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=Moves List= | =Moves List= | ||
==Special Moves== | ==Special Moves== | ||
Keima's Rage - dp + C | Keima's Rage - dp + C<br> | ||
<br> | |||
Amano creates a grounded uppercut | Amano creates a grounded uppercut<br> | ||
Windmill - qcb + A | Windmill - qcb + A<br> | ||
<br> | |||
Amano swings and hits with his sake jug | Amano swings and hits with his sake jug<br> | ||
Piercing Sparrow - f, db, f + A/B | <br> | ||
Piercing Sparrow - f, db, f + A/B<br> | |||
Amano plunges his scabbard into the opponent and shifts to the opposite side | <br> | ||
Super Cancel able | Amano plunges his scabbard into the opponent and shifts to the opposite side<br> | ||
Domino Toppler - df, df + C | Super Cancel able<br> | ||
<br> | |||
Amano reaches forward to headbutt opponent multiple times | Domino Toppler - df, df + C<br> | ||
Badger Bash - A repeatedly | <br> | ||
Amano reaches forward to headbutt opponent multiple times<br> | |||
Amano swings his scabbard back and forth | <br> | ||
Follow up with Anaguma no Fundoshi Nugi (qcf + B) | Badger Bash - A repeatedly<br> | ||
Choujouhatsu - qcf + Start | <br> | ||
Amano swings his scabbard back and forth<br> | |||
Amano rubs something against his face | <br> | ||
Meant to increase his super meter | Follow up with Anaguma no Fundoshi Nugi (qcf + B)<br> | ||
Destiny - hcb + B | <br> | ||
Choujouhatsu - qcf + Start<br> | |||
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough | <br> | ||
Chargeable | Amano rubs something against his face<br> | ||
Loudmouth - hcb + C | Meant to increase his super meter<br> | ||
Destiny - hcb + B<br> | |||
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent | <br> | ||
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough<br> | |||
Chargeable<br> | |||
Loudmouth - hcb + C<br> | |||
<br> | |||
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent<br> | |||
<br> | |||
==Desperation Moves== | ==Desperation Moves== | ||
Checkmate of the Queen - hcb, hcb + AB | Checkmate of the Queen - hcb, hcb + AB<br> | ||
<br> | |||
Amano tosses a ball that explodes on the ground | Amano tosses a ball that explodes on the ground<br> | ||
Chargeable | Chargeable<br> | ||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
Checkmate of the Rook - hcb, hcb + A/B | Checkmate of the Rook - hcb, hcb + A/B<br> | ||
<br> | |||
Similar to Amano's DM, but has a bigger impact | Similar to Amano's DM, but has a bigger impact<br> | ||
A version shoots up, B version shoots further out | A version shoots up, B version shoots further out<br> | ||
<br> | |||
=The Basics= | =The Basics= |
Revision as of 11:19, 22 November 2015
Introduction
Moves List
Special Moves
Keima's Rage - dp + C
Amano creates a grounded uppercut
Windmill - qcb + A
Amano swings and hits with his sake jug
Piercing Sparrow - f, db, f + A/B
Amano plunges his scabbard into the opponent and shifts to the opposite side
Super Cancel able
Domino Toppler - df, df + C
Amano reaches forward to headbutt opponent multiple times
Badger Bash - A repeatedly
Amano swings his scabbard back and forth
Follow up with Anaguma no Fundoshi Nugi (qcf + B)
Choujouhatsu - qcf + Start
Amano rubs something against his face
Meant to increase his super meter
Destiny - hcb + B
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough
Chargeable
Loudmouth - hcb + C
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent
Desperation Moves
Checkmate of the Queen - hcb, hcb + AB
Amano tosses a ball that explodes on the ground
Chargeable
Super Desperation Moves
Checkmate of the Rook - hcb, hcb + A/B
Similar to Amano's DM, but has a bigger impact
A version shoots up, B version shoots further out
The Basics
Advanced Strategy
Gameplay
Stick to jumping C for air to air and jump-ins. :snka: is good as well from certain angles.
Use :d::snka: for footsies, and :dp::snkc: only to punish air-recoveries or to combo off a ground to air parry.
After any successful f,d,df+C or any kind of knockdown where they bounce, dash in and punish their ground recovery with :d::snka: :r::l::r::snka: > :hcb::hcb::snka::snkb:.
After any successful stick rush combo, end with either :snkc: (whiff) > :r::l::r::snka: or :df::snkb: > :hcb::snkb: (hold), :snkd: (cancels move) for meter.
Gonna have to do a lot of hit and run with Amano, since he doesn't have a whole lot mix-up wise, but his damage is just monstrous, and that simple :d::snka: combo is the closest thing you have to c. MK BS in this game. He's not a priority whore the way Chun' is though. Although his jumping :snkc: stuffs a lot of crap.
Avoid jumping :snkb: at all costs.
The :l::snkb: stuff can be semi-useful since it's slightly delayed but recovers quickly.
His SDM isn't great either. It comes out way too slowly for it to actually have a chance of hitting anyone.
His slide is ok on occasion from max range, but it's pretty slow as well.
If your :d::snka: gets blocked and you don't think they'll jump, link (don't cancel) into his :df::df::snkc:.
It's an old SF2 style tick throw trick, but it does work on occasion. Probably too risky against better players though.