User:Kermalicious/Amaterasu: Difference between revisions

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| Meter      = ?
| Meter      = ?
| Video      =  
| Video      =  
| Recipe    = ({{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}},) {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, {{clr|S|5S}} > Jump > {{clr|M|j.5M}} > {{clr|H|236H}}, {{clr|H|j.[H]}}, land {{clr|L|236[L]}}, {{clr|H|5H2H}} > {{clr|L|236L}} > 236XX
| Recipe    = ({{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}},) {{clr|L|2L}}{{clr|M|M}}{{clr|H|5H}} > {{clr|M|22M}}, {{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, {{clr|H|5H}}{{clr|S|S}} > 2369XX
| content    =  
| content    =  
Basic BnB in all three stances. Include the <code>({{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}})</code> if starting the bnb in {{clr|M|Glaive Stance}} or {{clr|H|Beads Stance}}. This forms the basis of her combo game, improvements are primarily made via more efficient routing to the launcher.
Basic BnB in all three stances. Include the <code>({{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}})</code> if starting the bnb in {{clr|M|Glaive Stance}} or {{clr|H|Beads Stance}}. Linking the {{clr|H|j.3H}} after the {{clr|S|j.5S}} can be a bit unintuitive at first but is part of the High Hitstun Launcher Combo used later on.
}}
}}


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{{TheoryBox
{{TheoryBox
| Title      = j.[H] Groundbounce Launcher Combo
| Title      = High Hitstun Launcher Combo (Corner Only?)
| Oneliner  =  
| Oneliner  =  
| Difficulty = Medium
| Difficulty = Medium
Line 29: Line 29:
| Meter      = ?
| Meter      = ?
| Video      =  
| Video      =  
| Recipe    = {{clr|S|5S}} > Jump, {{clr|M|j.5M}} > {{clr|H|j.236H}}, delay {{clr|H|j.5[H]}}, land {{clr|L|236[L]}}, {{clr|H|5H2H}} > {{clr|L|236L}} > 236XX
| Recipe    = {{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, (Dash?) {{clr|H|5H}}{{clr|S|S}} > 2369XX
| content    =  
| content    =  
The second part of the All Stance BnB forms the core Glaive Launcher Combo that you generally want to route into. In the corner, you can add more damage with <code>{{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash > {{clr|S|5S}} > 2369XX</code> instead of <code>{{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper like so: <code>236XX > {{clr|H|3H}} > {{clr|L|22L}}</code>. <br>
Baisc combo after a launcher in {{clr|M|Glaive Stance}} that also ends in {{clr|L|Reflector Stance}} rather than {{clr|M|Glaive Stance}}. In theory this works at higher hitstun and allows for longer routes into the launcher, needs testing to determine what is optimal.  
Here are some common ways to route into the Glaive Launcher Combo off of starters in each stance:
Routing into this follows roughly the same principles as the standard Glaive Launcher Combo, but new routes are opened up by the lower hitstun requirements:
 
*'''{{clr|L|Reflector Stance}}'''
*'''{{clr|L|Reflector Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|5H}} > {{clr|M|22M}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, [j.3H Groundbounce Combo] </code>
**<code> {{clr|L|623L}}/{{clr|M|623M}}, Airdash > {{clr|L|j.5L}}{{clr|H|H}}, Land {{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>


*'''{{clr|M|Glaive Stance}}'''
*'''{{clr|M|Glaive Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H}} > {{clr|L|22L}}, {{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> {{clr|H|2H}} > {{clr|L|22L}} > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> Throw > Dash > {{clr|M|5M}}{{clr|H|H}} > {{clr|L|236L}}, [Glaive Launcher Combo] </code>


*'''{{clr|H|Beads Stance}}'''
*'''{{clr|H|Beads Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}} > {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
 
**<code> Throw > Dash > {{clr|M|5M}}{{clr|S|S}} > Jump > {{clr|H|j.5H}} > {{clr|M|22M}}, [Glaive Launcher Combo starting with {{clr|M|j.5M}}] </code>
 


}}
}}


{{TheoryBox
{{TheoryBox
| Title      = j.3H Groundbounce Launcher Combo (Corner Only?)
| Title      = Low Hitstun Launcher Combo
| Oneliner  =  
| Oneliner  =  
| Difficulty = Medium
| Difficulty = Medium
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| Meter      = ?
| Meter      = ?
| Video      =  
| Video      =  
| Recipe    = {{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, (Dash?) {{clr|H|5H}}{{clr|S|S}} > 2369XX
| Recipe    = {{clr|S|5S}} > Jump, {{clr|M|j.5M}} > {{clr|H|j.236H}}, delay {{clr|H|j.5[H]}}, land {{clr|L|236[L]}}, {{clr|H|5H2H}} > {{clr|L|236L}} > 236XX
| content    =  
| content    =  
Much shorter combo after a launcher in {{clr|M|Glaive Stance}} that also ends in {{clr|L|Reflector Stance}} rather than {{clr|M|Glaive Stance}}. In theory this works at higher hitstun and allows for longer routes into the launcher, needs testing to determine what is optimal.  
Longer combo after a launcher in {{clr|M|Glaive Stance}}, requires low to medium hitstun. In order for this combo to work, the {{clr|M|j.M}} must connect as close to the ground as possible. In the corner, you can add more damage with <code>{{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash > {{clr|S|5S}} > 2369XX</code> instead of <code>{{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper with {{clr|H|j.3H}}. <br>
Routing into this follows roughly the same principles as the standard Glaive Launcher Combo, but new routes are opened up by the lower hitstun requirements:
Here are some common ways to route into the Glaive Launcher Combo off of starters in each stance:
 
*'''{{clr|L|Reflector Stance}}'''
*'''{{clr|L|Reflector Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|5H}} > {{clr|M|22M}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, [j.3H Groundbounce Combo] </code>
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> {{clr|L|623L}}/{{clr|M|623M}}, Airdash > {{clr|L|j.5L}}{{clr|H|H}}, Land {{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>


*'''{{clr|M|Glaive Stance}}'''
*'''{{clr|M|Glaive Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H}} > {{clr|L|22L}}, {{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> {{clr|H|2H}} > {{clr|L|22L}} > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
**<code> Throw > Dash > {{clr|M|5M}}{{clr|H|H}} > {{clr|L|236L}}, [Glaive Launcher Combo] </code>


*'''{{clr|H|Beads Stance}}'''
*'''{{clr|H|Beads Stance}}'''
 
**<code> {{clr|L|2L}}{{clr|M|M}} > {{clr|L|22L}} > {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Launcher Combo] </code>
 
**<code> Throw > Dash > {{clr|M|5M}}{{clr|S|S}} > Jump > {{clr|H|j.5H}} > {{clr|M|22M}}, [Glaive Launcher Combo starting with {{clr|M|j.5M}}] </code>


}}
}}
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== Solo Combo Theory ==
== Solo Combo Theory ==
Ammy's solo combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in {{clr|M|Glaive Stance}} as it gives you access to an additional groundbounce in {{clr|H|j.3H}} and forced ground bounces in {{clr|H|j.[H]}} and {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, but sometimes this is not possible. There are two follow up routes to a {{clr|M|Glaive Stance}} launcher, one for low hitstun and one for high: <br>
=== Overview ===
Low hitstun: <code>{{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, (Dash?) {{clr|H|5H}}{{clr|S|S}} > 2369XX</code>
Ammy's solo combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in {{clr|M|Glaive Stance}} as it gives you access to an additional groundbounce in {{clr|H|j.3H}} and forced ground bounces in {{clr|H|j.[H]}} and {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, but sometimes this is not possible.  
 
=== Post-Launcher ===
There are two follow up routes to a {{clr|M|Glaive Stance}} launcher, one for low hitstun and one for high: <br>
High hitstun Launcher Combo: <code>{{clr|S|5S}} > Jump, Delay {{clr|M|j.5MM}}{{clr|S|S}}, {{clr|H|j.3H}}, Land {{clr|L|22L}}, (Dash?) {{clr|H|5H}}{{clr|S|S}} > 2369XX</code>


High hitstun: <code>{{clr|S|5S}} > Jump, {{clr|M|j.5M}} > {{clr|H|j.236H}}, delay {{clr|H|j.5[H]}}, land {{clr|L|236[L]}}, {{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>
Low hitstun Launcher Combo: <code>{{clr|S|5S}} > Jump, {{clr|M|j.5M}} > {{clr|H|j.236H}}, delay {{clr|H|j.5[H]}}, land {{clr|L|236[L]}}, {{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>
<br>
<br>
The low hitstun launcher route also contains higher damage variations based on screen position.
The Low Hitstun Launcher Combo also contains higher damage variations based on screen position. In the corner, you can add more damage with <code>{{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash > {{clr|S|5S}} > 2369XX</code> instead of <code>{{clr|H|5H2H}} > {{clr|L|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper with {{clr|H|j.3H}}.


Routing into the low hitstun launcher route is generally done as quickly as possible by linking into <code>{{clr|H|6H}} > {{clr|M|22M}}, {{clr|S|5S}}</code> or <code>{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, {{clr|S|5S}}</code>, but routing into the high hitstun launcher route can be much longer, making the lower damage worth it. <br>
=== Pre-Launcher ===
The two most common routes before the high hitstun launcher route are Jump Loops in {{clr|L|Reflector Stance}} and Sword Loops in {{clr|M|Glaive Stance}}: <br>
Routing into the Low Hitstun Launcher Combo is generally done as quickly as possible by linking into <code>{{clr|H|6H}} > {{clr|M|22M}}, {{clr|S|5S}}</code> or <code>{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, {{clr|S|5S}}</code>, but the routing into the High Hitstun Launcher Combo can be much longer, making the lower damage worth it. <br>
The two most common routes into the High Hitstun Launcher Combo are Jump Loops in {{clr|L|Reflector Stance}} and Sword Loops in {{clr|M|Glaive Stance}}: <br>
Jump Loops: <code>({{clr|H|2H}} > Jump, {{clr|H|j.5H}}, Delay {{clr|H|j.5H}}, Delay {{clr|H|j.5H}}, Land) x 2, {{clr|H|6H}} > {{clr|M|22M}}, [High Hitstun Launcher Combo]</code>
Jump Loops: <code>({{clr|H|2H}} > Jump, {{clr|H|j.5H}}, Delay {{clr|H|j.5H}}, Delay {{clr|H|j.5H}}, Land) x 2, {{clr|H|6H}} > {{clr|M|22M}}, [High Hitstun Launcher Combo]</code>


Sword Loops: <code>({{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}) x 2, [High Hitstun Launcher Combo]</code>
Sword Loops: <code>({{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}) x 2, [High Hitstun Launcher Combo]</code>
<br>
<br>
=== Vale of Mist ===
Although Ammy has access to a forced groundbounces in {{clr|M|Glaive Stance}} with {{clr|H|j.5[H]}} and {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, it is difficult to make use of them for extending combos. {{clr|H|j.5[H]}} lengthy startup (36 frames) and {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} only groundbounces against airborne opponents. However, her slowdown hyper 214XX (Vale of Mist) causes your opponent's hitstun to last 33% longer, allowing for easier use of these forced groundbounces. The easiest method is simply looping the {{clr|H|j.[H]}} into itself repeatedly: <code>({{clr|H|j.[H]}}, rejump) x Until Vale runs out</code>. Vale of Mist also allows for enough time to dash and connect another {{clr|H|6H}} after the groundbounce of {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, which gives Ammy the same loop she has in X-factor: <code>({{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, Dash) x Until Vale runs out</code>
Although Ammy has access to a forced groundbounces in {{clr|M|Glaive Stance}} with {{clr|H|j.5[H]}} and {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, it is difficult to make use of them for extending combos. {{clr|H|j.5[H]}} lengthy startup (36 frames) and {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} only groundbounces against airborne opponents. However, her slowdown hyper 214XX (Vale of Mist) causes your opponent's hitstun to last 33% longer, allowing for easier use of these forced groundbounces. The easiest method is simply looping the {{clr|H|j.[H]}} into itself repeatedly: <code>({{clr|H|j.[H]}}, rejump) x Until Vale runs out</code>. Vale of Mist also allows for enough time to dash and connect another {{clr|H|6H}} after the groundbounce of {{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, which gives Ammy the same loop she has in X-factor: <code>({{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, Dash) x Until Vale runs out</code>


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*'''{{clr|H|Beads Stance}}'''
*'''{{clr|H|Beads Stance}}'''
<br>
<br>
=== Meter Spending ===
Currently need to do work exploring the most efficient ways to spend two bars of hyper meter. Most likely route is: <code>({{clr|M|Glaive Stance}}) 236XX, {{clr|H|j.3H}} (> {{clr|S|j.236S}}) > 236XX</code>. Potentially there is a combo which routes into 214XX after a 236XX, looping forced groundbounces to kill and still having some remaining duration of Vale of Mist to set up an incoming mixup.
Currently need to do work exploring the most efficient ways to spend two bars of hyper meter. Most likely route is: <code>({{clr|M|Glaive Stance}}) 236XX, {{clr|H|j.3H}} (> {{clr|S|j.236S}}) > 236XX</code>. Potentially there is a combo which routes into 214XX after a 236XX, looping forced groundbounces to kill and still having some remaining duration of Vale of Mist to set up an incoming mixup.



Revision as of 14:50, 26 March 2025

Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

2LM5H > 22M, 5MH2H > 236L, 5MH2H > 236L, 5S > Jump, j.5MMS, j.3H, land 22L, 5HS > 2369XX = 417,700 (579,700)

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
All Stance BnB
Easy


(2LM > 22L,) 2LM5H > 22M, 5S > Jump, Delay j.5MMS, j.3H, Land 22L, 5HS > 2369XX

Basic BnB in all three stances. Include the (2LM > 22L) if starting the bnb in Glaive Stance or Beads Stance. Linking the j.3H after the j.5S can be a bit unintuitive at first but is part of the High Hitstun Launcher Combo used later on.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
High Hitstun Launcher Combo (Corner Only?)
Medium


5S > Jump, Delay j.5MMS, j.3H, Land 22L, (Dash?) 5HS > 2369XX

Baisc combo after a launcher in Glaive Stance that also ends in Reflector Stance rather than Glaive Stance. In theory this works at higher hitstun and allows for longer routes into the launcher, needs testing to determine what is optimal. Routing into this follows roughly the same principles as the standard Glaive Launcher Combo, but new routes are opened up by the lower hitstun requirements:

  • Reflector Stance
    • 2LM5H > 22M, 5MH2H > 236L, 5MH2H > 236L, [j.3H Groundbounce Combo]
  • Glaive Stance
  • Beads Stance
Low Hitstun Launcher Combo
Medium


5S > Jump, j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX

Longer combo after a launcher in Glaive Stance, requires low to medium hitstun. In order for this combo to work, the j.M must connect as close to the ground as possible. In the corner, you can add more damage with 6H~H~H~H > dash > 5S > 2369XX instead of 5H2H > 236L > 236XX. Depending on the screen position, you can also follow up the hyper with j.3H.
Here are some common ways to route into the Glaive Launcher Combo off of starters in each stance:

  • Reflector Stance
    • 2LMH6H > 22M, [Glaive Launcher Combo]
    • 623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Glaive Launcher Combo]
    • Throw, Dash > 5M6H~H > 22M, [Glaive Launcher Combo]
  • Glaive Stance
    • 2LMH > 22L, H6H > 22M, [Glaive Launcher Combo]
    • 2H > 22L > 5M6H~H > 22M, [Glaive Launcher Combo]
    • Throw > Dash > 5MH > 236L, [Glaive Launcher Combo]
  • Beads Stance
    • 2LM > 22L > 2LMH6H > 22M, [Glaive Launcher Combo]
    • Throw > Dash > 5MS > Jump > j.5H > 22M, [Glaive Launcher Combo starting with j.5M]
Midscreen Hard Tag Side Switch
Easy


5S > Jump > j.M3H, Land > j.22L, j.5S, Tag

Variation on the Glaive Launcher Combo that side switches for a hard tag combo with a character like Doom. Route into this the same way you would the Glaive Launcher Combo. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation Here).

Corner Hard Tag
Easy


5S > Jump > j.M > j.236H, Airdash Down-Forward, j.5MS, Land, Tag

Variation on the Glaive Launcher Combo that allows for a hard tag combo in the corner with a character like Doom. Route into this the same way you would the Glaive Launcher Combo. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation Here).

Comboing in X-Factor

X-Factor 3 Glaive Infinite
Easy


[6H~H~H~H, dash] x until X-Factor ends

Incredibly easy and practical X-Factor 3 infinite. The most straight forward way route into the infinite is through the Glaive Launcher Combo.
This looks like: [In Glaive Stance] > 5S > Jump > j.5M > j.236H, delay j.5[H], Land, Microwalk [6H~H~H~H > dash] x until X-Factor ends.

Comboing in Slowdown

TODO

Solo Combo Theory

Overview

Ammy's solo combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in Glaive Stance as it gives you access to an additional groundbounce in j.3H and forced ground bounces in j.[H] and 6H~H~H~H, but sometimes this is not possible.

Post-Launcher

There are two follow up routes to a Glaive Stance launcher, one for low hitstun and one for high:
High hitstun Launcher Combo: 5S > Jump, Delay j.5MMS, j.3H, Land 22L, (Dash?) 5HS > 2369XX

Low hitstun Launcher Combo: 5S > Jump, j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX
The Low Hitstun Launcher Combo also contains higher damage variations based on screen position. In the corner, you can add more damage with 6H~H~H~H > dash > 5S > 2369XX instead of 5H2H > 236L > 236XX. Depending on the screen position, you can also follow up the hyper with j.3H.

Pre-Launcher

Routing into the Low Hitstun Launcher Combo is generally done as quickly as possible by linking into 6H > 22M, 5S or 6H~H > 22M, 5S, but the routing into the High Hitstun Launcher Combo can be much longer, making the lower damage worth it.
The two most common routes into the High Hitstun Launcher Combo are Jump Loops in Reflector Stance and Sword Loops in Glaive Stance:
Jump Loops: (2H > Jump, j.5H, Delay j.5H, Delay j.5H, Land) x 2, 6H > 22M, [High Hitstun Launcher Combo]

Sword Loops: (5MH2H > 236L) x 2, [High Hitstun Launcher Combo]

Vale of Mist

Although Ammy has access to a forced groundbounces in Glaive Stance with j.5[H] and 6H~H~H~H, it is difficult to make use of them for extending combos. j.5[H] lengthy startup (36 frames) and 6H~H~H~H only groundbounces against airborne opponents. However, her slowdown hyper 214XX (Vale of Mist) causes your opponent's hitstun to last 33% longer, allowing for easier use of these forced groundbounces. The easiest method is simply looping the j.[H] into itself repeatedly: (j.[H], rejump) x Until Vale runs out. Vale of Mist also allows for enough time to dash and connect another 6H after the groundbounce of 6H~H~H~H, which gives Ammy the same loop she has in X-factor: (6H~H~H~H, Dash) x Until Vale runs out

The trickier part however, lies into comboing into the 214XX itself. Since 214XX is Air-OK, there do exist ways to cancel into it, and then follow up with a combo afterwards (generally accomplished by cancelling a move that causes a groundbounce into the hyper). However, at the time of writing, these methods all result in less damage and meter gain than using her meter for 236XX.
Known and theorized 214XX routes:

  • Reflector Stance
    • 2LMH6H > 22M, 5S > Jump, Delay j.5M > j.236H, j.5[H] > j.214XX, j.3H > 22L,
  • Glaive Stance
    • j.3[H] > j.214XX > 5L,
    • j.236S > 214XX > j.3H,
    • 5S > Jump, j.5M3H > j.214XX, j.5M > land > (6H~H~H~H, Dash) x Until Vale ends,
    • 5S > Jump, j.5M3H > j.214XX, j.5M > 22L, j.5HS, Land 22M, 214(X?), Jump, j.3H > 22L,
  • Beads Stance


Meter Spending

Currently need to do work exploring the most efficient ways to spend two bars of hyper meter. Most likely route is: (Glaive Stance) 236XX, j.3H (> j.236S) > 236XX. Potentially there is a combo which routes into 214XX after a 236XX, looping forced groundbounces to kill and still having some remaining duration of Vale of Mist to set up an incoming mixup.

Sample Team Combos

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

TAC Infinites

Corner Down TAC
Midscreen Up TAC

Video Guides

Main combo video this page is based off of:

Alternative/additional Amaterasu routes can be found in the videos below, your mileage may vary.

Comfy Basilisk UMvC3: Amaterasu Solo Combos
TheWasteofFlesh UMVC3 Amaterasu Combos
Darkstaller Ko Amaterasu is cool guys you should use her: An Amaterasu Combo Video
UMVC3 BALANCE UMVC3 Amaterasu Lvl 3 X Factor Combos
TheEpicRamen UMvC3 - Amaterasu: Fun with X-Factor Links!
DriveKnight_X Ultimate Marvel vs Capcom 3 - Amaterasu X-Factor Lvl 3 Infinite Loop Combo - "The Goddess"