Kermalicious (talk | contribs) |
Kermalicious (talk | contribs) |
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| Title = Day 1 BnB | | Title = Day 1 BnB | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = Medium | ||
| Damage = ~500,000 | | Damage = ~500,000 | ||
| Meter = ? | | Meter = ? | ||
| Video = | | Video = UMVC3_Amaterasu_Day_1_BnB.mp4 | ||
| 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}} | | 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}} > Delay {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > tk.236XX | ||
| content = | | content = | ||
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. | |||
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}}. | 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}}. | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium | ||
| Damage = | | Damage = ? | ||
| Meter = ? | | Meter = ? | ||
| Video = | | Video = UMVC3_Amaterasu_Thunder_Edge_Juggles.mp4 | ||
| Recipe = (In {{clr|2|Glaive Stance}}) {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|4|5S}} > Jump, Delay {{clr|2|j.5MM}}{{clr|4|S}}, {{clr|3|j.3H}} | | Recipe = (In {{clr|2|Glaive Stance}}) {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|4|5S}} > Jump, Delay {{clr|2|j.5MM}}{{clr|4|S}}, {{clr|3|j.3H}} > Delay {{clr|1|j.22L}}, Land {{clr|3|5H}}{{clr|4|S}} > tk.236XX | ||
| content = | | content = | ||
Optimized Ammy combos have very situational routing depending on the initial conditions of the combo. At higher hitstun you may have to omit the second <code>{{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}</code>. Also, you may need to remove some normals, or add a {{clr|1|5L}} (or both) to make the combo work at certain heights. | Optimized Ammy combos have very situational routing depending on the initial conditions of the combo. At higher hitstun or certain screen positions you may have to omit the second <code>{{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}</code>. Also, you may need to remove some normals, or add a {{clr|1|5L}} (or both) to make the combo work at certain heights. | ||
The combo does not require any adjustments post-launcher thankfully. | The combo does not require any adjustments post-launcher thankfully. | ||
For more in-depth information on this routing, see the [[ | You can instead link into <code>623XX</code> after the <code>{{clr|3|j.3H}} > {{clr|1|j.22L}}</code>, but the timing is strict. | ||
For a groundbounce-less version (either because it was used to start the combo, or to extend it post-hyper), end early at the first launcher with <code>{{clr|4|5S}} > tk.236XX</code>. | |||
For more in-depth information on this routing, see the [[#Advanced_Combos|Advanced Combos section]]. | |||
}} | }} | ||
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| Title = Double Charged Glaive | | Title = Double Charged Glaive | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium-Hard | ||
| Damage = | | Damage = ? | ||
| Meter = ? | | Meter = ? | ||
| Video = | | Video = UMVC3_Amaterasu_Double_Charged_Glaive.mp4 | ||
| 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 = | ||
Alternative combo route 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. | |||
This does comparable damage to Thunder Edge Juggles even without an optimized starter, and is more consistent but slightly more difficult. | |||
You can get extra damage in the corner with <code>{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > dash > {{clr|4|5S}} > tk.236XX</code> instead of <code>{{clr|3|5H2H}} > {{clr|1|236L}} > 236XX</code>. | |||
For more in-depth information on this routing, see the [[ | For more in-depth information on this routing, see the [[#Advanced_Combos|Advanced Combos section]]. | ||
}} | }} | ||
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{{AdvancedComboDef}} | {{AdvancedComboDef}} | ||
=== Optimized Double Charged Glaive === | |||
Generally the best damage you can get will be with the Double Charged Glaive ender (<code>{{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/623XX</code>), and generally will start with some level of Thunder Edge Juggles. Optimal damage requires working within a very limited amount of hitstun and starting it at a very specific height. Here's a (work in progress) table with the best ways to route into this from different starters. | |||
Don't forget <code>{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > Dash > {{clr|4|5S}} > tk.236XX</code> instead in the corner if you're ending with one bar. | |||
{{{!}} class="wikitable" | |||
{{!}}- | |||
{{!}} Stance {{!}}{{!}} Position {{!}}{{!}} Starter {{!}}{{!}} Route {{!}}{{!}} Notes | |||
{{!}}-s | |||
{{!}} {{clr|1|Reflector Stance}} {{!}}{{!}} Any {{!}}{{!}} {{clr|1|2L}} {{!}}{{!}} {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}} > {{clr|2|22M}}, {{clr|2|2M}}{{clr|3|2H}} > {{clr|1|236L}}, {{clr|4|5S}} > 9, [...] {{!}}{{!}} {{clr|2|5M}}{{clr|3|2H}} works as well | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive Stance}} {{!}}{{!}} Midscreen {{!}}{{!}} {{clr|2|5M}} {{!}}{{!}} {{clr|2|5M}}{{clr|3|5H2H}} > {{clr|1|236L}}, Delay {{clr|2|5M}}{{clr|3|2H}}{{clr|4|5S}} > 9, [...] {{!}}{{!}} | |||
{{!}}- | |||
{{!}}} | |||
=== Optimized Thunder Edge Juggles === | |||
There are two reasons to do Thunder Edge Juggles without a groundbounce. Either you already used it to start the combo (e.g. {{clr|2|Glaive Stance}} {{clr|3|j.5[H]}}), or you want to save groundbounce for after the hyper (to pick up with {{clr|2|Glaive Stance}} {{clr|3|j.3H}}). | |||
If you used it to start a combo, you might want to end with <code>{{clr|1|236L}} > 623XX</code> instead, since there's no ability to follow up after <code>236XX</code> anymore. Unless an alternate <code>623XX</code> is shown, the most optimal combo comes from cancelling the last <code>{{clr|1|236L}}</code> into it. | |||
For some starters it's optimal to go into "default" Thunder Edge Juggles (<code>{{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX</code>) with no adjustments required. | |||
{| class="wikitable" | |||
|- | |||
| {{clr|1|Reflector Stance}} || {{clr|2|Glaive Stance}} || {{clr|3|Beads Stance}} | |||
|- | |||
| (Corner) Forward Throw, {{clr|2|22M}}, {{clr|2|5M}}[...] || (Corner if Back Throw) Throw, Dash, {{clr|2|5M}}[...] (NEED TO TEST) || (Corner) Forward Throw, {{clr|2|22M}}, {{clr|2|5M}}[...] | |||
|- | |||
| {{clr|1|2L}}{{clr|2|5M}}{{clr|3|H}} > {{clr|2|22M}}, {{clr|2|5M}}[...] || Jump > 3XX > {{clr|1|j.5L}}{{clr|2|M}}, Land {{clr|2|5M}}[...] || | |||
|- | |||
| {{clr|2|5M}}{{clr|3|H6H}} > {{clr|2|22M}}, {{clr|2|5M}}[...] || {{clr|2|5M}}[...] || | |||
|- | |||
| {{clr|3|5H6H}}~{{clr|3|H}} > {{clr|2|22M}}, {{clr|2|5M}}[...] || || | |||
|- | |||
| {{clr|3|j.5H}} Land {{clr|2|5M}}{{clr|3|H}} > {{clr|2|22M}}, {{clr|2|5M}}[...] || || | |||
|- | |||
|} | |||
Other starters require modifications to the Thunder Edge Juggles, these are detailed in the table below. | |||
{{{!}} class="wikitable" | |||
}} | {{!}}- | ||
{{!}} Stance {{!}}{{!}} Starter {{!}}{{!}} Route {{!}}{{!}} Notes | |||
{{!}}- | |||
{{!}} {{clr|1|Reflector}} {{!}}{{!}} Jump > 3XX > {{clr|1|j.5L}} {{!}}{{!}} Jump > 3XX > {{clr|1|j.5L}}{{clr|2|M}}, Land {{clr|2|5M}}{{clr|3|H}} > {{clr|2|22M}} {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}} {{clr|1|Reflector}} {{!}}{{!}} {{clr|1|623L}}/{{clr|2|623M}} {{!}}{{!}} {{clr|1|623L}}/{{clr|2|623M}}, Airdash, {{clr|1|j.5L}}{{clr|3|H}} Land {{clr|3|5H}} > {{clr|2|22M}}, {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}} {{clr|1|Reflector}} {{!}}{{!}} Forward Throw {{!}}{{!}} Forward Throw, Dash, {{clr|3|5H6H}} > {{clr|2|22M}}, {{clr|2|5M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}} {{clr|1|Reflector}}/{{clr|3|Beads}} {{!}}{{!}} Back Throw {{!}}{{!}} Back Throw, {{clr|2|22M}}, {{clr|2|5M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} Corner only. | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} {{clr|1|2L}} {{!}}{{!}} {{clr|1|2L}}{{clr|2|2M}}{{clr|3|2H}} > {{clr|1|236L}}, {{clr|1|5L}}{{clr|2|M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} (Close) {{clr|3|2H}} {{!}}{{!}} (Close) {{clr|3|2H}} > {{clr|1|236L}}, {{clr|1|5L}}{{clr|2|M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} (Far) {{clr|3|2H}} {{!}}{{!}} (Far) {{clr|3|2H}} > {{clr|1|236L}}, {{clr|2|M}} > {{clr|1|236L}}, {{clr|2|M}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} Midscreen only. | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} (Far) {{clr|3|2H}} {{!}}{{!}} (Far) {{clr|3|2H}} > {{clr|1|236L}}, {{clr|2|M}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} Corner only. | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} {{clr|3|j.5[H]}} {{!}}{{!}} {{clr|3|j.5[H]}}, Land Delay (Dash >) {{clr|3|5H}} > {{clr|1|236L}}, {{clr|3|5H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} Dash before first {{clr|3|5H}} at max distance, doesn't work from superjump. | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} Throw {{!}}{{!}} Throw, Dash, {{clr|2|5M}}{{clr|3|H2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|3|2H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} Back throw is corner only. | |||
{{!}}- | |||
{{!}} {{clr|2|Glaive}} {{!}}{{!}} Forward Throw {{!}}{{!}} Forward Throw, Dash, {{clr|3|5H}} > {{clr|1|236L}}, {{clr|1|236L}}, {{clr|1|5L}}{{clr|2|M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} Corner only. | |||
{{!}}- | |||
{{!}} {{clr|3|Beads}} {{!}}{{!}} {{clr|1|2L}} {{!}}{{!}} {{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|2|M}}{{clr|3|H}} > {{clr|1|236L}}, {{clr|2|5M}}{{clr|4|S}} > tk.236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}} {{clr|3|Beads}} {{!}}{{!}} Forward Throw {{!}}{{!}} Forward Throw, Dash, {{clr|2|5M}}{{clr|4|S}} > {{clr|2|tk.22M}}, 236XX {{!}}{{!}} | |||
{{!}}- | |||
{{!}}} | |||
== TAC Infinite == | == TAC Infinite == | ||
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| Oneliner = | | Oneliner = | ||
| Difficulty = Medium | | Difficulty = Medium | ||
| Damage = | | Damage = Infinite | ||
| Meter = ? | | Meter = ? | ||
| Video = | | Video = | ||
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| Title = X-Factor 3 Glaive Infinite | | Title = X-Factor 3 Glaive Infinite | ||
| Oneliner = | | Oneliner = | ||
| Difficulty = | | Difficulty = Medium | ||
| Damage = ? | | Damage = ? | ||
| Meter = ? | | Meter = ? | ||
| Video = | | Video = UMVC3_Amaterasu_X_Factor_3_Glaive_Infinite.mp4 | ||
| 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 infinite that can be routed to in a myriad of ways. For a day 1 TOD, you can | Incredibly easy and practical infinite that can be routed to in a myriad of ways. For a day 1 TOD, you can do the basic BnB, X-Factor cancel the {{clr|3|j.3H}} and go straight into the infinite, no stance cancel required. <br> | ||
Example combo: <code>({{clr|2| | Example combo: <code>({{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}} > X-Factor 3, Land [{{clr|3|6H}}~{{clr|3|H}}~{{clr|3|H}}~{{clr|3|H}} > Dash] x Until X-Factor ends</code> | ||
Note that while this is not a true infinite in X-Factor levels 2 or 1, it still can be looped into itself multiple times, usually enough to kill depending on the character and screen position. | |||
}} | }} | ||
== Combo Theory == | == Combo Theory == | ||
=== Overview === | === Overview === | ||
Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and how she spends it. | Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and how she spends it. The following two ways are generally the best ideas: | ||
She can use it at low hitstun to set up a charged {{clr|3|j.5H}} by cancelling into it after a {{clr|2|Glaive Stance j.5M}}. <br> | She can use it at low hitstun to set up a charged {{clr|3|j.5H}} by cancelling into it after a {{clr|2|Glaive Stance j.5M}}. <br> | ||
She can also use it at any hitstun to OTG from a hard knockdown and continue the combo afterwards. | She can also use it at any hitstun to OTG from a hard knockdown and continue the combo afterwards. | ||
Note that your options to continue after an OTG {{clr|3|j.3H}} are limited, even at low hitstun, so it is best to perform late into a combo. | Note that your options to continue after an OTG {{clr|3|j.3H}} are limited, even at low hitstun, so it is best to perform late into a combo when possible. | ||
Groundbounce can also be used to confirm '''into''' a combo, or preserved for another character. | Groundbounce can also be used to confirm '''into''' a combo, or preserved for another character. | ||
Line 151: | Line 215: | ||
At medium hitstun, you can follow-up with <code>{{clr|3|j.3H}} > {{clr|1|j.22L}} > Land {{clr|3|5H}}{{clr|4|S}} > 2369XX</code> <br> | At medium hitstun, you can follow-up with <code>{{clr|3|j.3H}} > {{clr|1|j.22L}} > Land {{clr|3|5H}}{{clr|4|S}} > 2369XX</code> <br> | ||
As hitstun gets higher you first remove the {{clr|3|5H}}, then the {{clr|4|5S}}. <br> | As hitstun gets higher you first remove the {{clr|3|5H}}, then the {{clr|4|5S}}. <br> | ||
At max hitstun, you can still always get <code>{{clr|3|j.3H}} > j.236XX</code> | At max hitstun, you can still always get <code>{{clr|3|j.3H}} > j.236XX</code> or <code>{{clr|3|J.3H}}, Land 623XX</code>. | ||
At lower hitstun, it's generally best to avoid using your groundbounce so early into the combo unless you have to. | At lower hitstun, it's generally best to avoid using your groundbounce so early into the combo unless you have to. | ||
Line 166: | Line 230: | ||
An important thing to keep in mind when constructing Thunder Edge Juggles is Amaterasu's unintuitive rules for chaining normals. If the chain begins with a medium normal, she can include both {{clr|3|5H}} and {{clr|3|2H}}, but if the chain begins with a light normal she can only include one of the two. | An important thing to keep in mind when constructing Thunder Edge Juggles is Amaterasu's unintuitive rules for chaining normals. If the chain begins with a medium normal, she can include both {{clr|3|5H}} and {{clr|3|2H}}, but if the chain begins with a light normal she can only include one of the two. | ||
If you want to combo without groundbounce (such as starting a combo with <code>{{clr|3|j.5[H]}}</code> or wanting to end a combo with <code>236XX, {{clr|3|j.3H}} > j.236XX</code>) then Thunder Edge Juggles are ideal for this as well, just end them with <code>{{clr|4|5S}} > tk.236XX</code>. | |||
=== Ending with 236XX === | === Ending with 236XX === | ||
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Additionally, Okami Shuffle is a strong DHC enabler. Each hit besides the last causes a very lengthy fall that many characters can either follow up with their own hyper, or whiff a DHC early to combo a different way. | Additionally, Okami Shuffle is a strong DHC enabler. Each hit besides the last causes a very lengthy fall that many characters can either follow up with their own hyper, or whiff a DHC early to combo a different way. | ||
=== X-Factor === | === Infinite Confirms in X-Factor 3 === | ||
In scramble situations with X-Factor 3, you can generally convert into the {{clr|2|Glaive Stance}} {{clr|3|6H}} Infinite through a launcher in any stance. | |||
The sequence <code>{{clr|2|j.5M}} > {{clr|3|236H}}, ({{clr|2|j.22M}},) {{clr|3|j.5[H]}}, Land Delay [{{clr|3|6H}} Infinite]</code> is relatively consistent and stable. If done from a launcher, it's even more so. | |||
=== Okami Shuffle Confirms === | |||
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. | 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. | ||
Line 186: | Line 257: | ||
[https://youtu.be/XK-B7JDbnj8 VJoe/Rocket/Ammy] <br> | [https://youtu.be/XK-B7JDbnj8 VJoe/Rocket/Ammy] <br> | ||
[https://youtu.be/4MmM_rQRGWo Ammy/Spencer/Taskmaster] <br> | [https://youtu.be/4MmM_rQRGWo Ammy/Spencer/Taskmaster] <br> | ||
[https://youtu.be/BlP6nqaex9A Ammy/Strange Palm Loop setup] | [https://youtu.be/BlP6nqaex9A Ammy/Strange Palm Loop setup] | ||
== Other == | |||
[https://youtu.be/8F_AXG-EcQE "Cherry Bomb" TAC Glitch] | [https://youtu.be/8F_AXG-EcQE "Cherry Bomb" TAC Glitch] | ||
Latest revision as of 18:51, 3 June 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.
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.
Optimized Ammy combos have very situational routing depending on the initial conditions of the combo. At higher hitstun or certain screen positions you may have to omit the second 5MH2H > 236L
. Also, you may need to remove some normals, or add a 5L (or both) to make the combo work at certain heights.
The combo does not require any adjustments post-launcher thankfully.
You can instead link into 623XX
after the j.3H > j.22L
, but the timing is strict.
For a groundbounce-less version (either because it was used to start the combo, or to extend it post-hyper), end early at the first launcher with 5S > tk.236XX
.
For more in-depth information on this routing, see the Advanced Combos section.
Alternative combo route 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.
This does comparable damage to Thunder Edge Juggles even without an optimized starter, and is more consistent but slightly more difficult.
You can get extra damage in the corner with 6H~H~H~H > dash > 5S > tk.236XX
instead of 5H2H > 236L > 236XX
.
For more in-depth information on this routing, see the Advanced Combos section.
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.
Optimized Double Charged Glaive
Generally the best damage you can get will be with the Double Charged Glaive ender (j.5M > j.236H, (Delay) j.5[H], Land 236[L], 5H2H > 236L > 236XX/623XX
), and generally will start with some level of Thunder Edge Juggles. Optimal damage requires working within a very limited amount of hitstun and starting it at a very specific height. Here's a (work in progress) table with the best ways to route into this from different starters.
Don't forget 6H~H~H~H > Dash > 5S > tk.236XX
instead in the corner if you're ending with one bar.
Stance | Position | Starter | Route | Notes |
Reflector Stance | Any | 2L | 2L2M2H > 22M, 2M2H > 236L, 5S > 9, [...] | 5M2H works as well |
Glaive Stance | Midscreen | 5M | 5M5H2H > 236L, Delay 5M2H5S > 9, [...] |
Optimized Thunder Edge Juggles
There are two reasons to do Thunder Edge Juggles without a groundbounce. Either you already used it to start the combo (e.g. Glaive Stance j.5[H]), or you want to save groundbounce for after the hyper (to pick up with Glaive Stance j.3H).
If you used it to start a combo, you might want to end with 236L > 623XX
instead, since there's no ability to follow up after 236XX
anymore. Unless an alternate 623XX
is shown, the most optimal combo comes from cancelling the last 236L
into it.
For some starters it's optimal to go into "default" Thunder Edge Juggles (5MH2H > 236L, 5MH2H > 236L, 5MS > tk.236XX
) with no adjustments required.
Reflector Stance | Glaive Stance | Beads Stance |
(Corner) Forward Throw, 22M, 5M[...] | (Corner if Back Throw) Throw, Dash, 5M[...] (NEED TO TEST) | (Corner) Forward Throw, 22M, 5M[...] |
2L5MH > 22M, 5M[...] | Jump > 3XX > j.5LM, Land 5M[...] | |
5MH6H > 22M, 5M[...] | 5M[...] | |
5H6H~H > 22M, 5M[...] | ||
j.5H Land 5MH > 22M, 5M[...] |
Other starters require modifications to the Thunder Edge Juggles, these are detailed in the table below.
Stance | Starter | Route | Notes |
Reflector | Jump > 3XX > j.5L | Jump > 3XX > j.5LM, Land 5MH > 22M 5MH2H > 236L, 5M > 236L, 5MS > tk.236XX | |
Reflector | 623L/623M | 623L/623M, Airdash, j.5LH Land 5H > 22M, 5MH2H > 236L, 5MS > tk.236XX | |
Reflector | Forward Throw | Forward Throw, Dash, 5H6H > 22M, 5MH > 236L, 5MH > 236L, 5MS > tk.236XX | |
Reflector/Beads | Back Throw | Back Throw, 22M, 5MH > 236L, 5MH > 236L, 5MS > tk.236XX | Corner only. |
Glaive | 2L | 2L2M2H > 236L, 5LMH > 236L, 5MS > tk.236XX | |
Glaive | (Close) 2H | (Close) 2H > 236L, 5LMH > 236L, 5MS > tk.236XX | |
Glaive | (Far) 2H | (Far) 2H > 236L, M > 236L, M > 236L, 5MS > tk.236XX | Midscreen only. |
Glaive | (Far) 2H | (Far) 2H > 236L, M > 236L, 5MH2H > 236L, 5MS > tk.236XX | Corner only. |
Glaive | j.5[H] | j.5[H], Land Delay (Dash >) 5H > 236L, 5H2H > 236L, 5MS > tk.236XX | Dash before first 5H at max distance, doesn't work from superjump. |
Glaive | Throw | Throw, Dash, 5MH2H > 236L, 5M2H > 236L, 5MS > tk.236XX | Back throw is corner only. |
Glaive | Forward Throw | Forward Throw, Dash, 5H > 236L, 236L, 5LMH > 236L, 5MS > tk.236XX | Corner only. |
Beads | 2L | 2L5M > 22M, 2L2M2H > 236L, 5LMH > 236L, 5MS > tk.236XX | |
Beads | Forward Throw | Forward Throw, Dash, 5MS > tk.22M, 236XX |
TAC Infinite
TAC infinite that can be performed midscreen and in the corner. The first and last j.5Hs need to be done early/late enough to allow them to combo with a rejump between them. The timining is manual, but not particularly strict and can be performed consistently with practice.
Generally you will start the infinite after a Glaive Stance j.3H groundbounce so:
TAC, (j.22M,) j.5S, j.3H > j.22L, j.5H > j.5H, Rejump [Infinite]
or
TAC, (j.22M,) j.3H > j.22L, j.5H > j.5H, Rejump [Infinite]
.
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 do the basic BnB, X-Factor cancel the j.3H and go straight into the infinite, no stance cancel required.
Example combo: (2L5M > 22M,) > 2L2M2H5S > Jump, j.5MMS, j.3H > X-Factor 3, Land [6H~H~H~H > Dash] x Until X-Factor ends
Note that while this is not a true infinite in X-Factor levels 2 or 1, it still can be looped into itself multiple times, usually enough to kill depending on the character and screen position.
Combo Theory
Overview
Ammy's solo combo theory can be understood by looking at whether she spends her groundbounce, and how she spends it. The following two ways are generally the best ideas:
She can use it at low hitstun to set up a charged j.5H by cancelling into it after a Glaive Stance j.5M.
She can also use it at any hitstun to OTG from a hard knockdown and continue the combo afterwards.
Note that your options to continue after an OTG j.3H are limited, even at low hitstun, so it is best to perform late into a combo when possible.
Groundbounce can also be used to confirm into a combo, or preserved for another character.
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.
Comboing into j.236H for a groundbounce is done 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.
Continuing the combo after the 236[L] is simple, follow up with 5H2H > 236L > 236XX/623XX
. If you don't need to use level 3, you can do 6H~H~H~H > dash > 5S > 2369XX
in the corner instead for more damage.
There is no "one-size-fits-all" approach for optimal routing into this sequence, it will depend on how the combo was started and where you are on the screen.
j.3H Groundbounce
j.3H groundbounce is generally used to pickup after a Launcher State j.5S or her 236XX hyper. It could also be used to start a combo off of something like Arthur's self inflicted hard knockdown.
At medium hitstun, you can follow-up with j.3H > j.22L > Land 5HS > 2369XX
As hitstun gets higher you first remove the 5H, then the 5S.
At max hitstun, you can still always get j.3H > j.236XX
or J.3H, Land 623XX
.
At lower hitstun, it's generally best to avoid using your groundbounce so early into the combo unless you have to.
Thunder Edge Juggles
Glaive Stance 236L Is a very useful part of Amaterasu's combos, especially before the groundbounce is used. It deals a good amount of damage even when scaled, and juggles in a way to allow for further uses of itself.
The most basic form of Thunder Edge Juggles looks like this: 5MH2H > 236L, 5MH2H > 236L, 5S
.
In this case, the juggles from 236L allowed us first to link 5M for another repetition, and then 5S to extend the combo.
Note that 236L will not cause a juggle on a grounded opponent, so a move like 2H in Reflector Stance or Glaive Stance is necessary to first send the opponent airborne.
Depending on the height of the opponent, some normals will have to be omitted in order for the combo to function. Additionally, with especially low 236L juggles the only way to link after is by adding a 5L. Height will have to be further managed if you want to end with 5S > Jump j.5M > j.236H, j.5[H]
An important thing to keep in mind when constructing Thunder Edge Juggles is Amaterasu's unintuitive rules for chaining normals. If the chain begins with a medium normal, she can include both 5H and 2H, but if the chain begins with a light normal she can only include one of the two.
If you want to combo without groundbounce (such as starting a combo with j.5[H]
or wanting to end a combo with 236XX, j.3H > j.236XX
) then Thunder Edge Juggles are ideal for this as well, just end them with 5S > tk.236XX
.
Ending with 236XX
Okami Shuffle does good damage even at maximum scaling, and is a good choice to end combos with. A non-obvious but useful way to cancel into it is by jump cancelling a launcher. This looks like 5S > 2369XX
and is used in many of her combos. In certain screen positions (and the corner) she can follow up with (j.22M,) j.3H
. If groundbounce has not been used, she can extend for more damage (see above), if it has been used she can still cancel into Reflector Stance to retain frame advantage.
Additionally, Okami Shuffle is a strong DHC enabler. Each hit besides the last causes a very lengthy fall that many characters can either follow up with their own hyper, or whiff a DHC early to combo a different way.
Infinite Confirms in X-Factor 3
In scramble situations with X-Factor 3, you can generally convert into the Glaive Stance 6H Infinite through a launcher in any stance.
The sequence j.5M > 236H, (j.22M,) j.5[H], Land Delay [6H Infinite]
is relatively consistent and stable. If done from a launcher, it's even more so.
Okami Shuffle Confirms
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.
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
Other
TAC Infinites
Corner Down TAC
Midscreen Up TAC
Video Guides
Alternative/additional Amaterasu routes can be found in the videos below, your mileage may vary.