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{{TheoryBox | {{TheoryBox | ||
| Title = Glaive | | Title = Double Charged Glaive | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium | ||
Line 34: | Line 34: | ||
| Recipe = ({{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}},) {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}} > {{clr|1|236L}}, {{clr|1|5L}}{{clr|4|S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, Small delay {{clr|3|j.5[H]}}, Land {{clr|1|236[L]}}, {{clr|3|5H2H}} > {{clr|1|236L}} > 236XX/623XX | | Recipe = ({{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}},) {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}} > {{clr|1|236L}}, {{clr|1|5L}}{{clr|4|S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, Small delay {{clr|3|j.5[H]}}, Land {{clr|1|236[L]}}, {{clr|3|5H2H}} > {{clr|1|236L}} > 236XX/623XX | ||
| content = | | content = | ||
Combo after a launcher in {{clr|2|Glaive Stance}} that lets you connect link two fully charged glaive moves for good damage, requires low to medium hitstun. Make sure to include the <code>({{clr|1|2L}}{{clr|2|5M}} > {{clr|2|22M}},)</code> if in {{clr|1|Reflector Stance}} or {{clr|3|Beads Stance}} and note that {{clr|2|j.5M}} must connect as close to the ground as possible. | |||
Does less damage midscreen than Sword Loops without an optimized starter (see Advanced Combos), but still worth learning for corner damage or comboing into level 3. | Does less damage midscreen than Sword Loops without an optimized starter (see Advanced Combos), but still worth learning for corner damage or comboing into level 3. | ||
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{{TheoryBox | {{TheoryBox | ||
| Title = Glaive | | Title = Doubled Charged Glaive (Advanced Routing) | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium | ||
Line 181: | Line 181: | ||
| Recipe = ({{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}}, Dash) x Until X-Factor ends | | Recipe = ({{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}}, Dash) x Until X-Factor ends | ||
| content = | | content = | ||
Incredibly easy and practical X-Factor 3 | Incredibly easy and practical infinite that can be routed to in a myriad of ways. For a day 1 TOD, you can link into it after a ({{clr|2|Glaive Stance}}) {{clr|3|j.3H}} OTG in X-Factor 3, no stance cancels required. <br> | ||
Example combo: <code>({{clr|2|Glaive Stance}}) {{clr|3|2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > Jump, {{clr|2|j.5MM}}{{clr|4|S}} > X-Factor, {{clr|3|j.3H}}, Land [{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > Dash] x Until X-Factor ends</code> | |||
}} | }} | ||
== | == Solo Combo Theory (ALTERNATE) == | ||
=== Overview === | |||
Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and which of the her two options she spends it on. Generally, the theory for using her (non-forced) groundbounce in a combo looks like one of two ways. | |||
To finish a combo in launcher state with a hyper, use the groundbounce like so: <code>({{clr|2|Glaive Stance}}) {{clr|4|j.5S}}, {{clr|3|j.3H}}, {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > 2369XX</code>. <br> | |||
To set up {{clr|3|j.5[H]}}, use the groundbounce like so (requires low height and low hitstun): <code>({{clr|2|Glaive Stance}}) {{clr|2|j.5M}} > {{clr|3|j.236H}}, Delay {{clr|3|j.5[H]}}</code>. | |||
Groundbounce can also be used to confirm '''into''' a combo, or preserved for after the hyper. | |||
For the later, you can either save it for another character, or link into a second hyper in the corner (e.g. <code>236XX, {{clr|3|j.3H}}, {{clr|1|j.22L}}, Land {{clr|4|5S}} > 2369XX</code>). | |||
=== {{clr|3|j.3H}} Groundbounce === | |||
(This section does not consider the use of post-236XX groundbounces, please see the '''No Groundbounce''' section instead) | |||
=== {{clr|3|j.236H}} Groundbounce === | |||
{{clr|3|j.236H}}'s groundbounce is primarily used in {{clr|2|Glaive Stance}} to set up {{clr|3|j.5[H]}}, which causes a forced groundbounce in turn. This allows either highly damaging followups like {{clr|1|236[L]}} or DHCs/hard tags to another character. This could also potentially be used to set up combos in Vale of Mist (214XX) but this is not yet fully explored. | |||
Comboing into {{clr|3|j.236H}} for a groundbounce can (only?) be from a {{clr|2|j.5M}} at low hitstun. Additionally, the {{clr|3|j.236H}} must be at a specific height and {{clr|3|j.5[H]}} to be delayed slightly for Ammy to be able to land and follow up after. Generally this is accomplished with <code>({{clr|2|Glaive Stance}}) {{clr|4|5S}} > Jump, {{clr|2|j.5M}} > {{clr|3|j.236H}}, Delay {{clr|3|j.5[H]}}</code> but will not always work depending on how the {{clr|4|5S}} hits. | |||
There is no "one-size-fits-all" approach for routing into this sequence, it will depend on how the combo was started and where you are on the screen. | |||
=== {{clr|3|j.5[H]}} follow-ups === | |||
=== Other portions === | |||
This section concerns both combos that do not use groundbounce ever, as well as the portions of combos | |||
Note: Please stop using {{clr|3|j.3H}} to pick up after a throw or counter, it makes your combos so much worse to waste groundbounce like that. | |||
If you need a combo with no groundbounce, either because it's already been used or because you're saving it for later, there are two main theories behind routing. | |||
First is Reflector Rejump Loops. The general concept is to repeatedly loop {{clr|1|Reflector Stance}}'s {{clr|3|j.5H}} into itself as many time as possible. More testing needs to be done to figure out, when (if at all) this is optimal, how high into hitstun decay it works, etc. | |||
Second is Thunder Edge Loops. This involves two or | |||
There's no reason these two types of combos couldn't be combined | |||
== Solo Combo Theory == | == Solo Combo Theory == | ||
=== Overview === | === Overview === | ||
Ammy's solo combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in {{clr|2|Glaive Stance}} as it gives you access to | Ammy's solo combos are pretty strictly divided into pre- and post-launcher segments. Launcher is best to preform in {{clr|2|Glaive Stance}} as it gives you access to the groundbounce of {{clr|3|j.3H}} and forced ground bounces in {{clr|3|j.5[H]}} and {{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}}, but sometimes this is not possible. | ||
=== Post-Launcher === | === Post-Launcher === |
Latest revision as of 13:20, 15 May 2025
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
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
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
- 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.
Combo after a launcher in Glaive Stance that lets you connect link two fully charged glaive moves for good damage, requires low to medium hitstun. Make sure to include the (2L5M > 22M,)
if in Reflector Stance or Beads Stance and note that j.5M must connect as close to the ground as possible.
Does less damage midscreen than Sword Loops without an optimized starter (see Advanced Combos), but still worth learning for corner damage or comboing into level 3.
The extra corner damage is achieved 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.
This should be your go to combo as an intermediate Ammy player, does decent damage and can be routed into somewhat easily. Generally you can perform two repetitions 5MH2H > 236L
, but some starters will only allow for one.
Here are some ways to route into this off of starters in each stance:
- Reflector Stance
2L5MH > 22M, [Sword Loops 2 Repetitions]
IAD 3 > j.5LM, Land 5MH > 22M, [Sword Loops 2 Repetitions]
UNTESTED623L/623M, Airdash > j.5LH, Land 6H~H > 22M, [Sword Loops 2 Repetitions]
UNTESTEDThrow > Dash > 5M6H~H > 22M, [Sword Loops 2 Repetitions]
UNTESTED
- Glaive Stance
TODO
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Sword Loops 2 Repetitions]
See [Glaive Double Groundbounce] for comboing after a throw in Beads Stance
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
Advanced 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.
Optimal routing into Glaive Double Groundbounce for every reasonable starter.
Remember that 6H~H~H~H > dash > 5S > 2369XX
can be substituted and j.3H
can follow 236XX
.
- Reflector Stance
2L2M2H > 22M, 5M2H > 236L, 5S > 9, [...]
TESTED623L/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]
(Midscreen) 5MH2H > 236L, Small delay 5M2HS > 9, [...]
(Corner) 5MH2H > 236L, Small delay 5S > 9, [...]
- Beads Stance
2LM > 22L > 2LMH6H > 22M, [Glaive Double Groundbounce]
Throw, Dash > 5MS > Jump > j.5H > 22M, [Glaive Double Groundbounce starting with j.5M]
Dubiously useful "Instant" overhead that 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.
Needs testing.
Hard Tag Setups
5S > Jump > j.M > j.236H, Airdash Down-Forward, j.5MS, Land, Tag
Two follow ups to a launcher in Glaive Stance that utilize groundbounce to set up a hard tag combo. The first one is a midscreen route that side switches, the second one works in the corner. Particularly useful in avoiding the damage penalties of combos following her throw or counter specials (Explanation Here).
Comboing in X-Factor
Incredibly easy and practical infinite that can be routed to in a myriad of ways. For a day 1 TOD, you can link into it after a (Glaive Stance) j.3H OTG in X-Factor 3, no stance cancels required.
Example combo: (Glaive Stance) 2H > 236L, 5MS > Jump, j.5MMS > X-Factor, j.3H, Land [6H~H~H~H > Dash] x Until X-Factor ends
Solo Combo Theory (ALTERNATE)
Overview
Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and which of the her two options she spends it on. Generally, the theory for using her (non-forced) groundbounce in a combo looks like one of two ways.
To finish a combo in launcher state with a hyper, use the groundbounce like so: (Glaive Stance) j.5S, j.3H, j.22L, Land 5HS > 2369XX
.
To set up j.5[H], use the groundbounce like so (requires low height and low hitstun): (Glaive Stance) j.5M > j.236H, Delay j.5[H]
.
Groundbounce can also be used to confirm into a combo, or preserved for after the hyper.
For the later, you can either save it for another character, or link into a second hyper in the corner (e.g. 236XX, j.3H, j.22L, Land 5S > 2369XX
).
j.3H Groundbounce
(This section does not consider the use of post-236XX groundbounces, please see the No Groundbounce section instead)
j.236H Groundbounce
j.236H's groundbounce is primarily used in Glaive Stance to set up j.5[H], which causes a forced groundbounce in turn. This allows either highly damaging followups like 236[L] or DHCs/hard tags to another character. This could also potentially be used to set up combos in Vale of Mist (214XX) but this is not yet fully explored.
Comboing into j.236H for a groundbounce can (only?) be from a j.5M at low hitstun. Additionally, the j.236H must be at a specific height and j.5[H] to be delayed slightly for Ammy to be able to land and follow up after. Generally this is accomplished with (Glaive Stance) 5S > Jump, j.5M > j.236H, Delay j.5[H]
but will not always work depending on how the 5S hits.
There is no "one-size-fits-all" approach for routing into this sequence, it will depend on how the combo was started and where you are on the screen.
j.5[H] follow-ups
Other portions
This section concerns both combos that do not use groundbounce ever, as well as the portions of combos Note: Please stop using j.3H to pick up after a throw or counter, it makes your combos so much worse to waste groundbounce like that.
If you need a combo with no groundbounce, either because it's already been used or because you're saving it for later, there are two main theories behind routing.
First is Reflector Rejump Loops. The general concept is to repeatedly loop Reflector Stance's j.5H into itself as many time as possible. More testing needs to be done to figure out, when (if at all) this is optimal, how high into hitstun decay it works, etc.
Second is Thunder Edge Loops. This involves two or
There's no reason these two types of combos couldn't be combined
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 the groundbounce of 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.