The King of Fighters XIII/Ash

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Ash Crimson

KOFXIII-Ash Face.png

In a nutshell

The very infamous protagonist of the current King of Fighters saga. Although hated by many due to his attitude and character design, Ash is quite the one to "troll" not only those in the story but the fanbase as well. In this sense, Ash is very endearing as he's able to rile up such vileness within others. Regardless, Ash is still a strong character and has a variety of tools to play strong offensive and defensive games to his whim. Ash might not be the character for just anyone to start out with; but those familiar with Guile, whom is often mentioned in this guide, or with similar characters will be quite comfortable in picking up this vibrant, harrowing character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Kof.lp.png
25
Chaincancel.png
Standing Light Kick
Kof.lk.png
30
Low.png Cancel.png
Standing Heavy Punch
Kof.sp.png
70
Cancel.png
Close Heavy Punch
Close Kof.sp.png
70
Cancel.png
Standing Heavy Kick
Kof.sk.png
80
Close Heavy Kick
Close Kof.sk.png
70
Low.png Cancel.png
Crouching Light Punch
D.png + Kof.lp.png
25
Chaincancel.png Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
30
Low.png Chaincancel.png Cancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
70
Cancel.png
Crouching Heavy Kick
D.png + Kof.sk.png
80
Low.png Softknockdown.png Cancel.png
Blowback Attack
Kof.sp.png + Kof.sk.png
75
Autoguard.png Softknockdown.png Specialcancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png
Jumping Light Kick
Air Kof.lk.png
Jump: 45
Hop: 40
High.png
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png
Jumping Heavy Kick
Air Kof.sk.png
Jump: 70
Hop: 68
High.png
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Floréal
B.png + Kof.lk.png
50
Floréal (Backward)
B.png + Kof.sk.png
40

Throw

Name
Command
Damage
Special Properties (glossary)
Récompenses
F.png or B.png + Kof.sp.png or Kof.sk.png (While Close)
100
Throw.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Ventôse
B.png (Charge) F.png + P.png
Kof.lp.png : 60
Kof.sp.png : 22+45+70
Ex.png : 40+80+40+80
Supercancel.png
Ex.png : Softknockdown.png
Nivôse
D.png (Charge) U.png + K.png
Kof.lk.png : 50+30
Kof.sk.png : 65+30×2
Ex.png : 80+40×3
Startupinv.png Softknockdown.png Drivecancel.png
Germinal Caprice
B.png (Charge) F.png + K.png
Kof.lk.png : 60
Kof.sk.png : 75
Ex.png : 20×3+80
Softknockdown.png Drivecancel.png
Génie
Qcb.png + P.png or K.png
P.png / K.png : 30
Ex.png : 40×2+50
Supercancel.png
Ex.png : Softknockdown.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Thermidor
Qcf.png Qcf.png + P.png
20x7+40
Softknockdown.png
Pluviôse
Qcf.png Qcf.png + K.png
K.png : 20×6+30×3
Ex.png : 20×9+40×3
Softknockdown.png Maxcancel.png
Sans-culotte
Kof.lp.png ~ Kof.lk.png ~ Kof.sp.png ~ Kof.sk.png
75
Costs 2 Stocks
Softknockdown.png
While this move is active:
  • All damage except for Récompenses is reduced to 50%.
  • Special Moves do not require charging.
  • Unique Attacks can be canceled into Special Moves.
  • Non-projectile Special Moves can be canceled into Unique Attacks.
Germinal
During Sans-culotte, Qcb.png Hcf.png + Kof.lp.png + Kof.sp.png
0+15×12
Softknockdown.png
Seals away the opponent's Unique Attacks, Special Moves, and Desperation Moves for 10 seconds, including charge times. Does not seal the charging on Raiden's Super Drop Kick.
Fructidor
Hcb.png Hcb.png + Kof.lk.png + Kof.sk.png
480
Throw.png Hardknockdown.png

Console Changes

  • All versions of Génie (qcb+X) stay on the screen longer.
  • Sans-culotte (A~B~C~D) has had its damage scaling adjusted. Damage is now scaled to 50% (down from 60%).
  • Floréal (forward) (b+B) has faster startup and can be comboed from light attacks more easily.
  • Light Nivôse (d~u+B) has increased invincibility. The invincibility ends as soon as the hitbox appears.
  • EX Génie (qcb+AC/BD) now knocks down, but it is still possible to follow up.
  • Germinal (During Sans-culotte, qcb hcf+AC) now uses no meter. Previously, it would consume 1 stock.
  • Thermidor (qcf qcf+P) has faster startup.
  • EX(B+D) Génie (qcb+BD) tracks the opponent.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - A slight toss of the wrist. This attack is a standard anti-hop attack that carries little risk. One of many anti-air attacks in Ash's repertoire. Just as most do, this Standing Light Punch whiffs upon crouching opponents.
  • Standing Light Kick (Snkb.gif) - Although not the fastest light attack, this is a neat low-hitting normal attack to keep note of. This could be used in a middle of a string of attacks or simply be used to catch the opponent off guard if the opponent forgot about Ash's standing attacks that hit low.
  • Standing Heavy Punch (Snkc.gif) - The typical far Standing Heavy Punch attack in the same vein as Ryo's or Terry's. What sets this attack apart from the others is that this attack does actually cancel upon hit or block and hits a variety of crouching characters, unlike King's Standing Heavy Punch for example. Ash's Standing Heavy Punch may be used as an anti-air attack against incoming hop approaches or be simply used in blockstrings as a frame trap and to pressure.
  • Close Heavy Punch (Close Snkc.gif) - Much like Kyo or Iori, this Close Heavy Punch attack is quite fast and functions quite well as a pressure move and as an anti-air. Ash could freely just run forward and press Snkc.gif against an opponent and maintain safety upon block. If the opponent happens to jump or hop, Ash could anti-air. If the opponent gets hit while on the ground for any reason, Ash could cancel into Floréal (Left.gif + Snkb.gif) and easily link a Nivôse (Down.gif [Charge] Up.gif + Kick.gif) afterwards for a knockdown combo.
    • As Ash is able to easily combo into his charge attacks by buffering the charge during Floréal and Floréal having the ability to combo from many of Ash's normals, Ash can maintain a vast sense of offensive momentum most in ways many charge characters from other fighting games could not. Close Heavy Punch is one of those attacks that complements Ash's game by doing so. As a fast Close Heavy Punch attack, this attack has many applications as a frame trap and blockstring move as well.
  • Standing Heavy Kick (Snkd.gif) - A far-reaching, rolling sobat kick. Although a tad more feminine than Guile's rolling sobat kick, Ash's Standing Heavy Kick function just as well. This is attack does respectable damage for its application as an attack that goes over most low-reaching/low-hitting attacks and punishes or counter-hits most grounded attacks. An opponent's answer to this attack from mid-range primarily is to hop over the Standing Heavy Kick during the start up, but a good Ash player should be able to anticipate such a counter attempt and be ready to anti-air the opponent with one of Ash's many anti-air/air-to-air options.
    • In essence, this move is Floréal (Left.gif + Snkb.gif) or Floréal (Backward) (Left.gif + Snkd.gif) but the speed, in regards to start up and recovery, is in between the two types. While one type of Floréal moves forward and the other moves backwards akin to Guile's rolling sobat going back and forth, Standing Heavy Kick is a Floréal that remains in place.
    • To some extent, Standing Heavy Kick's application is similar to Guile's far Standing Roundhouse Kick by holding position and attacking while buffering the charge time for a Sonic Boom. In Ash's case, it would be for charging his Ventôse (Left.gif [Charge] Right.gif + Punch.gif). If a player is in need of moving forward to attack with a Floréal, running towards an opponent with a Standing Heavy Kick would be the preferred move due to the speed and recovery it has over the actual Floréal.
  • Close Heavy Kick (Close Snkd.gif) - Another fast hitting Close Heavy Kick attack. Almost has the same exact application as Close Heavy Punch, but this attack lacks an anti-air function. Instead, the emphasis of this attack is in the low-hitting property and being able to frame trap an opponent while still checking the opponent's ability to block low. One common threat to an opponent is Ash's Fructidor (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif), a command throw Desperation Move that does decent damage.
    • So if an opponent is caught trying to alternate guard in response to a tick throw attempt, Ash may blockstring and break an alternate guard with a fast low-hitting Close Heavy Kick from standing. So although Ash may stand up and even walk or run forward and seem to be going for a throw, Ash could fake it and continue to pressure.
    • Much like Close Heavy Punch, Ash may run forward or attack whenever with this move and cancel into a Floréal (Left.gif + Snkb.gif) on whim and combo into a Nivôse (Down.gif [Charge] Up.gif + Kick.gif) upon hitconfirm.
  • Crouching Light Punch (Down.gif + Snka.gif) - Another standard Crouching Light Punch attack. Doesn't have too much application since Ash could just hitconfirm and cancel into his Unique Attacks or Special Moves with Crouching Light Kick attacks that hit low. If Ash wants to continue walking forward to pressure with crouching light attacks to maintain frame advantage, Crouching Light Punch may be used in this situation as it could stifle jump or hop out attempts early. Ash has other means and setups to maintain offensive momentum that include other aspects that may drive an opponent to error such as high/low/throw mix-ups so Crouching Light Punch will just have a few specific uses compared to other attacks.
  • Crouching Light Kick (Down.gif + Snkb.gif) - One of many Crouching Light Kick attacks in the game, this move is quick and hits low. As usual, this move is handy in high/low mix ups and hitconfirming into combos. Now one of few in the game, this move actually is cancelable. Characters such as Kyo or Iori have to chain into a Crouching Light Punch after a Crouching Light Kick to be able to continue a combo. In this case, Ash doesn't have to and is able to stagger Crouching Light Kicks more effectively than others and still be able to confirm into a combo that knocks down the opponent from a single low-hitting, crouching attack. In conjunction with Standing Light Kick and Close Heavy Kick, these attacks may be used in ways to set up for tick throws with a Desperation Move and make the opponent question whether or not to alternate guard.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - A great anti-air normal move. Although it may not as fast as Close Heavy Punch, this attack is no slouch either. What this move has over Close Heavy Punch is that Crouching Heavy Punch activates wherever the player is on the screen. Close Heavy Punch has the limitation of only activating when the opponent, obviously, is close. To further note, this attack does have a bit of horizontal coverage so it is just as good to use in blockstrings such as other heavy hitting attacks Ash has. Other than being cancelable upon block or hit, Crouching Heavy Punch may cancel its early active frames into whatever the player feels like.
    • In some cases, the opponent may try to anticipate and react to a whiffed Crouching Heavy Punch and run in and punish. Ash could try to predict this response from the opponent and bait out the opponent's intent and counter by canceling early into a Ventôse (Left.gif [Charge] Right.gif + Punch.gif). Just be careful as an opponent could just simply roll and punish Ash during the recovery of the Ventôse and punish. Remember, if an opponent rolls on reaction to a simple Crouching Heavy Punch, more likely than not the opponent won't be able to punish Ash unless the opponent has a command throw.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Although following in the vein of many Guile archetypes, Ash is blessed with a good and fast sweep that is cancelable. As a standard sweep, this has a pretty moderate range and helps Ash be able to punish bad anti-air attempts. Upon whiff, hit, or block, Crouching Heavy Kick does cancel and most commonly into Ventôse
    (Left.gif [Charge] Right.gif + Punch.gif) to maintain pressure. If the player is able to set up the opponent well enough, the Ash player should be able to bait an opponent to try to hop on Ash's Crouching Heavy Kick to punish the sweep.
    • Upon reaction to a jump or hop, the Ash could cancel the sweep into a Nivôse (Down.gif [Charge] Up.gif + Kick.gif) and anti-air the opponent. Be sure to do this on reaction and not by simply guessing, as Nivôse is unsafe on whiff and on block and is susceptible to large punishes. Just remember that regardless of hit/block/whiff that canceling from Crouching Heavy Kick moves Ash forward a tiny bit from Ash's previous position.
  • Blowback Attack (Snkc.gif + Snkd.gif) - A typical Blowback attack that has a bit of start up but usually has extended active frames and a decent hitbox. In most applications of Ash's Blowback attack, it has mostly been used as an ender to Ash's Hyper Drive juggle combos as it induces a soft knockdown instead of a hit reset and cancels into a Génie (Qcb.gif + Punch.gif or Kick.gif) to set up for okizeme. Just like Ash's Crouching Heavy Kick, canceling from a Blowback Attack moves Ash forward from his previous positioning. Since the cancel window is during the active frames, this attack is too slow to be an effective kara-cancel without being too obvious that Ash is going to commit to an action.
  • Jumping Light Punch (Air Snka.gif) - Akin to Kyo's Jumping Light Kick, this is Ash's answer to the call. Deceptively, Jumping Light Punch has a relatively fast and vertical hitbox that controls the space below it very well. Overall, this is Ash's main jump-in/hop-in attack up close. Although it might have some application as an air-to-air due to the speed of the attack, it is hindered by small horizontal hitbox and would be used as an air-to-air mainly in situations where Ash could overlap the opponent close in the air. In most opportunities, Ash should be avoiding such situations and be able to space the opponent from appropriate ranges with Jumping Light Kick, Jumping Heavy Punch, or with many of Ash's grounded, anti-air attacks.
  • Jumping Light Kick (Air Snkb.gif) - In the essence of Iori's Jumping Light Kick, Ash's Jumping Light Kick also covers a great deal of the horizontal field. So, this attack is great for Ash trying to limit the opponent's approach as well as checking the opponent's movement towards Ash as Ash tries to get in. Ash has to be careful and not use this move recklessly, as an opponent may gain the positioning under Ash and anti-air with a Crouching Light Kick into a combo as there is no trip guard in the game.
    • If Ash is able angle this air-to-air attack properly (such as Ash hops and air-to-airs a full or super jump attempt, then Ash would usually be able to run under a hit reset opponent and meaty from behind the opponent as a mix-up.
  • Jumping Heavy Punch (Air Snkc.gif) - Another of Ash's air-to-air attacks. While Jumping Light Kick covers the space right beside Ash, Jumping Heavy Punch covers that blind spot right above the space Jumping Light Kick controls. Although this attack might be used as prolific as Jumping Light Kick or Jumping Heavy Kick in regards to horizontal movement, this attack does have its functions and moments. As does Jumping Light Kick, this attack could also air-to-air at a certain angle in which Ash could follow up by running underneath the opponent for a mix-up.
  • Jumping Heavy Kick (Air Snkd.gif) - Ash's other main jump-in/hop-in attack. Although it looks like this attack is similar to Ks Jumping Heavy Kick with an arcing kick, Ash's attack is only active as it reaches below Ash's body. So in comparison, Ash's Jumping Heavy Kick doesn't have the same air-to-air functions above and beside the character unlike K' although Ash's attack looks like it would. In the end, it doesn't change the fact that hits attack is still relatively quick and has quite the deep vertical hitbox from a far.
    • When properly spaced, Ash could just do a neutral hop and perform and early Jumping Heavy Kick to pressure an opponent with an overhead attack from a safer distance and it'll be hard for the opponent to respond with an anti-air attack most of the time. If spaced even better, Ash could confirm a hit from a Jumping Heavy Kick and combo with the tip of Crouching Light Kick and combo further to knockdown the oponent. Along with Jumping Light Punch, Ash has a few but very capable tools for jumping and hopping in and maintain offensive pressure and momentum.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Although mainly used as an anti-air, this Jumping Blowback Attack is quite comparable to Iori's Jumping Blowback attack not only in animation but in application as an aerial frame trap. If an opponent suspects Ash to jump and tries to anti-air with a grounded normal attack, Ash could hop and do an early Jumping Blowback attack and use the edge of the hitbox to beat out slower anti-air attacks or standing light attacks.

Unique Attacks

  • Floréal (Left.gif + Snkb.gif) - One of the 3 "rolling sobat" type of kicks Ash has in his arsenal. This kick is the slowest of the three, not being the particular attack to use when quickly pressuring the opponent. In return, this is the only version that moves forward and has the frame advantage upon hit to combo afterwards. Although this attack is mostly safe on block, it's preferred to try to space out this attack before being blocked to ensure that Ash maintains that safety. Ash could try to restart pressure after a blocked Floréal, but typically committing to one on block usually dampens the player's offensive momentum. So, it's better preferred to try to confirm this attack from a combo rather than carelessly putting it out.
  • Floréal (Backward) (Left.gif + Snkd.gif) - The fastest of the spinning kicks, this move boasts the best start up and recovery speed of the two. A double-edged sword, this attack only moves backwards (hence the name) and is great for retreating against opponents that try to proceed by ground. Since this move can cancel from Normal Moves, Floréal (Backward) could be used to retreat from an opponent from Ash's attack strings. Depending on the proper spacing of attacks, Ash could even evade certain Guard Cancel Blowback Attacks and make the opponent waste some meter.

Throw

  • Récompenses (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) - Quite the lascivious, provocative throw, this move has a heightened application in conjunction with Ash's
    Fructidor (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif) command throw Desperation Move.
    • As Ash does a safe hop upon okizeme, the opponent can't respond to an empty hop with an option select Close Snkc.gif or Snkd.gif. So if the opponent anticipates a command throw preceded by an empty hop by Ash, the opponent knows that alternate guarding isn't an option and will have to commit to either a risky reversal attack that doesn't get thrown within the start up frames or commit to a jump or hop to escape. Most players would weigh the risks and try to jump, and this is where Ash's option select and Récompenses comes into play.
      • Ash could simply just empty hop and hold forward and press Snkc.gif. If the opponent did jump or hop, the opponent will be caught by a Close Heavy Punch while rising. If the opponent for some reason didn't jump nor reversal with something fast, the opponent will be thrown by Récompenses. If the opponent is the type to commit to reversals quite often, use Ash's safe jump/hop to confirm the reversal and simply block and punish. Hopefully in most cases, the opponent will respect the safe jump/hop and be more wary of trying a reversal attack.
      • The weakness of the option select with Récompenses is that it is prone to a simple throw tech by the opponent. So if the opponent is able to read Ash's intents up to this point and is prepared to tech a throw, Ash could just mix up with a real command throw and land a Fructidor dealing damage almost half of the amount of the opponent's life gauge.

Special Moves

  • Ventôse (Left.gif [Charge] Right.gif + Punch.gif) - A standard, charge projectile just like Guile's Sonic Boom. In comparison to Sonic Boom, Ventôse has very little charge time and allows for more utility. The Snkc.gif works in two parts. The first part, where Ash swings his hand the first time, nullifies a projectile. In second part, the actual projectile is thrown. So if timed correctly, Ash could nullify a single projectile and still proceed with his own as the opponent is recovering. Also note that this version of Ventôse has a taller hitbox than the Snka.gif Version so it's more difficult for opponents to jump or hop over it. Both versions are susceptible to punishes if an opponent Guard Cancel Rolls during a blockstring, the Snkc.gif being easier to punish. Ventôse also has juggle properties that help extend Ash's Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif) mode and Hyper Drive mode combos.
    • Ex.gif Ventôse (Left.gif [Charge] Right.gif + Snka.gif + Snkc.gif) - Ash instantly throws a Snkc.gif Ventôse that also sends out an Snka.gif Version upon the first hand swipe. Both of the projectiles sent out during this move travel faster than even the Snkc.gif Version of Ventôse, completely destroy opponents' projectiles and proceed afterwards. Due to the speed and the space between the two parts of the projectile, it's difficult for the opponent to jump over this attack at all. This attack also has juggle properties and helps increase the height of a juggle. A great utility move to catch opponents off guard from even full screen and punish almost anything.
  • Nivôse (Down.gif [Charge] Up.gif + Kick.gif) - Just like Guile's Flash Kick, this move is quite the staple of this archetypal character. Just like with Ventôse (Left.gif [Charge] Right.gif + Punch.gif), Nivôse has a short charge time that really benefits this move not only as a reliable anti-air attack but to combo in situations typically most other charge characters in other series wouldn't be able to. The Snkb.gif Version has a faster start up and knocks down on the first hit while the Snkd.gif Version is slightly slower on start up, doesn't knock down on the first hit, but does more damage and has further vertical and horizontal reach.
    • Depending on the spacing, the player has enough time to start buffering the charge during the start up of Floréal (Left.gif + Snkb.gif) and could link a Snkb.gif Version of Nivôse after Floréal hits the opponent. So as long as the player is able to hitconfirm into Floréal, Ash could knockdown the opponent with a Nivôse from almost any situation without needing to buffer a charge before a hitconfirm as the charge could be done during Floréal.
    • Ex.gif Nivôse (Down.gif [Charge] Up.gif + Snkb.gif + Snkd.gif) - This attack simply has further vertical and horizontal reach than the Snkd.gif Version but has about the same start up speed of the Snkb.gif. Of course, this attack does more damage than either or the normal versions of Nivôse.
  • Germinal Caprice (Left.gif [Charge] Right.gif + Kick.gif) - The miniature, non-Desperation Move version of Ash's Germinal. The Snkb.gif Version has a shorter distance than the Snkd.gif Version, but both attacks are relatively unsafe on block regardless of how well the player spaces this attack. This attack could combo from a heavy attack such as Close Heavy Punch or Crouching Heavy Punch, but the combo usually doesn't have the damage or the ability to hitconfirm as well as a Floréal (Left.gif + Snkb.gif) into Nivôse (Down.gif [Charge] Up.gif + Snkb.gif) combo. So far as discovered, this move doesn't have much application outside of Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif) combos.
    • Ex.gif Germinal Caprice (Left.gif [Charge] Right.gif + Snkb.gif + Snkd.gif) - Although still somewhat unsafe on block, this attack is much faster and could be used in combos as it juggles the opponent. So essentially, this move is used as a juggle starter but there are better ways to use meter such as hitconfirming or anti-air an opponent with Sans Culotte and landing a bigger juggle and better knockdowns for okizeme.
  • Génie (Qcb.gif + Punch.gif or Kick.gif) - Ash blows a kiss towards an opponent and sets a flame orb upon the screen that explode when the opponent overlaps the orb. This is not necessarily the best of trap-like moves as the time between proximity activation and the actual explosion is lengthy enough for a character to just run through the orb and be safe. Ash has to work a bit harder to make sure that when the opponent goes through the orb that Ash has to limit the opponent's approach so that the opponent remains in the vicinity of the orb's explosion.
    • The Snka.gif Version is placed in front of Ash, Snkb.gif Version is placed a fourth of the screen from Ash, Snkc.gif Version is placed about half screen from Ash, and the Snkd.gif Version is placed three-fourths of the screen away from Ash's position. The placement is relative to Ash's position rather than actually being placed into those exact locations. So it's possible that Ash may accidentally place a Génie outside of the field; but since it's not on the screen, Ash is immediately able to put down another Génie.
    • Ex.gif Génie (Qcb.gif + [Snka.gif + Snkc.gif] or [Snkb.gif + Snkd.gif]) - This version of Génie has faster start up and recovery compared to the normal Génie, and it hits 3 times upon activation. The (Snka.gif + Snkc.gif) Version is always placed right in front of Ash just like the Snka.gif Version while the (Snkb.gif + Snkd.gif) Version is typically placed the furthest distance from Ash but between the two opponents.
      • There are some oddities with the (Snkb.gif + Snkd.gif) Version such as not appearing on screen at all if Ash does this upon a cornered opponent. Another oddity is that if Ash does the (Snkb.gif + Snkd.gif) Version right beside an opponent at midscreen, there is a chance that the Ex.gif Génie might be placed right behind Ash or not be placed on screen at all. It requires more testing, but overall the preferred version of Ex.gif Génie to use right beside an opponent without being buggy is the (Snka.gif + Snkc.gif) Version unless the player wants the Ex.gif Génie to appear behind Ash.

Desperation Moves

  • Thermidor (Qcf.gifQcf.gif + Punch.gif) - A large, fiery bubble projectile that moves slowly across the screen. This move has considerable start up as Ash just dilly dallies before sending forth the projectile. In conjunction with Génie (Qcb.gif + Punch.gif or Kick.gif) and Ash's ability to zone with Normal Moves, Ash could create some checkmate situations with this super.
    • For some silly reason, Maxima could completely nullify Thermidor by using the auto-guard/guard point properties of his Standing Heavy Kick. If he does this from full screen, just try to run forward and sweep him.
  • Pluviôse (Qcf.gifQcf.gif + Kick.gif) - A triple Nivôse, pretty similar to Remy's Supreme Rising Rage Flash from Street Fighter 3: Third Strike. This attack could combo from Crouching Lick Kick attacks, but there are better usages of meter to do more damage. Pluviôse may be decent for reversal, but Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif) is better not only as a reversal but as an anti-air and covers similar applications better for one more meter.
    • Ex.gif Pluviôse (Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) - A faster version of Pluviôse that does more hits & damage. It can link from a Floréal (Left.gif + Snkb.gif), something that normal Pluviôse cannot do. Essentially it's still a Pluviôse that costs two meters.
  • Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif) - Ash's most beloved Desperation Move. Sans-culotte is an activation attack that juggles the opponent upon hit. After activating this Desperation Move regardless of hitting or missing, Ash glows a green hue and is endowed with new properties. These properties include being able to do any of Ash's charge Special moves without needing charge, being able to cancel any special move freely into either forms of Floréal (Left.gif + Snkb.gif) (Left.gif + Snkd.gif) & vice versa, and gains access Germinal (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif). Of course the properties of Sans-culotte last for a limited time; but a player could score a big, juggle combo after initial juggle upon activation and really use the cancel properties to the fullest.
  • Germinal (During Sans-culotte, Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) - Although this Desperation Move does little damage, Germinal boasts situational advantage by sealing the opponent's Unique Attacks, Special Moves, and Desperation Moves for about 10 seconds. The opponent can't buffer charge times during this mode, meaning that the opponent can't just do a charge attack right after the seal wears off. If one could land this attack against Raiden, Raiden wouldn't be able to use any kind of Special Move for 10 seconds and will have to charge Super Drop Kicks (Hold Snkb.gif or Snkd.gif and Release) for an additional 15 seconds after the 10 second seal. Raiden doesn't have the best defensive options, so Ash should be able to quickly rush him down. This type of strategy also applies to other characters that simply have good Unique Attacks, Special Moves, and Desperation Moves but lack in exceptional Normal Moves.
  • Fructidor (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif) - Ash's command throw Desperation Move. As with most command throws, this is an almost instant attack that could not be blocked (although alternate guard circumvents this.) Fructidor doesn't have as much range as other Desperation Moves of the same kind, but Ash could at least attempt a tick throw from after doing a single Crouching Light Kick on block from point blank and still have enough reach to grab the opponent. As explained with Récompenses (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]), using both Récompenses and Fructidor expands Ash's game to the same breadth as a grappling character such as Daimon or Raiden. So, Ash expands his game beyond just exquisite high/low offense and remarkable zoning by including grappler okizeme strategies that threatens to do 48% damage of the opponent's total life bar from a single mix-up.

Tips and Tricks

  • Be sure to understand at what spacings Floréal (Left.gif + Snkb.gif) has to hit to be able to link Nivôse (Down.gif [Charge] Up.gif + Snkb.gif). If Floréal hits but is spaced too far out, then Nivôse will miss. Ash's combos follow a general 'Rule of Three' outside of the corner, which is to say that Nivôse (Down.gif [Charge] Up.gif + Snkb.gif) connects after three hits at most.
  • Upon two Crouching Light Kicks on hit, Ash's Jumping Light Punch will cross up from a hyper hop. This won't work from two Crouching Light Kicks on block, however.

Sans-culotte

  • Due to the lenient input window for moves, there is a trick that makes it possible for Ash to run forward up to about 1/4 screen distance and then activate Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif). In order to do this, first input Snka.gif~Snkb.gif~Snkc.gif either at neutral (causing Ash to use a light punch or roll, depending on timing) or while recovering from another action. Once he recovers, start running forward, and when you want to activate Sans-culotte, press Snkd.gif. Learning this is pretty essential to be able to anti-air the opponent from more opportunities and proceed with a large combo, potentially also landing Germinal (Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif).
  • The mid-screen/corner carry loop is as follows: [b+D xx b~f+D xx b+D (whiff)] x n
    • As you initially activate Sans-culotte, you can start with either version of Floréal (b+D or b+B). b+D is much faster than b+B, making it easier to time it visually. b+B, on the other hand, is useful because it moves forward. If you hit with the edge of the DM, you have to run forward a little bit to connect b+D, whereas b+B automatically moves forward for you.
    • After canceling Floréal into Germinal Caprice (b~f+D), canceling again into a whiffed Floréal (b+D) serves two purposes:
      • It stops the momentum from Germinal Caprice, keeping Ash from moving too far forward.
      • It allows Ash to recover as quickly as possible, allowing him to adjust his position if necessary.
    • Until you've reached the corner, the b+D (whiff) at the end of the loop must be inputted backwards. This means that you input it with your stick in the same direction as you used to activate Germinal Caprice. If timed well, this should create a 'double cross-up', where both characters end up on their original sides, and Ash can continue the corner carry. (Alternatively, it is possible to delay this cancel further for a single cross-up, if one wishes to carry their opponent in the opposite direction.) There is enough extra time to walk into the correct position if b+D wasn't timed exactly right.
  • The corner loop is as follows: [d~u+D xx b+D xx b~f+D xx b+D (whiff)] x n
    • The loop also works with light Nivôse (d~u+B), which is faster but does less damage. If you're transitioning from the mid-screen loop to the corner loop, and you neglected to cancel the last Germinal Caprice, you may need to use light Nivôse to keep the combo going.
    • Make sure to get used to the timing of this cancel sequence, or you may accidentally get a Drive Cancel and possibly drop your combo.

Combos

0% Drive

0 Bar

  • cr.B cr.B b+B, d~u+B - (169, 18)
  • cr.B b+B, cr.B b+B, d~u+B - (208, 27)
  • cl.C b+B xx d~u+B - (187, 22)

1 Bar

  • j.D, cl.C xx b~f+BD, d~u+D - (283, 18 [mid-screen] / 344, 28 [corner])
  • (Corner Only) j.D, cl.C xx b~f+BD, b~f+C, b+D, dash, b+D, CD - (433, 50)

2 Bar

  • cl.C b+B, qcf qcf+BD - (399, 13)
  • cr.B cr.B b+B, qcf qcf+BD - (376, 12)
  • cr.B b+B, A~B~C~D
  • A~B~C~D, [b+D xx b~f+D xx b+D (whiff)] x 3, [d~u+D xx b+D xx b~f+D xx b+D (whiff)] x 2, qcb hcf+AC - (349)
  • (corner only) A~B~C~D, [d~u+D xx b+D xx b~f+D xx b+D (whiff)] x 5, qcb hcf+AC

50% Drive

0 Bar

  • j.D, cl.C xx b~f+D (DC) d~u+D - (252, 28)
  • cr.B cr.B b+B, d~u+B (DC) b~f+D - (205, 24)
  • (corner only) cr.B cr.B b+B, d~u+B (DC) b~f+A, d~u+D - (281, 38)

1 Bar

  • (corner only) cr.B b+B, d~u+B (DC) qcb+AC, b~f+A, b~f+A, d~u+D - (351, 41)

2 Bar

  • (corner only) cr.B b+B, d~u+B (DC) qcb+AC, b~f+A, b~f+A, qcf qcf+K - (378, 27)

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Offense

  • Although it may not seem like it at first, Ash could do simple rushdown pressure using high and low mix-ups.
    • Ash has a pretty standard hop height and speed similar to Kyo; along with good jump-in normals such as Jumping Light Punch and Jumping Heavy Kick, Ash could maintain hop pressure without being easily anti-aired unlike certain characters such as Chin or Athena that have floaty hops and jumps.
    • In addition, Ash has a good Crouching Light Kick that reaches far, hits with low-properties, and is cancelable into a combo that ends by knocking down the opponent. The player could effectively test and check the opponent's ability to block low in most situations and be able to combo from a single Crouching Light Kick from the max distance. This optimizes the chances that Ash could land a successful hit as well as what is earn from a single hit.
    • Together, Ash could easily stack on high/low mix-ups in conjunction with empty hop mix-ups. Since the typical hitconfirm of cr.B, cr.B b+B could be done both from a hop-in attack or simply start from a low attack, it's pretty easy to confirm the hits into a combo without really having to change up the attack string. When Floréal (Left.gif + Snkb.gif), aka b+B is hitting the opponent, the player could just buffer for a Nivôse (Down.gif [Charge] Up.gif + Snkb.gif) and link the attack after Floréal. Ash pretty much could earn a knockdown at any time without needing to commit to or maintain charge times unlike most charge characters do in other fighting games.
    • Expanded by normal throws and having a command throw Desperation Move, Ash also has grappler mix-ups and okizeme games that involve safe jumps/hops and empty jump/hop mix-ups. Further details are explained in the description for Récompenses (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]).
  • Ash also has a decent pressure game with blockstrings and projectiles. Ending an attack string with a projectile is typically safe for Ash, and if the opponent starts attempting to Guard Cancel Roll, the player may mix up by ending blockstrings early to maintain safety or cancel into Floréal (Backward) (Left.gif + Snkd.gif) to recovery more quickly and reposition to continue to pressure the opponent upon the recovery of the Guard Cancel Roll.
  • More or less, Ash has the same kind of corner pressure like Guile and maintain a battle of attrition. In KOF though, the player not only has to pay attention to hops and jumps as a means around projectiles but to rolls as well. Be sure to anticipate an opponent's escape and trap/punish that escape attempt.

Neutral/Defense

  • By the natural archetype of the character, Ash is well designed to play defense as well if need be. So if Ash is able to earn a good life lead on the opponent by rushing down, Ash is also able to maintain that life lead by simply keeping away just as effectively. When the opponent has to extend outside of his or her comfort zone, Ash could capitalize upon many mistakes and even earn more life lead.
    • When it comes to a neutral game against a zoning character such as Athena, Kensou, or even Ash, most characters with a standard hop arc can't get over projectiles by hopping or hyper hopping. In most cases, those types of characters will have to play a more traditional "footsie" game and try to get over a projectile by using a normal jump or getting close enough to be able to stuff the start up of a projectile attack by using Normal Moves. While Ash might be able to keep out an opponent with good projectiles, just be ready to anticipate full jump or roll attempts.
    • If the opponent is willing to play mid-screen "footsies" against Ash to get around Ash's projectiles, Ash still has an assortment of good normals to keep out jumps/hops, sweep anti-air attempts, and simply keep grounded opponents away with Standing Heavy Kick and Floréal (Backward) (Left.gif + Snkd.gif).
  • Be ready to anti-air someone at anytime with Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif), as it'll lead to big combos and usually will lead the opponent into the corner for the player's positional advantage.
  • Ash may have many means of anti-airing or air-to-airing the opponent, but his type of control isn't as one-dimensional like other characters such as K'. Be sure to really understand all of Ash's Normal Moves, their ranges and limitations.

Advanced Strategy

Frame Data