random impressions from vids I've seen:
fireball DM sucks, super slow startup with seemingly no invulnerability
his normal throw looks like it does stronger damage than most (maybe I'm just seeing things)
fireball special still looks good. the C version looks like it takes less time to come out than in previous games? (maybe?)
official combos:
http://game.snkplaymore.co.jp/official/ ... sh_cm.html" onclick="window.open(this.href);return false;
misc combos:
cBcB > d_u+K/somersault DM
C cB (this is a link)
Jump D -> C -> b+B -> A,B,C,D -> d,u+D
---------------Following Edit by Gunsmith------------------
Ash Crimson
Ash Crimson
v1.08 (defence flowchart tweaked / lag tactics / b-f C note /

Ash takes a bit of getting used to but is quite a formidable character. Most play him defensively but if your opponent isn't that fast you can get right in and start playing mind games.
NOTATION
f = Forward
b = Back
d = Down
j = Jump
h = Hop
c = Crouch / Low
A B C D = LP LK HP HK
P = A or C
K = B or D
qc = quarter circle i.e. swivelling the control by 90 degrees either f or b
hc= half circle 180 degrees
Remember that button presses are in CAPITALS and movements are in lower case, so if you see "db D" that means Down-Back + D
COLOURS
A = White Hair, Red and White Clothes
B = Salmon Pink Hair, Blue and White Clothes
C = Pink Hair, Red and Pink Clothes
D = Ginger Hair, Green Clothes
MOVES
NORMALS
Ash will mostly be using c





c








c

b











c


c



j

j

j

j

SPECIALS




DMs









COMBOS
His staple combo is c




A far safer combo is c




EASY LEVEL COMBOS
c




c




j





c




corner: j D, c




j




Obviously, you can charge down as soon as you're in the air and do the CD while you are still crouching, but the timing is hard to practice: the j D --> c C is instant, but there's a tiny pause before you can hit the CD, and another before you hit the d-u B. The great thing about this combo is you can do it mid screen so use it to punish fireballers.
CC:


MEDIUM
CC: (corner) C, b-f C, C, CD, b-f C, d-u D [369] (D takes more than B this time, and the C makes more damage)
CC: (corner) C, b-f C, c C, CD, qcfx2 K [415]
CC: (corner) C, b-f C, C, CD, b-f C, qcfx2 K [408-459] (deeper the DM the more hits)
CC: (corner) b-f C, d-u B, A,

CC: (corner) b-f C, b-f C, A,

j D, c C, CD, qcfx2 B [305-379] - The only difficulty is the timing between the j D and c C!
(corner) c C -> CD -> b,f+C -> qcfx2+K/(ABCD -> d,u+D)... (qcfx2+K does more damage).
j D, c


j. C -> c


HARD
(corner) j D -> c A -> b,f+A -> c

(corner) CC -> b-f C, C, b-f A, C, CD, qcfx2 K [480-507] [471-502 if you start with C)
The timing is tough to control if you don't have the nerve. There is a slight delay after standing C before you can cancel into b-f A (or b-f C).
From KOF Union's Combo video----
Jump D -> C -> b+B -> A,B,C,D -> d,u+D [379]
CC -> b,f+A -> CD ->



Corner: CC -> b,f+A -> C -> A,



b,f+A -> forward jump D -> C -> b,f+A -> C -> CD -> b,f+A ->qcfx2+D – Aside from the b,f+A at the start what happens after that forms a solid combo. CD -> b,f+C is too far away to connect, and for qcfx2+D it’s better to hit the opponent at a lower point for more hits.
PRESSURE -----------------------------------------
DEFENCE
If they get hit by b-f C in the air and recovery roll, do b-f A to hit them. If they don't, b-f C or rush in. Should an opponent jump over, and you don't have the charge for d-u K, remain calm and try to use c

Recovery rolling opponents are a bit of a hassle for Ash, as you're eventually left with the choice of whether to throw a fireball or not. However, in the corner is no problem as you can hit them out of it.
Defence Flowchart
1. (1) b-f P* ---> 2 / 3 / 4
2. (2) They get hit in air: if they recovery roll ---> 4 /5. If they don't---> 1 / 5
3. (3) They block ---> 1 / 4 / 5
4. (4) Wait and prepare Anti Air: d-u K / C / A / c C
5. (5) b B to move closer or simply walk and D, b D / b B/ c B to poke till you're ready for 1 /4
*b-f C can be rolled past, b-f A can be jumped over. If they predict which one you are going to use, you're dead, so be unpredictable!
OFFENCE
Once you've knocked over the opponent you should rush forward and pressure. Unfortunately as he doesn't have an overhead, he can't really do much but tick damage and hope they jump into a d-u K. Occasionally you can fool them into getting hit with his Stand D or B as they hit low. Here are your main options:
* D ---> b B ---> poke with c B...
* D ---> b D ---> b f C / f C
* b B ---> poke with c B
* b B ---> b-f C
* THROW
* c A ---> A ---> b-f A --> c D ---> b-f A
* c B ---> c D ---> b-f P
* Any of the above but without b-f P and just WAIT, ready for d-u K.
* j A / empty hop --> c B ---> c A whatever / THROW
* Block a counter
I recommend not using b-f A when poking, unless you're sure it's going to hit, because it can be jumped over. b-f C is slower but protects you from jumpers, although it's actually vulnerable at the very start, but once it's released, even if they roll you're free to hit them (edit: needs further testing).
Ash's new (stolen orochi) powers have given him Orochi Shermie's kisses, which can annoy opponents at various ranges.



When you're feeling like applying direct pressure mixup empty hops with his low B combos.
BUFFER




GUARD CRUSH
Don't forget that you can hold down while charging CD, so you can do (corner) fully charged CD, CD--> d-u

LAG TACTICS
As with any game that suffers from lag input, rushdown is the key to success. Hop and immediately press D, poke with c B, and repeat till you can squeeze in a combo. When they start blocking, start throwing.
ASH VS ASH
A good tactic I've witnessed first hand is that when one Ash has knocked over the other and then sets up b-f C, the other Ash simply executes d-u D, which knocks out the b-f C (before the fireball has come out).
Because d-u K doesn't have invincible start up, Ash can do b-f A as the other Ash gets up, and then hyper j D, which should hit just after the b-f A. If Ash doesn't know about the invicibility issue, he'll try d-u K, and thus get nailed (sigh).
ACTION: Let's have a look at some Ash gameplay. You'll see a fairly aggressive Ash with quite brave use of jump C as pressure against Raiden and by the end, as I said, too much fireballing leads to being jumped over.