Ayu Tsukimiya (Eternal Fighter Zero)
|First EFZ Appearance||Eternal Fighter Zero|
|Combat Style||Mid Range|
Ayu is a leading character from the visual novel Kanon and is one of the obtainable girls. She runs into Yuichi early on when he moves into town and seems to have some connection to his past. She seems to be searching for something but can't remember what it is.
Ayu's use of her wings for many attacks are a reference to the winged backpack she has with her in Kanon.
 Command List
 Basic Weak Attacks
A quick karate chop that can hit up to 5 times. A decent starter or combo tag on when coming out of a jump attack.
Ayu crouches and punches out, hitting up to 3 times. The low range makes this one of the poorer low A moves.
A (midair)(also possible from any dash)
Ayu does a crescent kick in front of her. Not particularly useful for ground targets due to the low range and upward angle. Works slightly better from a ground dash but still runs the risk of missing.
 Basic Mid Attacks
A wing turns into a fist and punches forward. Good speed and power which is useful for combos.
Ayu extends a wing ahead of her to inflict damage. Good for combos and the range of this is quite surprising, making it a good move to poke from a distance too.
Ayu's wings turns into hands that poke into the air above her at the same time. The hitbox for this move is really weird. It does not hit low and can somehow miss opponents if Ayu is standing directly next to them. Best to avoid this and use Ayu's standing B attacks.
B (midair)(also possible from any dash)
A quick wing punch aimed down at a 45 degree angle. Easier to hit ground opponents with but there is a bit of slowness at the end of the move so doesn't link into followups as easily as A.
Ayu leaps forward and does a kick. While the kick itself doesn't extend far the fact that Ayu moves herself forward to do it gives great range. Can be placed into a combo to keep Ayu close to the target.
 Basic Strong Attacks
Ayu turns to her side and causes a wing fist to slam down on the ground. Good range and power and no knockdown, making for easy followups.
Ayu's wing fists slam together in front of her. Low angled attack with good range and causes knockdown. Can be special move cancelled to tack on extra damage before the target hits the floor.
C (midair)(also possible from any dash)
Ayu does a quick backflip and has her wings extend out at the time to cause damage. Range is slightly less than the usual C air attack but the speed is notably faster. Good move, especially for air combos.
Ayu performs a body slam from the air. If she hits the opponent (guarded or not) then she will bounce away from the opponent. If she misses completely then she will fall flat onto the ground. Can be handy against characters without good antiair moves, especially as you can launch an aerial special as Ayu is bouncing backwards. Missing leaves you open and anyone with a good antiair will have fun with you.
Ayu performs an uppercut with a wing fist. An excellent launcher that can be jump cancelled on hit for quick aerial followups or special move cancelled for safe followups.
6C (close, ground)
Ayu grabs the target and tosses them behind her, before falling over herself.
6C (close, air)
Ayu's wings grab the opponent, then Ayu proceeds to slam them to the floor and jumps away.
44 or 66 (ground)
Ayu's dashes cause her to go into the air at a 45 degree angle. Because of this attacking out of a dash is harder than those possessing ground dashes. Holding the button will extend her dash. Ayu can jump once and air dash twice after a ground dash.
44 or 66 (midair)
Ayu can air dash twice and will cancel out any remaining jumps before landing. Simple air dash.
 Special Attacks
Ayu flaps her wings, slowing her descent and granting her better horizontal movement in the air. This move will cancel any remaining jumps until she lands. This move can be cut short by pressing 2, doing an air dash or performing an attack. This move will grant additional height to any jump if it is used on the way up. This attack is key to Ayu's aerial approaches, as it makes her less predictable since she can then alter the rate at which she comes in from the air.
236 + A,B or C
Ayu runs towards the opponent approx 1/2 screen distance before falling down. The running and fall both count as hits but both won't hit in the same move. Causes knockdown. Too easy to see to be a useful ranged move but fine as a combo move.
Ayu runs towards the opponent approx 2/3 screen distance before falling down. The running and fall both count as hits but both won't hit in the same move. Causes knockdown. Again, too easy to see at a distance so it's a combo move.
Ayu runs towards the opponent approx a full screen distance before falling down. The running and fall both count as hits but both won't hit in the same move. Causes knockdown. Uses RF energy. The extra distance doesn't matter but this move can cause wall bounce if you hit some against a wall with it, allowing for some followups.
623 + A,B or C
Performs a close range uppercut followed by firing an electrified arrow up at a 45 degree angle. Has more range that it looks and can be IC cancelled. Try cancelling as the arrow initially shocks the oppoent for the best followup chance. Can be performed in the air as well.
Same as A version.
C version (ground)
Performs a close range uppercut followed by firing an electrified arrow up at a 45 degree angle. More powerful than previous versions with the same range. Uses RF energy. If you have a light blue RF gauge then it might be worth ICing off this, as you won't need the extra RF energy anyway.
C version (midair)
Unlike A and B, C version becomes a completely different attack in the air. Ayu fires a bolt down at a 45 degree angle and causes an explosion. Can be handy as a surprise attack, especially while using S to float down, but it doesn't have much horizontal range and uses RF energy for it.
214 + A,B + C
Ayu rides a giant taiyaki in an arc angle. If she hits the opponent then she will bounce away from them. Covers approx 1/3 screen width and is lower than the other versions. Good for making a few mid range attacks and semi-decent antiair. Can be done in the air as well, making for quite a surprise attack for chasing opponents and this is also a good attack to move cancel into from certain air attacks.
Ayu rides a giant taiyaki in an arc angle. If she hits the opponent then she will bounce away from them. Covers approx 2/3 screen width and is higher. Not so useful against ground targets or for followups other than close range, but an excellent antiair. Can be used in the air, but be carefu of its high arc.
Ayu rides a giant taiyaki in an arc angle. Covers approx 2/3 screen and is the same height as B version. Uses RF energy to hit multiple times. Makes an excellent antiair with the same concerns as B if used in the air. The multiple hits can make for an excellent combo finisher if you're not confident about IC cancelling 623A.
 Eternity Specials
236236 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Ayu spins a wing fist around and then drives forward with a multi hit punch. Can reach across approx 1/2 a screen but will cause less damage the further away Ayu is. Easy to combo into and can be ICed out of for a special followup. Very useful attack.
Uses 2 SP bars. Ayu spins a wing fist around and then drives forward with a multi hit punch. Can reach across approx 3/4 a screen but will cause less damage the further away Ayu is. Same combo potential as A - cause depends if you want the extra damage output. Stocking up on Lv1 attacks might be better but if the opponent is close to defeat then sure.
Uses 3 SP bars. Ayu spins a wing fist around and then drives forward with a multi hit punch. Can reach across approx the full screen but will cause less damage the further away Ayu is. Again, using up extra SP depends on if the opponent is close to defeat and thus the extra attack output would help. IC out of it if need be for more damage.
214214 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Ayu throws forward a spinning ring of energy. Hits up to 1/3 screen away. Can be used in the air. The power is notably lower than her punching ES though and not as much room for followup. Not worth using.
Uses 2 SP bars. Ayu throws forward a spinning ring of energy. Hits up to 2/3 screen away. Can be used in the air. Barely any more powerful than A version. Keep the SP for other moves.
Uses 3 SP bars. Ayu throws forward three spinning rings of energy. Hits from a full screen away, but power will be severely reduced. Can be used in the air. You can easily followup with another combo while this attack is still finishing as long as you're not too far away when you launch it and the close range damage is much better than B version, but that punch ES is still more damaging.
641236 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Ayu summons four large energy spikes out of the ground around her that launch nearby opponents up into the air. Move ending lag and the height prevent followups. ES punch is better.
Uses 2 SP bars. Ayu summons four large energy spikes out of the ground around her that drill into and then launch nearby opponents up into the air. Move ending lag and the height normally prevent followups but you can IC out of it just before the launch and perform a followup. Hard to do without dropping the damage out of the move notably, making it easier to IC out of an ES punch.
Uses 3 SP bars. Ayu summons four large energy spikes out of the ground around her that launch the opponent twice, drill into and then launch the victim again high into the air. Move ending lag and the height normally prevent followups but you can IC out of it just before the launch and perform a followup. Again this can be hard to do without hurting the damage output. Save the SP for the ES punch.
 Final Memory
AA4BC (Requires 3 SP bars and 1/3 health remaining)
This attack has two parts. First Ayu pulls out her angel doll and changes her outfit in an explosion, which can hurt and launch nearby opponents. Then feathers float across the whole battlefield that will hurt and electrocute the opponent. Easy input and hard to dodge attack makes this an excellent FM move.
 Ayu's Aerial Game
Regardless of who Ayu is fighting, she will have to approach from the air to set uo any serious combos. Attacks, air dashes and her unique special flight command are key to this success, as even characters with good antiairs will have some difficulty in figuring out when to launch counters. Mix in some fake outs where you abort an aerial approach to simply run at them (perhaps with 236B for a surprise hit).
 Mid Range
Ayu has no serious projectiles, but she does have a number of mid range attacks that are quite good. In addition, some of her attacks will suddenly launch her forward without any notice. Use this to your advantage, especially when fighting opponents who specialise in close range combat.
 Basic Comboing
A,A,B,6B,6C,214C. Alternatively when against a walled opponent replace 214C with 236C to cause wall bounce and allow for swift aerial attacks. Works fairly well but make sure to mix in low attacks here and there. If you want then you can try ICing for some combos. A,A,B,6B,C,623B/C,IC,9B,623B.
|Characters Of Eternal Fighter ZERO|
|AIR||Kanna ~ Kano Kirishima ~ Minagi Tohno ~ Misuzu Kamio|
|Kanon||Akiko Minase ~ Ayu Tsukimiya ~ Kaori Misaka ~ Mai Kawasumi ~ Makoto Sawatari ~ Mishio Amano ~ Nayuki Minase (asleep) ~ Nayuki Minase (awake) ~ Sayuri Kurata ~ Shiori Misaka|
|ONE||Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN|