Main | Gameplay | Story | Characters | Music | Miscellaneous |
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Introduction[]
Aya Shameimaru, a Crow Tengu that runs a newspaper. Happily tenacious in meddling with everyone for news, Aya's newspaper prints tabloid-level gossip and rumors, so other characters find her to be a nuisance. Aya is a very swift and strong character in this game. Her melee attacks are deceptively good despite their appearance, especially due to her speed. She is very versatile and has strong movement, often neutralizing or evading the opponent's bullets and ranged attacks rather quickly and safely. In addition to outshining other characters at evasion, Aya's brisk moveset, a hard-hitting reversal spellcard, and outstanding graze attacks allow her to punish or ward off overaggressive opponents. Aya is mostly a close range fighter that relies on lockdown, pressure, and mixups.
Aya's main weakness lies in the fact that she has possibly the most fragile normal bullets in the game. Said bullets are very fast but also quite small and specific in trajectory. Good for use in combos, but not particularly useful for getting in or suppressing opponent danmaku.
Unique Features[]
IAD: Befitting her tengu self, Aya possesses an Instant Air Dash. As soon as you input 66 or 44 in the air she will immediately enter her graze frames without delay, a skill that few other characters have.
Hisoutensoku Changes[]
- All parts of Dial-A combo have had their damage reduced.
- j.5A and/or j.6A damage reduced (1259 2-hit combo down to 997).
- B bullet damage reduced.
- C bullets damage reduced.
- Safe to assume that 236 damage has been reduced as well. Comparatively, Aya's BnB 5AAA 5B 5C 236B combo does 400 less damage than the version in SWR.
- Gust Fan will not travel along the ground until leveled to level 1.
- Wind Standing of the Tengu will not gain a bullet until leveled to level 1.
- Tengu Drum will lack followups on block until level 1, where it gains one option. At level two, it gains the B and C options.
- Conquer Dash (214B) has had its startup time increased, can no longer be used in combos generally speaking. Also no longer has graze startup.
- Wind Sign "Wind of the Tengu Path" reduced from 10 hit 2551 damage standalone to 7 hit 1573 damage standalone.
- Whirl Sign "Maple Leaf Fan" dropped from 2812 damage to 2369 damage.
- Demonic Beast "Sickle Weasel's Veiling" damage reduced from 1569 to 790.
- Tornado "Indication to the Divine" damaged reduced from 4964 to 4126.
- Squall "Sarutahiko's Guidance" damage reduced.
- It's safe to assume that Shameimaru can dodge everything except the nerfbat this time around.
Hisoutensoku 1.10 Changes[]
Thrust Sign "Tengu's Macroburst" - Now shoots a tornado below her.
Illusionary Dominance - Start-up also has a hit-box. More "dashes" to ensure the opponent is hit as mny times as possible. Extra dashes at the bottom also ensure the opponent doesn't land, though the final hit may still miss.
Normal Moves[]
Move | Description | Damage | Proration | Hits | Limit | Notes | Image |
Close 5A | Jab. Hits mid. Not projectile or special cancellable on its own. | Middle | |||||
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5AAA | Mid, Mid, High | ||||||
5AAAA | Aya's "dial A" combo. Jab, jab, overhead swipe, and a turn around swipe. Escapable between 3rd and 4th hit on block. The third hit is projectile and special cancellable, the fourth hit is only special cancellable. Fourth hit also wall slams near corner. | Mid, Mid, High, High. | 3rd and 4th hits deal one orb of spirit damage when blocked incorrectly. | ||||
Far 5A | Overhead swipe. Projectile and special cancellable. | High | Deals one orb of spirit damage when blocked incorrectly. | ||||
2A | Low fan jab that that only chains into itself. Not projectile or special cancellable. You can't even repeatedly juggle with it in the corner more than three times cause she gets pushed out on hit. Faster than f.5A and better recovery than both f.5A and c.5A, so can be used occasionally defensively or in block strings. Use two or three in a row with delays in between or use a c.5A after the 2A. You can also use a f.5A after a 2A if you know your opponent doesn't have a fast enough attack to stop it. | Low | Deals one half orb of spirit damage when blocked incorrectly. | ||||
3A | Low fan sweep. Projectile and special cancellable, but can only combo if 3A counterhits. | Low | Knocks down. Deals one orb of spirit damage when blocked incorrectly. Only spellcard cancellable. | ||||
3[A] | Same as 3A. | Low | Guard crushes if blocked high. Knocks down. Deals one orb of spirit damage when blocked incorrectly. | ||||
6A | Turn around fan swipe. Projectile and special cancellable. | High | Knocks down. Deals one orb of spirit damage when blocked incorrectly. | ||||
6[A] | Same as 6A. | High | Only spellcard cancellable Wall slams. Crushes one orb when blocked low. | ||||
j.5A | Jump kick. Projectile and special cancellable. It's slightly downward angle makes it mainly an air-to-ground move. Pretty strong due to a nice range, angle and long active frames. | High | Deals one orb of spirit damage when blocked incorrectly. | ||||
j.6A | Flying fan stab. Projectile and special cancellable. Will never hit a crouching character. It's slightly upward angle makes it mainly an air-to-air move. | High | Wall slams and knocks away far. | ||||
j.8A | Flying wide arc swing. Projectile and special cancellable. It's fairly quick and has good reach, and Aya preserves her momentum in the air as she performs the move, so it's a great alternative for j.A for when the opponent is above you. | High | |||||
j.2A | Dive kick. Projectile and special cancellable. | High | Knocks down. Deals one orb of spirit damage when blocked incorrectly. | ||||
66A | Dashing swipe. Special cancellable. | High | Deals one orb of spirit damage when blocked incorrectly. | ||||
66B | Dashing turnaround swipe. Only spellcard cancellable. | High | Knocks down. Deals one orb of spirit damage when blocked incorrectly. | ||||
66C | Dash into flying fan stab. Only Spellcard cancellable. Will never hit a crouching character, and will whiff on certain characters in particular animations. Useful for knocking down opponents throwing projectiles while close to the ground. | High | Grazes and wallslams. |
Bullet Moves[]
It should be noted that Aya's projectiles have limited homing.
Move | Description | Maximum Raw Damage | Proration | # of Projectiles | Limit | Notes | Image |
5B | Looks like a far 5A except shoots out a gust bullet. | Deals 1/2 orb of spirit damage on block. | |||||
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5[B] | 3 gust bullets instead of one. | Each wave deals 1/2 orb of spirit damage on block. | |||||
6B | Same as 5B except the gust bullet goes upward. | Deals 1/2 orb of spirit damage on block. | |||||
6[B] | 3 upward gust bullets. | Each wave deals 1/2 orb of spirit damage on block. | |||||
2B | Low wind boomerang. Goes out a fixed distance and returns, sweeping the entire area behind Aya as well. Useful for okizeme. | ||||||
j.5B | Aerial gust bullet. Often possible to combo off hitstun in midair if you airdash. | Deals 1/2 orb of spirit damage on block. | |||||
j.5[B] | 3 charged aerial gust bullets. Can occasionally be used in combos near the corner. | Deals 1/2 orb of spirit damage on block. | |||||
j.2B | A slightly angled downward gust bullet. | Deals 1/2 orb of spirit damage on block. | |||||
j.2[B] | 3 spread out slightly angled gust bullets. | Each wave deals 1/2 orb of spirit damage on block. | |||||
5C | Turn around fan into a wind wave. Again, fan has no hitbox of its own. The wave curves up in a parabolic motion before coming back down. | Deals one orb of spirit damage on block. | |||||
5[C] | Turn around fan into twin wind waves. One wave curves up and one wave curves down before they meet again at the opponent. Possibly useful for guard crush sequences. | Each wave deals one orb of spirit damage on block. | |||||
2C | Same as 5C, except the wave curves down before coming back up. | Deals one orb of spirit damage on block. | |||||
2[C] | Same as 5[C]. | Each wave deals one orb of spirit damage on block. | |||||
6C | A useful mid range projectile that goes out about a quarter of the screen and sticks around for a second before disappearing. A bit dense, so it tends to stop a lot of bullets. The reel from the hit can be comboed with a 236B/C, a super, or both. Use this during combos when 2/5C either can't hit or will push them too far across the screen. | Deals one orb of spirit damage on block. Wallbounces in corner. | |||||
j.5C | Air version of 5C. | Deals one orb of spirit damage on block. | |||||
j.5[C] | Air version of 5[C]. | Each wave deals one orb of spirit damage on block. | |||||
j.2C | Air version of 2C. | Deals one orb of spirit damage on block. | |||||
j.2[C] | Air version of 2[C]. | Each wave deals one orb of spirit damage on block. | |||||
j.6C | Air version of 6C. | Deals one orb of spirit damage on block. |
Special Moves[]
Gust Fan -- 236BC:
Gale Fan. Usable in ground and air. Upgrading increases damage.
Hisoutensoku Changes: At level 0, the aerial version disappears immediately on contact with the ground. Starting at level 1, it travels along the ground as before. | |
Domination Dash -- 214BC:
Conquer Dash. Usable in ground and air. Upgrading increases damage and decreases startup frames.
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Pelting in the Night -- 421BC:
Crow Summon. Ground only. Upgrading = Increases damage and number of crows(Lv2=8, Lv3=9, LvMAX=10). Lv1 makes this skill usable in air.
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Wind Standing of the Tengu -- 22BC:
Wind Platform. Air only. Upgrading = Increases damage and at LvMAX shoots three wind blasts instead of only one.
Hisoutensoku Changes: At level 0, the attack has a VERY short range. You can hit your opponent if their hitbox is almost touching the ball before it leaves her feet, however, it is still grazable. |
Alternate Skill Cards[]
Gale Fan -- 236BC:
Gale Swipe. Usable in ground and air. Upgrading increases the amount of shots (Lvl 1 = 2 shots, Lvl 2 = 3 shots, Lvl MAX = 4 shots).
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Maple Leaf Fan Gust -- 236B/C:" (Expansion-only)Summon Tornado. Only usable on ground. Upgrading increases the damage.
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Graceful Dash -- 214BC:
Graceful Dash. Usable in ground and air. Upgrading increases the number of dashes (Lvl 1 = 2 dashes, Lvl 2 = 3 dashes, Lvl MAX = 4 dashes)
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Tengu Falling -- 214BC:
Crossup Gust. Ground and Air. Upgrading = Increases damage.
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Wind Sickle Veiling -- 421BC:
Wind Shield. Usable in ground and air. Upgrading increases the duration of the move and the amount of hits. (Lvl 1 = 1 hits, Lvl 3 = 2 hits, Lvl MAX = 3 hits).
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Tengu Pebbles -- 421B/C:" (Expansion-only)Rock Toss. Usable both in air and on ground. Upgrading does (?).
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Tengu's Downburst -- 22BC:
Wind Stomp. Air only. Upgrading = Increases damage. Additional waves at LvMAX.
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Tengu Drum -- 22BC:
Bison Stomp! Usable in ground and air. Upgrading = Increases damage.
Note: Consider using the C followup to clear the way of projectiles as you land, as the bullet is fairly dense. Hisoutensoku Changes: At level 1, only the A followup (j.8A) can be used after the stomp. Starting at level 2, all 3 followups can be performed as normal. |
Spellcards[]
Demonic Beast "Sickle Weasel's Veiling" Costs 1 card. Usable both ground and air. A powered up version of Aya's alternate skill card Wind Sickle Bering. In corner on hit does 790 damage alone. On block in corner drains a little more than 1 spirit orb. The shield lasts for 3 seconds untouched on the ground or 1 second in the air or touching the opponent. | |
Wind Sign "Wind of the Tengu Path" Costs 2 cards. A narrow horizontal tornado projectile attack. This spellcard should be in between close-to-midrange and beyond to take full advantage of the strange cone-shaped hitbox; otherwise, if used at point blank, it will deal significantly less damage or whiff. Saps away about 2.5 spirit orbs if fully blocked. | |
Wind Sign "Tengu's Newspaper Deadline Day" Costs 2 cards. (Expansion-only)Aya summons a whirlwind around her feet, which trails maple leaves as she moves around. While this lasts, Aya gains increased speed for all movement besides flying, akin to her Tempest weather. Unlike the weather, she does not gain an extra airdash. The speed boost is the faster than the weather, and does not stack with it. The boost lasts for 5 seconds. | |
Whirl Sign "Maple Leaf Fan" Costs 3 cards. Generates a tornado in front of her that moves forward. This is mostly an easy money combo spellcard. Very punishable if blocked on the ground near the middle of the stage, since the opponent can easily graze right through with 66 melee attack. Slightly less susceptible to punishment if blocked in the air in the middle, or blocked in a corner both on the ground and in the air. Beware of Border Escapes though, due to the card's massive recovery time. | |
Thrust Sign "Tengu's Macroburst" Costs 3 cards. Usable in air only. Aya quickly stands on a wind platform similar to her default 22BC which explodes and releases several mini gale fan shots below her. Has decent vertical range but poor horizontal range. Damage is relative to how close you are to the opponent (roughly 3600 damage point blank) and the ground. On block it drains anywhere from 2-4 spirit orbs depending on how close you are to them. Aya recovers quickly from this move so she can airdash away to safety on block or land before the opponent stands up on hit. Consider using as a followup to alt 22B/C Bison Stomp, both as a combo and as a followup for when you whiff to recover from any possible punishment. Hisoutensoku 1.10 Change: Instead of the gale fan shots, it is now a tornado that shoots the opponent toward the ground and hits them multiple times before dissapating. | |
Squall "Sarutahiko's Guidance" Costs 3 cards. Aya CRUSHER! Very good because it combos from almost anything and nearly grazes across the entire stage. Doable in the air also, so you can end with this instead of j.236B. Punishable if Aya bounces on the wall or is blocked, and even more punishable if she performs the SC while airborne, since she's completely helpless until she lands. | |
Headwind "Route Forbidden to Man" Costs 4 cards. Creates a giant windstorm that pushes the opponent in the direction that Aya is facing while rocks randomly fly through the air. The rocks only deal small amounts of damage on hit but drain considerable amounts of spirit orbs on block. Aya is unaffected by both the wind and the rocks. Pricey but decent spellcard since it forces the opponent to either futilely attempt to fly away while leaving themselves vulnerable to melee attacks, or turtle in the corner giving Aya a chance to go for a guard crush + combo follow up. Also, despite the appearance of this move it does not negate the current weather effect.Note: Hilariously, this works against Suika's Missing Purple Power form, making her flail uselessy or spam ground projectiles on the other side of the screen while you smack her around with the boulders and ranged projectiles. Always keep one on hand! | |
Crow Sign "Daymare in the Night" Costs 4 cards. (Expansion-only)Summons a giant murder of crows from the corner of the screen behind Aya that home in on the enemy. | |
Tornado "Indication to the Divine" Costs 5 cards. Huge ass tornado around Aya that deals enormous damage. It has extremely short horizontal range on the ground, so only useful in corners or as a devastating reversal thanks to its 1F-? invincibility frames. Also a good response for pesky foes hovering above thanks to its slightly larger horizontal range in the sky. Unlike Reimu's Pillar, Aya or her opponents can be pushed out if blocked, leaving Aya hanging and extremely susceptible to punishment. Melee attack. | |
Illusionary Dominance Costs 5 cards. Aya shoots up about 30 degrees from the ground. The initial flight crosses about 4/5 of the full screen. If this connects, she moves across the screen back and forth multiple times, juggling the opponent while at it, and gradually increasing her speed. Tapping left and right direction key will increase the height where Aya maintains her flight. This is important since if you do not control the height well, the opponent might fall to the ground and wait to punish Aya when she comes back to the ground. Only practices will let you get the feel of this control. If you managed to keep the opponent in the air for the duration of attack, it should be guaranteed to do 4k~5k damage (from full HP). Also combos from her BnBs, but the damage will be reduced from proration. Punishable if blocked, whiffed, or dropped in the middle. Also does not work against super armor (both weather and Tenshi's spell).In Hisotensoku this move now has an additional visual effect where Aya drops MoF styled maple leaves everywhere she flies.Hisoutensoku 1.10 Change: Has wind gust hit on startup, camera zooms out to see the whole screen, and hits have a much better flow, especially if they end up dead center of the screen near the "speed up", making 30+ hits possible. (Although it seems that it has been powered down a bit) |
Combos[]
Midscreen/Corner[]
- 5AAA 5B 6C 236B/C
Spirit Orb Usage: 3
Notes: 6C can be grazed if 5AAA 5B is blocked. If you cancel 236 immediatly after 6C, it does 2441 damage . If you slightly delay the 236 after 6C, it does 2551 damage. Delay time is not hard, since it's "anything but right away". So make sure to get used to it.
- f.5A 5B 6C 236B/C
Spirit Orb Usage: 3
Notes: Same as above, but with f.5a starter.
- 5AAA 5B/2B 236B (Maple Leaf Fan Gust)
or
- 5AAA 5B/2B 6C 236C
Spirit Orb Usage: 2, 3 Notes: Requires the Expansion-Only 236 card. Will NOT work in the corner. The 236 whirlwind keeps them in the air long enough that you can highjump and do a followup of your choice.
- 5AAA 5B HJ9 j.A j.2B D3 j.A 5AAA 5B 6C 236B/C
Spirit Orb Usage: 5
Notes: Doesn't work in the corner as j.2B will whiff. Works only on Alice, Patchouli, Yuyu and Iku.
- '5AAA 5B HJ9 j.A j.2B D3 j.A 5AAA 5B 6C hj.9 j.2A D3 j.5A f.5A 6A ~3290 damage
Spirit Orb Usage: 5 Notes: Performed on Utsuho at a near-corner range. Don't ask, found it on Nico.
- 5AAAA j.A j.2B 66 j.A j.6A 236B/C
Spirit Orb Usage: 2
Notes: near corner only
- 66A 236B/C hjc9/7 j2B 66 jA j6A 236B/C
Spirit Orb Usage: 2
Notes: Dash A starter Near Corner combo. The distance is "anywhere ground 236B/C wallbounces except corner". If the combo started far from wall, hjc9. If done closer to corner (can see the wall), hjc 7.
Corner[]
- 5AAAA 236B/C j.A j.B/j.2B j.236B/C
Spirit Orb Usage: 3
Notes: Doesn't work at all against Reimu, Remillia, and Reisen. Use latter combo on them instead.
- 5AAAA j.A j.2B 66 j.A j.6A j.236B
Spirit Orb Usage: 2
Notes: Does not work on Remilia.
- 5AAAA 6B j.A j.6A j.236B/C
Spirit Orb Usage: 2
Notes: Another great corner BNB for Aya. Does Not work against Youmu, Marisa, and Iku. Use former combos on them instead.
Aerial Combo[]
- Full ~ Midscreen: jA (j2B/jB 66 jA) j6A 2C
Spirit Orb Usage: 1(2)
Notes: Optional (j2B/jB 66 jA) possible if opponent is lower than Aya's height.
- Near Corner ~ Corner: jA (j2B/jB 66 jA) j6A j2[B] 236B/C
Spirit Orb Usage: 2(3)
Notes: Optional (j2B/jB 66 jA) possible if opponent is lower than Aya's height. Delay 236B/C slightly for extra & free damage.
- Near Corner: jA j6A jB 66 jA j6A 236B/C
Spirit Orb Usage: 2
Notes: Lazy person who like to always j6A after jA uses this combo instead.
Spell Card Combo[]
- Anywhere: 214B [Squall]
Spirit Orb Usage: 1
Notes: Basic.
- Anywhere: 5AAA 5B 6C 236B/C [Squall]
Spirit Orb Usage: 3
Notes: Basic. However, do not delay 236 for more damage in this case, as [Squall] will whiff.
- Anywhere: 5AAA 5B [Orbital Sign] j236B/C
Spirit Orb Usage: 1
Notes: For last j236B/C, just do a normal 9 jump and j236B when you start dropping from the full height of the jump.
- Anywhere: 5AAA 5B [Illusionary Dominance]
Spirit Orb Usage: 1
Notes:
- Anywhere: j.5A j.2B 66 j.5A j.2B 66 j.5A j.2B 214B [Squall] - 3012 damage
Spirit Orb Usage: 4
Notes: It can be done with j.5B, but it's easier for the B bullet to hit with j.2B. A very nice midscreen combo.
- Near Corner: 5AAA 5B 6C 236B/C [Breeze Sign] 5B 5C
Spirit Orb Usage: 2
Notes: Can be used From midfield, but last 5B 5C will not connect.
- Near Corner: 5AAA 5B 6C [Tornado]
Spirit Orb Usage: 2
Notes: This only works if 6C bounces opponent on the wall and make her comeback near to Aya.
- Near Corner: 5AAA 5B 5C 214B [Tornado] - 23~24 hits / 3140~3186 damage.
Spirit Orb Usage: 3
Notes: Opponent must be near corner, but not too close, so 214B can connect after the opponent bounces on the wall.
- Near Corner: 5AAA 5B 5C 214B [Illusionary Dominance]
Spirit Orb Usage: 3
Notes: Opponent must be near corner, but not too close, so 214B can connect after the opponent bounces on the wall.
- Near Corner & Corner: 5AAA 5B 6C hjc [Squall]
Spirit Orb Usage: 2
Notes: This only works if 6C bounces opponent on the wall.
- Near Corner & Corner: 5AAA 5B 236B/C [Orbital Sign] j236B/C
Spirit Orb Usage: 1
Notes:
- Corner: 5AAA 5B [Tornado]
Spirit Orb Usage: 1
Notes: Opponent must be hugging the wall.
- Corner: (5AAA 5B) or (66A) [Demonic Kemono] 5AAA 5B 6C 236B/C
Spirit Orb Usage: 3
Notes: Opponent must be hugging the wall.
General Strategies[]
Aya's strategy has changed alot recently due to the nerfs that she's been through, and so hopefully this will give a few pointers to those who wish to use her.
- Unless you know how to put on very good pressure with her at close range, it is suggested that most Aya players (Especially starting out) play hard to get. Hover around the outer edges of your opponent's melee range (Character dependant) and pelt them with fast B bullets, retreating when necessary while you wait for your opponent to do something silly that leaves them open, then press the attack.
- Using her Domination Dash in order to plow through enemy projectiles is a good strategy only as long as your opponent isn't expecting it (The same could be said for most attacks). If it's blocked, Aya will be almost guaranteed to eat a combo, and because of her lowered damage, it's very difficult to make up lost ground due to such a mistake. Instead, look to make your opponent play a guessing game during her blockstrings. At the end of most of her B&B's you have the option of Gale Fist (Or anything that fits the forward projectile role) or Domination Dash or Graceful Dash (Not Tengu Falling, as it can be grazed in the same way.) Your opponent then has to decide whether to attempt a graze or eat a Dash. Think Rock, Paper, Scissors. Gale Fist beats blocking (Enough blockstun to approach for a second round), blocking beats Dash, Dash beats Grazing, Grazing beats Gale Fist.
-Be aware of your opponent's moves that have an extended hitbox (Patch's J.6A comes to mind) when using the Domination Dash, as it will counter it cleanly.
Frame Data[]
Motion Damage Prorate Limit Startup Active Block Adv Wrongblock Hit Adv CH Adv Block Airblock Type ------------------------------------------------------------------------------------------------------------------------ c.5A 200 95 0 6 2 -2 n/a -1 n/a M No A f.5A 450 93 0 13 2 -3 -1 -1 +6 H No B 5AA 200 95 0 6 2 -2 n/a -1 n/a M No A 5AAA 500 93 0 9 2 -2 +2 0 +7 H No B 5A*4 800 85 40 16 3 -8 -2 D D H No C 2A 200 95 0 6 2 0 +2 +1 n/a L No A 3A 800 85 40 15 2 -6 0 D D L No C 3[A] 900 85 40 29 5 -7 +10 D D L No C 6A 800 85 40 17 2 -5 +1 D D H No C 6[A] 900 85 40 32 4 -7 +11 D D H No C 66A 500 93 0 10 2 -3 +1 -1 +6 H No B 66B 800 75 40 16 6 -2 +4 D D H No C 66C 850 85 40 14 8 -23 -17 D D H Yes C j.A 480 93 0 7 9 H Yes B j.2A 800 90 40 19 vary D D H Yes C j.6A 850 85 40 12 8 D D H Yes C j.8A 750 85 40 10 2 D D H Yes C