Line 92: | Line 92: | ||
Stick to jumping [[File:snkc.gif]] for air to air and jump-ins. [[File:snka.gif]] is good as well from certain angles. | Stick to jumping [[File:snkc.gif]] for air to air and jump-ins. [[File:snka.gif]] is good as well from certain angles. | ||
Use | Use [[file:D.png]]+[[File:snka.gif]] for footsies, and [[file:dp.png]]+[[File:snkc.gif]] only to punish air-recoveries or to combo off a ground to air parry. | ||
After any successful | After any successful [[file:dp.png]]+[[File:snkc.gif]] or any kind of knockdown where they bounce, dash in and punish their ground recovery with [[file:D.png]]+[[File:snka.gif]] xx 616A/[[File:snkb.gif]] xx 6321463214[[File:snka.gif]][[File:snkb.gif]] | ||
After any successful stick rush combo, end with either 5[[File:snkc.gif]] (whiff) > 616[[File:snka.gif]] or 3[[File:snkb.gif]] xx 63214[[File:snkb.gif]] (hold), [[File:snkd.gif]] (cancels move) for meter. | After any successful stick rush combo, end with either 5[[File:snkc.gif]] (whiff) > 616[[File:snka.gif]] or 3[[File:snkb.gif]] xx 63214[[File:snkb.gif]] (hold), [[File:snkd.gif]] (cancels move) for meter. | ||
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Avoid jumping [[File:snkb.gif]] at all costs. | Avoid jumping [[File:snkb.gif]] at all costs. | ||
The : | The [[file:B.png]]+[[File:snkb.gif]] 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. |
Revision as of 21:20, 21 February 2017
Introduction
Moves List
Special Moves
Keima's Rage - +
Amano creates a grounded uppercut
Windmill - +
Amano swings and hits with his sake jug
Piercing Sparrow - ,
,
+
/
Amano plunges his scabbard into the opponent and shifts to the opposite side
Super Cancel able
Domino Toppler - ,
+
Amano reaches forward to headbutt opponent multiple times
Badger Bash - repeatedly
Amano swings his scabbard back and forth
Follow up with Anaguma no Fundoshi Nugi ( +
)
Choujouhatsu - + Start
Amano rubs something against his face
Meant to increase his super meter
Destiny - +
Amano swings his scabbard in a circle. After releasing the button, it can break guard if held long enough
Chargeable
Loudmouth - +
Amano taunts opponent as a counter. If hit, he ends up on the opposite side, striking the opponent
Desperation Moves
Checkmate of the Queen - ,
+
Amano tosses a ball that explodes on the ground
Chargeable
Super Desperation Moves
Checkmate of the Rook - ,
+
/
Similar to Amano's DM, but has a bigger impact
version shoots up,
version shoots further out
The Basics
Power
(x2 or 3),
>
/
>
>
/
>
> (Dash-in for half a second) >
(Difficult)
,
>
/
>
,
(x2),
>
/
>
/
> (early)
>
- Dash
/
>
> Follow-up of your choice
>
(x2),
>
>
>
>
>
>
>
>
/
>
>
(x4) >
/
>
(Difficult)
Speed
(x2),
,
>
(x2),
,
,
>
(x2),
>
(x2),
>
+
,
+
, combo of choice
+
,
,
+
,
,
+
,
+
xx
+
> follow-up of your choice
d
/
>
,
,
,
,
,
>
> (Switch sides)
+
or just dash and do the [[file:dp.png]+
(Corner)
,
,
> (Dash-in)
or
(Reset) >
d
/
>
,
,
,
,
,
,
,
,
(only speed combo special you should be using, it does a lot of damage)
EX
Advanced Strategy
Gameplay
Stick to jumping for air to air and jump-ins.
is good as well from certain angles.
Use +
for footsies, and
+
only to punish air-recoveries or to combo off a ground to air parry.
After any successful +
or any kind of knockdown where they bounce, dash in and punish their ground recovery with
+
xx 616A/
xx 6321463214
After any successful stick rush combo, end with either 5 (whiff) > 616
or 3
xx 63214
(hold),
(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 combo is the closest thing you have to c.
BS in this game. He's not a priority whore the way Chun' is though. Although his jumping
stuffs a lot of crap.
The +
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 2 gets blocked and you don't think they'll jump, link (don't cancel) into his 33C
It's an old SF2 style tick throw trick, but it does work on occasion.