Overview
HP: 3470 (2964)
Damage Scale: 117.08%
Guts Level: 3
Float Factor: 2 (Somewhat Floaty)
Jump Startup:
Backdash Time:
Backdash Startup Invincibility:
- Movement Options
- Air command normal that acts as a short hop attack
Ashley specializes in using quick pokes and attacks to overwhelm his opponents, and also has a self-boosting command throw which causes him to further increase damage dealt to his opponent.
- Very fast movement and pokes
- Has overhead attacks that are safe on block
- Contains a set of unique normal attacks
- Builds meter pretty fast
- Ashley is a floaty, which means he can take more damage from combos/juggles
- It's easy for a player to go "auto pilot" when playing Ashley
- Unique moves are still beatable with Gachi
- Strongest combos require Heat Up
External References:
- Japanese Name: アシュレー
- Japanese Wiki
Move List
Normal Moves
5A
5B
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
90×2 | - | Low | 5 | - | - | +3 | - |
Standing kick that has two versions. The close version of 5B hits twice and serves as both a poke and an easy way to hit confirm into either a special or super move. The far version works well as a poke moreso than a way to hit confirm into a special or super.
5C
5D
2A
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
45 | - | All | 5 | - | - | -1 | - |
the finger gun of flair. not a very good normal considering Ashley's other tools, but can be used to counter a move that would whiff a crouching Ashley. Still highly recommended to use Ashley's other crouching normals in substitution.
2B
2C
2D
6B
3D
j.A
j.B
j.C
j.2C
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
210 | - | High | - | - | - | - | - |
A downward flip kick. By far Ashley's best meterless move. can be performed any time within a jump, making a fairly quick air approach with good range. In addition to being a combo tool, j.2C can also cross up on whiff creating good mixup potential for Ashley.
j.D
Ground Throw
Special Moves
Steal Your Heart
63214A/C
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
250 | - | Throw | - | - | - | - | - |
Command throw. A short range grab letting Ashley squeeze in a quick tango with the opponent. Successfully landing it will cause Ashley to glow pink and buff the damage of the next glance wing [236A/C] significantly. He'll lose this charge if he is hit or he uses a Glance Wing.
Lovers
63214B/D
Version | Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|---|
C | 300 | - | Throw | - | - | - | - | - |
D | 300 | - | Throw | - | - | - | - | - |
Ashley's second command throw in which Ashley leaps forward, latches onto the opponent with his legs and attacks them. Only grabs standing opponents, so can be ducked under. Can be comboed after. A longer range throw that can be a good mixup to lead into knockdown from block pressure. Ashley can be hit while he jumps at the opponent, so use in moderation is advised.
Glance Wing
236A/C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|---|
A | 270 | - | All | - | - | - | - | - |
C | 270 | - | All | - | - | - | - | - |
Heart | 150, 50×4, 140 | - | All | - | - | - | - | - |
Ashley dashes forward and swipes through the opponent. typical B&B ender. Stupidly unsafe on block. Useful for some basic combos. C version is slower but goes farther. Both versions deal the same damage. Often it's best to use the A version to give yourself better positioning. If you are charged up from Steal Your Heart, the Glance Wing will hit multiple times and launch for a combo. It also becomes safer on block.
Charged version is notated as ch.236A/C in the combos section.
Ashley rushes forward and swipes through the opponent, delivering multiple attacks. much more damage than regular glance wing, and there is no downside apart from the fact that if you use this special you lose the buff no matter what. You'll just have to steal their heart yet again
Judas Wing
623B/D
Romance Wing
Heat Up 236A/B/C/D air OK
Version | Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|---|
ground A/C | 187 | - | All | - | - | - | - | - |
ground B/D | 187 | - | All | - | - | - | - | - |
air A/C | 187 | - | High | - | - | - | - | - |
air B/D | 187 | - | High | - | - | - | - | - |
Heart+ground A/C | 127, 52×4, 147 | - | All | - | - | - | - | - |
Romance Wing is a fantastic move, able to cancel into its different versions. Ashley swipes through the opponent gracefully, either on the ground or air. This is a great juggle tool as well as a mobility option. Steal your heart [63214A/C] also increases the damage of Romance Wing's grounded A/C versions, adding even more icing on the cake that is Ashley's heat up moves.
Super Moves
Loyal Heart
236236A/C
getting more meter is fairly easy in this game so you can just get a lot of meter very quickly and just use this move multiple time
Secret Desire
236236B/D
Strategy
Offense
Defense
Neutral
Attack Sets
Standard:
5A > 2A/5C
2A > 5A
2B > 5C
5C[1 hit] > 6B [Does not combo]
j.A >j.C
j.C > j.2C
Heat Up Only:
N/A
Combos
Basics:
- 5A 5C 236A or 236236K [0/1 MP]
- 2B 2C 236A or 236236K [0/1 MP]
- 5B 236A or 236236K [0/1 MP]
- 6B 236A
- 5D 236A
- 2D 236A
- j.2C |> 5C ...
- ... ch.236A/C, 2C 236A (Reset)
- ... ch.236A/C, Heat Up, Wing Loops ... [1 MP]
- 623B/D, ch.236P ...
- 623B/D, 236236P [1 MP, Midscreen]
- 623B/D, 236236K [1 MP, Corner]
- 63214K, 5C 236A (Reset)
- 63214K, 2C 236A (Cross under reset)
- 63214K, Heat Up, Wing Loops ... [1 MP]
Heat Up Wing Loops:
- ... 236P, 236K, j.236K, 236P, 236K, j.236K, (236P)
- Vs Standing
- ... ch.236P, 236K, j.236P, j.236K, 236P, 236K, j.236K, (236P)
- Vs Standing, Charged
- 63214K, 236K, j.236K, 236P, 236K, j.236K, 236P, (66)
- 63214K, ch.236P, 236K, j.236P, j.236K, 236P, 236K, j.236K, (236P)
- Charged
- 2369K, 236K, j.236K, 236P, 236K, j.236K, 236P, (66)
- 2369K, 236K, j.236P, j.236K, ch.236P, 2C or 236K or 236236K [0/1 MP]
- Charged
- 623B, 236P, 236K, j.236P, j.236K
- ... 236K, j.236K, 236K, j.236K ...
- When your back becomes close to the corner, use this combo instead of regular wing loops.
Gatchi Counter:
- 5C 236A
- 5C 236236K [1 MP]
- 3D [Anti-Air]
- 5C(1) 236236K [1 MP, Anti-Air]
High Gatchi Drive:
- 5C, 669 j.C |> 5C(1) 623D [Midscreen]
- 623D, 66 5C, 5C(1) 623D [Corner]
- 44 Heat Up, (236K, j.236P, j.236K, 236P)*3 [1 MP, Midscreen]
- Cross Under, Heat Up, (236K, j.236P, j.236K, 236P)*3 [1 MP, Corner]
- Delay the j.236K as late as possible to make the combo easier. Last 236P won't hit unless you were Charged going into the combo.
- 44 Heat Up, (236K, j.236P, j.236K, 236P)*2, 236236P [2 MP, Midscreen]
Low Gatchi Drive:
j.D |> 5C(1) 5D 2D 3D 236A or 236236K [0/1 MP]
• HUD •
Controls •
System Data •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Misc •
- Attack Sets
- Air Recovery
- Blue Hit
- Dash Jump
- Delay
- Double Jump
- Gatchi Match
- Gatchi Drive
- Ground Recovery
- Guts
- G-Counter
- Hard Knockdown
- Heat Up
- High Gatchi Drive (HGD or 6G)
- High Jump
- HP
- Instant Air Dash
- Instant Heat Up
- Juggle
- Jump Cancel
- Low Gatchi Drive (LGD or 3G)
- MP
- Red Hit
- Same Move Penalty
- Super Armor
- Super Cancel