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=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= | ||
Gameplay | ==Gameplay== | ||
Stick to jumping | Stick to jumping C 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 f,d,df+C 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. | 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 | 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. | ||
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 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. | 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. | 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. | |||
=Match-Ups= | =Match-Ups= |
Revision as of 11:18, 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 C 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 f,d,df+C 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.