| LP |
4f startup. Whiffs on most crouching characters. The recovery can be canceled into another LP for easy hit confirms. Special- and super-cancelable.
| cr.LP |
| j.LP |
| LK |
| cr.LK |
| j.LK |
| HP |
| cr.HP |
| j.HP |
| HK |
| cr.HK |
| j.HK |
| 3HK |
Fast sliding kick that travels about 3/4 screen distance. Frame advantage if it is blocked at the tip, but can easily get parried or neutral jumped.
| LP+HP (Overhead) |
-1 on block and hit against standing opponents. Leads into the LK,HK target combo against crouching.
| HP+HK (Unblockable) |
Aja is considered to be crouching during the animation.
| LK, HK
Useful target combo for easy two-hit confirms. +2 on block. Special- and super-cancelable.
Aja may cancel the first special move in a string into other special moves on hit and block (but not on parry) at any point in their recovery frames. The LP/LK versions of her special moves may be charged up to two different levels by holding the button down, usually resulting in better hitboxes, damage and other properties.
| 236P Gekisensai |
Horizontal slash that pulls the opponent in on hit and block. Negative on hit and block, enough so to be punishable in a lot of situations.
| 236K Mushinshou |
Overhead strike. Very negative on both hit and block regardless of version, but large pushback so it can be hard to punish when spaced properly.
| 214P Gouezan |
Anti-air slash. Quick startup coupled with a gigantic hitbox.
| 214K Kokuushin |
A launcher that whiffs on crouchers. Unsafe when blocked. Mostly combo-filler as Gouezan makes for a better anti-air.
| 41236P Ryokusendan |
A rushing slash. Destroys incoming normal and EX projectiles (except Azure's Reppus). Unlike other specials, the LP and HP versions can only be canceled during the active frames and may not be super-canceled.
| 236236P Gekisen Gojou Renge |
Moderately damaging ranbu that has better juggle potential than a lot of Aja's specials, though most of the hits will whiff on airborne opponents. Best used in combos that leave the opponent grounded.
| 214214K Kongou Shingonsou
Timer super that removes the limit on special cancels in strings and slightly reduces the charge time for her powered up special moves. Canceling into it from her normally unsafe specials generally leaves you at a slight frame advantage on block and allows linking afterwards on hit. Lasts 6 seconds. Reinforcing it doubles the duration.
Combos using EX meter []
Super 2 confirms []