UMVC3/Amaterasu: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Amaterasu
|image=Umvc3_amaterasu_face.jpg
|health=800,000
|magicseries=Special Zig-Zag
|airchain=Three
|forwarddash=73
|backdash=32
|jump=46
|superjump=81
|walljump=No
|doublejump=No
|airdash=1-Way
|xfactordamage1=20
|xfactordamage2=40
|xfactordamage3=60
|xfactorspeed1=20
|xfactorspeed2=30
|xfactorspeed3=40
|minimumdamagenormal=10%, 20
|minimumdamagehyper=30
|minimumdamagexfactor=35
|content=
==Introduction==
A sun goddess, Amaterasu is one of the three offspring of Izanaki, and one of the most important deities in Shinto. In ''Okami'', Amaterasu loses her physical form after a battle with the serpent Orochi, and is later reincarnated as a wolf. She gathers up celestial armaments in order to take on the demonic forces that overran Japan in her absence.


{{UMvC3CharacterHeader|Amaterasu|amaterasu|
'''In UMvC3,''' Ammy is a unique character with a stance mechanic. By switching between three different weapons, she changes what attacks she can access. This gives her a surprising amount of versatility, but also a large technical requirement as effective use requires learning three different movesets.
Amaterasu, the sun goddess, lost her physical form defeating the True Orochi. 100 years later she was resurrected in the form of a wolf who now uses her powers to restore beauty to the islands of Japan.


Contributors: Rokmode, EMC
{{ProConTable
| pros =
*Great team support - Ammy's Cold Star assist provides unparalleled lockdown against opponents close to the ground. Her time-slow hyper can be used to give her teammates a sizeable speed advantage, or simply as a safe DHC for them to escape. Her Okami Shuffle hyper is one of the longest level 1 hypers in the game, and has excellent THC potential.
*Naturally low profile allows Ammy to evade many attacks and projectiles even while standing, and some combos drop on her small frame, or require separate adjustment by the opponent.
*Several disjointed attacks with large hitboxes for fighting a midrange neutral game
| cons =
*Poor damage potential outside X-Factor
*Has to juggle between three different stances to access her full moveset, and may not be able to use an important attack when she needs it if in the "wrong" stance
*Mediocre mobility, as her airdash can only go directly forward and has 13 frames of startup before it starts to move at all.
}}
 
=== Unique Mechanics ===
 
Amaterasu has three different weapons, with only one being "equipped" at a time. Ammy can switch weapons at any time she can perform a special move, by using her 22X Weapon Change Special. Ammy always starts the match with Solar Flare equipped. A brief overview of each weapon is detailed below:
 
*Solar Flare (22L) - A flaming shield. Has (relatively) short range but good speed. Solar Flare special moves are counters, which can deflect physical hits or projectiles
*Thunder Edge (22M) - A sword charged with electricity. Ammy can charge up many of her attacks with this weapon by holding down the button. Thunder Edge specials are aggressive and move her forward while attacking.
*Devout Beads (22H) - A long chain of prayer ornaments that can fire projectiles. Has the longest range of all weapons, and attacks with the beads are multi-hitting. Devout Beads' special move is Cold Star, which fires icy projectiles.
 
}}
 
== Move List ==
 
=== Assists ===
 
{{MoveData
|image=
|caption=
|name=Solar Flare
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=31
|active=24
|recovery=96, 66
|onhit=-
|onblock=-
|properties=Reflects non-beam low priority projectiles. Absorbs low-priority beams
|description=
THC Hyper: Okami Shuffle. Okami creates a barrier that reflects or nullifies projectiles in front of her. This is less useful than it sounds, as many beams can also hit behind the barrier, simultaneously attacking the point character.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Cold Star
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=20,000 x8
|guard=Mid
|startup=42
|active=8(9)43
|recovery=125, 95
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 1 per shot
|description=
THC Hyper: Okami Shuffle. Recommended assist. Ammy hops into the air and fires eight ice shots at a down-forward angle. Horizontal range is deceptively strong; can tag an opponent's feet from up to 80% of fullscreen distance, but has almost no vertical coverage except at point-blank range.
 
Has extremely oppressive lockdown potential on block, giving the point character time to set up deadly mixups or even unblockables without fear of being pushblocked. It is especially dangerous when used for an incoming mixup, or as an opponent wakes up from a knockdown.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Bloom
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=25
|active=-
|recovery=180, 150
|onhit=-
|onblock=-
|properties=Builds 30% of a hyper meter bar
|description=
THC Hyper: Okami Shuffle. Assist-exclusive move that Ammy cannot perform on point. When Ammy uses this assist successfully, your team is given 30% of a hyper meter bar. This assist has no other effect. One of three meter-building assists in the game, along with Frank West's "Pick Me Up" and Morrigan's Dark Harmonizer. They all have identical startup, but Morrigan's assist has the fastest recovery by far, and is thus the only practical choice.
}}
}}


----
=== Ground Normals ===


|  
{{MoveData
Amaterasu is a unique,versatile, and underused character with a plethora of tools at her advantage thanks to her three different stances. She excels at controlling space with her respectable normals and has an admirable set of defensive tools in her arsenal. Her specials, while not bad tend to not be overpowering, and thus she is a character reliant on good reads and strong knowledge of spacing/footsies. As a result, most consider her to be one of the more difficult characters in UMVC3, but intelligent players who enjoy having access to a set of strong normals will find ammy and her support value to be rewarding and fun.
|image=
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=30,000
|guard=Mid
|startup=3
|active=2
|recovery=11
|onhit=-1
|onblock=-1
|properties=-
|description=
Basically useless. The hitbox is very small, and it doesn't hit low. It has 1 frame less startup than crouching l, but it isn't rapid fire. There is no reason to use this over crouching l aside from height adjustment in certain combos.  
}}
}}


Use her reflector stance for close confrontations as it gives her access to strong option selects and allows usage of her projectile and melee counters. Her glaive stance possesses incredibly disjointed hitboxes that allow for blunt rushdown when mixed with her air dash. Finally, her rosary beads stance is largely unused yet criminally underrated. Her air normals while in this stance negate super armor and are notable for their space controlling abilities.
{{MoveData
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=6
|active=6
|recovery=12
|onhit=-1
|onblock=-1
|properties=-
|description=
Situationally useful for forward momentum. Useful for combos, and has better frame data than the crouching variant, but does not hit low. Can be used in conjunction with assists to do things such as call assist, 5M xx H Cold Star.  
}}
}}


While certainly not a weak point character, Amaterasu is primarily used as a support character in the anchor slot. This is due to the fact that she possesses arguably the strongest assist for pure lockdown, one of the most potent Team Hyper Combos (THC), and multi-directional TAC infinites. Additionally, she is considered by most to be a top tier comeback character due to her deadly combination of Veil of Mist + level 3 xfactor. She is most commonly used with Doctor Doom due to their THC synergy and team support package.


Using a Top>High>Mid>Low standard, Amaterasu tends to be ranked in High tier by most community members.  This is due to her strong support options, versatile toolset, and comeback ability. She suffers from lack of variable approach and mediocre damage. This creates many skewed matchups in which she can easily be zoned out.
{{MoveData
(Note: tiers are never set in stone and the Marvel vs Capcom 3 series tends to have one of the most disputed tier lists due to the sheer number of characters between Mid and Top tier)}}
|image=
|caption=
|name=Stand Heavy (Solar Flare)
|input=5H (with Solar Flare equipped)
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid
|startup=8
|active=4
|recovery=16
|onhit=+2
|onblock=+2
|properties={{jcancel}}
|description=
This is probably the strongest anti-air button in reflector stance, but that's not saying a whole lot considering its competition. Very strong for Crossup setups as well and a good back grab option select. Jump cancel property allows Ammy to maintain an offensive on block or go into a jump loop combo on hit.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Stand Heavy (Thunder Edge)
|input=5H (with Thunder Edge equipped)
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=13
|active=4
|recovery=17
|onhit=+1
|onblock=+1
|properties=-
|description=
Very strange normal. It will whiff on jumping opponents very often. It is recommended that the reader go into training mode and test which angles it whiffs at. Still a good space control tool and 5H cancelled into Power Slash (214X) is good against predictable characters like Haggar. Can be cancelled on whiff.
}}
}}
 
 
{{MoveData
|image=Finalbeads.gif
|caption=Bead stance normals can go through projectiles and hit the opponent behind them.
|name=Stand Heavy (Devout Beads)
|input=5H (with Devout Beads equipped)
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Mid
|startup=8
|active=4
|recovery=16
|onhit=+2
|onblock=+2
|properties=Not cancelable
|description=
Very disjointed, and can be used to reach past projectiles and hit behind them. Somewhat useful as a poke, especially if called alongside an assist. It unfortunately cannot be cancelled, even into hypers, meaning that hit confirms are not possible. Not very useful. Has some anti air use.
}}
}}
 
 
{{MoveData
|image=Crouchingl2.gif
|caption=Very long range for a fast low.
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=28,000
|guard=Low
|startup=4
|active=2
|recovery=12
|onhit=-2
|onblock=-2
|properties={{rpdfire}}
|description=
Very strong normal. It has incredible startup speed, and is rapid fire. This is a very good normal for mashing, especially in sword/bead stance, which lack good closeup options. This is the main low threat from Ammy.  
}}
}}
 
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
  {{AttackData-UMVC3
|damage=50,000
|guard=Low
|startup=7
|active=6
|recovery=12
|onhit=-1
|onblock=-1
|properties=
|description=
This isn't a very useful normal outside of combos. It's basically like the standing variant, but her hurtbox is slightly lower, and this one hits low. It can be sometimes used to catch your opponent sleeping. Very good normal for combos as this will be your main way to hit confirm in bead stance off a crouching l. For example, 5L > 5M xx 22M, 2L > 2M, etc.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Crouching Heavy (Solar Flare)
|input=2H (with Solar Flare equipped)
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Low
|startup=9
|active=4
|recovery=16
|onhit=-
|onblock=+2
|properties={{strk}}, {{softknockdown}}, {{jcancel}}
|description=
Poor range, but jump-cancelable similar to 5H, which has combo utility. Mainly used to help confirm after better normals like 2M.
}}
}}
 
 
{{MoveData
|image=Finalsword2_(2).gif
|caption=Can hit confirm even from the outer edge of its range.
|name=Crouching Heavy (Thunder Edge)
|input=2H (with Thunder Edge equipped)
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Low
|startup=13
|active=4
|recovery=19
|onhit=-
|onblock=-1
|properties={{strk}}, {{softknockdown}}
|description=
VERY VERY good button. It has a ridiculous hitbox and can always be hit confirmed into 236L (add dash after if necessary). Use this button as a main poke as many many people will get thrown off by it. It is easily one of the best crouching pokes in the entire game. Can be cancelled on whiff.
}}
}}
 
 
{{MoveData
|image=Beadscrouchh2.gif
|caption=Shutting down Stalking Flare.
|name=Crouching Heavy (Devout Beads)
|input=2H (with Devout Beads equipped)
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Low
|startup=13
|active=4
|recovery=26
|onhit=-
|onblock=-5
|properties={{strk}}, {{softknockdown}}
|description=
Very similar to Bead 5H. Same strengths and weaknesses, except not a good anti air. If 3/4 or less of the hitbox length is used, can be xfactor hit confirmed into a combo. Like with Bead 5H, can be used to punish or negate slow projectiles like Strange's Eye of Agamotto, or Dormammu's Stalking Flare.
}}
}}


Latest Tutorial Video by Philpro: http://www.youtube.com/watch?v=5CncQYS7GMs


===Alternate Colors===
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=Mid
|startup=7
|active=6
|recovery=18
|onhit=Launch
|onblock=-2
|properties={{launch}}, {{nocancel}}
|description=
Mediocre hitbox, but useful for combos and crossups. 5S jc. 236XX is one of the main ways to actually combo into Okami Shuffle.
}}
}}


[[File:colors15.jpg]]
=== Aerial Normals ===
=== Players to Watch ===


TA|Moonz(anchor)
{{MoveData
, Zak Bennet(anchor)
|image=
, Marlinpie(anchor)
|caption=
, X-Ray(anchor)
|name=Jumping Light
, Udaterasu(point), Full Schedule(anchor)
|input=j.5L
, rusty shackleford (point)
|data=
{{AttackData-UMVC3
|damage=35,000
|guard=OH
|startup=4
|active=4
|recovery=14
|onhit=+8
|onblock=+8
|properties=-
|description=
Very useful normal for mixups. Can be used for fuzzy guard instant overheads, and can hit many characters crouching. This normal is also very good for mashing on the way down and can be used to escape oncoming mixups that are not airtight.
}}
}}


{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=48,000
|guard=OH
|startup=7
|active=3
|recovery=20
|onhit=+13
|onblock=+13
|properties=
|description=
Mostly used at super jump height when in close proximity with someone while in bead/sword stance as those stances lack quick buttons with good coverage. This button is also the easiest to use for guard breaks using Stance Cancels:


{{UMvC3CharacterDataBox | 800,000 | Specialized Zig-Zag | No | Yes | 1 |
Making an oncoming character block j.5M (or any attack) will forfeit the throw immunity they usually have until landing. j.5M also recovers fast enough that Ammy can throw an opponent after they recover from blockstun but before they reach the ground. Set-ups like these usually lose to pushblock. However, if Ammy activates stance switch as she is being pushblocked, the "hop" of her weapon change animation will override and negate the pushblock, keeping Ammy close for a free throw.
20 | 40 | 60 |
}}
20 | 30 | 40 |
11.0 | 16.0 | 21.0 |
10 | 10 | 10 | 20 | 30 |
35 | 35 | 35 | 35 | 30 |
35 | 35 | 35 | 35 | 30 |
35 | 35 | 35 | 35 | 30 |
}}
}}


== Move List ==
Note: This is a very long section. If you are looking for something specific, it is advised that you scroll to the top and look for your desired sub-section


=== Assist Types ===
{{MoveData
|image=
|caption=
|name=Jumping Heavy (Solar Flare)
|input=j.5H (with Solar Flare Equipped)
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=OH
|startup=9
|active=5
|recovery=20
|onhit=+17
|onblock=+17
|properties=
|description=
Good button with an enveloping hitbox. Very useful against big characters and one of the strongest tools when used in conjunction with a lockdown assist. Extremely powerful as an option select in the corner, which will get you a significant amount of hits, especially in x-factor. Causes massive amounts of hitstun. Recovery can be mitigated by canceling into stance change.
}}
}}


{{UMvC3CharacterAssists
  | Solar Flare | Extra Instant | 0 | {{proj}} reflector | Okami Shuffle
  | Bloom | Extra Instant | 0 | Fills 30% of one <br> H.C. Gauge | Okami Shuffle
  | Cold Star | {{shot}} {{tiltdown}} | 20,000 X 8 <br> (113,600) | {{proj}} <br> freezes opponent | Okami Shuffle }}


=== Normal Moves : Solar Flare Weapon Stance [[File:d.png]] [[File:d.png]] [[File:l.png]]===
{{MoveData
|image=Swordjumph2.gif
|caption=Ammy gains a burst of momentum when canceling her airdash into Sword j.5H.
|name=Jumping Heavy (Thunder Edge)
|input=j.5H (with Thunder Edge Equipped)
|data=
{{AttackData-UMVC3
|damage=90,000 - 110,000
|guard=OH
|startup=17 - 36
|active=4
|recovery=17
|onhit=+17
|onblock=+17
|properties=Chargeable, Forced {{groundbounce}} when charged, cannot be special-canceled when uncharged
|description=
Insanely good normal when combined with an air dash. Ammy gains a slight boost forward if you cancel an airdash into this move, making it easy to cross-up. The hitbox on this normal is disjointed and difficult to contend with. Strong when used while falling toward the opponent on either side.


{{UMvC3MoveListHeader}}
This attack can be charged when holding down the button. 19 additional frames are required to fully charge the attack, but Ammy can also release it early to throw off an opponent's timing. The fully charged version deals extra damage, gains the ability to be special canceled, and forces a ground bounce on hit. This ground bounce will occur even on grounded opponents, and even if a ground bounce has already been used in the combo.
{{MoveListRow | Standing Light | {{l}} | 30,000 |  }}
  }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 28,000 | {{rpdfire}} {{low}} }}
}}
{{MoveListRow | Standing Medium | {{m}} | 50,000 |  }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 50,000 | {{low}} }}
{{MoveListRow | Standing Heavy | {{h}} | 60,000 | chains to {{d}} + H }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 60,000 | {{low}} <br> {{softknockdown}} }}
{{MoveListRow | Special | {{s}} | 70,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Reflector Chain Combo Ichi | {{f}} + H | 60,000 | }}
{{MoveListRow | Ni <br> San <br> Shi <br> Solar Flare Attack | from Ichi, H <br> H <br> H <br> {{h}} | 60,000 <br> 60,000 <br> 60,000 <br> 60,000 | }}
{{MoveListRow | Jumping Light | air {{l}} | 35,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air {{m}} | 48,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air {{h}} | 60,000 | {{high}} <br> can chain into itself to 3 hits }}
{{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{aircombofinisher}} <br> {{softknockdown}} vs airborne opponent }}
{{MoveListFooter}}


=== Normal Moves : Thunder Edge Weapon Stance [[File:d.png]] [[File:d.png]] [[File:m.png]] ===


{{MoveData
|image=Finalrush.gif
|caption=Bead j.5H is excellent for superjump confirms.
|name=Jumping Heavy (Devout Beads)
|input=j.5H (with Devout Beads Equipped)
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=OH
|startup=18
|active=5
|recovery=18
|onhit=+17
|onblock=+17
|properties=
|description=
Ammy's best neutral tool in Bead Stance, and maybe her strongest overall normal. Does not reach quite as far as the animation may suggest, but still has incredible range and is entirely disjointed. Can be followed up with 22M Stance Change -> 3H Glaive Dive to  confirm a hit from any height. Strong space-control tool that can be used to keep opponents out or cover an approach. As a bonus, it is a multi-hitting attack that will break through most instances of Super Armor. This is also her best falling normal as few buttons can challenge this. A good way to use this while falling is bead jh cancelled into sword jh. Air dash bead jh is somewhat outclasses by the sword variant, but it has the benefit of being less obvious since you can special cancel it. Caution: Pay attention to the range in which you use this button as you can be grabbed.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{l}} | 30,000 |  }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 28,000 | {{rpdfire}} {{low}} }}
{{MoveListRow | Standing Medium | {{m}} | 50,000 |  }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 50,000 | {{low}} }}
{{MoveListRow | Standing Heavy | {{h}} | 80,000 | chains to {{d}} + H }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} <br> {{softknockdown}} }}
{{MoveListRow | Special | {{s}} | 70,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Glaive Chain Combo Ichi | {{f}} + H | 80,000 | can be charged}}
{{MoveListRow | Glaive Chain Combo Ichi <br> (Charged version) | {{f}} + H charge | 100,000 | stagger}}
{{MoveListRow | Ni <br> San <br> Thunder Edge Slash | from Ichi, H <br> H <br> {{h}} | 80,000 <br> 80,000 <br> 80,000 | can be charged <br> can be charged <br> forced {{groundbounce}} can be charged }}
{{MoveListRow | Ni <br> San <br> Thunder Edge Slash <br> (charged versions) | from Ichi, H charge <br> H charge <br> {{h}} charge  | 100,000 <br> 100,000 <br> 100,000 | {{stagger}} <br> {{stagger}} <br> {{stagger}} }}
{{MoveListRow | Jumping Light | air {{l}} | 35,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air {{m}} | 48,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} <br> can be charged }}
{{MoveListRow | Jumping Heavy <br> (Charged Version) | air {{h}} charge | 110,000 | {{high}} <br> {{forcedgroundbounce}} }}
{{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{aircombofinisher}} <br> {{softknockdown}} vs airborne opponent }}
{{MoveListRow | Thunder Edge Stab | air {{df}} + {{h}} | 90,000 | can be charged <br> {{otg}} <br> {{groundbounce}} vs airborne opponent }}
{{MoveListRow | Thunder Edge Stab <br> (Charged Version) | air {{df}} + {{h}} charge | 120,000 | {{stagger}} <br> {{otg}} <br> {{groundbounce}} vs airborne opponent}}
{{MoveListFooter}}


=== Normal Moves : Devout Beads Weapon Stance [[File:d.png]] [[File:d.png]] [[File:h.png]] ===
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=11
|active=3
|recovery=22
|onhit=+14
|onblock=+14
|properties={{aircombofinisher}}, {{softknockdown}} when used outside of air combos,
|description=
Pretty severely outclassed by Ammy's other air normals. It even pushes opponents away, so you can't hit confirm off it or use it for hit confirms,except grounded opponents.
}}
}}


=== Command Normals ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Standing Light | {{l}} | 30,000 |  }}
|image=
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 28,000 | {{rpdfire}} {{low}} }}
|caption=
{{MoveListRow | Standing Medium | {{m}} | 50,000 |  }}
|name=Reflector Chain Combo Ichi
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 50,000 | {{low}} }}
|input=(With Solar Flare Equipped) 6H
{{MoveListRow | Standing Heavy | {{h}} | 25,000 X 4 <br> (79,500) | chains to {{d}} + H }}
|data=
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 25,000 X 4 <br> (79,500) | {{low}} <br> {{softknockdown}} }}
{{AttackData-UMVC3
{{MoveListRow | Special | {{s}} | 70,000 | {{launch}} {{nocancel}} }}
|damage=60,000
{{MoveListRow | Rosary Chain Combo Ichi | {{f}} + H | 25,000 X 4 <br> (79,500) | }}
|guard=Mid
{{MoveListRow | Ni <br> San <br> Shi <br> Devout Beads Whip | from Ichi, H <br> H <br> H <br> {{h}} | 25,000 X 4 <br> 25,000 X 4 <br> 25,000 X 4 <br> 25,000 X 4 <br> (153,900) <br> (163,900 for full rosary combo) | <br> <br> <br> {{softknockdown}} }}
|startup=12
{{MoveListRow | Jumping Light | air {{l}} | 35,000 | {{high}} }}
|active=4
{{MoveListRow | Jumping Medium | air {{m}} | 48,000 | {{high}} }}
|recovery=18
{{MoveListRow | Jumping Heavy | air {{h}} | 25,000 X 4 <br> (79,500) | {{high}} }}
|onhit=0
{{MoveListRow | Jumping Special | air {{s}} | 70,000 | {{high}} {{aircombofinisher}} <br> {{softknockdown}} vs airborne opponent }}
|onblock=0
{{MoveListFooter}}
|properties=Special-cancelable
|description=
Ammy's 6H chain is her main combo tool in Reflector stance. Also works as a strong throw OS that moves Ammy forwards. Along with all of the follow-ups, it can be canceled into special moves or 5S.
}}
}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Reflector Chain Combo Ni
|input=(during Chain Combo Ichi) 6H
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid
|startup=12
|active=4
|recovery=19
|onhit=-1
|onblock=-1
|properties=Special-cancelable
|description=
Bark.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
|image=
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
|caption=
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
|name=Reflector Chain Combo San
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
|input=(during Chain Combo Ni) 6H
{{MoveListFooter}}
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid
|startup=12
|active=4
|recovery=19
|onhit=-1
|onblock=-1
|properties=Special-cancelable
|description=
Bark bark.
}}
}}


=== Universal Special Moves ===
{{MoveData
|image=
|caption=
|name=Reflector Chain Combo Shi
|input=(during Chain Combo San) 6H
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid
|startup=12
|active=4
|recovery=20
|onhit=-2
|onblock=-2
|properties=Special-cancelable
|description=
Bark bark bark.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Head Charge L / M | air {{qcf}} + {{l}} / {{m}} | 70,000 | }}
|image=
{{MoveListRow | Head Charge H | air {{qcf}} + {{h}} | 70,000 | {{groundbounce}} }}
|caption=
{{MoveListRow | Power Slash <br> (Paper) | {{qcb}} + {{atk}} | 80,000 | {{proj}} }}
|name=Solar Flare Attack
{{MoveListRow | Weapon Change | {{d}} , {{d}} + {{atk}} | 0 | L changes to Solar Flare <br> M changes to Thunder Edge <br> H changes to Devout Beads }}
|input=(during Chain Combo Shi) 6H
{{MoveListFooter}}
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid
|startup=12
|active=4
|recovery=21
|onhit=-3
|onblock=-3
|properties=Special-cancelable
|description=
Bark bark bark bark.
}}
}}




=== Solar Flare Stance Special Moves ===
{{MoveData
|image=
|caption=
|name=Glaive Chain Combo Ichi
|input=(With Thunder Edge equipped) 6H
|data=
{{AttackData-UMVC3
|damage=80,000 / 100,000
|guard=Mid
|startup=14/47
|active=5
|recovery=18/17
|onhit=-1/+28
|onblock=-1/0
|properties=Chargeable, staggers on hit when fully charged
|description=
Glaive chain is notable for enabling an and quick ToD in level 3 X-Factor, as it loops into itself. Outside of X-Factor, this chain is rarely used.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Solar Flare L | {{dp}} + {{l}} | 150,000 | can be charged <br> Counter vs {{high}} and mid <br> {{cptr}} <br> {{hardknockdown}} }}
|image=
{{MoveListRow | Solar Flare M | {{dp}} + {{m}} | 150,000 | can be charged <br> Counter vs {{low}} <br> {{cptr}} <br> {{hardknockdown}} }}
|caption=
{{MoveListRow | Solar Flare H | {{dp}} + {{h}} | varies | can be charged <br> {{proj}} reflector <br> if {{proj}} cant be reflected: <br> {{projnull}} instead}}
|name=Glaive Chain Combo Ni
{{MoveListFooter}}
|input=(during Glaive Chain Combo Ichi) 6H
|data=
{{AttackData-UMVC3
|damage=80,000 / 100,000
|guard=Mid
|startup=15/47
  |active=5
|recovery=17
|onhit=0/+25
|onblock=0
|properties=Chargeable, staggers on hit when fully charged
|description=
Bark.
}}
}}


{{MoveData
|image=
|caption=
|name=Glaive Chain Combo San
|input=(during Glaive Chain Combo Ni) 6H
|data=
{{AttackData-UMVC3
|damage=80,000 / 100,000
|guard=Mid
|startup=15/47
|active=5
|recovery=17
|onhit=0/+25
|onblock=0
|properties=Chargeable, staggers on hit when fully charged
|description=
Bark bark.
}}
}}


=== Thunder Edge Stance Special Moves ===
{{MoveData
|image=
|caption=
|name=Thunder Edge Slash
|input=(during Glaive Chain Combo San) 6H
|data=
{{AttackData-UMVC3
|damage=80,000 / 100,000
|guard=Mid
|startup=15/47
|active=5
|recovery=18
|onhit=-
|onblock=-1
|properties=Chargeable, staggers on hit when fully charged vs grounded, forced {{groundbounce}} vs airborne
|description=
Causes a forced ground bounce against airborne opponents, which is what enables the loop in X-factor.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Thunder Edge | {{qcf}} + {{atk}} | 100,000 | can be charged <br> L stabs {{f}} <br> {{m}} stabs {{uf}} <br> {{h}} stabs {{u}} }}
{{MoveListRow | Thunder Edge <br> (Charged Version) | {{qcf}} + {{atk}} charge | 150,000 | {{softknockdown}}  }}
{{MoveListRow | Glaive Chop | air {{qcf}} + {{s}} | 10,000 X 3 + 30,000 X 3 | hits and damage can vary <br> slightly by height and angle }}
{{MoveListFooter}}


{{MoveData
|image=
|caption=
|name=Rosary Chain Combo Ichi
|input=(with Devout Beads equipped) 6H
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Mid
|startup=17
|active=5
|recovery=27
|onhit=-4
|onblock=-11
|properties=-
|description=
Functions similarly to Bead Stance 5H and 2H. Good range and disjoint. Like Bead 5H, it is not special-canceleable, but at least it can be followed up with its 6H chain for some extra damage.
}}
}}


=== Devout Beads Stance Special Moves ===
{{MoveData
|image=
|caption=
|name=Rosary Chain Combo Ni
|input=(during Rosary Chain Combo Ichi) 6H
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Mid
|startup=17
|active=5
|recovery=21
|onhit=+2
|onblock=-5
|properties=-
|description=
Bark.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Cold Star | {{qcf}} + {{atk}} | 20,000 X 1 ~ 8 <br> (20,000 ~ 113,600) | {{proj}} <br> mashable <br> freezes opponent <br> {{atk}} used determines angle: <br> {{l}} shoots {{f}} <br> {{m}} shoots {{uf}} <br> {{h}} jumps and shoots {{df}} }}
|image=
{{MoveListFooter}}
|caption=
|name=Rosary Chain Combo San
|input=(during Rosary Chain Combo Ni) 6H
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Mid
|startup=17
|active=5
|recovery=21
|onhit=+2
|onblock=-5
|properties=-
|description=
Bark Bark.
}}
}}


===Hyper Moves===
{{MoveData
|image=
|caption=
|name=Rosary Chain Combo Shi
|input=(during Rosary Chain Combo San) 6H
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Mid
|startup=17
|active=5
|recovery=21
|onhit=+2
|onblock=-5
|properties=-
|description=
Bark Bark Bark.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Okami Shuffle | {{qcf}} + {{atk}} + {{atk}} | 70,000 <br> + 10,000 per ice hit <br> + 7,000 per lightning hit <br> + 80,000 for final bolt <br> (295,800) <br> Damage varies by screen location | {{airok}} {{proj}} <br> soft {{knockdown}} for first hit <br> {{otg}} {{hardknockdown}} <br> for all other hits. <br> Doesn't scale normally with combo. <br> More research required. }}
|image=
{{MoveListRow | Vale of Mist | {{qcb}} + {{atk}} + {{atk}} | 0 | {{airok}} <br> slow state that affects only <br> opponent's team. <br> lasts 5 seconds. }}
|caption=
{{MoveListRow | Divine Instruments | {{dp}} + {{atk}} + {{atk}} | 400,000 ~ 440,000 | Mashable <br> Level 3 Hyper. | level3 }}
|name=Devout Beads Whip
{{MoveListFooter}}
|input=(during Rosary Chain Combo Shi) 6H
|data=
{{AttackData-UMVC3
|damage=25,000 x4
|guard=Mid
|startup=17
|active=5
|recovery=23
|onhit=-
|onblock=-7
|properties={{softknockdown}}
|description=
Bark Bark Bark Bark.
}}
}}




{{MoveData
|image=
|caption=
|name=Thunder Edge Stab
|input=(with Thunder Edge equipped) j.3H
|data=
{{AttackData-UMVC3
|damage=90,000 / 120,000
|guard=Mid
|startup=11/43
|active=Until grounded
|recovery=43
|onhit=-22/+6
|onblock=-22
|properties=Chargeable, special-cancelable, {{otg}}, {{stagger}} vs grounded, {{groundbounce}} vs airborne
|description=
Aerial confirm tool, as it is very fast and brings both Ammy and her opponents back down to the ground at the cost of her ground bounce. Can be charged for more damage and better advantage on hit.
}}
}}


== Analysis of Normals ==
=== Special Moves ===
See Below This section for Frame Data
===Hitbox/Hurtbox Data===
[http://www.youtube.com/watch?v=6Z4l3ELPNm4 Hitbox Data(Missing some Stuff unfortunately)]


===Universal Normals===
{{MoveData
Summary: Cr. L and j. l are the best buttons in her "universal normals" arsenal
|image=
|caption=
|name=Head Charge
|input=j.236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(Air) {{qcf}} + {{l}}
|damage=70,000
|guard=Mid
|startup=13
|active=15
|recovery=13
|onhit=-6
|onblock=-6
|properties=-
}}
{{AttackData-UMVC3
|version=M
|subtitle=(Air) {{qcf}} + {{m}}
|damage=70,000
|guard=Mid
|startup=13
|active=15
|recovery=13
|onhit=-6
|onblock=-6
|properties=-
}}
{{AttackData-UMVC3
|version=H
|subtitle=(Air) {{qcf}} + {{h}}
|damage=70,000
|guard=Mid
|startup=18
|active=Until contact
|recovery=50
|onhit=-
|onblock=-7
|properties={{groundbounce}}
|description=
Ammy pauses in the air and then lunges in a specific direction based on button strength. L goes up-forward, M goes horizontally straight forward, and H plummets straight down.


'''Standing [[File:L.png]]'''
L and M versions are dubiously useful, as they have almost no combo utility. However, H Head Charge causes a ground bounce on hit, easily combos from Ammy's air normals, and is one of her main extension tools.
2/10 usefulness outside of combos—Basically useless. The hitbox is very small, and it doesn't hit low. It has 1 frame less startup than crouching l, but it isn't rapid fire. There is no reason to use this over crouching l aside from height adjustment in certain combos.
}}
}}


'''Standing [[File:M.png]]'''
5/10 usefulness outside of combos—Situationally useful for forward momentum. Useful for combos and has better frame data than the crouching variant, but this one doesn't hit low. Can be used in conjunction with assists to do things such as call assist, standing M, h cold star.


'''Standing [[File:S.png]]'''
{{MoveData
4/10 usefulness outside of combos—Mediocre hitbox compared to some of the more crazy launchers in the game such as magneto, storm, sentinel, vergil, or doom. Only useful for combos and crossups.
|image=
|caption=
|name=Power Slash
|input=214X
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=10
|active=-
|recovery=25
|onhit=+6
|onblock=+6
|properties=Priority: Low, Durability: 4
|description=
Ammy produces a floating paper, which is an active projectile that slowly floats toward the ground.


'''Crouching [[File:L.png]]'''
*L version places the paper directly ahead of Ammy, about two character lengths away
9/10 usefulness outside of combos—Very strong normal. It has incredible startup speed, and it's rapid fire. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main low threat from ammy.  
*M version places the paper above and ahead of Ammy. At roughly jump height one character length away.
*H version places the paper directly above Ammy.


[[File:Crouchingl2.gif]]
Ammy can use this move as a meaty projectile to force an oncoming or waking up opponent to block while setting up her offense. Its also fairly fast and useful as a defensive tool that is available in all three stances.
}}
}}


''Demonstration of the good range on Crouching [[File:L.png]]''


{{MoveData
|image=
|caption=
|name=Weapon Change
|input=22X
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=10
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{airok}}
|description=
Ammy switches to one of her three weapons, depending on button strength. This will replace some of her special moves, as well as her H normals and command normals.


'''Crouching [[File:M.png]]'''
*Solar Flare (22L) - A flaming shield. Has (relatively) short range but good speed. Solar Flare special moves are counters, which can deflect physical hits or projectiles
4.5/10 usefulness outside of combos—This isn't a very useful normal. It's basically like the standing variant, but her hurtbox is slightly lower, and this one hits low. It can be sometimes used to catch your opponent sleeping. Very good normal for combos as this will be your main way to hit confirm in bead stance off a crouching l. For example, cr. l cr. m, switch to sword stance, cr. l, cr. m, etc
*Thunder Edge (22M) - A sword charged with electricity. Ammy can charge up many of her attacks with this weapon by holding down the button. Thunder Edge specials are aggressive and move her forward while attacking.
*Devout Beads (22H) - A long chain of prayer ornaments that can fire projectiles. Has the longest range of all weapons, and attacks with the beads are multi-hitting. Devout Beads' special move is Cold Star, which fires icy projectiles.


'''Jumping[[File:L.png]]'''
Weapon Change is very fast at only 10 total frames. Virtually all of Ammy's special-cancelable normals benefit from faster recovery if canceled into Weapon Change, and Ammy can quickly switch weapons mid combo, or even use the weapon switch itself to enable combo routes. However, Ammy can not "change" to the weapon she currently has equipped, so this advantage most be balanced against having to juggle multiple distinct movesets.
10/10 usefulness outside of combos—Very useful normal for mixups. Can be used for fuzzy guards and can hit many characters crouching. Incredibly fast overhead when used in conjunction with air dash downforward for an instant overhead. This normal is also very good for mashing on the way down and can be used to avoid quite a few setups. For example, depending on the timing, you can actually hit dante out of acid rain incomings with j.l and still recover in time to block.  


'''Jumping[[File:M.png]]'''
If weapon change is done in the air, Ammy does a slight hop forward. This is notable because the hop will negate pushblock if one of Ammy's air attacks is pushblocked and she responds by canceling into Weapon Switch.
5/10 usefulness outside of combos—Decentish normal. Mostly used at super jump height when in close proximity with someone while in bead/sword stance as those stances lack quick buttons with good coverage. This button is also the easiest to use for stance cancel guard breaks. If you are unfamiliar with this technique, it will likely be covered in a later section of the wiki.
}}
}}


'''Jumping[[File:S.png]]'''
2/10 usefulness outside of combos—Terrible normal compared to her other options. Never use this. It even pushes opponents away, so you can't hit confirm off it or use it for hit confirms at all aside from falling s on grounded opponents or air dash downforward s on grounded opponents. Can be used in sword/bead stance as a way to escape pressure but is inferior to j. l in that department.


===Reflector/Solar Flare Normals===
{{MoveData
Summary: Good for close option selects, making it a go to stance for close button pressing. The most "balanced" set of normals.
|image=
|caption=
|name=Fireworks
|input=(With Solar Flare equipped) 623L or 623M
|data=
{{AttackData-UMVC3
|damage=150,000
|guard=Counter
|startup=6
|active=15
|recovery=7
|onhit=-
|onblock=-
|properties=
|description=
Counter special. Ammy places a barrier in front of herself, which can be maintained indefinitely by holding down the button. While maintaining the shield, the L version will counter overhead and mid-hitting physical attacks; the M version will counter low-hitting physical attacks. Ammy can not counter projectiles, assist calls (regardless of type) or hypers with this move.


'''Standing [[File:H.png]]'''
On a successful counter, Ammy pulls the opponent into a hitgrab animation, where she izuna drops them. This counter deals heavy damage and causes the opponent to spin out through the air, which Ammy can use to start a full combo.
6/10 usefulness outside of combos—Somewhat useful normal that tends to be an inferior version of the forward variant. This is probably the strongest anti-air button in reflector stance, but that's not saying a whole lot considering its competition. Very strong for Crossup setups as well and a good back grab option select.
}}
}}


'''Standing Forward [[File:H.png]]'''
{{MoveData
7/10 usefulness outside of combos—Main means of comboing in reflector. Very strong tool since it option selects and combos into more Heavies. Good in conjunction with assists such as jam session and is special cancellable. Provides useful forward momentum which can catch opponents off guard
|image=
|caption=
|name=Solar Flare
|input=(With Solar Flare equipped) 623H
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=4
|active=17
|recovery=7
|onhit=-
|onblock=-
|properties=Nullifies beams, reflects low priority projectiles
|description=
Ammy creates a barrier similar to her other 623X speciials, except green colored. This barrier is a projectile counter that can be maintained indefinitely by holding H. Standard projectiles that contact the barrier will be reflected back towards the opponent. Standard beams that contact the barrier will be negated.


'''Crouching [[File:H.png]]'''
Unlike the physical counters, this move does not go into the izuna drop animation if it successfully counters a projectile, only negating or reflecting them.
3/10 usefulness outside of combos—Pretty damn useless. It's jump cancellable and hits low, so I suppose you could catch a clueless opponent off guard by doing this and then a j. l. Not recommended to see use.
}}
}}


'''Jump [[File:H.png]]'''
8/10 usefulness outside of combos—Good button with an enveloping hitbox. Very useful against big characters and one of the strongest tools when used in conjunction with a lockdown assist. Extremely powerful as an option select in the corner, which will get you a significant amount of hits, especially in x-factor. While slower than the j.l variant, air dash downforward+j. h is a quick instant overhead that also option selects, making it incredibly useful. Use this normal a lot but intelligently. J. h also causes massive amounts of hitstun (like every h button in the game tbh). If you whiff this normal, it is highly advised to cancel into bead/sword and mash j. l in order to avoid being whiff punished.


===Glaive Normals===
{{MoveData
Summary: The go to set of normals for sheer offense with air dash j.h. Good ground control in the form of cr. h.
|image=
|caption=
|name=Thunder Edge
|input=(With Thunder Edge equipped) 236X
|data=
{{AttackData-UMVC3
|damage=100,000 / 150,000
|guard=Mid
|startup=12/33
|active=6/11
|recovery=20/16
|onhit=+1/-
|onblock=-1/+1
|properties=Chargeable, {{strk}} when fully charged
|description=
Ammy rushes forward while attacking with her glaive. Its fairly safe to use as an approach tool, and has some combo utility. Button strength determines the angle of attack and has no other effects: L charges directly ahead, M attacks at an up-forward angle, and H charges directly upwards above Ammy.


'''Standing[[File:H.png]]'''
This attack is slightly plus on hit even point blank, and has better advantage if it is spaced correctly. When used against an airborne opponent, Ammy can juggle afterwards fairly consistently, making it useful in combos.
5/10 usefulness outside of combos—Very strange normal. It will whiff on jumping opponents very often. It is recommended that the reader go into training mode and test which angles it whiffs at. Still a good space control tool and st. h cancelled into paper is good against predictable characters like haggar. Can be cancelled on whiff.


'''Crouching [[File:H.png]]'''
Thunder Edge can be charged by holding down the button. Charging for an additional 21 frames gives Thunder Edge additional damage and hitstun.
10/10 usefulness outside of combos—VERY VERY good button. This normal is incredibly underused. It has a ridiculous hitbox and can always be hit confirmed into qcf+l (add dash after if necessary), followed by st/cr L. Use this button as a main poke as many many people will get thrown off by it. It is easily one of the best crouching pokes in the entire game. Can be cancelled on whiff.
}}
}}


[[File:Finalsword2 (2).gif]]
{{MoveData
|image=
|caption=
|name=Glaive Chop
|input=(in air, with Thunder Edge equipped) 236S
|data=
{{AttackData-UMVC3
|damage=10,000 x3 + 30,000 x3
|guard=Mid
|startup=21
|active=Until contact +8
|recovery=31
|onhit=+8
|onblock=-14
|properties={{groundbounce}}
|description=
Ammy falls down while slicing with her glaive, dealing multiple hits. Upon reaching the ground, a burst of lightning appears which pops opponents back up into the air.


''Demonstrating The powerful range on this normal and the ability to hit confirm from max range''
Very useful in combos, usually as a follow-up to her j.3H Glaive OTG, but risky to use in neutral due to limited range and long recovery.
}}
}}




'''Jumping [[File:H.png]]'''
{{MoveData
9/10 usefulness outside of combos—Insanely good normal when combined with an air dash. For whatever reason, ammy gains a nice little push if you use this after an air dash, making it really easy to cross-up people. The hitbox on this normal is disjointed and difficult to contend with. This button is not special cancellable so use it wisely. Outside of air dashing, it is mostly only useful as a button when falling down. When falling, make sure you use it a good bit before you land as it will likely not become active if you use it too late. One of the best parts about this normal revolves around the fact that the user can charge it, meaning that you can confuse your opponent by waiting a little before actually initiating the active hitting frames. It is best to only charge it up slightly and after an air dash. The fully charged variant is useful for evasion as her downward momentum is temporarily slowed. The fully charged variant can be special cancelled, which is highly advised as it is not safe.
|image=
|caption=
|name=Cold Star
|input=(With Devout Beads equipped) 236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcf}} + {{l}}
|damage=20,000 x1 - x8
|guard=Mid
|startup=13
|active=1~101
|recovery=22~32
|onhit=-1 ~ -11
|onblock=-1 ~ -11
|properties=mashble, Priority: Low, Durability: 1 per shot
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=20,000 x1 - x8
|guard=Mid
|startup=13
|active=1~96
|recovery=22~35
|onhit=-1 ~ -14
|onblock=-1 ~ -14
|properties=mashable, Priority: Low, Durability: 1 per shot
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=20,000 x1 - x8
|guard=Mid
|startup=18
|active=1~92
|recovery=33
|onhit=-12
|onblock=-12
|properties=mashable, Priority: Low, Durability: 1 per shot
|description=
Ammy fires a projectile on a trajectory determined by button strength.


[[File:Swordjumph2.gif]]
*L version fires straight ahead
*M version fires upwards and ahead at a 45 degree angle
*H version causes Ammy to hop into the air and fire down-forward at a 45 degree angle.


''Demonstrating the disjointed hitbox and forward momentum from an airdash. This normal is also easy to crossup with as shown.''
Additionally, this move can be mashed to fire additional projectiles in a barrage after the first shot, up to eight total projectiles in total. This is Ammy's only "normal" projectile, but is unfortunately fairly slow and risky to use in fireball wars compared to simply using her normals and Solar Flare reflector.
}}
}}


=== Hyper Combos ===


===Bead Normals===
{{MoveData
Summary: Ground normals not very good except for some situations. Air normals VERY good.
|image=
|caption=
|name=Okami Shuffle
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=70,000 (fire) + 10,000 x35 (ice) + 7,000 x 18 (lightning) + 80,000 (big lightning)
|guard=Mid
|startup=18+4
|active=184
|recovery=4
|onhit=-
|onblock=+1
|properties={{airok}}, {{softknockdown}} (first hit), {{otg}} (all other hits), {{hardknockdown}} (all other hits), Priority: High, Durability: a lot
|description=
Ammy conjures a series of nearly-fullscreen elemental barrages. It is her standard combo ender and can also be used as a chipout tool or a way to snipe assists and projectiles. Be aware when using this hyper for chip damage that the opponent has a gap between each attack to maneuver and possibly even hit Ammy.


'''Standing [[File:H.png]]'''
The attacks from this hyper are positioned based on the screen's location, not Ammy's location. This means that - for example - if an opponent is at superjump height and Ammy is on the ground, Ammy can still hit them with this super, as the camera follows the opponent up into the air.
4/10 usefulness outside of combos—Most use you will get out of this is the fact that it is so disjointed that it will actually go through effects such as eye of aggamato. Since ammy has some difficulty vs strange, this is one of your go to normals vs eye spam. Somewhat useful as a poke. Best used with jam session or bolts. It unfortunately cannot be cancelled, meaning that hit confirms are not possible. Not very useful. Has some anti air use.  


[[File:finalbeads.gif]]
This hyper is one of the best THC synergy enablers in the game due to its extrmely long duration. A point character that calls in Ammy as part of a Team Hyper will almost certainly recover before Ammy finishes casting. This gives the point character several free seconds to attack the opponent while they are being oppressed by the hyper. The gap between attacks is even long enough for you to throw a character who is trying to block the assault. As a bonus, the massive screen-wide effects act as a visual smokescreen and make it difficult for the opponent to see what you are doing during this time.
}}
}}


''Demonstrating the ability for this normal to go past eye of aggamato. The crouching and forward normals in bead stance also can do this.''


{{MoveData
|image=
|caption=
|name=Vale of Mist
|subtitle=Awoooooooo~
|input=214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=20+1
|active=300
|recovery=27
|onhit=-
|onblock=-
|properties=33% slowdown for all opponents, {{airok}}
|description=
Ammy casts a stage-wide "time slow" effect, reducing the speed of all actions by any of the opponent's characters. Ammy and her teammates are unaffected by this, and move at regular speed, giving them a sizeable speed advantage over their opponents for the duration. This debuff also causes opponents to recover from hitstun 33% slower, meaning that certain otherwise impossible combos can be performed.


'''Crouching [[File:H.png]]'''
This hyper even slows down an opponent's throw tech animation, allowing you to throw them ''out of the recovery of them teching your previous throw''.
5/10 usefulness outside of combos—Pretty much same as above. Same strengths and weaknesses except not a good anti air. If 3/4 or less of the hitbox length is used, can be xfactor hit confirmed into a combo. This makes it situationally useful like striders slide as it can be unexpected. If a dormammu player decides to stalking flare at a range in which this normal will hit, this normal will hit him out of it.


[[File:Beadscrouchh2.gif]]
Vale lasts 300 frames (5 seconds) and can not be extended by tagging Ammy out the way that install hypers often can, although using this hyper as part of a DHC to bring in a more mixup-heavy character is still valuable.


''Demonstrating this normal's ability to go through Stalking flare while Dormammu is vulnerable. Standing and forward H can do this as well in Bead Stance.''
You can not gain hyper meter from any source while Vale of Mist is active.
}}
}}




'''Forward [[File:H.png]]'''
{{MoveData
4/10 usefulness outside of combos—Pretty much same as aforementioned, again without good anti air properties. This is unique in the sense that you can get a nice little built in chain combo that does very little damage. Still very disjointed making it useful for the scenarios listed above. Can harass ground based characters but must be used intelligently since it's quite unsafe. If a dormammu player decides to stalking flare at a range in which this normal will hit, this normal will hit him out of it.
|image=
|caption=
|name=Divine Instruments
|input=623XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=400,000
|guard=Mid
|startup=8+2
|active=15
|recovery=35
|onhit=-
|onblock=-28
|properties=Invuln until frame 19, {{hardknockdown}}, ignores damage scaling
|description=
Standard cinematic level 3 hyper. Has a large amount of invincibility that can be used as a reversal or in response to an opponent's hyper. On contact, starts a cinematic where Ammy barrages the opponent with attacks, dealing heavy unscaled damage.


'''Jump [[File:H.png]]'''
Ammy switches to Thunder Edge stance during the cinematic for this move, and she will always end the move in Thunder Edge stance, regardless of which weapon was equipped when she used it.
10/10 usefulness outside of combos—Now this is the normal you WANT to use in bead stance. The rest are pretty bad and situational, but this one is fantastic. This normal+cold star are the main uses of bead stance. While not quite as far as visually shown, its hitbox is disjointed and further than basically any other air normal. You can always combo into glaive dive if you hit someone with this, making it a rewarding poke. This is quite possibly ammy's best normal as it is special cancellable on whiff, hit, or block. Use this normal to make ammy difficult to approach, control space, hit confirm, negate super armor (does multiple hits)and to shroud yourself as you approach—ex. bead jh. cancelled into sword dive cancelled into bead jh. This is also her best falling normal as few buttons can challenge this. A good way to use this while falling is bead jh cancelled into sword jh. Air dash bead jh is somewhat outclasses by the sword variant, but it has the benefit of being less obvious since you can special cancel it.  
}}
Caution: Pay attention to the range in which you use this button as you can be grabbed.
}}


[[File:finalrush.gif]]
=== Universal Mechanics ===


''Demonstrating ease of confirming from super jump height and ability to catch running opponents''
{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
One of the few ground throws that does not immediately spike the opponent down for a hard knockdown (although it does still end in one if left alone). The opponent is popped up into the air in a lengthy spinout animation, allowing Ammy to follow up with almost any attack she chooses.
}}
}}


==Frame Data==
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
One of the few airthrows that does not immediately spike the opponent down for a hard knockdown (although it does still end in one if left alone). The opponent is popped up into the air in a lengthy spinout animation, allowing Ammy to follow up with almost any attack she chooses.
}}
}}


{| cellspacing="0" width="100%" style="border: 1px solid #999;"
|- 
! align="left"    | Move Name
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | Adv. On Guard
! align="center"  | Adv. On Hit
! align="center"  | Notes
|- 
| align="left"    | [[File:L.png]]
| align="center"  | 3
| align="center"  | 2
| align="center"  | 11
| align="center"  | -1
| align="center"  | -1
| align="center"  |
|- 
| align="left"    | [[File:M.png]]
| align="center"  | 6
| align="center"  | 6
| align="center"  | 12
| align="center"  | -1
| align="center"  | -1
| align="center"  |
|- 
| align="left"    | Solar Flare [[File:H.png]]
| align="center"  | 8
| align="center"  | 4
| align="center"  | 16
| align="center"  | +2
| align="center"  | +2
| align="center"  |
|- 
| align="left"    | Thunder Edge [[File:H.png]]
| align="center"  | 13
| align="center"  | 4
| align="center"  | 17
| align="center"  | +1
| align="center"  | +1
| align="center"  |
|- 
| align="left"    | Devout Beads [[File:H.png]]
| align="center"  | 15
| align="center"  | 4
| align="center"  | 30
| align="center"  | -9
| align="center"  | +0
| align="center"  |
|- 
| align="left"    | Crouch [[File:L.png]]
| align="center"  | 4
| align="center"  | 2
| align="center"  | 12
| align="center"  | -2
| align="center"  | -2
| align="center"  |
|-
| align="left"    | Crouch [[File:M.png]]
| align="center"  | 7
| align="center"  | 6
| align="center"  | 12
| align="center"  | -1
| align="center"  | -1
| align="center"  |
|- 
| align="left"    | Solar Flare Crouch [[File:H.png]]
| align="center"  | 9
| align="center"  | 4
| align="center"  | 16
| align="center"  | +2
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Thunder Edge Crouch [[File:H.png]]
| align="center"  | 13
| align="center"  | 4
| align="center"  | 19
| align="center"  | -1
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Devout Beads Crouch [[File:L.png]]
| align="center"  | 13
| align="center"  | 4
| align="center"  | 26
| align="center"  | -5
| align="center"  | -
| align="center"  |
|- 
| align="left"    | [[File:S.png]]
| align="center"  | 7
| align="center"  | 6
| align="center"  | 18
| align="center"  | -2
| align="center"  | -
| align="center"  |
|-
| align="left"    | Jump [[File:L.png]]
| align="center"  | 4
| align="center"  | 4
| align="center"  | 14
| align="center"  | +8
| align="center"  | +8
| align="center"  |
|- 
| align="left"    | Jump [[File:M.png]]
| align="center"  | 7
| align="center"  | 3
| align="center"  | 20
| align="center"  | +13
| align="center"  | +13
| align="center"  |
|- 
| align="left"    | Solar Flare Jump [[File:H.png]]
| align="center"  | 9
| align="center"  | 5
| align="center"  | 20
| align="center"  | +17
| align="center"  | +17
| align="center"  |
|- 
| align="left"    | Thunder Edge Jump [[File:H.png]]
| align="center"  | 17
| align="center"  | 4
| align="center"  | 17
| align="center"  | +17
| align="center"  | +17
| align="center"  |
|- 
| align="left"    | Thunder Edge Jump Hold [[File:H.png]]
| align="center"  | 36
| align="center"  | 4
| align="center"  | 17
| align="center"  | +17
| align="center"  | -
| align="center"  |
|-
| align="left"    | Devout Beads Jump [[File:H.png]]
| align="center"  | 18
| align="center"  | 5
| align="center"  | 18
| align="center"  | +17
| align="center"  | +17
| align="center"  |
|-   
| align="left"    | Jump [[File:S.png]]
| align="center"  | 11
| align="center"  | 3
| align="center"  | 22
| align="center"  | +14
| align="center"  | +14
| align="center"  |
|- 
| align="left"    | Jump [[File:Up.gif]] / [[File:F.gif]] / [[File:B.gif]] / [[File:Down.gif]] + [[File:S.png]]
| align="center"  | 13
| align="center"  | -
| align="center"  | Until Grounded
| align="center"  | -
| align="center"  | -
| align="center"  |
|-
| align="left"    | Forward Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Back Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Forward Air Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | Back Air Throw
| align="center"  | 1
| align="center"  | 1
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|- 
| align="left"    | [[File:Alpha.gif]] Assist
| align="center"  | 31
| align="center"  | 24
| align="center"  | 96
| align="center"  |
| align="center"  |
| align="center"  |
|- 
| align="left"    | [[File:Beta.gif]] Assist
| align="center"  | 42
| align="center"  | 8(9)43
| align="center"  | 125
| align="center"  |
| align="center"  |
| align="center"  |
|- 
| align="left"    | [[File:Gamma.gif]] Assist
| align="center"  | 25
| align="center"  | -
| align="center"  | 180
| align="center"  |
| align="center"  |
| align="center"  |
|- 
| align="left"    | Snap Back
| align="center"  | 2
| align="center"  | 6
| align="center"  | 12
| align="center"  | +4
| align="center"  | -
| align="center"  |
|-
| align="left"    | Head Charge [[File:L.png]] / [[File:M.png]]
| align="center"  | 13
| align="center"  | 15
| align="center"  | 13
| align="center"  | -6
| align="center"  | -6
| align="center"  |
|-
| align="left"    | Head Charge [[File:H.png]]
| align="center"  | 18
| align="center"  | Until Hit or Grounded
| align="center"  | 50
| align="center"  | -7
| align="center"  | -
| align="center"  |
|-
| align="left"    | Power Slash
| align="center"  | 10
| align="center"  | -
| align="center"  | 26
| align="center"  | +6
| align="center"  | +6
| align="center"  |
|-
| align="left"    | Weapon Change
| align="center"  | -
| align="center"  | 10
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  |
|-
| align="left"    | Solar Flare
| align="center"  | 4
| align="center"  | 17
| align="center"  | 7
| align="center"  | -
| align="center"  | -
| align="center"  |
|-
| align="left"    | Thunder Edge
| align="center"  | 12/33 At full charge
| align="center"  | 6/11
| align="center"  | 20/16
| align="center"  | -1/+1
| align="center"  | +1/-
| align="center"  |
|-
| align="left"    | Glaive Chop
| align="center"  | 21
| align="center"  | Until Hit or Grounded
| align="center"  | 31
| align="center"  | -14
| align="center"  | +8
| align="center"  |
|-
| align="left"    | Cold Star [[File:L.png]]
| align="center"  | 13
| align="center"  | 1-101
| align="center"  | 22-35
| align="center"  | -1~ -22
| align="center"  | -1~ -14
| align="center"  |
|-
| align="left"    | Cold Star [[File:M.png]]
| align="center"  | 13
| align="center"  | 1-96
| align="center"  | 22-35
| align="center"  | -1~ -14
| align="center"  | -1~ -14
| align="center"  |
|-
| align="left"    | Cold Star [[File:H.png]]
| align="center"  | 18
| align="center"  | 1-92
| align="center"  | 33
| align="center"  | -12
| align="center"  | -12
| align="center"  |
|-
| align="left"    | Okami Shuffle
| align="center"  | 18+4
| align="center"  | 184
| align="center"  | 4
| align="center"  | +1
| align="center"  | -
| align="center"  |
|-
| align="left"    | Vale of Mist
| align="center"  | 20+1
| align="center"  | -
| align="center"  | 27
| align="center"  | -
| align="center"  | -
| align="center"  |
|-
| align="left"    | Divine Instruments
| align="center"  | 8+2
| align="center"  | 15
| align="center"  | 35
| align="center"  | -28
| align="center"  | -
| align="center"  |
|-
|}


== Video Guides ==
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=6
|recovery=12
|onhit=-
|onblock=+4
|properties=Snapback
|description=
Animation and hitbox based on 5M.
}}
}}
 


<youtube>RtD0WqXWUtY</youtube> <br>
{{MoveData
<youtube>5CncQYS7GMs</youtube>
|image=
<youtube>S4JkYDLRFOs</youtube> <br>
|caption=
[http://www.youtube.com/watch?feature=player_embedded&v=j4AMky-Mrd8 Anchor Guide]
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=32
|onhit=-
|onblock=-13
|properties={{softknockdown}}
|description=
-
}}
}}


=== Technology ===


[http://www.youtube.com/watch?feature=player_embedded&v=4Evsb-eA5As Hard Tag to doom by HonzoGonzo] <br>
== Team Position ==
[http://www.youtube.com/watch?feature=player_embedded&v=07GXdJOJ9hk whiffed TAC concept] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=-pg0-1m4CaY hard knock down reset concepts] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=4bZh605Qg2o Doom and Ammy swag concepts] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=kmuTxoS-5EY Leveling up Frank with hard tag] <br>
[http://youtu.be/XK-B7JDbnj8 slow down ideas with Rocket Raccoon and Amaterasu] <br>
[http://youtu.be/8F_AXG-EcQE TAC glitch] <br>
[http://youtu.be/8F_AXG-EcQE easy TAC glitch all sides] <br>


=== Combos ===
Ammy is almost always chosen as an '''Anchor''' character. One of the biggest assets she brings to a team is her extremely long duration Cold Star assist. Placing her in the third slot maximizes the amount of time that other characters will have access to that assist, giving them additional chances to open up the opponent. Additionally, Ammy's Level 3 X-Factor provides one of the largest speed boosts in the game, and has above-average duration. The speed boost helps smooth out many of her awkward combo routes, giving her much higher damage output, including some easily confirmable infinites.


<youtube>TbocBho0bRA</youtube> <br>
[http://youtu.be/_1F0KUEdTiE 850K damage with assists] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=MRshNfeaDQQ BnB's by HonzoGonzo] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=4MmM_rQRGWo team combos by Adelheid Stark] <br>
[http://youtu.be/z3Ar7Ysl_jg?t=36s combos and more] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=qqaf5XLISms combo with beads] <br>
[http://youtu.be/BlP6nqaex9A?t=26s Ammy/Strange combo with bolts and DHC ToD] <br>


=== TAC Infinite ===
=== Notable Synergies ===


<youtube>euS6jdWMGAw</youtube> <br>
'''Doctor Doom:''' Dr. Doom's level 1 hypers have extremely short duration. Meanwhile, Ammy's level 1 "Okami Shuffle" hyper is one of the longest in the game. This leads to a uniquely powerful synergy when both characters are used in a Team Hyper Combo. When Doom calls a THC with Ammy behind him, he recovers from his hyper very quickly, and can freely act while the opponent remains locked down by Ammy's hyper for several more seconds. In this time, Doom can cross-up the opponent, go for high/low mixups, or even throw them. If Doom opens up the opponent during this time, he can easily build enough meter to THC again.
[http://youtu.be/uNscCKhGSJQ down TAC variant] <br>
[http://www.youtube.com/watch?feature=player_embedded&v=C8GKPvTI52o Mid screen version] <br>
[http://youtu.be/NNhvoePdI00 Side TAC variant] <br>


== Hit/Hurtbox Guide ==
'''Players to Watch:''' FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy), Rok (Morrigan/Doom/Ammy), Udaterasu (Magneto/Doom/Ammy), Dr. Salt (Felicia/Doom/Ammy), X-Ray (Magneto/Doom/Ammy)


<youtube>6Z4l3ELPNm4</youtube> <br>
'''C.Viper/Firebrand:''' Although many characters can mount a strong offense with Cold Star assist locking down the opponent, Viper and Firebrand are notable in that they have genuinely Unblockable attacks in Focus Attack and Demon Missile respectively. These attacks are balanced by their long charge time, but Ammy's assist provides so much blockstun that these attacks can be charged fully if the opponent gets caught in them. This makes Ammy an excellent choice for teams built around either of these two characters.


== Tips for Fighting Amaterasu ==
'''Players to Watch:''' FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy), Udaterasu (Firebrand/Vergil/Ammy), Zak Bennet (Firebrand/Dormammu/Ammy)
1. Recognize her limited approach options


All she has is air dash forward, glaive dive, and ground dash. Analyze your characters' options, and you will likely find good buttons for dealing with her.
'''Other Players to Watch:''' TA Moons (Nova/MODOK/Ammy, Nova/Taskmaster/Ammy), LLND (Chris/Hsien-Ko/Ammy), Rusty Shackleford (Ammy/Morrigan/Phoenix)


2. Abuse the recovery on her counters
== Combos ==


Since ammy has to technically make educated guesses when using her reflector counters, you can easily abuse this by baiting them then grabbing or going low/high depending on which counter the ammy player is using. Additionally, for ammys that use projectile counter a lot, you can vary your approach to compensate for this.
=== Solo Combos ===


3. Snap in Ammy!!
<youtube>S4JkYDLRFOs</youtube> <youtube>MRshNfeaDQQ</youtube> <br>


This cannot be emphasized enough. She is a legitimate problem with xfactor, and it is best to snap her in when given the opportunity, especially if the ammy player is using doom/ammy.
[https://youtu.be/qqaf5XLISms Bead stance combo] <br>
4. Mess with her Hurtbox


Amaterasu has a small vertical hitbox, but her body extends horizontally, which can make it difficult for her to block many setups.
=== X-Factor Combos ===


5. Punish Okami Shuffle
<youtube>ot3KauNGUlk</youtube> <youtube>l-DUj7zvotQ</youtube> <youtube>uOzGFBp1IZU</youtube>


Teleport users can simply teleport after the fire stage to get behind her and punish her. Warning: do not teleport during the beginning of the super as the fire does hit behind her. All characters can grab her out of the super if they are close enough. Set a recording dummy to okami shuffle and practice methods of punishing her.
=== Sample Team Combos ===


== Mission Mode ==
[https://youtu.be/z3Ar7Ysl_jg Ammy/Thor/Dorm] <br>
http://www.youtube.com/watch?v=8ZpqmJCPRt8
[https://www.youtube.com/playlist?list=PLoC6n5fbqdLMW-q-rJXIxYEEfUhKPb-5E Ammy/Doom synergy playlist] <br>
[https://youtu.be/kmuTxoS-5EY Ammy/Frank Level-up route] <br>
[https://youtu.be/XK-B7JDbnj8 VJoe/Rocket/Ammy] <br>
[https://youtu.be/4MmM_rQRGWo Ammy/Spencer/Taskmaster] <br>
[https://youtu.be/TbocBho0bRA Variety] <br>
[https://youtu.be/BlP6nqaex9A Ammy/Strange Palm Loop setup] <br>
[https://youtu.be/8F_AXG-EcQE "Cherry Bomb" TAC Glitch]


=== TAC Infinites ===


[https://youtu.be/uNscCKhGSJQ Corner Down TAC] <br>
[https://youtu.be/C8GKPvTI52o Midscreen Up TAC]




== Alternate Colors ==


additional tutorial:
[[File:Colors15.jpg]]
http://www.youtube.com/watch?v=GRvfgjLSx94
[http://www.youtube.com/watch?feature=player_embedded&v=qHnZ_dLocdo part 2]
[http://www.youtube.com/watch?feature=player_embedded&v=sgPjAfFdYXE part 3]
[http://www.youtube.com/watch?feature=player_embedded&v=ZoNjbgmpBsI part 4]


THIS IS A WORK IN PROGRESS TO CONVERT THE SECTION INTO TABLES FOR VISUAL EASE
== Videos and External Resources ==
===Universal Normals===
{| cellspacing="2" width="100%" style="border: 1px solid #10;"
|- 
! align="left"    | Move Name
! align="center"  | Usefulness Outside of Combos
! align="center"  | Analysis
! align="center"  | Visual
! align="center"  | Visual Caption
|- 
| align="left"    | Standing [[File:L.png]]
| align="center"  | 2/10
| align="center"  | Basically useless. The hitbox is very small, and it doesn't hit low. It has 1 frame less startup than crouching l, but it isn't rapid fire. There is no reason to use this over crouching l aside from height adjustment in certain combos.
| align="center"  |
| align="center"  |
|- 
| align="left"    | Standing [[File:M.png]]
| align="center"  | 5/10
| align="center"  | Situationally useful for forward momentum. Useful for combos and has better frame data than the crouching variant, but this one doesn't hit low. Can be used in conjunction with assists to do things such as call assist, standing M, h cold star.
| align="center"  |
| align="center"  |
|- 
| align="left"    | Standing [[File:S.png]]
| align="center"  | 4/10
| align="center"  | Mediocre hitbox compared to some of the more crazy launchers in the game such as magneto, storm, sentinel, vergil, or doom. Only useful for combos and crossups.
| align="center"  |
| align="center"  |
|- 
| align="left"    | Crouching [[File:L.png]]
| align="center"  | 9/10
| align="center"  | Very strong normal. It has incredible startup speed, and it's rapid fire. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main low threat from ammy.
| align="center"  | [[File:Crouchingl2.gif]]
| align="center"  | ''Demonstration of the good range on Crouching [[File:L.png]]''
|- 
| align="left"    | Crouching [[File:M.png]]
| align="center"  | 4.5/10
| align="center"  | This isn't a very useful normal. It's basically like the standing variant, but her hurtbox is slightly lower, and this one hits low. It can be sometimes used to catch your opponent sleeping. Very good normal for combos as this will be your main way to hit confirm in bead stance off a crouching l. For example, cr. l cr. m, switch to sword stance, cr. l, cr. m, etc
| align="center"  |
| align="center"  |
|-
| align="left"    | Jumping[[File:L.png]]
| align="center"  | 10/10
| align="center"  | Very useful normal for mixups. Can be used for fuzzy guards and can hit many characters crouching. Incredibly fast overhead when used in conjunction with air dash downforward for an instant overhead. This normal is also very good for mashing on the way down and can be used to avoid quite a few setups. For example, depending on the timing, you can actually hit dante out of acid rain incomings with j.l and still recover in time to block.
| align="center"  |
| align="center"  |
|-
| align="left"    | Jumping[[File:M.png]]
| align="center"  | 5/10
| align="center"  | Decentish normal. Mostly used at super jump height when in close proximity with someone while in bead/sword stance as those stances lack quick buttons with good coverage. This button is also the easiest to use for stance cancel guard breaks. If you are unfamiliar with this technique, it will likely be covered in a later section of the wiki.
| align="center"  |
| align="center"  |
|-
| align="left"    | Jumping[[File:S.png]]
| align="center"  | 2/10
| align="center"  | Terrible normal compared to her other options. Never use this. It even pushes opponents away, so you can't hit confirm off it or use it for hit confirms at all aside from falling s on grounded opponents or air dash downforward s on grounded opponents. Can be used in sword/bead stance as a way to escape pressure but is inferior to j. l in that department.
| align="center"  |
| align="center"  |
|-
|}


===Solar Flare/Reflector Normals===
<youtube>6Z4l3ELPNm4</youtube> <youtube>RtD0WqXWUtY</youtube> <youtube>5CncQYS7GMs</youtube> <youtube>j4AMky-Mrd8</youtube> <br>
{| cellspacing="2" width="100%" style="border: 1px solid #10;"
[https://youtu.be/GRvfgjLSx94 Another tutorial series]
|-
[https://youtu.be/-pg0-1m4CaY Okizeme setups]
! align="left"    | Move Name
! align="center"  | Usefulness Outside of Combos
! align="center"  | Analysis
! align="center"  | Visual
! align="center"  | Visual Caption
|- 
| align="left"    | Standing [[File:H.png]]
| align="center"  | 6/10
| align="center"  | Somewhat useful normal that tends to be an inferior version of the forward variant. This is probably the strongest anti-air button in reflector stance, but that's not saying a whole lot considering its competition. Very strong for Crossup setups as well and a good back grab option select.
| align="center"  |
| align="center"  |
|- 
| align="left"    | Standing Forward [[File:H.png]]
| align="center"  | 7/10
| align="center"  | Main means of comboing in reflector. Very strong tool since it option selects and combos into more Heavies. Good in conjunction with assists such as jam session and is special cancellable. Provides useful forward momentum which can catch opponents off guard
| align="center"  |
| align="center"  |
|- 
| align="left"    | Crouching [[File:H.png]]
| align="center"  | 3/10
| align="center"  | Pretty damn useless. It's jump cancellable and hits low, so I suppose you could catch a clueless opponent off guard by doing this and then a j. l. Not recommended to see use.
| align="center"  |
| align="center"  |
|- 
| align="left"    | Jump [[File:H.png]]
| align="center"  | 8/10
| align="center"  | Good button with an enveloping hitbox. Very useful against big characters and one of the strongest tools when used in conjunction with a lockdown assist. Extremely powerful as an option select in the corner, which will get you a significant amount of hits, especially in x-factor. While slower than the j.l variant, air dash downforward+j. h is a quick instant overhead that also option selects, making it incredibly useful. Use this normal a lot but intelligently. J. h also causes massive amounts of hitstun (like every h button in the game tbh). If you whiff this normal, it is highly advised to cancel into bead/sword and mash j. l in order to avoid being whiff punished.
| align="center"  |
| align="center"  |
|-
|}


{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 20:02, 6 May 2022


Introduction

A sun goddess, Amaterasu is one of the three offspring of Izanaki, and one of the most important deities in Shinto. In Okami, Amaterasu loses her physical form after a battle with the serpent Orochi, and is later reincarnated as a wolf. She gathers up celestial armaments in order to take on the demonic forces that overran Japan in her absence.

In UMvC3, Ammy is a unique character with a stance mechanic. By switching between three different weapons, she changes what attacks she can access. This gives her a surprising amount of versatility, but also a large technical requirement as effective use requires learning three different movesets.

Strengths Weaknesses
  • Great team support - Ammy's Cold Star assist provides unparalleled lockdown against opponents close to the ground. Her time-slow hyper can be used to give her teammates a sizeable speed advantage, or simply as a safe DHC for them to escape. Her Okami Shuffle hyper is one of the longest level 1 hypers in the game, and has excellent THC potential.
  • Naturally low profile allows Ammy to evade many attacks and projectiles even while standing, and some combos drop on her small frame, or require separate adjustment by the opponent.
  • Several disjointed attacks with large hitboxes for fighting a midrange neutral game
  • Poor damage potential outside X-Factor
  • Has to juggle between three different stances to access her full moveset, and may not be able to use an important attack when she needs it if in the "wrong" stance
  • Mediocre mobility, as her airdash can only go directly forward and has 13 frames of startup before it starts to move at all.

Unique Mechanics

Amaterasu has three different weapons, with only one being "equipped" at a time. Ammy can switch weapons at any time she can perform a special move, by using her 22X Weapon Change Special. Ammy always starts the match with Solar Flare equipped. A brief overview of each weapon is detailed below:

  • Solar Flare (22L) - A flaming shield. Has (relatively) short range but good speed. Solar Flare special moves are counters, which can deflect physical hits or projectiles
  • Thunder Edge (22M) - A sword charged with electricity. Ammy can charge up many of her attacks with this weapon by holding down the button. Thunder Edge specials are aggressive and move her forward while attacking.
  • Devout Beads (22H) - A long chain of prayer ornaments that can fire projectiles. Has the longest range of all weapons, and attacks with the beads are multi-hitting. Devout Beads' special move is Cold Star, which fires icy projectiles.
Amaterasu
Umvc3 amaterasu face.jpg
Character Data
Health 800,000
Ground Magic Series Special Zig-Zag
Air Chain Combo Limit Three
Forward Dash Duration 73 frames
Backdash Duration 32 frames
Jump Duration 46 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? 1-Way
X-Factor Damage Boost (1/2/3) 20% / 40% / 60%
X-Factor Speed Boost (1/2/3) 20% / 30% / 40%
Minimum Damage Scaling (Normals, Specials) 10%, 20%
Minimum Damage Scaling (Hypers) 30%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Solar Flare
Assist A
Damage Startup Active Recovery
- 31 24 96, 66
On Hit On Block Guard Properties
- - - Reflects non-beam low priority projectiles. Absorbs low-priority beams

THC Hyper: Okami Shuffle. Okami creates a barrier that reflects or nullifies projectiles in front of her. This is less useful than it sounds, as many beams can also hit behind the barrier, simultaneously attacking the point character.

Cold Star
Assist B
Damage Startup Active Recovery
20,000 x8 42 8(9)43 125, 95
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 1 per shot

THC Hyper: Okami Shuffle. Recommended assist. Ammy hops into the air and fires eight ice shots at a down-forward angle. Horizontal range is deceptively strong; can tag an opponent's feet from up to 80% of fullscreen distance, but has almost no vertical coverage except at point-blank range.

Has extremely oppressive lockdown potential on block, giving the point character time to set up deadly mixups or even unblockables without fear of being pushblocked. It is especially dangerous when used for an incoming mixup, or as an opponent wakes up from a knockdown.

Bloom
Assist Y
Damage Startup Active Recovery
- 25 - 180, 150
On Hit On Block Guard Properties
- - - Builds 30% of a hyper meter bar

THC Hyper: Okami Shuffle. Assist-exclusive move that Ammy cannot perform on point. When Ammy uses this assist successfully, your team is given 30% of a hyper meter bar. This assist has no other effect. One of three meter-building assists in the game, along with Frank West's "Pick Me Up" and Morrigan's Dark Harmonizer. They all have identical startup, but Morrigan's assist has the fastest recovery by far, and is thus the only practical choice.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
30,000 3 2 11
On Hit On Block Guard Properties
-1 -1 Mid -

Basically useless. The hitbox is very small, and it doesn't hit low. It has 1 frame less startup than crouching l, but it isn't rapid fire. There is no reason to use this over crouching l aside from height adjustment in certain combos.

Stand Medium
5M
Damage Startup Active Recovery
50,000 6 6 12
On Hit On Block Guard Properties
-1 -1 Mid -

Situationally useful for forward momentum. Useful for combos, and has better frame data than the crouching variant, but does not hit low. Can be used in conjunction with assists to do things such as call assist, 5M xx H Cold Star.


Stand Heavy (Solar Flare)
5H (with Solar Flare equipped)
Damage Startup Active Recovery
60,000 8 4 16
On Hit On Block Guard Properties
+2 +2 Mid Jcancel.png

This is probably the strongest anti-air button in reflector stance, but that's not saying a whole lot considering its competition. Very strong for Crossup setups as well and a good back grab option select. Jump cancel property allows Ammy to maintain an offensive on block or go into a jump loop combo on hit.


Stand Heavy (Thunder Edge)
5H (with Thunder Edge equipped)
Damage Startup Active Recovery
80,000 13 4 17
On Hit On Block Guard Properties
+1 +1 Mid -

Very strange normal. It will whiff on jumping opponents very often. It is recommended that the reader go into training mode and test which angles it whiffs at. Still a good space control tool and 5H cancelled into Power Slash (214X) is good against predictable characters like Haggar. Can be cancelled on whiff.


Stand Heavy (Devout Beads)
5H (with Devout Beads equipped)
Finalbeads.gif
Bead stance normals can go through projectiles and hit the opponent behind them.
Damage Startup Active Recovery
25,000 x4 8 4 16
On Hit On Block Guard Properties
+2 +2 Mid Not cancelable

Very disjointed, and can be used to reach past projectiles and hit behind them. Somewhat useful as a poke, especially if called alongside an assist. It unfortunately cannot be cancelled, even into hypers, meaning that hit confirms are not possible. Not very useful. Has some anti air use.


Crouching Light
2L
Crouchingl2.gif
Very long range for a fast low.
Damage Startup Active Recovery
28,000 4 2 12
On Hit On Block Guard Properties
-2 -2 Low Rpdfire.png

Very strong normal. It has incredible startup speed, and is rapid fire. This is a very good normal for mashing, especially in sword/bead stance, which lack good closeup options. This is the main low threat from Ammy.

Crouching Medium
2M
Damage Startup Active Recovery
50,000 7 6 12
On Hit On Block Guard Properties
-1 -1 Low -

This isn't a very useful normal outside of combos. It's basically like the standing variant, but her hurtbox is slightly lower, and this one hits low. It can be sometimes used to catch your opponent sleeping. Very good normal for combos as this will be your main way to hit confirm in bead stance off a crouching l. For example, 5L > 5M xx 22M, 2L > 2M, etc.


Crouching Heavy (Solar Flare)
2H (with Solar Flare equipped)
Damage Startup Active Recovery
60,000 9 4 16
On Hit On Block Guard Properties
- +2 Low Strk.png, Softknockdown.png, Jcancel.png

Poor range, but jump-cancelable similar to 5H, which has combo utility. Mainly used to help confirm after better normals like 2M.


Crouching Heavy (Thunder Edge)
2H (with Thunder Edge equipped)
Finalsword2 (2).gif
Can hit confirm even from the outer edge of its range.
Damage Startup Active Recovery
80,000 13 4 19
On Hit On Block Guard Properties
- -1 Low Strk.png, Softknockdown.png

VERY VERY good button. It has a ridiculous hitbox and can always be hit confirmed into 236L (add dash after if necessary). Use this button as a main poke as many many people will get thrown off by it. It is easily one of the best crouching pokes in the entire game. Can be cancelled on whiff.


Crouching Heavy (Devout Beads)
2H (with Devout Beads equipped)
Beadscrouchh2.gif
Shutting down Stalking Flare.
Damage Startup Active Recovery
25,000 x4 13 4 26
On Hit On Block Guard Properties
- -5 Low Strk.png, Softknockdown.png

Very similar to Bead 5H. Same strengths and weaknesses, except not a good anti air. If 3/4 or less of the hitbox length is used, can be xfactor hit confirmed into a combo. Like with Bead 5H, can be used to punish or negate slow projectiles like Strange's Eye of Agamotto, or Dormammu's Stalking Flare.


Launcher/Special
S
Damage Startup Active Recovery
70,000 7 6 18
On Hit On Block Guard Properties
Launch -2 Mid Launch.png, Nocancel.png

Mediocre hitbox, but useful for combos and crossups. 5S jc. 236XX is one of the main ways to actually combo into Okami Shuffle.

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
35,000 4 4 14
On Hit On Block Guard Properties
+8 +8 OH -

Very useful normal for mixups. Can be used for fuzzy guard instant overheads, and can hit many characters crouching. This normal is also very good for mashing on the way down and can be used to escape oncoming mixups that are not airtight.

Jumping Medium
j.5M
Damage Startup Active Recovery
48,000 7 3 20
On Hit On Block Guard Properties
+13 +13 OH -

Mostly used at super jump height when in close proximity with someone while in bead/sword stance as those stances lack quick buttons with good coverage. This button is also the easiest to use for guard breaks using Stance Cancels:

Making an oncoming character block j.5M (or any attack) will forfeit the throw immunity they usually have until landing. j.5M also recovers fast enough that Ammy can throw an opponent after they recover from blockstun but before they reach the ground. Set-ups like these usually lose to pushblock. However, if Ammy activates stance switch as she is being pushblocked, the "hop" of her weapon change animation will override and negate the pushblock, keeping Ammy close for a free throw.


Jumping Heavy (Solar Flare)
j.5H (with Solar Flare Equipped)
Damage Startup Active Recovery
60,000 9 5 20
On Hit On Block Guard Properties
+17 +17 OH -

Good button with an enveloping hitbox. Very useful against big characters and one of the strongest tools when used in conjunction with a lockdown assist. Extremely powerful as an option select in the corner, which will get you a significant amount of hits, especially in x-factor. Causes massive amounts of hitstun. Recovery can be mitigated by canceling into stance change.


Jumping Heavy (Thunder Edge)
j.5H (with Thunder Edge Equipped)
Swordjumph2.gif
Ammy gains a burst of momentum when canceling her airdash into Sword j.5H.
Damage Startup Active Recovery
90,000 - 110,000 17 - 36 4 17
On Hit On Block Guard Properties
+17 +17 OH Chargeable, Forced Groundbounce.png when charged, cannot be special-canceled when uncharged

Insanely good normal when combined with an air dash. Ammy gains a slight boost forward if you cancel an airdash into this move, making it easy to cross-up. The hitbox on this normal is disjointed and difficult to contend with. Strong when used while falling toward the opponent on either side.

This attack can be charged when holding down the button. 19 additional frames are required to fully charge the attack, but Ammy can also release it early to throw off an opponent's timing. The fully charged version deals extra damage, gains the ability to be special canceled, and forces a ground bounce on hit. This ground bounce will occur even on grounded opponents, and even if a ground bounce has already been used in the combo.


Jumping Heavy (Devout Beads)
j.5H (with Devout Beads Equipped)
Finalrush.gif
Bead j.5H is excellent for superjump confirms.
Damage Startup Active Recovery
25,000 x4 18 5 18
On Hit On Block Guard Properties
+17 +17 OH -

Ammy's best neutral tool in Bead Stance, and maybe her strongest overall normal. Does not reach quite as far as the animation may suggest, but still has incredible range and is entirely disjointed. Can be followed up with 22M Stance Change -> 3H Glaive Dive to confirm a hit from any height. Strong space-control tool that can be used to keep opponents out or cover an approach. As a bonus, it is a multi-hitting attack that will break through most instances of Super Armor. This is also her best falling normal as few buttons can challenge this. A good way to use this while falling is bead jh cancelled into sword jh. Air dash bead jh is somewhat outclasses by the sword variant, but it has the benefit of being less obvious since you can special cancel it. Caution: Pay attention to the range in which you use this button as you can be grabbed.


Jumping Special
j.5S
Damage Startup Active Recovery
70,000 11 3 22
On Hit On Block Guard Properties
+14 +14 OH Aircombofinisher.png, Softknockdown.png when used outside of air combos,

Pretty severely outclassed by Ammy's other air normals. It even pushes opponents away, so you can't hit confirm off it or use it for hit confirms,except grounded opponents.

Command Normals

Reflector Chain Combo Ichi
(With Solar Flare Equipped) 6H
Damage Startup Active Recovery
60,000 12 4 18
On Hit On Block Guard Properties
0 0 Mid Special-cancelable

Ammy's 6H chain is her main combo tool in Reflector stance. Also works as a strong throw OS that moves Ammy forwards. Along with all of the follow-ups, it can be canceled into special moves or 5S.

Reflector Chain Combo Ni
(during Chain Combo Ichi) 6H
Damage Startup Active Recovery
60,000 12 4 19
On Hit On Block Guard Properties
-1 -1 Mid Special-cancelable

Bark.

Reflector Chain Combo San
(during Chain Combo Ni) 6H
Damage Startup Active Recovery
60,000 12 4 19
On Hit On Block Guard Properties
-1 -1 Mid Special-cancelable

Bark bark.

Reflector Chain Combo Shi
(during Chain Combo San) 6H
Damage Startup Active Recovery
60,000 12 4 20
On Hit On Block Guard Properties
-2 -2 Mid Special-cancelable

Bark bark bark.

Solar Flare Attack
(during Chain Combo Shi) 6H
Damage Startup Active Recovery
60,000 12 4 21
On Hit On Block Guard Properties
-3 -3 Mid Special-cancelable

Bark bark bark bark.


Glaive Chain Combo Ichi
(With Thunder Edge equipped) 6H
Damage Startup Active Recovery
80,000 / 100,000 14/47 5 18/17
On Hit On Block Guard Properties
-1/+28 -1/0 Mid Chargeable, staggers on hit when fully charged

Glaive chain is notable for enabling an and quick ToD in level 3 X-Factor, as it loops into itself. Outside of X-Factor, this chain is rarely used.

Glaive Chain Combo Ni
(during Glaive Chain Combo Ichi) 6H
Damage Startup Active Recovery
80,000 / 100,000 15/47 5 17
On Hit On Block Guard Properties
0/+25 0 Mid Chargeable, staggers on hit when fully charged

Bark.

Glaive Chain Combo San
(during Glaive Chain Combo Ni) 6H
Damage Startup Active Recovery
80,000 / 100,000 15/47 5 17
On Hit On Block Guard Properties
0/+25 0 Mid Chargeable, staggers on hit when fully charged

Bark bark.

Thunder Edge Slash
(during Glaive Chain Combo San) 6H
Damage Startup Active Recovery
80,000 / 100,000 15/47 5 18
On Hit On Block Guard Properties
- -1 Mid Chargeable, staggers on hit when fully charged vs grounded, forced Groundbounce.png vs airborne

Causes a forced ground bounce against airborne opponents, which is what enables the loop in X-factor.


Rosary Chain Combo Ichi
(with Devout Beads equipped) 6H
Damage Startup Active Recovery
25,000 x4 17 5 27
On Hit On Block Guard Properties
-4 -11 Mid -

Functions similarly to Bead Stance 5H and 2H. Good range and disjoint. Like Bead 5H, it is not special-canceleable, but at least it can be followed up with its 6H chain for some extra damage.

Rosary Chain Combo Ni
(during Rosary Chain Combo Ichi) 6H
Damage Startup Active Recovery
25,000 x4 17 5 21
On Hit On Block Guard Properties
+2 -5 Mid -

Bark.

Rosary Chain Combo San
(during Rosary Chain Combo Ni) 6H
Damage Startup Active Recovery
25,000 x4 17 5 21
On Hit On Block Guard Properties
+2 -5 Mid -

Bark Bark.

Rosary Chain Combo Shi
(during Rosary Chain Combo San) 6H
Damage Startup Active Recovery
25,000 x4 17 5 21
On Hit On Block Guard Properties
+2 -5 Mid -

Bark Bark Bark.

Devout Beads Whip
(during Rosary Chain Combo Shi) 6H
Damage Startup Active Recovery
25,000 x4 17 5 23
On Hit On Block Guard Properties
- -7 Mid Softknockdown.png

Bark Bark Bark Bark.


Thunder Edge Stab
(with Thunder Edge equipped) j.3H
Damage Startup Active Recovery
90,000 / 120,000 11/43 Until grounded 43
On Hit On Block Guard Properties
-22/+6 -22 Mid Chargeable, special-cancelable, Otg.png, Stagger.png vs grounded, Groundbounce.png vs airborne

Aerial confirm tool, as it is very fast and brings both Ammy and her opponents back down to the ground at the cost of her ground bounce. Can be charged for more damage and better advantage on hit.

Special Moves

Head Charge
j.236X
L
(Air) Qcf.png + L.png
Damage Startup Active Recovery
70,000 13 15 13
On Hit On Block Guard Properties
-6 -6 Mid -
M
(Air) Qcf.png + M.png
Damage Startup Active Recovery
70,000 13 15 13
On Hit On Block Guard Properties
-6 -6 Mid -
H
(Air) Qcf.png + H.png
Damage Startup Active Recovery
70,000 18 Until contact 50
On Hit On Block Guard Properties
- -7 Mid Groundbounce.png

Ammy pauses in the air and then lunges in a specific direction based on button strength. L goes up-forward, M goes horizontally straight forward, and H plummets straight down.

L and M versions are dubiously useful, as they have almost no combo utility. However, H Head Charge causes a ground bounce on hit, easily combos from Ammy's air normals, and is one of her main extension tools.


Power Slash
214X
Damage Startup Active Recovery
80,000 10 - 25
On Hit On Block Guard Properties
+6 +6 Mid Priority: Low, Durability: 4

Ammy produces a floating paper, which is an active projectile that slowly floats toward the ground.

  • L version places the paper directly ahead of Ammy, about two character lengths away
  • M version places the paper above and ahead of Ammy. At roughly jump height one character length away.
  • H version places the paper directly above Ammy.

Ammy can use this move as a meaty projectile to force an oncoming or waking up opponent to block while setting up her offense. Its also fairly fast and useful as a defensive tool that is available in all three stances.


Weapon Change
22X
Damage Startup Active Recovery
- 10 - -
On Hit On Block Guard Properties
- - - Airok.png

Ammy switches to one of her three weapons, depending on button strength. This will replace some of her special moves, as well as her H normals and command normals.

  • Solar Flare (22L) - A flaming shield. Has (relatively) short range but good speed. Solar Flare special moves are counters, which can deflect physical hits or projectiles
  • Thunder Edge (22M) - A sword charged with electricity. Ammy can charge up many of her attacks with this weapon by holding down the button. Thunder Edge specials are aggressive and move her forward while attacking.
  • Devout Beads (22H) - A long chain of prayer ornaments that can fire projectiles. Has the longest range of all weapons, and attacks with the beads are multi-hitting. Devout Beads' special move is Cold Star, which fires icy projectiles.

Weapon Change is very fast at only 10 total frames. Virtually all of Ammy's special-cancelable normals benefit from faster recovery if canceled into Weapon Change, and Ammy can quickly switch weapons mid combo, or even use the weapon switch itself to enable combo routes. However, Ammy can not "change" to the weapon she currently has equipped, so this advantage most be balanced against having to juggle multiple distinct movesets.

If weapon change is done in the air, Ammy does a slight hop forward. This is notable because the hop will negate pushblock if one of Ammy's air attacks is pushblocked and she responds by canceling into Weapon Switch.


Fireworks
(With Solar Flare equipped) 623L or 623M
Damage Startup Active Recovery
150,000 6 15 7
On Hit On Block Guard Properties
- - Counter -

Counter special. Ammy places a barrier in front of herself, which can be maintained indefinitely by holding down the button. While maintaining the shield, the L version will counter overhead and mid-hitting physical attacks; the M version will counter low-hitting physical attacks. Ammy can not counter projectiles, assist calls (regardless of type) or hypers with this move.

On a successful counter, Ammy pulls the opponent into a hitgrab animation, where she izuna drops them. This counter deals heavy damage and causes the opponent to spin out through the air, which Ammy can use to start a full combo.

Solar Flare
(With Solar Flare equipped) 623H
Damage Startup Active Recovery
- 4 17 7
On Hit On Block Guard Properties
- - - Nullifies beams, reflects low priority projectiles

Ammy creates a barrier similar to her other 623X speciials, except green colored. This barrier is a projectile counter that can be maintained indefinitely by holding H. Standard projectiles that contact the barrier will be reflected back towards the opponent. Standard beams that contact the barrier will be negated.

Unlike the physical counters, this move does not go into the izuna drop animation if it successfully counters a projectile, only negating or reflecting them.


Thunder Edge
(With Thunder Edge equipped) 236X
Damage Startup Active Recovery
100,000 / 150,000 12/33 6/11 20/16
On Hit On Block Guard Properties
+1/- -1/+1 Mid Chargeable, Strk.png when fully charged

Ammy rushes forward while attacking with her glaive. Its fairly safe to use as an approach tool, and has some combo utility. Button strength determines the angle of attack and has no other effects: L charges directly ahead, M attacks at an up-forward angle, and H charges directly upwards above Ammy.

This attack is slightly plus on hit even point blank, and has better advantage if it is spaced correctly. When used against an airborne opponent, Ammy can juggle afterwards fairly consistently, making it useful in combos.

Thunder Edge can be charged by holding down the button. Charging for an additional 21 frames gives Thunder Edge additional damage and hitstun.

Glaive Chop
(in air, with Thunder Edge equipped) 236S
Damage Startup Active Recovery
10,000 x3 + 30,000 x3 21 Until contact +8 31
On Hit On Block Guard Properties
+8 -14 Mid Groundbounce.png

Ammy falls down while slicing with her glaive, dealing multiple hits. Upon reaching the ground, a burst of lightning appears which pops opponents back up into the air.

Very useful in combos, usually as a follow-up to her j.3H Glaive OTG, but risky to use in neutral due to limited range and long recovery.


Cold Star
(With Devout Beads equipped) 236X
L
Qcf.png + L.png
Damage Startup Active Recovery
20,000 x1 - x8 13 1~101 22~32
On Hit On Block Guard Properties
-1 ~ -11 -1 ~ -11 Mid mashble, Priority: Low, Durability: 1 per shot
M
Qcf.png + M.png
Damage Startup Active Recovery
20,000 x1 - x8 13 1~96 22~35
On Hit On Block Guard Properties
-1 ~ -14 -1 ~ -14 Mid mashable, Priority: Low, Durability: 1 per shot
H
Qcf.png + H.png
Damage Startup Active Recovery
20,000 x1 - x8 18 1~92 33
On Hit On Block Guard Properties
-12 -12 Mid mashable, Priority: Low, Durability: 1 per shot

Ammy fires a projectile on a trajectory determined by button strength.

  • L version fires straight ahead
  • M version fires upwards and ahead at a 45 degree angle
  • H version causes Ammy to hop into the air and fire down-forward at a 45 degree angle.

Additionally, this move can be mashed to fire additional projectiles in a barrage after the first shot, up to eight total projectiles in total. This is Ammy's only "normal" projectile, but is unfortunately fairly slow and risky to use in fireball wars compared to simply using her normals and Solar Flare reflector.

Hyper Combos

Okami Shuffle
236XX (1 bar)
Damage Startup Active Recovery
70,000 (fire) + 10,000 x35 (ice) + 7,000 x 18 (lightning) + 80,000 (big lightning) 18+4 184 4
On Hit On Block Guard Properties
- +1 Mid Airok.png, Softknockdown.png (first hit), Otg.png (all other hits), Hardknockdown.png (all other hits), Priority: High, Durability: a lot

Ammy conjures a series of nearly-fullscreen elemental barrages. It is her standard combo ender and can also be used as a chipout tool or a way to snipe assists and projectiles. Be aware when using this hyper for chip damage that the opponent has a gap between each attack to maneuver and possibly even hit Ammy.

The attacks from this hyper are positioned based on the screen's location, not Ammy's location. This means that - for example - if an opponent is at superjump height and Ammy is on the ground, Ammy can still hit them with this super, as the camera follows the opponent up into the air.

This hyper is one of the best THC synergy enablers in the game due to its extrmely long duration. A point character that calls in Ammy as part of a Team Hyper will almost certainly recover before Ammy finishes casting. This gives the point character several free seconds to attack the opponent while they are being oppressed by the hyper. The gap between attacks is even long enough for you to throw a character who is trying to block the assault. As a bonus, the massive screen-wide effects act as a visual smokescreen and make it difficult for the opponent to see what you are doing during this time.


Vale of Mist
Awoooooooo~
214XX (1 bar)
Damage Startup Active Recovery
- 20+1 300 27
On Hit On Block Guard Properties
- - - 33% slowdown for all opponents, Airok.png

Ammy casts a stage-wide "time slow" effect, reducing the speed of all actions by any of the opponent's characters. Ammy and her teammates are unaffected by this, and move at regular speed, giving them a sizeable speed advantage over their opponents for the duration. This debuff also causes opponents to recover from hitstun 33% slower, meaning that certain otherwise impossible combos can be performed.

This hyper even slows down an opponent's throw tech animation, allowing you to throw them out of the recovery of them teching your previous throw.

Vale lasts 300 frames (5 seconds) and can not be extended by tagging Ammy out the way that install hypers often can, although using this hyper as part of a DHC to bring in a more mixup-heavy character is still valuable.

You can not gain hyper meter from any source while Vale of Mist is active.


Divine Instruments
623XX (3 bars)
Damage Startup Active Recovery
400,000 8+2 15 35
On Hit On Block Guard Properties
- -28 Mid Invuln until frame 19, Hardknockdown.png, ignores damage scaling

Standard cinematic level 3 hyper. Has a large amount of invincibility that can be used as a reversal or in response to an opponent's hyper. On contact, starts a cinematic where Ammy barrages the opponent with attacks, dealing heavy unscaled damage.

Ammy switches to Thunder Edge stance during the cinematic for this move, and she will always end the move in Thunder Edge stance, regardless of which weapon was equipped when she used it.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

One of the few ground throws that does not immediately spike the opponent down for a hard knockdown (although it does still end in one if left alone). The opponent is popped up into the air in a lengthy spinout animation, allowing Ammy to follow up with almost any attack she chooses.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

One of the few airthrows that does not immediately spike the opponent down for a hard knockdown (although it does still end in one if left alone). The opponent is popped up into the air in a lengthy spinout animation, allowing Ammy to follow up with almost any attack she chooses.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 6 12
On Hit On Block Guard Properties
- +4 Mid Snapback

Animation and hitbox based on 5M.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 32
On Hit On Block Guard Properties
- -13 OH Softknockdown.png

-


Team Position

Ammy is almost always chosen as an Anchor character. One of the biggest assets she brings to a team is her extremely long duration Cold Star assist. Placing her in the third slot maximizes the amount of time that other characters will have access to that assist, giving them additional chances to open up the opponent. Additionally, Ammy's Level 3 X-Factor provides one of the largest speed boosts in the game, and has above-average duration. The speed boost helps smooth out many of her awkward combo routes, giving her much higher damage output, including some easily confirmable infinites.


Notable Synergies

Doctor Doom: Dr. Doom's level 1 hypers have extremely short duration. Meanwhile, Ammy's level 1 "Okami Shuffle" hyper is one of the longest in the game. This leads to a uniquely powerful synergy when both characters are used in a Team Hyper Combo. When Doom calls a THC with Ammy behind him, he recovers from his hyper very quickly, and can freely act while the opponent remains locked down by Ammy's hyper for several more seconds. In this time, Doom can cross-up the opponent, go for high/low mixups, or even throw them. If Doom opens up the opponent during this time, he can easily build enough meter to THC again.

Players to Watch: FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy), Rok (Morrigan/Doom/Ammy), Udaterasu (Magneto/Doom/Ammy), Dr. Salt (Felicia/Doom/Ammy), X-Ray (Magneto/Doom/Ammy)

C.Viper/Firebrand: Although many characters can mount a strong offense with Cold Star assist locking down the opponent, Viper and Firebrand are notable in that they have genuinely Unblockable attacks in Focus Attack and Demon Missile respectively. These attacks are balanced by their long charge time, but Ammy's assist provides so much blockstun that these attacks can be charged fully if the opponent gets caught in them. This makes Ammy an excellent choice for teams built around either of these two characters.

Players to Watch: FullSchedule (Viper/Doom/Ammy), MarlinPie (Viper/Doom/Ammy), Udaterasu (Firebrand/Vergil/Ammy), Zak Bennet (Firebrand/Dormammu/Ammy)

Other Players to Watch: TA Moons (Nova/MODOK/Ammy, Nova/Taskmaster/Ammy), LLND (Chris/Hsien-Ko/Ammy), Rusty Shackleford (Ammy/Morrigan/Phoenix)

Combos

Solo Combos


Bead stance combo

X-Factor Combos

Sample Team Combos

Ammy/Thor/Dorm
Ammy/Doom synergy playlist
Ammy/Frank Level-up route
VJoe/Rocket/Ammy
Ammy/Spencer/Taskmaster
Variety
Ammy/Strange Palm Loop setup
"Cherry Bomb" TAC Glitch

TAC Infinites

Corner Down TAC
Midscreen Up TAC


Alternate Colors

Colors15.jpg

Videos and External Resources


Another tutorial series Okizeme setups