fire Ventoses or another Thermidor but can use other specials and supers. The move makes a great pressure tool as the projectile moves somewhat slow. The super is safe when blocked and allows Ash to poke and combo freely. If it hits an airborne opponent (i.e. Vendemiaire Super Cancel), it puts them into a juggled state. Strangely enough, this move can work as a save shift counter. Though it won't hit the opponent, instead the opponent will land in front of Ash, the save shift attack will pass right through. Thermidor is best used outside of point-blank range.
**Ash performs 3 somersault kicks. D version moves Ash further upon the first hit. Either version has invincibility frames on start-up and is Quick Shift and Dream Cancelable on the first 5 hits. The super can be used in most of the same situations as Nivose such as combos or wake-up. It can also be used as an anti-air should be used against a late jump-in. If the opponent is too far high in the air, the remaining moves will whiff, leaving Ash open for punishment. Use Quick Shift to avoid punishment if blocked.
== Leader Moves ==
*A, B, C, D
**A green aura flashes around Ash. The activation can hit opponents and knockdown. Upon activation, Ash has 0 charge times on the Ventose and Nivose. In addition, he can cancel his unique moves and cancel the 1st of his Nivose into a Ventose or any of his unique moves. You can use this 0 charge time to advantage by throwing back to back fireballs from max range. With this said, you can have multiple fireballs on the screen. Plus, he can use the hit stun from the Ventose to combo into Nivose. Unfortunatley this move has no invincibility on start-up. Just like the Thermidor you can only verify a Sans-Culottes from his command throw. Upon hitting with Sans-Culottes his opponent will stay in a juggle state. With this said, Ash can land a possible 50% - 100% damage combo. This move should not be used in dream cancels since it does very little damage. Your opponent cannot quick recover from this move when it is not comboed.
*During Sans-Cullotte, Crouching B, link crouching Ax2, Nivose (B), SC, Pluvoise (D) (5 hits), DC, Germinal
Up's, Poke Strings and Throw Set- Up's ==
*When the opponent is in the corner, Hyper-Hop E (blocked), crouching A (blocked) X N
*New Leader Desperation Move, the Germinal.
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