User:Kermalicious/Amaterasu: Difference between revisions

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{{UMVC3_Notation}}
[[User:Kermalicious/Amaterasu/Combos]]


==Beginner Combos==
[[User:Kermalicious/Amaterasu/Theory]]
<br>
{{BeginnerComboDef}}


{{TheoryBox
[[User:Kermalicious/Amaterasu/Teams]]
| Title      = All Stance BnB
| Oneliner  =
| Difficulty = Easy
| Damage    = ?
| Meter      = ?
| Video      =
| 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    =
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 ender for Sword Loops later on.
}}
 
==Core Combos==
<br>
{{CoreComboDef}}
 
{{TheoryBox
| Title      = Sword Loops
| Oneliner  =
| Difficulty = Easy
| Damage    = ~600,000
| Meter      = ?
| Video      =
| Recipe    = {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, {{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}, {{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    =
Looping {{clr|L|236L}} combo in {{clr|M|Glaive Stance}} that ends in {{clr|L|Reflector Stance}} after the hyper.
Here are some (UNTESTED) ways to route into this off of starters in each stance:
 
*'''{{clr|L|Reflector Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|5H}} > {{clr|M|22M}}, [Sword Loops] </code> (TESTED)
**<code> {{clr|L|623L}}/{{clr|M|623M}}, {{clr|M|22M}}, Airdash > {{clr|H|j.3H}} > {{clr|L|22L}}, {{clr|H|j.5H}}, Land {{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Sword Loops] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Sword Loops] </code>
 
*'''{{clr|M|Glaive Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H}} > {{clr|L|22L}}, {{clr|H|H6H}} > {{clr|M|22M}}, [Sword Loops] </code>
**<code> {{clr|H|2H}} > {{clr|L|22L}} > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Sword Loops] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|H|H}} > {{clr|L|236L}}, [Sword Loops] </code>
 
*'''{{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}}, [Sword Loops] </code>
**(See below for comboing after a throw in {{clr|H|Beads Stance}})
 
 
 
}}
 
{{TheoryBox
| Title      = Glaive Double Groundbounce
| Oneliner  =
| Difficulty = Medium
| Damage    = ?
| Meter      = ?
| 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
| content    =
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.5M}} 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>
Here are some common ways to route into this off of starters in each stance:
 
*'''{{clr|L|Reflector Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Double Groundbounce] </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 Double Groundbounce] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Double Groundbounce] </code>
 
*'''{{clr|M|Glaive Stance}}'''
**<code> {{clr|L|2L}}{{clr|M|M}}{{clr|H|H}} > {{clr|L|22L}}, {{clr|H|H6H}} > {{clr|M|22M}}, [Glaive Double Groundbounce] </code>
**<code> {{clr|H|2H}} > {{clr|L|22L}} > {{clr|M|5M}}{{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, [Glaive Double Groundbounce] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|H|H}} > {{clr|L|236L}}, [Glaive Double Groundbounce] </code>
 
*'''{{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 Double Groundbounce] </code>
**<code> Throw, Dash > {{clr|M|5M}}{{clr|S|S}} > Jump > {{clr|H|j.5H}} > {{clr|M|22M}}, [Glaive Double Groundbounce starting with {{clr|M|j.5M}}] </code>
 
}}
 
== Hard Tag Setups ==
 
{{TheoryBox
| Title      = Midscreen Hard Tag Side Switch
| Oneliner  =
| Difficulty = Easy
| Damage    = ?
| Meter      = ?
| Video      =
| Recipe    = {{clr|S|5S}} > Jump > {{clr|M|j.M}}{{clr|H|3H}}, Land > {{clr|L|j.22L}}, {{clr|S|j.5S}}, Tag
| content    =
Simple follow up to a launcher in {{clr|M|Glaive Stance}} that side switches for a hard tag combo with a character like Doom. Route into this the same way you would the Glaive Double Groundbounce to keep your hitstun low. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation [[UMVC3/Strategy#Hard_Tag_Scaling_Reset|Here]]).
 
}}
 
{{TheoryBox
| Title      = Corner Hard Tag
| Oneliner  =
| Difficulty = Easy
| Damage    = ?
| Meter      = ?
| Video      =
| Recipe    = {{clr|S|5S}} > Jump > {{clr|M|j.M}} > {{clr|H|j.236H}}, Airdash Down-Forward, {{clr|M|j.5MS}}, Land, Tag
| content    =
Simple follow up to a launcher in {{clr|M|Glaive Stance}} 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 Double Groundbounce to keep your hitstun low. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation [[UMVC3/Strategy#Hard_Tag_Scaling_Reset|Here]]).
 
}}
 
== Comboing in X-Factor ==
{{TheoryBox
| Title      = X-Factor 3 Glaive Infinite
| Oneliner  =
| Difficulty = Easy
| Damage    = ?
| Meter      = ?
| Video      =
| Recipe    = ({{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}, Dash) x Until X-Factor ends
| content    =
Incredibly easy and practical X-Factor 3 infinite. The most straight forward way route into the infinite is through the Glaive Double Groundbounce. <br>
This looks like: <code>({{clr|M|Glaive Stance}}) {{clr|S|5S}} > Jump, {{clr|M|j.5M}} > {{clr|H|j.236H}}, delay {{clr|H|j.5[H]}}, Land, Microwalk ({{clr|H|6H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}} > dash) x Until X-Factor ends</code>.
 
}}
 
== Comboing in Vale ==
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 {{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.5[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>
 
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>
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}}.
 
In {{clr|H|Beads Stance}}, routing into a {{clr|M|Glaive Stance}} launcher can be difficult or impossible. When that is the case, you can instead preform the launcher in {{clr|H|Beads Stance}} and follow up with a modified version of the Low Hitstun Launcher Combo that can be used the same way. <br>
Low Hitstun Launcher Combo (Bead Stance Modification): <code>{{clr|S|5S}} > Jump, {{clr|H|j.5H}} > {{clr|M|22M}}, {{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>
 
=== Pre-Launcher ===
It is best to route into the Low Hitstun Launcher Combo in as few hits as possible. This is generally done by linking into <code>({{clr|L|Reflector Stance}}) {{clr|H|6H}} > {{clr|M|22M}}, {{clr|S|5S}}</code> or <code>({{clr|L|Reflector Stance}}) {{clr|H|6H}}~{{clr|H|H}} > {{clr|M|22M}}, {{clr|S|5S}}</code>. The routing into the High Hitstun Launcher Combo can be much longer, making up for its lower damage. <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>
 
Sword Loops: <code>({{clr|M|5M}}{{clr|H|H2H}} > {{clr|L|236L}}) x 2, [High Hitstun Launcher Combo]</code>
<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>
 
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. <br>
Known and theorized 214XX routes:
 
*'''{{clr|L|Reflector Stance}}'''
**<code> 2LMH6H > 22M, 5S > Jump, Delay j.5M > j.236H, j.5[H] > j.214XX, j.3H > 22L, </code>
 
*'''{{clr|M|Glaive Stance}}'''
**<code> j.3[H] > j.214XX > 5L, </code>
**<code> j.236S > 214XX > j.3H, </code>
**<code> 5S > Jump, j.5M3H > j.214XX, j.5M > land > (6H~H~H~H, Dash) x Until Vale ends, </code>
**<code> 5S > Jump, j.5M3H > j.214XX, j.5M > 22L, j.5HS, Land 22M, 214(X?), Jump, j.3H > 22L, </code>
 
*'''{{clr|H|Beads Stance}}'''
<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.
 
=== X-Factor ===
TODO
 
Test if {{clr|H|j.5[H]}} loops work.
 
==Sample Team Combos==
 
[https://youtu.be/z3Ar7Ysl_jg Ammy/Thor/Dorm] <br>
[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/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]
 
== Video Guides ==
Main combo video this page is based off of:
<youtube>5WxPvbtL_SI</youtube>
Alternative/additional Amaterasu routes can be found in the videos below, your mileage may vary.
<br>
{{#ev:youtube|S4JkYDLRFOs|400||Comfy Basilisk UMvC3: Amaterasu Solo Combos}}
{{#ev:youtube|MRshNfeaDQQ|400||TheWasteofFlesh UMVC3 Amaterasu Combos}}
{{#ev:youtube|TbocBho0bRA|400||Darkstaller Ko Amaterasu is cool guys you should use her: An Amaterasu Combo Video}}
{{#ev:youtube|ot3KauNGUlk|400||UMVC3 BALANCE UMVC3 Amaterasu Lvl 3 X Factor Combos}}
{{#ev:youtube|l-DUj7zvotQ|400||TheEpicRamen UMvC3 - Amaterasu: Fun with X-Factor Links!}}
{{#ev:youtube|uOzGFBp1IZU|400||DriveKnight_X Ultimate Marvel vs Capcom 3 - Amaterasu X-Factor Lvl 3 Infinite Loop Combo - "The Goddess"}}
 
 
{{Content Box|content=
{{Navbox-UMVC3}}
}}

Latest revision as of 13:42, 19 May 2025