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Ayako Yuuki (結城 綾子 Yūki Ayako) is the star attraction of the SoTO, a techno/rave dance club and restaurant, where she dazzles visitors with her flashy dancing. While appearing on the surface to be nothing more than a good-looking "party girl", Ayako spends a great deal of her free time providing volunteer services to the needy and homeless. She also makes a pastime of luring out rapists, muggers, and stalkers and then beating them to within an inch of their lives, because they do unjust things to women.
Gameplay
Ayako is a pseudo-aggressive poke character who has to be patient before she can turn up her aggression after getting in range. What she lacks in combos, she can make up with her long-reaching and strong basics to get damage until she can get herself into melee.
👍 Pros
👎 Cons
Great backdash: Possesses the best backdash in the game with a lengthy 24F of invincibility, allowing her to evade practically anything and escape dangers.
High damage normals: All of her basics do 2~3 damage more than the average. 2HP is faster than some of her Lights.
Pokes and reach: 2LK and the second hit of 5HP have a lot of reach. 2LK can even sneak underneath some projectiles.
Many anti-airs: 2LP, 2HP, Mach Spin, and Rave Storm all put a stop to aerial approaches.
Rave Storm abuse: At 9F, 214HK is Ayako's go-to attack to get her into melee range and cancel out of any high-recovery attacks. It leaves her safe and not many characters can counter it.
Waiting game: Can be a bit slow to engage, waiting for the opponent's mistakes before she can become aggressive. If she gets pushed out she'll have to start over to get back in.
Combos?: Doesn't have a lot of linking and flashy combo action.
No okizeme: Much of Ayako's moves don't cause a knockdown, so she can't abuse and pressure the opponent as they are recovering.
Mach Spin: Just nearly everything about it. Never use it. Seriously.
Ayako places a hand on her cheek and bends to look down at opponent, "Ara ara!" ("Oh my!")
Data Arsenal
Forward Dash Duration
Backward Dash Duration
Pre-jump Frames
Jump Duration
Landing Frames
Knockdown Recovery
14 frames
25 frames (1~24F: invincible)
1 frame
48 frames
3 frame
17 frames
Move List
Normal Attacks
5LP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
7
5
6
+2
Spinning face slap.
5LP is nowhere near Ayako's best Light attack, but it will probably see more use than 5LK. At +2 some of Ayako's moves will frame trap if used afterward. Nothing can link from it, but can be canceled into Spiral Dive after getting close. Also able to anti-air if not quick enough to use 2HP.
5HP 1st hit2nd hit
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12+12
10
4(5)4
5
+6
Spinning double slap.
5HP is Ayako's most damaging normal, and luckily the hits combo. The range of the first hit is the same as 5LP, but the second reaches further with a slightly longer hitbox than the sprite's hand. Because the attack pushes Ayako backward, the only attack that can link after it is 2LK. She can hit with two of them before canceling into Rave Storm.
5LK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
5
8
5
0
Butt bump.
5HK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
9
4
13
-2
Backflip kick.
2LP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
3
2
3
+7
Crouching upward finger poke.
– Very limited range makes it difficult to link into itself.
+ Hits above Ayako's hurtbox, making it a solid anti-air option.
2HP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
5
4
5
+6
Standing upward finger poke.
+ Hits above Ayako's hurtbox. Her best anti-air, and beats out many aerial attacks if used to counter early. Not many other attacks seem to extend more than this attack to catch Ayako's hurtbox (Eleanor's Elirin Kick a rare exception that usually trades).
2LK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
5
3
4
+6
Extended low kick.
+ Great ranged poke attack.
+ Lowers her hurtbox some, can be used to go underneath most projectiles.
2HK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
8
6(7)6
20
Low spinning sweep.
+ Hits in both directions, each able to knockdown.
+ Could potentially be used to counter cross-ups since it also has a hitbox slightly higher than Ayako's hurtbox.
+ Lowers her hurtbox some, can be used to go underneath most projectiles.
j8.LP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
4
3(2)3(3)5
X+Ground
Varies
Aerial twirling slap.
+ Has a hitbox around her arms on both sides of her body with each spin.
j8.HP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
7
Ground
——
Varies
Aerial twirling slap.
+ Has a hitbox around her arms on both sides of her body with each spin.
j8.LK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
7
Ground
——
Varies
Aerial knee thrust.
– While her knee's hitbox does extend way past her hurtbox, it's actually quite small to not make this a great air-to-air counter.
j8.HK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
12
5
X+Ground
Varies
Aerial backflip kick.
j7/9.LP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
4
Ground
——
Varies
Aerial downward finger poke.
j7/9.HP
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
7
17
X+Ground
Varies
Aerial strong downward finger poke.
j7/9.LK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
8
7
Ground
——
Varies
Aerial downward kick.
+ Good jump-in with reach and full aerial active period.
– Tends to trade with many attacks that may attempt to counter it.
j7/9.HK
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12
5
15
X+Ground
Varies
Aerial strong knee thrust.
+ Seems to have a slightly larger hitbox than j7/9.LK, so better against air attacks.
Throws
Ashinage 「足投げ」 c.4/6HP or
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
26
1
1
——
Flipping leg throw.
Throws opponent across screen.
Ren Shōda 「連掌打」 c.4/6HK or
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
27
1
1
——
Continuous face slapping.
+ Both throws send the opponent the same distance away, so might as well use for the +1 damage.
It's weird that the slapping throw is , and the leg throw is .
Special Attacks
Mach Spin 236K
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
12,12,12
7
3(3)3(6)21(3)15
10
-49/Varies*
Spiraling upward and downward drill kicks.
There are four separate kicks to each Mach Spin: Ayako's low 'flare' (which is like her 2HK) that hits in both directions, the ascending drill, and the descending drill.
– None of the hits combo. The opponent has a 2F gap after the first kick hits to guard the ascending drill. Nor does the descending drill combo after the ascending one.
The ascending drill can hit twice only against Ayako and Satomi, and those hits combo. The 236HK's ascending drill only hits once.
– Hit advantage note: Ayako is at a huge frame disadvantage if the descending drill does not hit. If it does it's treated like any other aerial attack where her advantage is based on how soon Ayako lands after hitting.
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
16+16,16
7
2(3)3(5)24(3)13
15
-38/Varies*
Spiraling upward and downward drill kicks (ascends higher than ).
+ Unlike , the first two hits do combo. The descending drill still does not.
– Hit advantage note: Ayako is at a huge frame disadvantage if the descending drill does not hit. If it does it's treated like any other aerial attack where her advantage is based on how soon Ayako lands after hitting.
Rave Storm 214K
Version
Damage
Guard Level
Startup
Active
Recovery
Advantage on Hit/Guard
Properties
22
11
10
11
-4
Advancing somersault kick.
– No reason to use this version since is better in every possible way.