User:Kermalicious/Amaterasu: Difference between revisions

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{{UMVC3_Notation}}
{{UMVC3_Notation}}
===To DO===
(glaive) 5M2H > 236L, Delay 5LM, Delay S (Sideswitches)
(glaive) 5M2H > 236L, Delay 5LS
(Reflector) 2L5MH > 22M, 5M2H > 236L, Delay 5LS > Jump j.5M > j.236H, Delay j.5[H], Land 236[L], 5H2H > 236L > 236XX
(Glaive) 5M2H > 236L, Delay 5LM > 236M, j.5M
Double stance cancel in hitstun allows for something like (glaive) 5M > 22LM > 5MH2H
Hypothetical practical use for double stance cancel: SJ S, j.3H > 22LM, 5HS > 236XX, j.3H > 236XX
(glaive) j.5M3H > 22L, j.5HS (instant overhead)
(glaive) (2/5)LM2H > 236L, Delay 5LMH > 236L (Psuedo sword loop that allows for L starter)
Cherry Bomb glitch
(glaive) j.3H > 236H, j.5H, Land 5H > 236L, 5S (Instant double overhead)
236[L] might be able to restand?
Hypo0thetical level 3 ender: 5S > Jump j.3H > 22XM > 5M > 236L > 623XX
(Glaive) 5S > 9, j.5M > 236H, j.5[H] > 236L (sideswitch reset)
(Glaive) 5MH2H > 236L > 5M2H5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 623XX
(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 236XX
(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Rejump j.5[H] > 214XX, j.5L connects
(Glaive) 236L loops in Vale
Test on stray hits for glaive j.5H and 2H > 236L
Happy birthday routes
Confirming raw super into X factor infinite
Incoming/guard break confirms


==Beginner Combos==
==Beginner Combos==
Line 53: Line 10:
| Title      = Day 1 BnB
| Title      = Day 1 BnB
| Oneliner  =  
| Oneliner  =  
| Difficulty = Easy-Medium
| Difficulty = Easy
| Damage    = ?
| Damage    = ~500,000
| Meter      = ?
| Meter      = ?
| Video      =  
| Video      = Amaterasu day 1 BnB.mp4
| Recipe    = ({{clr|2|Glaive Stance}}) {{clr|4|5S}} > Jump, Delay {{clr|2|j.5MM}}{{clr|4|S}}, {{clr|3|j.3H}}, Delay until sword lands {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > 2369XX
| Recipe    = ({{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}},) > {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}}{{clr|4|5S}} > Jump, {{clr|2|j.5MM}}{{clr|4|S}}, {{clr|3|j.3H}}, {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > 2369XX
| content    =  
| content    =  
UNTESTED
Very basic BnB that requires little to no adjustments. The OTG can be unintuitive at first: link {{clr|3|j.3H}} as soon as possible and cancel into {{clr|1|j.22L}} once you hear the sound of the sword hitting the opponent.


Day 1 BnB that requires little to no adjustments. The portion after the launcher can be unintuitive at first: make sure you delay your air series, link {{clr|3|j.3H}} as soon as possible, and cancel into {{clr|1|j.22L}} once you hear the sound of the sword impacting the ground.
Include the <code>({{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}},)</code> if starting in {{clr|1|Reflector Stance}} or {{clr|3|Beads Stance}}.
 
Depending on what stance you start in, routing into this combo will generally look one of three ways:
 
{{clr|1|Reflector Stance}}: <code>{{clr|1|2L}}{{clr|2|5M}}{{clr|3|5H}} > {{clr|2|22M}}, {{clr|2|5M}}{{clr|3|5H2H}} > {{clr|1|236L}}, [Day 1 BnB]</code>
 
{{clr|2|Glaive Stance}}: <code>{{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}}> {{clr|1|236L}}, [Day 1 BnB]</code>
 
{{clr|3|Beads Stance}}: <code>{{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}}, {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}}> {{clr|1|236L}}, [Day 1 BnB]</code>
}}
 
{{TheoryBox
| Title      = All Stance BnB
| Oneliner  =
| Difficulty = Easy
| Damage    = ?
| Meter      = ?
| Video      =
| Recipe    = ({{clr|1|2L}}{{clr|2|M}} > {{clr|1|22L}},) {{clr|1|2L}}{{clr|2|M}}{{clr|3|5H}}{{clr|3|6H}} > {{clr|2|22M}}, {{clr|4|5S}} > Jump, Delay {{clr|2|j.5MM}}{{clr|4|S}}, {{clr|3|j.3H}}, Land {{clr|1|22L}}, {{clr|3|5H}}{{clr|4|S}} > 2369XX
| content    =
Basic BnB in all three stances. Include the <code>({{clr|1|2L}}{{clr|2|M}} > {{clr|1|22L}})</code> if starting the bnb in {{clr|2|Glaive Stance}} or {{clr|3|Beads Stance}}. Linking the {{clr|3|j.3H}} after the {{clr|4|j.5S}} can be a bit unintuitive at first but is part of the ender for Sword Loops later on.
}}
}}


Line 98: Line 35:
| content    =  
| content    =  
Looping {{clr|1|236L}} combo in {{clr|2|Glaive Stance}} that ends in {{clr|1|Reflector Stance}} after the hyper.
Looping {{clr|1|236L}} combo in {{clr|2|Glaive Stance}} that ends in {{clr|1|Reflector Stance}} after the hyper.
Here are some ways to route into this off of starters in each stance:
Here are some ways to route into this off of starters in each stance:


Line 122: Line 60:
| Recipe    = [{{clr|3|2H}} > Jump, {{clr|3|j.5H}}, Delay {{clr|3|j.5H}}, Delay {{clr|3|j.5H}}, Land] x 2, {{clr|3|6H}} > {{clr|2|22M}}, {{clr|4|5S}} > 236XX
| Recipe    = [{{clr|3|2H}} > Jump, {{clr|3|j.5H}}, Delay {{clr|3|j.5H}}, Delay {{clr|3|j.5H}}, Land] x 2, {{clr|3|6H}} > {{clr|2|22M}}, {{clr|4|5S}} > 236XX
| content    =  
| content    =  
Combo that repeatedly loops {{clr|1|Reflector Stance}} {{clr|3|j.5H}} before launching in {{clr|2|Glaive Stance}}. While less damaging than other routes, this combo does not make use of groundbounce. This gives it unique applications, such as comboing off of an air-to-air {{clr|3|j.3H}}, or preserving groundbounce after 236XX for <code>{{clr|3|j.3H}} > j.236XX</code> or a DHC to another character. <br>
Combo that repeatedly loops {{clr|1|Reflector Stance}} {{clr|3|j.5H}} before launching in {{clr|2|Glaive Stance}}. While less damaging than other routes, this combo does not make use of groundbounce. This gives it unique applications, such as comboing off of an air-to-air {{clr|3|j.3H}}, or preserving groundbounce after 236XX for <code>{{clr|3|j.3H}} > j.236XX</code> or a DHC to another character.
 
Note: further testing required to determine most optimal version of this combo.
Note: further testing required to determine most optimal version of this combo.


Line 147: Line 86:
| Recipe    = {{clr|4|5S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, delay {{clr|3|j.5[H]}}, land {{clr|1|236[L]}}, {{clr|3|5H2H}} > {{clr|1|236L}} > 236XX
| Recipe    = {{clr|4|5S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, delay {{clr|3|j.5[H]}}, land {{clr|1|236[L]}}, {{clr|3|5H2H}} > {{clr|1|236L}} > 236XX
| content    =  
| content    =  
Longer combo after a launcher in {{clr|2|Glaive Stance}}, requires low to medium hitstun. While generally being more difficult and less damaging than Sword Loops, the corner variations tend to be worth it, as well as providing the best way to combo into Level 3. Additionally, variations on this concept midscreen can outperform Sword Loops. In order for this combo to work, the {{clr|2|j.5M}} must connect as close to the ground as possible. In the corner, you can add more damage with <code>{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > dash > {{clr|4|5S}} > 2369XX</code> instead of <code>{{clr|3|5H2H}} > {{clr|1|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper with {{clr|3|j.3H}}. <br>
Longer combo after a launcher in {{clr|2|Glaive Stance}}, requires low to medium hitstun. Does slightly more damage than Sword Loops (potentially significantly better for level 3). In order for this combo to work, the {{clr|2|j.5M}} must connect as close to the ground as possible.
 
In the corner, you can add more damage with <code>{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > dash > {{clr|4|5S}} > 2369XX</code> instead of <code>{{clr|3|5H2H}} > {{clr|1|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper with {{clr|3|j.3H}}.
 
Here are some common ways to route into this off of starters in each stance:
Here are some common ways to route into this off of starters in each stance:


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<br>
<br>
{{AdvancedComboDef}}
{{AdvancedComboDef}}
{{TheoryBox
| Title      = Glaive Double Groundbounce (Advanced Routing)
| Oneliner  =
| Difficulty = Medium
| Damage    = 444,200 pre-flash
| Meter      = ?
| Video      =
| Recipe    = {{clr|4|5S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, delay {{clr|3|j.5[H]}}, land {{clr|1|236[L]}}, {{clr|3|5H2H}} > {{clr|1|236L}} > 236XX
| content    =
Getting more damage than sword loops generally requires very specific routing, otherwise you're losing damage for a harder combo.
In the corner, you can add more damage with <code>{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > dash > {{clr|4|5S}} > 2369XX</code> instead of <code>{{clr|3|5H2H}} > {{clr|1|236L}} > 236XX</code>. Depending on the screen position, you can also follow up the hyper with {{clr|3|j.3H}}.
Here are some common ways to route into this off of starters in each stance:
*'''{{clr|1|Reflector Stance}}'''
**<code> {{clr|1|2L}}{{clr|2|M}}{{clr|3|H}} > {{clr|2|22M}}, {{clr|2|5M}}{{clr|3|2H}} > {{clr|1|236L}}, {{clr|1|5L}}{{clr|2|M}}{{clr|4|S}} > 8, [Glaive Double Groundbounce starting with {{clr|2|j.5M}}] </code>
**<code> {{clr|1|623L}}/{{clr|2|623M}}, Airdash > {{clr|1|j.5L}}{{clr|3|H}}, Land {{clr|3|6H}}~{{clr|3|H}} > {{clr|2|22M}}, [Glaive Double Groundbounce] </code>
**<code> Throw, Dash > {{clr|2|5M}}{{clr|3|6H}}~{{clr|3|H}} > {{clr|2|22M}}, [Glaive Double Groundbounce] </code>
*'''{{clr|2|Glaive Stance}}'''
**<code> {{clr|1|2L}}{{clr|2|M}}{{clr|3|H}} > {{clr|1|22L}}, {{clr|3|5H6H}} > {{clr|2|22M}}, [Glaive Double Groundbounce] </code>
**<code> {{clr|3|2H}} > {{clr|1|22L}} > {{clr|2|5M}}{{clr|3|6H}}~{{clr|3|H}} > {{clr|2|22M}}, [Glaive Double Groundbounce] </code>
**<code> Throw, Dash > {{clr|2|5M}}{{clr|3|H}} > {{clr|1|236L}}, [Glaive Double Groundbounce] </code>
*'''{{clr|3|Beads Stance}}'''
**<code> {{clr|1|2L}}{{clr|2|M}} > {{clr|1|22L}} > {{clr|1|2L}}{{clr|2|M}}{{clr|3|H6H}} > {{clr|2|22M}}, [Glaive Double Groundbounce] </code>
**<code> Throw, Dash > {{clr|2|5M}}{{clr|4|S}} > Jump > {{clr|3|j.5H}} > {{clr|2|22M}}, [Glaive Double Groundbounce starting with {{clr|2|j.5M}}] </code>
}}


{{TheoryBox
{{TheoryBox
Line 322: Line 296:
TODO
TODO


Test if {{clr|3|j.5[H]}} loops work.
Okami Shuffle (236XX) is a fast, fullscreen hyper that can be greater for punishing assist calls or zoning attempts. When cancelled into X-factor, those punishes can be converted into highly damaging combos for huge momentum swings.
 
All hits except for the first cause a hard knockdown, usually giving Ammy time to X-factor cancel, airdash, and then OTG with a {{clr|3|j.3H}} into her X-Factor infinite.
 
To best facilitate this, make sure to use X-Factor when the opponent is highest in the air, (generally during the smaller lightning hits), to give yourself more time while they fall.
 
===To DO===
 
Two options for reflector 2L gdgb
 
2LMH 22M 2MH 236L 5S (midscreen only)
 
2L5MH 22M 2MH 236L 5LS
 
Second is slightly less damage but is way way easier
 
(glaive) 5M2H > 236L, Delay 5LM, Delay S (Sideswitches)
 
(glaive) 5M2H > 236L, Delay 5LS
 
(Reflector) 2L5MH > 22M, 5M2H > 236L, Delay 5LS > Jump j.5M > j.236H, Delay j.5[H], Land 236[L], 5H2H > 236L > 236XX
 
(Glaive) 5M2H > 236L, Delay 5LM > 236M, j.5M
 
Double stance cancel in hitstun allows for something like (glaive) 5M > 22LM > 5MH2H
 
Hypothetical practical use for double stance cancel: SJ S, j.3H > 22LM, 5HS > 236XX, j.3H > 236XX
 
(glaive) j.5M3H > 22L, j.5HS (instant overhead)
 
(glaive) (2/5)LM2H > 236L, Delay 5LMH > 236L (Psuedo sword loop that allows for L starter)
 
Cherry Bomb glitch
 
(glaive) j.3H > 236H, j.5H, Land 5H > 236L, 5S (Instant double overhead)
 
236[L] might be able to restand?
 
Hypo0thetical level 3 ender: 5S > Jump j.3H > 22XM > 5M > 236L > 623XX
 
(Glaive) 5S > 9, j.5M > 236H, j.5[H] > 236L (sideswitch reset)
 
(Glaive) 5MH2H > 236L > 5M2H5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 623XX
 
(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 236XX
 
(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Rejump j.5[H] > 214XX, j.5L connects
 
(Glaive) 236L loops in Vale
 
Test on stray hits for glaive j.5H and 2H > 236L
 
Happy birthday routes
 
Confirming raw super into X factor infinite
 
Incoming/guard break confirms


==Sample Team Combos==
==Sample Team Combos==

Latest revision as of 17:17, 14 May 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.

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.
Day 1 BnB
Easy
(2L5M > 22M,) > 2L2M2H5S > Jump, j.5MMS, j.3H, j.22L, Land 5HS > 2369XX

Very basic BnB that requires little to no adjustments. The OTG can be unintuitive at first: link j.3H as soon as possible and cancel into j.22L once you hear the sound of the sword hitting the opponent.

Include the (2L5M > 22M,) if starting in Reflector Stance or Beads Stance.

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.
Sword Loops
Easy


(Glaive Stance) 5M5H2H > 236L, 5M5H2H > 236L, 5S > Jump, Delay j.5MMS, j.3H, Delay until sword lands j.22L, Land 5HS > 2369XX

Looping 236L combo in Glaive Stance that ends in Reflector Stance after the hyper.

Here are some ways to route into this off of starters in each stance:

  • Reflector Stance
    • 2LM5H > 22M, [Sword Loops]
    • TODO
  • Glaive Stance
    • TODO
  • Beads Stance
    • 2LM > 22L > 2LMH6H > 22M, [Sword Loops]
    • See [Glaive Double Groundbounce] for comboing after a throw in Beads Stance
Reflector Jump Loops
Easy


[2H > Jump, j.5H, Delay j.5H, Delay j.5H, Land] x 2, 6H > 22M, 5S > 236XX

Combo that repeatedly loops Reflector Stance j.5H before launching in Glaive Stance. While less damaging than other routes, this combo does not make use of groundbounce. This gives it unique applications, such as comboing off of an air-to-air j.3H, or preserving groundbounce after 236XX for j.3H > j.236XX or a DHC to another character.

Note: further testing required to determine most optimal version of this combo.

Here are some common ways to route into this off of starters in each stance:

  • Reflector Stance
    • TODO
  • Glaive Stance
    • TODO
  • Beads Stance
    • TODO
Glaive Double Groundbounce
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. Does slightly more damage than Sword Loops (potentially significantly better for level 3). In order for this combo to work, the j.5M 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 this off of starters in each stance:

  • Reflector Stance
    • 2LMH > 22M, 5M2H > 236L, 5LMS > 8, [Glaive Double Groundbounce starting with j.5M]
    • 623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Glaive Double Groundbounce]
    • Throw, Dash > 5M6H~H > 22M, [Glaive Double Groundbounce]
  • Glaive Stance
    • 2LMH > 22L, 5H6H > 22M, [Glaive Double Groundbounce]
    • 2H > 22L > 5M6H~H > 22M, [Glaive Double Groundbounce]
    • Throw, Dash > 5MH > 236L, [Glaive Double Groundbounce]
  • Beads Stance
    • 2LM > 22L > 2LMH6H > 22M, [Glaive Double Groundbounce]
    • Throw, Dash > 5MS > Jump > j.5H > 22M, [Glaive Double Groundbounce starting with j.5M]

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.


Glaive Double Groundbounce (Advanced Routing)
Medium


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

Getting more damage than sword loops generally requires very specific routing, otherwise you're losing damage for a harder combo.

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 this off of starters in each stance:

  • Reflector Stance
    • 2LMH > 22M, 5M2H > 236L, 5LMS > 8, [Glaive Double Groundbounce starting with j.5M]
    • 623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Glaive Double Groundbounce]
    • Throw, Dash > 5M6H~H > 22M, [Glaive Double Groundbounce]
  • Glaive Stance
    • 2LMH > 22L, 5H6H > 22M, [Glaive Double Groundbounce]
    • 2H > 22L > 5M6H~H > 22M, [Glaive Double Groundbounce]
    • Throw, Dash > 5MH > 236L, [Glaive Double Groundbounce]
  • Beads Stance
    • 2LM > 22L > 2LMH6H > 22M, [Glaive Double Groundbounce]
    • Throw, Dash > 5MS > Jump > j.5H > 22M, [Glaive Double Groundbounce starting with j.5M]
Midscreen Double Groundbounce Starter
Hard


5MH2H > 236L, Small delay 5M2HS > 9, j.5M > j.236H, Delay j.5[H], land 236[L], 5H2H > 236L > 236XX

Modified sword loop rep before the double groundbounce ender.

Corner Double Groundbounce Starter
Hard


5MH2H > 236L, Small delay 5S > 9, j.5M > j.236H, Delay j.5[H], land 236[L], 5H2H > 236L > 236XX

Singular sword loop rep before the double groundbounce ender.

Glaive Stance Double Overhead
Hard


Jump, Immediately j.3H > 236H, j.5H, Land 5H > 236L, Delay 5MH2H > 236L, 5S > 2369XX

Instant overhead converts into modified sword loops. The combo does not continue after launcher as routing into Okami Shuffle without a groundbounce at this level of hitstun is impossible.

TAC Infinite
Hard


[j.5H > j.5H > j.5H, Rejump] x Forever

Needs testing.

Hard Tag Setups

Midscreen Hard Tag Side Switch
Easy


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

Simple follow up to a launcher in 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 Here).

Corner Hard Tag
Easy


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

Simple follow up to a launcher in 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 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 Double Groundbounce.
This looks like: (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 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 Glaive Stance as it gives you access to an additional groundbounce in j.3H and forced ground bounces in j.5[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.

In Beads Stance, routing into a Glaive Stance launcher can be difficult or impossible. When that is the case, you can instead preform the launcher in Beads Stance and follow up with a modified version of the Low Hitstun Launcher Combo that can be used the same way.
Low Hitstun Launcher Combo (Bead Stance Modification): 5S > Jump, j.5H > 22M, j.5M > j.236H, delay j.5[H], land 236[L], 5H2H > 236L > 236XX

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 (Reflector Stance) 6H > 22M, 5S or (Reflector Stance) 6H~H > 22M, 5S. The routing into the High Hitstun Launcher Combo can be much longer, making up for its lower damage.
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]

Chaining

Chaining 5H into 2H is vital for Ammy's Sword Loops, but her chain rules can sometimes get in the way of this. Specifically, 5H cannot chain into 2H if the chain was started with a light normal. This presents a problem when starting combos with Ammy's light normals in Glaive Stance. There are two ways to circumvent this when trying to route into Sword Loops. Either you can briefly switch to another stance before switching back to Glaive Stance (e.g. 2L5M > 22L > 5LMH > 22M > [Sword Loops]). Or you can perform a modified version of Sword Loops remaining in Glaive Stance: 2LMH > 236L, Delay 5LMH > 236L.

OTGs

Ammy's only OTG also groundbounces, and Ammy cant combo after if the groundbounce has already been used. Avoid knocking down too early in the combo as this will limit Ammy's options later in the combo. Especially, avoid comboing off of throw and counter with j.3H as this leads to suboptimal followups.

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,
    • j.236S > j.214XX, j.3H > 22XM,
  • Beads Stance

Vale of Mist is the best candidate for spending an even number of bars currently. The working sequence is:

(Glaive Stance) 5M2H > 236L, 5S > 8, j.5M > j.236H, j.5[H] > 214XX, j.5M, Land 6H~H~H~H, Dash > 6H~H~H~H, Dash > 6H~H~H~H, Dash > (623XX or 5S > 2369XX)

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 after a combo that retains a groundbounce. 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

Okami Shuffle (236XX) is a fast, fullscreen hyper that can be greater for punishing assist calls or zoning attempts. When cancelled into X-factor, those punishes can be converted into highly damaging combos for huge momentum swings.

All hits except for the first cause a hard knockdown, usually giving Ammy time to X-factor cancel, airdash, and then OTG with a j.3H into her X-Factor infinite.

To best facilitate this, make sure to use X-Factor when the opponent is highest in the air, (generally during the smaller lightning hits), to give yourself more time while they fall.

To DO

Two options for reflector 2L gdgb

2LMH 22M 2MH 236L 5S (midscreen only)

2L5MH 22M 2MH 236L 5LS

Second is slightly less damage but is way way easier

(glaive) 5M2H > 236L, Delay 5LM, Delay S (Sideswitches)

(glaive) 5M2H > 236L, Delay 5LS

(Reflector) 2L5MH > 22M, 5M2H > 236L, Delay 5LS > Jump j.5M > j.236H, Delay j.5[H], Land 236[L], 5H2H > 236L > 236XX

(Glaive) 5M2H > 236L, Delay 5LM > 236M, j.5M

Double stance cancel in hitstun allows for something like (glaive) 5M > 22LM > 5MH2H

Hypothetical practical use for double stance cancel: SJ S, j.3H > 22LM, 5HS > 236XX, j.3H > 236XX

(glaive) j.5M3H > 22L, j.5HS (instant overhead)

(glaive) (2/5)LM2H > 236L, Delay 5LMH > 236L (Psuedo sword loop that allows for L starter)

Cherry Bomb glitch

(glaive) j.3H > 236H, j.5H, Land 5H > 236L, 5S (Instant double overhead)

236[L] might be able to restand?

Hypo0thetical level 3 ender: 5S > Jump j.3H > 22XM > 5M > 236L > 623XX

(Glaive) 5S > 9, j.5M > 236H, j.5[H] > 236L (sideswitch reset)

(Glaive) 5MH2H > 236L > 5M2H5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 623XX

(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Land 236[L], 5H2H > 236L > 236XX

(Reflector) 2LMH > 22M, 5M2H > 236L, 5S > 9, j.5M > j.236H, j.5[H], Rejump j.5[H] > 214XX, j.5L connects

(Glaive) 236L loops in Vale

Test on stray hits for glaive j.5H and 2H > 236L

Happy birthday routes

Confirming raw super into X factor infinite

Incoming/guard break confirms

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"