SNKP blog translated by Professor at MMCafehttp://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2012/04/post_65.html
This blog is about a guide of Ash Crimson
-The basic strategy for Ash is shooting projectiles and AAing with his flash kick. Use that as his fundamental while setting his kiss flame and using his cr.B so that the opponent can't get in.
-Ash can AA his opponent in most situations if they jump after seeing his projectile, so the likelyhood is that they'll jump on read, so doing feints, such as whiffing a cr.A and doing an AA, is important.
-His B flash kick has fast startup out fast but invinvibility is short so it can trade hits, while his D flash kick has long invincibility but has a slow startup so it might not hit on time. The B version should be done early, while the D button version should be done so that it hits around its roots. Also use j.B for air-to-air.
-Projectiles and AAing can get shut down if the opponent has stock, so it's most effective to use him on point. If you want to use him as second or anchor, be sure they're using characters that his projectiles are effective.
-However, if Ash is used as second or Anchor, he can fight in a different style be using his San Culotte, so he's not limited to just being a point character. It takes some training, but it can be used as an AA that punishes most jump-ins.
-If you can't combo his flash kick from a back +B or +D, it's due to one of the following reasons-
1. you're not charging fast enough
2. you're trying to cancel the back +B or D
3. you're too far away when doing the flash kick
1. You're probably charging after hit confirm. Start charging before his back +B or D animation begins. Also, doing the flash kick and holding down on its button during his back +B or +D animation motion will let you execute the flash kick at the earliest timing. This input method to get the earliest timing also works when doing combos for other characters.
2. Link the flash kick using the "earliest timing " method stated above.
3. Train and figure out the distance where it can hit. Also remember that you don't have to do it if you think you're too far.