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=Introduction= | =Introduction= | ||
=Moves List= | =Moves List= | ||
==Special Moves== | ==Special Moves== | ||
==Super Moves== | Keima's Rage - dp + C | ||
Amano creates a grounded uppercut | |||
Windmill - qcb + A | |||
Amano swings and hits with his sake jug | |||
Piercing Sparrow - f, db, f + A/B | |||
Amano plunges his scabbard into the opponent and shifts to the opposite side | |||
Super Cancel able | |||
Domino Toppler - df, df + C | |||
Amano reaches forward to headbutt opponent multiple times | |||
Badger Bash - A repeatedly | |||
Amano swings his scabbard back and forth | |||
Follow up with Anaguma no Fundoshi Nugi (qcf + B) | |||
Choujouhatsu - qcf + Start | |||
Amano rubs something against his face | |||
Meant to increase his super meter | |||
Destiny - hcb + B | |||
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough | |||
Chargeable | |||
Loudmouth - hcb + C | |||
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent | |||
==Desperation Moves== | |||
Checkmate of the Queen - hcb, hcb + AB | |||
Amano tosses a ball that explodes on the ground | |||
Chargeable | |||
==Super Desperation Moves== | |||
Checkmate of the Rook - hcb, hcb + A/B | |||
Similar to Amano's DM, but has a bigger impact | |||
A version shoots up, B version shoots further out | |||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 00:41, 22 November 2015
Introduction
Moves List
Special Moves
Keima's Rage - dp + C
Amano creates a grounded uppercut Windmill - qcb + A
Amano swings and hits with his sake jug Piercing Sparrow - f, db, f + A/B
Amano plunges his scabbard into the opponent and shifts to the opposite side Super Cancel able Domino Toppler - df, df + C
Amano reaches forward to headbutt opponent multiple times Badger Bash - A repeatedly
Amano swings his scabbard back and forth Follow up with Anaguma no Fundoshi Nugi (qcf + B) Choujouhatsu - qcf + Start
Amano rubs something against his face Meant to increase his super meter Destiny - hcb + B
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough Chargeable Loudmouth - hcb + C
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent
Desperation Moves
Checkmate of the Queen - hcb, hcb + AB
Amano tosses a ball that explodes on the ground Chargeable
Super Desperation Moves
Checkmate of the Rook - hcb, hcb + A/B
Similar to Amano's DM, but has a bigger impact A version shoots up, B version shoots further out
The Basics
Advanced Strategy
Gameplay
Stick to jumping :snkc: for air to air and jump-ins. :snka: is good as well from certain angles. Use :d::snka: for footsies, and :dp::snkc: only to punish air-recoveries or to combo off a ground to air parry.
After any successful :dp::snkc: or any kind of knockdown where they bounce, dash in and punish their ground recovery with :d::snka: :r::l::r::snka: > :hcb::hcb::snka::snkb:.
After any successful stick rush combo, end with either :snkc: (whiff) > :r::l::r::snka: or :df::snkb: > :hcb::snkb: (hold), :snkd: (cancels move) for meter.
Gonna have to do a lot of hit and run with Amano, since he doesn't have a whole lot mix-up wise, but his damage is just monstrous, and that simple :d::snka: combo is the closest thing you have to c. MK BS in this game. He's not a priority whore the way Chun' is though. Although his jumping :snkc: stuffs a lot of crap.
Avoid jumping :snkb: at all costs. The :l::snkb: stuff can be semi-useful since it's slightly delayed but recovers quickly. His SDM isn't great either. It comes out way too slowly for it to actually have a chance of hitting anyone. His slide is ok on occasion from max range, but it's pretty slow as well.
If your :d::snka: gets blocked and you don't think they'll jump, link (don't cancel) into his :df::df::snkc:. It's an old SF2 style tick throw trick, but it does work on occasion. Probably too risky against better players though.