BatFan/Ashley

From Dustloop Wiki

Overview

Ashley Loveless is a member of a secret branch of the Roselian Royal Guard, who have been tasked with the ensured safety of the royalty. He spent his entire childhood training to become an ideal knight, charming and kind to a fault. He harbored a secret love for princess Olivia for the longest time, well aware they could never be together. When Olivia set out to make sense of the withering Miracle Rose, Ashley followed suit, casting aside his knighthood and becoming her shadow.
Heat Up!: Wing Combos
Ashley's Wing specials get enhanced, allowing for unique combos.
Ashley

BatFan Ashley Portrait.png

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.

Pros
Cons
  • 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:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
50 - All 5 - - +1 -

Standing jab. decent fast poke.

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

Damage Cancel Guard Startup Active Recovery On Block On Hit
230, 110 - All 7 - - +4 -

Standing cat scratches, the first hit vacuums. special cancelable.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
215 - All 9 - - -5 -

Standing cape toss. great midrange poke.

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

Damage Cancel Guard Startup Active Recovery On Block On Hit
75 - Low 5 - - -5 -

Quick low kick. Good poke and close range combo starter when cancelled into 2C.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
230 - All 8 - - -2 -

Crouching upward cat scratch. Decent anti-air due to Ashley's short crouch and the size of the swipe.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
210 - Low 7 - - -6 -

Swings his cape at the opponent's feet. Great low midrange poke.

6B

Damage Cancel Guard Startup Active Recovery On Block On Hit
135×2 - High 19 - - -1 -

High-hitting axe kick. Ashley's standing overhead. The second hit is special cancellable.

3D

Damage Cancel Guard Startup Active Recovery On Block On Hit
310 - Low 9 - - -6 -

An outward cape toss. Deceptive range, but still slightly less than 2D. Causes hard knockdown.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - High - - - - -

Finger poke.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
130 - High - - - - -

A disjointed kick downwards. Good for attacking grounded opponents.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
180, 105 - High - - - - -

Aerial cat scratches.

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

Damage Cancel Guard Startup Active Recovery On Block On Hit
265 - High - - - - -

A slightly disjointed cape swing downwards. Ashley's go-to air-to-air.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
350 - Throw - - - - -

Ashley ties some rope around the opponent, and lets it go, stunning them.

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

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 330 - High - - - - -
D 360 - High - - - - -

Ashley leaps backward and swoops into the opponent for an overhead attack. Evasive tool for baiting a move and immediately whiff punishing. capable of starting combos.

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

Damage Cancel Guard Startup Active Recovery On Block On Hit
300, 65×6, 200 - All 10 - - - -

Ashley takes the opponent to the sky, delivering a nice 'anime man flourish' attack with his wings before sending them back to the ground.

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

Damage Cancel Guard Startup Active Recovery On Block On Hit
250, 40×9, 450 - All 5 - - - -

A close range super in which Ashley swings his cape, and a swan of light appears and strikes the opponent. The first hit vacuums the opponent.

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]

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