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==Super Moves== | ==Super Moves== | ||
Mokko Bakudan: | {{MoveData | ||
Air Mokko Bakudan | |name =Mokko Bakudan | ||
|subtitle= | |||
|input =41236XX | |||
|image =amon41236XX.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=41236XX | |||
|damage=13312 | |||
|startup=38 (varies based on character height) | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock=-29 | |||
|description=Amon warps above his opponent, perches on their head, and recites the nine [https://en.wikipedia.org/wiki/Kuji-in Kuji-in] seals before they explode in a massive ball of fire. Fully invincible during startup. Hits overhead, but can be blocked from either side. Somewhat slow to start, but tracks to the opponent's location and deals respectable damage. Works very well as an anti-zoning tool, try to use this on reaction to your opponent throwing a projectile. Does not appear to be possible to combo into. Will switch sides with the opponent on successful connect, but stays on the same side on block. | |||
}} | |||
}} | |||
{{MoveData | |||
|name =Air Mokko Bakudan | |||
|subtitle= | |||
|input =41236XX in air | |||
|image =amon41236XX.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=41236XX | |||
|damage=13312 | |||
|startup=38 (varies based on character height) | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock=-29 | |||
|description=Everything said about the grounded version also applies here. Can be used as a gimmicky surprise attack after blocking an opponent's aerial. | |||
}} | |||
}} | |||
<br> | |||
<br> | |||
Cho Bakuen Rai: Charge d for 1.25 seconds, u + 2 attack buttons <br> | Cho Bakuen Rai: Charge d for 1.25 seconds, u + 2 attack buttons <br> | ||
Revision as of 13:16, 4 October 2024
Introduction
Birthplace - probably Japan
Height - approx. 5' 11"
Weight - approx. 154 lbs
Fighting Style - Ryuganinpoh
Interests - Disguises ?
POW: 2
SPD: 4
DEF: 2
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1520 | 2 | - | - | H/L | Yes | +8 | +12 |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1520 | 3 | - | - | H/L | Yes | +7 | +11 |
Hits almost directly above Amon, good anti air in a pinch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3040 | 8 | - | - | H/L | Yes | +7 | +11 |
Great button for combos and poking. Will combo when cancelled into elbow at nearly any distance. Does not hit low, despite appearances. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3040 | 4 | - | - | H/L | Yes | +7 | +11 |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 4560 | 14 | - | - | H/L | No | +7 | +9 |
Large, highly active spinning heel kick. Solid hitbox, but slower than average startup and lack of cancellability result in a mediocre button at best. Outclassed by Far 5D for basically everything. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 4560 | 5 | - | - | H/L | Yes | -6 | -4 |
Amon performs a front kick before springing off of the opponent and flipping backwards. A strange button with unusual frame data, this is usually safe despite its negativity due to high pushback. Gives higher damage than 5B when cancelled into elbow, but only combos off of jump ins due to limited range and input overlap. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6080 | 24 (Air)/30 (Ground) | - | - | H | No | Variable (+8 Minimum) | Variable (+5 Minimum) |
Supermassive overhead kick with extremely long active frames. Despite its slow startup this button is highly useful, can be linked into 2B/5B whenever it connects to start combos. Also extremely potent as an anti-air. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6496 (3040+3456) | 9 | - | - | H/L, H | Yes (1st Hit) | +7 | +5 |
Another great combo starter for Amon, 2nd hit is overhead and can be linked into 2B on hit. Fantastic way to start punishes, or combo after a crossup. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1520 | 2 | - | - | H/L | Yes | +8 | +12 |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 3040 | 3 | - | - | L | Yes | +9 | +13 |
Outstanding low poke and combo tool, extremely fast and easy to link into and out of. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 4560 | 4 (Air)/14 (Ground) | - | - | H/L | Yes | +13 | +15 |
A bizarre attack in which Amon performs a crouching axe kick. A reliable anti-air in its early frames, and a highly advantageous but otherwise unremarkable grounded button in its later frames. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 6080 | 12 | - | - | L | No | KD | -2 to -10 |
Long-ranged slide, this can be spaced to be safe. Decent grounded poke and knowledge check. |
Aerial Normals
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | - | 76 | - | - | N/A | No | KD (+29) | N/A |
Amon's universal Pursuit attack. |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B | 6080 | 1 | - | 0 | - | No | KD | N/A |
Can be performed in either direction, leaves opponent midscreen distance. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6C | 7600 | 1 | - | 0 | N/A | No | KD | N/A |
Always switches sides with opponent, leaves point blank. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | 9120 | 1 | - | 0 | N/A | No | KD | N/A |
Keeps on same side, carries opponent forwards. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6C | - | 1 | - | 0 | N/A | No | KD | N/A |
Amon stays in the air and can act after this throw, allowing unique and useful okizeme. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | 9120 | 1 | - | 0 | N/A | No | KD | N/A |
Functionally identical to ground throw. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 46A | 6080 | 6 (point blank) | - | - | H/L | Into | KD | +1 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 46B | 6650 | 6 (point blank) | - | - | H/L | Into | KD | -2 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 46C | 7220 | 6 (point blank) | - | - | H/L | Into | KD | -6 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 46D | 7790 | 6 (point blank) | - | - | H/L | Into | KD | -9 |
Amon performs a rushing back elbow attack. Charge time is 1.25 seconds. Stronger versions deal more damage and travel faster, but recover slower. An essential combo ender for Amon, the knockdown leaves enough time to dash up for whatever okizeme you want to try. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X before Shihoken connects | Varies | 24 | - | - | H/L | N/A | Varies | Varies |
Amon warps behind his opponent and performs a surprise Shihoken after a short delay. Copies the damage and frame data of whatever version of Shihoken was initially used. Must be blocked as a crossup. A potent mixup and okizeme tool if used sparingly, but easy to mash out of. Extraordinarily useful for anti-zoning, as Amon will always end up directly behind the opponent no matter where he uses this attack. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 28A | 6840 | 15 | - | - | H/L | Into | KD | -11 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 28B | 7600 | 17 | - | - | H/L | Into | KD | -23 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 28C | 8360 | 19 | - | - | H/L | Into | KD | -35 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 28D | 9120 | 21 | - | - | H/L | Into | KD | -45 |
Amon puts his hand to the ground and produces a large explosion with him at the center. Charge time is 1.25 seconds. Stronger versions produce more explosions, up to four. Possesses invincibility, but only once Amon's hand has touched the ground. A slow, but high damage anti-air option that will stop attacks from either side. Highly unsafe on block, so not recommended for use against grounded opponents. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 412A | 4480 (3 hits) | 21 | - | Until grounded | H/L | Into | Variable | Variable |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 412B | 5840 (4 hits) | 23 | - | Until grounded | H/L | Into | Variable | Variable |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 412C | 7200 (5 hits) | 25 | - | Until grounded | H/L | Into | Variable | Variable |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 412D | 8480 (6 hits) | 27 | - | Until grounded | H/L | Into | Variable | Variable |
Amon throws a spread of shuriken from the air to the ground. Stronger versions throw more shuriken, up to 6 total. Covers a lot of space and deals decent damage, but forces Amon into an uninterruptable falling animation after the move is completed, giving it very high recovery and limiting its usage. |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
41236XX | 13312 | 38 (varies based on character height) | - | - | H | Into | KD | -29 |
Amon warps above his opponent, perches on their head, and recites the nine Kuji-in seals before they explode in a massive ball of fire. Fully invincible during startup. Hits overhead, but can be blocked from either side. Somewhat slow to start, but tracks to the opponent's location and deals respectable damage. Works very well as an anti-zoning tool, try to use this on reaction to your opponent throwing a projectile. Does not appear to be possible to combo into. Will switch sides with the opponent on successful connect, but stays on the same side on block. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
41236XX | 13312 | 38 (varies based on character height) | - | - | H | Into | KD | -29 |
Everything said about the grounded version also applies here. Can be used as a gimmicky surprise attack after blocking an opponent's aerial. |
Cho Bakuen Rai: Charge d for 1.25 seconds, u + 2 attack buttons