Super Variable Geo/Ayako Yuuki
Ayako Yuuki (結城 綾子 Yūki Ayako) is the star attraction at SoTO, a techno/rave dance club and restaurant popular among young adults, 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 within an inch of their lives because they do unjust things to women.
Ayako is a pseudo-aggressive poke character who has to wait for opportunities 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 some damage until she can get herself in close. The consensus tends to lean that Ayako is near the bottom of the tier list, but this is because while her damage is decently high she can be predictable and most of the other characters can counter her fairly easily. Still a fun character if you want a bit of an underdog challenge.
|👍 Pros||👎 Cons|
|Forward Dash Duration||Backward Dash Duration||Pre-jump Frames||Jump Duration||Landing Frames||Knockdown Recovery|
|14 frames||25 frames
|1 frame||48 frames||3 frames||11 frames|
|★ Spiral Dive
At 33% HP and close,
Ayako has the fastest walk speed, so she can move and attack quickly with footsies. 2LK makes up the crux of her poking strikes and it links into itself to fish for hit confirms. This leads into 214HK to close gaps and keep her on the offensive. Rarely should Ayako need to back out, but her high backdash invincibility allows her to avoid incomings so she can situate herself again.
2HP. It won't steer you wrong.
214HK. This is Ayako's meat and potatoes. It leaves her safe and near the opponent, opening up a throw/2LK mixup. It travels rather far with a large hitbox, either trading or outright beating many attacks.
Not much of an oki game. After most knockdowns Ayako just wants to Rave Storm to get back up close again.
Ayako's long 24F backdash invincibility can avoid many things like fast projectiles and corner pressure better than every other character, but it can be tricky to time for some attacks. She also has a really high jump elevation to get over things like Reimi's Burning Rose which others can't.
Epic dance battle of the century! 2LK and 2HK beat Rave Storm rather consistently.
Minor Ayako edge, but could be even. Chiho's strength lies primarily in her many linkable basics and Hien Geki combos. The most important thing is not to get backed into a corner because Chiho can overwhelm with her poking 5LK pressure. Once you manage to hit with 2LK, Chiho can get pushed out of range to force her to re-engage. Most Chihos aren't going to use Hien Geki to close gaps like Ayako can do with Rave Storm, so there should be little need to worry about that. Chiho instead has her immense jump height and slide, but Ayako can stop them with 2HP and 2LK, respectively. This can kind of go either way depending on who's more assertive.
Major Eleanor edge. This entire match depends on how lame the Elirin player wants to play and how much patience the Ayako player has. She can just spam HP Elirin Fire the entire time to run out the clock, and there is little Ayako can do. The only real solution is to get as close as you can to the flame's edge, dash in and HK Rave Storm to hit Eleanor before another flame is released. Once (and if) you get into melee range, you have to stay there by any means necessary, not giving Eleanor an ounce of breathing room. Guarding the flame doesn't push Ayako completely out, so she can Rave Storm back in. It's only when Ayako is out past the maximum reach of Elirin Fire that it becomes a waiting game to try and get in close again. There is probably little need for Eleanor to do anything more than Elirin Fire against Ayako. Some might use Elirin Kick to attempt and get out of corner pressure since it has cross-up potential, but 2HP can knock them back into it if read. They aren't going to use Elirin Punch unless they score a combo. This is purely a zoning fight for Eleanor and a frustrating one for Ayako since she doesn't have a projectile.
Jun edge. You can play incredibly safe and backdash or jump back after Rave Storm to stay out of Buster range, then re-engage as it seems fit. Keep it inconsistent because Jun can Earth Shaker to counter, so be cautious. Besides that, Ayako kind of has to run and gun here because Jun can grab when you least expect it, and that's 33% of Ayako's life gone. If there's any gap in between 2LKs, Jun also can buffer a Buster to counter.
Kaori edge, but it's not as much of a nightmare as it probably should be. Ayako can handle a lot of what Kaori throws at her with the exception of j.2P divekick. 2HP doesn't have the horizontal reach to stop it. If for whatever reason Kaori does headstomp too high, just 2HP her on recoil to punish. Kaori'sbeats Rave Storm hands down because of the i-frames; however, if Kaori uses it at range to try and get in, 2HK stops it. 2HK also can go underneath Kaori's fireball. 2LK is fast enough to trigger Kaori's low guard bug, but she can't get a huge payoff from it. The goal is just to keep Kaori from getting close enough to throw or set up her infinite because it'll be difficult to push her back out.
Ayako edge. Free HK Rave Storm punish whenever she uses any Gorogoro. The main danger is Manami's 5LK that she can use to press you back toward the corner and potentially trade with Rave Storm. Ayako still has the reach advantage so force distance with 2LK until you can turn the pressure back on Manami.
Major Reimi edge. Reimi is the queen of, and her 1F 2LK can punish just about any attempt to attack her and lead into a combo. Missed Hurricane Rose can't be 2HP'd, so you have to catch Reimi on landing. Ayako gets no distinct advantages anywhere in this match, you just need to feel out Reimi to find openings in her pressure game.
Satomi edge. If Kaen Zan wasn't 1F, this would almost feel even. Satomi excels in knocking people away with her, and any inkling of Rave Storm or slow 2LK will set it off. Even if you push her into the corner, your pressure can get shut down with a Kaen Zan counter. 3HP slide beats Rave Storm usually—it can have some weird exchanges where sometimes it wins, other times the two attacks seem to ignore each other. Guarding slide gives you free 2LK punish. Satomi can only do damage in melee range; it's there she becomes a terror with her own 2LK combos. Her only ways in are jumping and sliding (because 41236P dive is begging for a 2HP counter), and Ayako can stop them both if she plays safe.
Yuka edge. Yuka just doesn't care: she can shut down Rave Storm with her invincibleon reaction. Or after a 2LK spam blockstring. Ayako is also one of the few who suffers both hits of 623HP anywhere on the screen, making some of those counters hurt. Not much can be done to punish Yuka because just about anything she does is safe. Souryuu Geki can have weird exchanges and not the best horizontal reach though, and may only clip Ayako if she's crouching, so you can catch Yuka on her landing frames with 2LK or 2HK. Jumping over a fireball is just begging for a DP counter, so avoid that up close. This is where Mach Spin can come in handy because at some ranges Ayako swoops underneath the blast to counter. If a Rave Storm does connect, pause and see how Yuka responds. Baiting a DP can give you the edge on damage.
- 2LP > 2LK XX 214HK (3hit - 40 dmg)
- 2LP > 2HP XX 214HK (3hit - 44 dmg)
- 2HP > 2LK > 2LK > 2LK (4 hit - 36 dmg)
- 5HP > 2LK (3 hit - 32 dmg)
|Super Variable Geo|
|FAQ CONTROLS SYSTEM STAGES LINKS|
|Ayako Yuuki||Chiho Masuda||Eleanor Goldsmith|
|Jun Kubota||Kaori Yanase||Manami Kusunoki|
|Reimi Jahana||Satomi Yajima||Yuka Takeuchi|