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Power | Power | ||
b A (x2 or 3), d A > f b f A / B > HCB HCB A B | *b A (x2 or 3), d A > f b f A / B > HCB HCB A B | ||
d A > f b f A / B > HCB HCB A B | *d A > f b f A / B > HCB HCB A B | ||
C D> (Dash-in for half a second) > DP C (Difficult) | *C D> (Dash-in for half a second) > DP C (Difficult) | ||
b B, d A > f b f A / B > HCB HCB A B | *b B, d A > f b f A / B > HCB HCB A B | ||
A, b A (x2), d A > f b f A / B > HCB HCB A B | *A, b A (x2), d A > f b f A / B > HCB HCB A B | ||
HCB HCB A / B > (early) DP C > DP C | *HCB HCB A / B > (early) DP C > DP C | ||
Dash A / B > d A > Follow-up of your choice | *Dash A / B > d A > Follow-up of your choice | ||
A > b A (x2), d A > f b f A > HCB HCB A B | *A > b A (x2), d A > f b f A > HCB HCB A B | ||
A > d A > f b f A > HCB HCB A B | *A > d A > f b f A > HCB HCB A B | ||
d C > b A > d A > f b f A / B > HCB HCB A B | *d C > b A > d A > f b f A / B > HCB HCB A B | ||
d A > df df C | *d A > df df C | ||
d A (x4) > f b f A / B > HCB HCB A B (Difficult) | *d A (x4) > f b f A / B > HCB HCB A B (Difficult) | ||
(Corner) | *(Corner) | ||
uf C > d B > HCB A > (low-jump) uf C, d B, d A > f b f A > HCB HCB A B (Extremely difficult) (Not exactly sure what the conditions are to get the HCB A to chain) | *uf C > d B > HCB A > (low-jump) uf C, d B, d A > f b f A > HCB HCB A B (Extremely difficult) (Not exactly sure what the conditions are to get the HCB A to chain) | ||
Speed | Speed | ||
b A (x2), d A, d B > f b f B | *b A (x2), d A, d B > f b f B | ||
b B (x2), b A, d A, d B > f b f B | *b B (x2), b A, d A, d B > f b f B | ||
b A (x2), d A > df df C | *b A (x2), d A > df df C | ||
b A (x2), d A > DP C | *b A (x2), d A > DP C | ||
d C > follow-up of your choice | *d C > follow-up of your choice | ||
d d A / B > A, B, C, d C, d C, f B C > f b f A > (Switch sides) | *d d A / B > A, B, C, d C, d C, f B C > f b f A > (Switch sides) | ||
DP C | *DP C | ||
(Corner) | (Corner) | ||
uf C, b A, d B, HCB A, (low-jump) uf C, b A, d B, B C > (Dash-in) | *b A, d B, B C > (Dash-in) b A or d A (Reset) > | ||
b A or d A (Reset) > | *d d A / B > A, B, C, A, B, C, C, B, QCF B (Tons of damage on this. I think he may have the most damaging speed combo in the game.) | ||
d d A / B > A, B, C, A, B, C, C, B, QCF B | *(Corner) | ||
*uf C, b A, d B, HCB A, (low-jump) uf C, b A, d B, B C > (Dash-in) | |||
*b A or d A (Reset) > | |||
*d d A / B > A, B, C, A, B, C, C, B, QCF B | |||
EX | EX | ||
b A (x2), d A, d B > f b f B > HCB HCB A B | *b A (x2), d A, d B > f b f B > HCB HCB A B | ||
b B, b A (x2), d A, d B > f b f B > HCB HCB A B | *b B, b A (x2), d A, d B > f b f B > HCB HCB A B | ||
d C, b A (x2), d A, d B > f b f B > HCB HCB A B | *d C, b A (x2), d A, d B > f b f B > HCB HCB A B | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 02:11, 7 December 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
Power
- b A (x2 or 3), d A > f b f A / B > HCB HCB A B
- d A > f b f A / B > HCB HCB A B
- C D> (Dash-in for half a second) > DP C (Difficult)
- b B, d A > f b f A / B > HCB HCB A B
- A, b A (x2), d A > f b f A / B > HCB HCB A B
- HCB HCB A / B > (early) DP C > DP C
- Dash A / B > d A > Follow-up of your choice
- A > b A (x2), d A > f b f A > HCB HCB A B
- A > d A > f b f A > HCB HCB A B
- d C > b A > d A > f b f A / B > HCB HCB A B
- d A > df df C
- d A (x4) > f b f A / B > HCB HCB A B (Difficult)
- (Corner)
- uf C > d B > HCB A > (low-jump) uf C, d B, d A > f b f A > HCB HCB A B (Extremely difficult) (Not exactly sure what the conditions are to get the HCB A to chain)
Speed
- b A (x2), d A, d B > f b f B
- b B (x2), b A, d A, d B > f b f B
- b A (x2), d A > df df C
- b A (x2), d A > DP C
- d C > follow-up of your choice
- d d A / B > A, B, C, d C, d C, f B C > f b f A > (Switch sides)
- DP C
(Corner)
- b A, d B, B C > (Dash-in) b A or d A (Reset) >
- d d A / B > A, B, C, A, B, C, C, B, QCF B (Tons of damage on this. I think he may have the most damaging speed combo in the game.)
- (Corner)
- uf C, b A, d B, HCB A, (low-jump) uf C, b A, d B, B C > (Dash-in)
- b A or d A (Reset) >
- d d A / B > A, B, C, A, B, C, C, B, QCF B
EX
- b A (x2), d A, d B > f b f B > HCB HCB A B
- b B, b A (x2), d A, d B > f b f B > HCB HCB A B
- d C, b A (x2), d A, d B > f b f B > HCB HCB A B
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.