NEW UPDATED INFO
Copied from my Dustloop post:
People continue to fear Ashely mixups that lead into strong combos… Sure, he has j2C, and 623B which is safe on block, but the one thing that makes them weak is the fact that they’re moves that hit only once… The same thing goes for jB. Tons of Ashley players do it, but no one ever takes the time to stop them. A simple gachi attempt allows you to not only stop the move in its tracks, but you can possibly convert that into a strong g-counter move. Below is a list of the things that each character can do against these jump-ins that Ashely players abuse constantly.
Note: I don’t recommend doing a 6G, and here’s the explanation behind that. Ashley can easily do j.2C like a madman. What makes it even more dangerous is that there is a chance that this move can force a “safe gachi” scenario in where you can 6G the move, but because it’s so low to the ground, and Ashley having the frame advantage (at least +1), he can land and block in enough time before the full 6G animation completes, putting you in a punishable position. This still isn’t a reason to fear this setup. Ashley players can spam this move as long as they want. Just keep an eye out on how low this move is done, and you can use the options listed to punish.
Most players can easily get overwhelmed by Ashley’s speed and mixup potential which reminds me of the threat that Gallon/Talbain poses in VSav. Trust me, Ashley is beatable!!! I’ve seen the whole cast take out Ashley, even Watson and Olivia players.
Anyway, here’s the list:
Urs:
- 5A: As simple as this move is, it is very essential in Urs' close up game. After a good 5G, Urs can easily go into this fast move that allows him to utilize his fireball game, or just simply dash in and throw.
- 2C: This is probably the quickest response after a successful 5G. The plus side is that you can use 2C~236A/C as a frame trap.
- 623A/C: Does more damage, and pushes opponent to the corner more than 2C, but you lose out on oki options. If the opponent techs, they create a bigger gap, but that can be fixed with just dashing in. If desired, Urs can Heat buffer 623A/C and force a hard knockdown.
- 236236B/D: If Urs 5Gs Ashley's j2C low enough, Urs can do massive damage with this super.
Marco:
- 2C: Marco's 2C works different than Urs' 2C, in that the hit box and applications vary. Whereas Urs can go into fireball traps from close range, Marco can use his 2C to AA and then go for mixups instead. From my personal experience, his fireballs are a bit too fast to force a fireball trap (maybe 236A would work depending on the distance). Instead, doing 214[B/D] or not canceling the move out and letting it hit might fair out to be useful vs Ashley. If Marco is in Heat Mode, then his mixup potential increases with 236A/C and 236B/D. Ashley's only real AA options are 5A, 5C, and a very range-dependant 5D-- none of these are going to necessarily stop Marco's dragon mixups.
- c.5C: Marco's headbutt, if close, can do a somewhat substantial amount of damage. This move does not produce a knockdown at all, so expect Ashley to either face a mixup, or for him to attempt restoring that lost momentum with his own rushdown.
- 623A/C: Marco's dps prove to be just as good as Urs'. I'd only recommend using 623A, as he recovers faster, and mixups can be applied shortly afterwards.
- Any super: Both of Marco's supers provide some form of AA for him. I personally prefer 236236B/D, as it has a better chance of hitting completely since it's only 2 hits, and eliminates the chance of Ashley teching due to some whiffed attacks.
Cedric:
***Note: Cedric doesn't necessarily have to rely on 5G alone vs Ashley. If he has meter, 236236B/D can be used.***
- 2C: This works like Marco's 2C, except it has a wider hitbox, and Cedric can't really cancel into anything from this move. The plus side to this is that Ashley would be forced to deal with an upcoming fireball, giving Cedric many A2A or AA options. There are ground options as well, which include gachi baits, where if Ashley gachis a fireball, Cedric is still in range for a 5C to connect, or he can just get in close, and disrupt future gachi attempts with 236236A/C. Any of these situations give Cedric the chance to also rely on his super counter 236236B/D.
- 5C: This does everything that 2C does, except its slightly slower, but gives Cedric better (read quicker) fireball options.
- [2]8B/D: The good ole' flash kick. There's really not much that needs to be said here. Just keep in mind the charge timing after doing a standing 5G.
- 236236A/C: This super can actually push the opponent to the corner depending on the distance. Cedric would have to dash a bit to close the gap and apply pressure.
Ashley:
- 5A: An easy answer to a somewhat easy gachi. This can put you in position to attempt 214B/D, or dash in for the other command grab.
- 5C: This is actually better than 5A in terms of damage. Ashley somewhat loses out in mixup potential unlike 5A, but he still has strong options afterward...
- 5D: Works the same way that 5C does, except the hitbox is bigger.
- 236236B/D: Easy damage. Don't worry about losing meter, as you can build it right back up.
-Heat Mode combo: If you guess right, Ashley can 5G~Heat and do the "236A, 236B, 236C" combo. Depending on how low "enemy Ashley" is after getting 5G'd may force you to modify the combo a bit (i.e. Heat, 236B, j.236B, land, 236A, etc").
Olivia:
- c.5C: This move doesn't really give many great options, but the damage is good enough to mention.
- 5C: Same thing applies here. Nothing really special other than damage.
- 5D: Using this move actually pops the opponent high enough for Olivia to dash in and attempt command grab setups. This by far is her best option.
-623A/C: Space dependent, but still worth it at times. You have better moves which produce better results though.
-214214A/C: Decent damage. That's about it...
Watson:
- 2C: Watson can use this in conjunction with bear traps or fireballs if he's at least level 2 or 3. This also helps him level up.
- 236236A/C: Quick and easy damage. Doesn't produce any real oki options though.
- 2369B/D: If you're quick enough, you can TK the j.236B/D and force a knockdown with the D version.
- 2147B/D*: I'm in the process of testing this out, but if 2369B/D can work, this might as well, giving Watson the ability to force position changing--- This will help Watson get out of corners easily.
Freed:
- 5A: Freed actually benefits from this simply becuase of his playstyle, especially when he's in Heat Mode, as his mixups becomes ridiculous at that point.
- [2]8A/C: Quick and easy damage but no real mixup potential.
- [4]6A/C: Range dependent punish, but it has some uses.
- Any super: Any of Freed's supers make great punishes. His 236236B/D is the best option in my personal opinion.
Donvalve:
-5A: Decent punish, but no real momentum gained from this. 5C or 2C can be used afterwards to push to the corner, or you can reset for the 236236B/D setup.
-4C: Guile uppercut. Need I say more.
-5D: Donvalve's "hip thrust" move can be cancelled into either 41236B (hammer) or 412363D (grab). His hammer attack is great against players that like to jump back, or if Ashley decides to 623B/D after landing in this particular situation.
-236236B/D: Air grab... Best and only AA grab that does massive damage. Doesn't count as a g-counter move though.
Coyori:
-5A: Coyori's 5A isn't as great as some of the other characters in terms of strength, but given her moveset, she has great opportunities to start her mixup game, which is where she shines.
-623B/D: Easy shoryuken move. Use the 6D follow up to force a hard knockdown.
-236236B/D: Same concept as 623B/D, but mash B and D to get extra hits.
Face:
-5A: Same concept as Freed's 5A.
-c.5C: This normal is good because unlike 5A, c.5C can go into rekkas (and rekka cancel).
-2C: Works as a good AA that allows cancelling into specials
-623B/D: TEXAS KNEE!!! The D version does a hard knockdown, and has a shorter distance (and an apparently shorter hitbox than the B version).
-236236A/C: Wilderness Cannon can close out the match quickly in this scenario, as it does a good load of damage on g-counter. I would use this over Face's 236236B/D super, as that one tends to miss 50% if not all of the hits. Plus the recovery isn't too great imo.
Deathbringer:
-5A: Another universal tool most characters have as an option after 5G'ing Ashley's j2C.
-5C: Good due to range. A bit slower than 5A, but compensates with more damage, which is what you want. Pushes farther back, too.
-6C: Forces knockdown, and gives Deathbringer a chance to charge.
-5D: Again, good in terms of range. The great thing about it is that this move pushes the opponent quite far. Loses in oki, but can charge to strengthen specials.
-623A/C: Great damage. If Deathbringer is charged, he can cancel into his super. Not sure if it can combo at this point, but I will be testing this.
Odile&Dokurod:
***She's literally the same as Olivia, except you can jump and do her air super (j236236B/D). Jump buffering is required for the super to be effective. There might be a chance that 214B/D would work as another option, which would be good for position changing.
This is all subject to get more info added to, so stay tuned.