Ash Crimson/Move List



This is a compilation of move lists of Ash Crimson.

The King of Fighters 2003
Throws
 * Brumaire - near opponent, ← or → + C or D
 * Grabs the opponent then punches them with a flaming green hand

Command Moves
 * Messidor - → + A
 * A pretty slow overhead attack, doesn't combo into anything but can useful to help buffer into Ventose.


 * Floreal - ← + B
 * Ash does a twirl like motion while standing on one leg and thrusts his other leg towards his opponent. It's pretty safe and fast so use it.


 * Prairial - ← + D
 * Same as Floreal except he's moving away from the opponent now, the range on it isn't too good because you practically have to be right next to your opponent to hit them with it, the hitbox is also kinda strange so it makes it even more difficult to hit them while they're standing since it's aimed toward their legs; despite it's drawbacks it can still be useful after a jump-in/cross-up.

Special Moves
 * Ventose - charge ← then → + P
 * Ash makes flaming green crescent then throws it at the opponent, A version comes out quicker and does one hit, C version is slower but does two hits and counter acts other projectiles as well, both versions have great recovery so it makes it quite the spam worthy move.


 * Nivose - charge ↓ then ↑ + K
 * Ash does a somersault up into the air in a dragon punch like fashion with green flames coming out near his feet, a superb AA (Anti-Air) that can be used to punish jump-ins, makes for a good wake-up attack and all around punisher as well, the B version is fairly quick and the recovery on it allows it to be spammable, the D version lasts longer and can be punished easily if whiffed so don't just throw it out there, use it in BnB's just to be safe.


 * Vendemiaire - close, ←↙↓↘→ + C
 * If done correctly Ash does a three hit unblockable chain combo that ends with him uppercutting the opponent into the air for a follow-up attack, for the best results use it like a command throw although if you miss there is absolutely no whiff animation.


 * Power Tag - ↓↘→ + AC/CD
 * Ash does his close D animation and tags out switching to one of your other characters, use during BnB's and cross-ups/jump-ins just to make sure it'll work

Desperation Moves
 * Thermidor - ↓↘→↓↘→ + P
 * Ash makes a giant green energy ball then propels it towards his opponent, the start-up frames are invincible which makes it a great pressure tool, from throw range if they get hit by it they fall to the ground which gives you the advantage to jump-in, makes for a good reversal as well, both versions do eleven hits


 * Pluviose - ↓↘→↓↘→ + K
 * Ash does three Nivose's in a row. It is a fast, easy but risky technique. It's an okay AA but you shouldn't waste the meter if you don't have to, both versions do six hits. This works the same way as Charlie Nash's Somersault Justice albeit with less hits

Leader Desperation Moves
 * Sans-culotte - A,B,C,D
 * Greens flames shoot from the ground around Ash causing him to glow green, this move allows Ventose and Nivose to come out instantly for a short period, good for pressure but damage wise you'll probably just end up chipping away at your opponents guard, not my LDM of choice but if you like the idea of your opponent cowering in the corner as you wail on their guard by all means use it, the start-up frames aren't invincible so be careful

The King of Fighters XI
Throws
 * Brumaire - near opponent, ← or → + C or D
 * Ash grabs the opponent then punches them with a flaming green hand

Command Moves
 * Messidor - → + A
 * A pretty slow overhead attack, doesn't combo into anything but can useful to help buffer into Ventose, it isn't Super Cancellable anymore so stick to using it after jump-ins/cross-ups


 * Floreal - ← + B
 * Ash does a twirl like motion while standing on one leg and thrusts his other leg towards his opponent, it' pretty safe and fast so it's somewhat abusable, isn't Super Cancellable anymore but it's still an okay poke


 * Prairial - ← + D
 * Same as Floreal except he's moving backwards now, has more range compared to how it was in 2003, still useful after a jump-ins/cross-ups and can be used it to buffer Nivose now

Special Moves
 * Ventose - charge ← then → + P
 * Ash makes flaming green crescent then throws it at the opponent, A version is slower now and still does one hit also comboable from strong attacks, C version still has slower start-up but travels faster now along with more damage potential and bigger hitbox, does two hits and counter acts other projectiles as well, neither versions can really be spammed as much because of their fixed recovery now but you should feel obligated to use them regardless, just use it more as a zoning tool rather than mid-screen pressure


 * Nivose - charge ↓ then ↑ + K
 * Ash does a somersaults up into the air in a dragon punch like fashion with green flames coming out near his feet, An excellent AA (Anti-Air) that can be used to punish jump-ins, makes for a good wake-up attack and all around punisher as well, B version has whiff potential on the second hit now while the D version lasts longer and travels at a higher arc, has average priority so use it as a combo ender in BnBs, both version are Super Cancellable off the first hit


 * Vendemiaire - close, ←↙↓↘→ + C
 * If done correctly Ash does a three hit unblockable chain combo that ends with him uppercutting the opponent into the air for a follow-up attack, Sadly it has a nasty whiff animation now but the good news is that it does four hits now and that fourth hit is Super Cancellable

Desperation Moves
 * Thermidor - ↓↘→↓↘→ + P
 * Ash makes a giant green energy ball then propels it towards his opponent, C version travels faster while the A version is slower, the invincible frames at start-up are gone which makes it harder to use as a pressuring tool, the good news is that it gained massive juggle potential which makes it a great combo ender for his Vendemiare command throw


 * Pluviose - ↓↘→↓↘→ + K
 * Ash does three Nivose's in a row, now with more invincibility frames but besides that it's pretty much the same as it was in 2003, both versions still do six hits, use it in BnB's because it's the combo ender of choice. This works the same way as Charlie Nash's Somersault Justice albeit with less hits

Leader Desperation Moves
 * Sans-Culotte - A,B,C,D
 * Greens flames shoot from the ground around Ash causing him to glow green, this move allows Ventose and Nivose to come out instantly for a short period (lasts little over five seconds now, shorter than it was in 2003), good for pressure and has immense juggle potential now, the start-up frames still aren't invincible so be careful, try using it after jump-ins if you're having trouble executing it


 * ┗Germinal - ↓↘→↓↘→ + E
 * Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him, this new LDM is pretty interesting as the damage potential is good and it seals your opponents special attacks for about 10 seconds, doesn't work as an AA unless they're right near the ground as soon as you activate it, if both characters are in the corner when this is used they'll both be returned to the middle of the stage, has okay cross-up potential, only usable while Sans-Culotte is active and if used it cancels San-Culotte

The King of Fighters XII
Throws
 * Récompenses - ← or → + AC
 * Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.

Command Moves
 * Floreal - ← + P
 * Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent, it's still pretty safe and fast so it's prone to catch people off guard, use it sparingly.

Special Moves
 * Ventose - charge ← then → + P
 * Ash makes a flaming green crescent then throws it at the opponent, both versions are pretty fast and abusable so use to your hearts content


 * Nivose - charge ↓ then ↑ + K
 * Ash does a somersaults up into the air in a dragon punch like fashion with green flames coming out near his feet, Still an excellent AA (Anti-Air) that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well, the B version is really quick and the recovery on allows it to be somewhat spammable, the C version lasts longer but because of the bigger hitbox it's harder to punish now, use it in BnB's


 * Genee - ↓↙← + A or B or C or D
 * Ash blows a kiss that makes a green flame appear in an area depending on which button you pressed, it works exactly like Orochi Shermie's Mugetsu no Raigumi, an excellent zoning and pressure tool

Desperation Moves
 * Thermidor - ↓↘→↓↘→ + P
 * Ash makes a giant green energy ball then propels it towards his opponent, the start-up is a lot worse than it was in KOF XI, you have to be very careful when you use either version of this DM now because you can get punished quite easily


 * Pluviose - ↓↘→↓↘→ + K
 * Ash does three Nivose's in a row, doesn't come out as fast as it used to but still can be used after BnB's, it's still an okay AA since the hitbox on Nivose is a bit bigger, there isn't much of difference between the B or D version except the D version is faster. This works the same way as Charlie Nash's Somersault Justice albeit with less hits


 * Sans-Culotte - A,B,C,D
 * Green flames shoot from the ground around Ash causing him to glow green, still allows zero charge time for Ventose and Nivose, good for pressure but damage wise you'll probably just end up wailing at your opponents guard or they'll just roll past it, it's still not invincible so you know the deal

The King of Fighters XIII
Command Moves
 * Récompenses - ← or → + C or D


 * Floreal - ← + K

Special Moves
 * Ventose - charge ← then → + P


 * Nivose - charge ↓ then ↑ + K


 * Genee - ↓↙← + A or B or C or D
 * Ash blows a kiss that makes a green flame appear in an area depending on which button you pressed, it works exactly like Orochi Shermie's Mugetsu no Raigumi, an excellent zoning and pressure tool.


 * ┗follow up attack - ↓↙← + A or B or C or D
 * Ash forces the flame to detonate.


 * Vendemiaire - close, ←↙↓↘→ + C

Desperation Moves
 * Thermidor - ↓↘→↓↘→ + P


 * Pluviose - ↓↘→↓↘→ + K


 * Sans-Culotte - A,B,C,D


 * ┗Germinal - ↓↙←↙↓↘→ + AC

Neo Max
 * Fructidor - close, →↘↓↙← →↘↓↙← + BD
 * Ash grabs the opponent and engulfs them in giant geyser of purple flames.

KOF Maximum Impact Regulation A
Throws
 * Brumaire - (close) ← or → + A + C
 * Ash grabs opponent and punches them away with a flaming hand.
 * Fructidor - (close) ← or → + B + D
 * Ash trips opponent, stomps on their neck and kicks them away.

Command Moves


 * Messidor - → + A
 * Overhead punch.


 * Floreal - → + D
 * Ash steps forward with a spinning kick.


 * Prairial - ← + D
 * Ash steps backwards with a roundhouse kick.

Special Moves
 * Ventose - charge ← then → + P
 * Ash throws 1 (A version) or 2 (C) flame waves, serving as his projectile. C version knocks down and does 3 hits up close.


 * Nivose - charge ↓ then ↑ + K
 * Rising flip-kick. Anti-air attack.


 * Germinal - charge ← then → + K
 * Ash dashes forward while covered in flames. B version executes faster. D version has more range and juggles foes.


 * Bijou - ←↓↙ + K
 * Defensive move; Ash poses while taunting his opponent. If hit during this, he'll teleport to his opponent's back (stunning them for a moment) while laughing. "Ha ha ha ha! What are you looking at?"
 * ┗ Recolter - K
 * Execute this immediately after catching an attack with the above move. Instead of teleporting, Ash will now grab his foe and blast a flaming hand on their body, knocking them away with a damaging hit.


 * Frimaire Souragé - (jump) ↓↙← + B
 * Ash drops downwards with a gracious flip-kick. Doesn't knock down.


 * Frimaire Fortifé - (jump) ↓↙← + D
 * Ash dives diagonally downwards with a drilling attack, similar to Benimaru's signature Foot Drill.


 * Vendemiaire - (close) ←↙↓↘→ + C
 * Ash grabs his foe and does a fast autocombo on them. Juggles.

Desperation Moves
 * Thermidor - ↓↘→↓↘→ + P (1 SP Gauge)
 * Charges up, then tosses a multi-hit projectile. Will disappear if hits too much times, but otherwise will continue to drag the opponent across the screen (while damaging them) until the corner, at which it disappears.


 * Pluviose - ↓↘→↓↘→ + K (1 SP Gauge)
 * A series of 3 Nivose flip-kicks. Resembles Charlie Nash's Somersault Justice.


 * Sans-Culottes (Liberté) - A,B,C,D (1 SP Gauge)
 * Ash poses with a short flame burst around himself. Afterwards, he'll glow green for around 7 seconds, during which he'll have the following bonuses:
 * - He can perform Ventose/Nivose/Germinal without charging;
 * - He can cancel his Special Moves into each other. Since he has aerial Specials in Regulation A, he can cancel his Nivose into them while in mid-air;
 * - He can have multiple Ventose projectiles on screen;
 * It seems that hitting opponent (or otherwise not staying still) can increase the bonus' duration. The initial flare burst can hit for damage.


 * Sans-Culottes (Egalité) - A,C,B,D (2 SP Gauges)
 * Enhanced Sans-Culottes. The initial flame blast does more hits & damage, and the bonuses last for 11 seconds.
 * Révolte de Caprice - ↓↙← ↙↓↘→ + K (2 SP Gauges)
 * Ash dashes forward and, if hits, performs an autocombo on his foe. He'll randomly finish it with one of these moves:
 * - A simple 1-hit Nivose;
 * - A large flame wave, like an enhanced Ventose;
 * - A 3-hit Nivose;
 * - Nothing; in this case, Ash's foe is juggled, and he can follow up with any other attack, even this same DM again.


 * Sans-Culottes (Fraternité) - A,B,A,C (3 SP Gauges)
 * An even more powerful Sans-Culottes, doing more damage and lasting for 15 seconds. The initial activation has Ash laughing maniacally.
 * ┗Espoir - ↓↙← ↙↓↘→ + A + C (1 SP Gauge)
 * Ash summons a big pillar of green flame around himself for a moment, doing heavy hits & damage. Must be performed while the Lv.3 Sans-Culottes is active, and deactivates it after use.